"I'm No Ordinary Civy" Jill Combo / Strategy / Tech Thread Revamp

Lol, this seems like a good strat. It’s the X23 formula. The only thing about this is, good luck opening up the 3rd character haha.

I really wish i didn’t have to MGS almost every time. I guess I’ll try resetting twice for a character or whatever, but that seems like an unnecessary risk.

I don’t think I ever MGS twice. I always find myself fishing for at least one reset since the first MGS just feels like a waste of meter as it isn’t as safe or reliable to pick up off of as really anything else, and you’re still pretty much two-touching the entire cast anyway. Not like Jill has great chip options. If the first combo will really come that close to killing them, a good DHC works fine.

Yeah, that’s what I mean:

1m -> combo -> 1.75-2m -> reset -> short combo -> MGS = 1.5m left over.

Or:

short combo -> 1.5m -> reset -> longer combo -> 2.75m -> oh shit fighting Taskmaster -> MGS -> DHC Rock n Roll = 0.75m left over.

Also, during the match:

Jill getting beat up 25% hp left -> MGS -> Mad Hopper = -2m

Which usually brings me to 1 or less meter. :frowning:

To me, the damn thing just isn’t worth the precious resource you’re paying for it. The character isn’t especially good at building meter or anything, and her best team positions don’t usually offer a sizable reserve of meter that would honestly be much better spent becoming invincible and showering the screen in high-priority projectiles for safe getaway or DHC options.

It has invincible startup and can be inserted seamlessly into a combo, but as of right now, I personally don’t think in most circumstances that even all of that can make up for what you’re losing in the process: three bars, non-linear movement, nearly all defensive options, and Somersault.

I can only hope that I’m completely wrong.

Hey Paulow3b, I wanted to get your opinion on Jill / Spencer. Because I remember you saying you were going to split the team up into something, I forget which. I might spend some time figuring out some stuff, but I’m not sure if it’s worth the time investment. I’m planning on Jill / Spencer / RR

I guess you’re using Raccoon’ gun, right?

I really like Jill/ Spencer (Slant Shot). This assist allows Jill to perform a whole world of mixups. DHC to Bionic Maneuver is great too.
However, your overall control of the game will suffer. You’ll need a great assist for both of them… Maybe Spitfire Twice will be ok.
But you will never get the maximum from Jill. I use Jill/ Spencer/ Hawkeye and I know that I’m choosing damage and a great DUO in case of Jill’s death instead of focusing on her. That’s a choice. Think of it.

I might put up a video later showing a untechable and unavoidable Reset with Jill and some assist let me know if u guys wanna see it. Also is there any way I can get it on the front of SRK?

front of srk for a knockdown into drones lol. Paulo’s guide that he worked months on and covers a ton of jill stuff barely made the front page.

i only use jill 2nd or 3rd (mostly 3rd) so

No for the most part I think u are correct. But my own personal philosophy of using jill 2nd or 3rd fits with using mad beast like that. I don’t play her first because I think she loses to most of the elite points and i prefer the chaos of me getting 1 kill and then bringing her in or them getting a kill and then me having meter. Also, I think mad beast is too slow without xfactor.

also with regard to dropping mad beast combos especially in xf, I do it all the time lozlz. But it also fits with how I play since a lot of my resets are based on reacting to soft knockdowns, tech rolls, and low air techs. if i drop a mad beast combo it’s easy to slide into them and then dash 9S to start hitting again.

To be honest, my main xf3 mad beast combo is LMH 6 LMH 6 LMH 6 LMH 236 L236 L 236L 236L 236 MH. It doesn’t even do 900 but usually there is damage done in neutral so it’s good enough to win. If I get a hit on a 1mil char I can just cancel my LMH series anytime by doing dash 9S for a reset, or a dash through command grab. This is why I think she’s good 1v1 with xfactor but doesn’t win 1v3.

That being said I have exposed myself as a ham Jill lol but I think against the elite chars you have to be effectively wild (to borrow a term from baseball) in order take more games in a set. It’s also a bet on the opponent’s lack of character knowledge.

And of course, it doesn’t work against every char. The point is to know who you can do it to easily and pull out these kind of ‘aces’ when you need to.

Hey everyone. I know people know of the confirm > launch > j.H xx M knee drop > raw tag setup. I messed around a bit in training and wanted to try out Jill / Zero. Theyre my two main characters and I have dedicated teams for each, but I wanted to see if I could do something with them on the same team.

Ive got a feeling that its common knowledge, but if it isnt, Jill gets a raw tag setup from this combo:

confirm > flip kick > somersault > roundhouse > feral dash forward > raw tag

I doubt that every character can do it (Zeros raw tag hitbox is godlike), but Zero can do it, then link a cr.M > s.S after the rawtag hit, and still convert into lightning loop. The combo carries from corner to corner and works no matter how much scaling from assist you have (tested with Unibeam and Cold Star…both add a shit ton of hitstun deterioration).

Starting with cold star / unibeam, im still netting over 1 mil damage and builds roughly a bar and a third.

If anyone is curious of exactly what im doing, heres the notation:

confirm > flip kick > somersault > roundhouse > feral dash forward > raw tag > (zero starts here) cr.m > launch > j.MMHS > land > very delayed H dive xx buster xx L lightning xx sougenmu > lightning loop.

You can either do the H dive VERY late, OR you can opt to make that part much easier by setting Jill to cartwheel assist (in case you used up your first assist for lockdown to get the hit with Jill), or you can simply use your second assist for the pickup (if you got the hit with Jill without it)

Anyways, yeah. Sorry if this is old news. Just thought it was interesting.

Edit: Forgot to mention that I would LOVE to run this team, but im having a hard time figuring out the last character…who would obviously be the main assist to help Jill get in. The obvious choices are Unibeam, Shopping Cart, etc…but I dont really want to play them…especially frank. Any thoughts?

Second Edit:
Another problem im having with this team is this: If I have Zero on the team…there is literally no reason he should NOT be on point. Hes better than Jill in every way (except possibly resets)…and if I DO put Zero on point, Jill will undoubtedly go second…im not pulling a WindZero with random anchor Jill. If Jill is second, what does she give Zero that he NEEDS? It basically makes it so that im playing a 2 character team (Zero + third character). Theres no reason to go into Jill tac infinite with Zero since he kills everyone from one touch anyways. Halp?

Well simply put there is no reason you would put jill on a zero team if you are trying to be optimal. I’m sure the arrow kick assist would help zero convert off of grabs and you might even be able to use it to set up lightning loops. You could probably also use a raven spike dhc into the zero buff super and set up lightning loops too. Sadly they are both point characters so you aren’t really maximizing either of them by having both on the same team.

As far as anchor options go for a Zero/Jill/X team

Strider (vajra), Hawkeye (triple arrow) and dante (jam session) would all be decent choices. All of them have assists that can help with zero and jill while also being decent anchors.

My problem with Zero / Jill is that you either ToD with Zero or try for Jill’s TAC infinite, which at that point is just risky and redundant; and Jill / Zero is just settling for a worse assists for a better character outside his comfort zone.

There’s little if any complimentary action that can happen with that duo.

Ive kinda decided on Zero / Jill / Raccoon. The one benefit to having Jill on the team (aside from character loyalty) is that from an alpha counter somersault, I get to raw tag zero back in and go into lightning loops. Kinda neat.

Edit:
That being said, I may just keep them on separate teams. Putting them together was just an idea I was toying with.

One thing I found on accident yesterday. While activating Madbeast, during the animation, you can input a f.H to do an overhead the instant you come out of it, and since you’re in the air, you can mad dash over to cross over. It’s pretty wicked. I haven’t tried it with any other options like down forward or anything, but it’s just a small tip. The use I can come up with, is :

Blockstring -> mad beast (f.H during startup) > Spitfire right when you get out of the cutscene and start overheading > Jill hits / blocks > Raccoon spitfires hit while I’m on the other side already > j.S crossover overhead > combo since spitfires combo’ed into each other.

See what you guys can come up with :slight_smile:

Well I have been doing this to some people but since i think dont quote me on this but i think LMH Or LH+ Dash in madbeast is a true blockstring because i do it against people all the time and they for some reason cant do anything about it. If this is said to be true maybe you can use madbeast as like a anti x-factor thing. Like put someone who is already using X-Factor into blockstun activate madbeast and go LH Dash or LMH Dash. Correct me if im wrong

So, ive been messing around seeing how far I can push Jills HSD. I was messing with this combo:

confirm > flip > flip > somersault > roundhouse > arrow kick (hit with the back) > j.HS > s.H > b.H > stuff

It seems like its a tight link inbetween the j.HS and the s.H. Also, Im fairly certain the hitstun will make them tech before I can cancel b.H into cartwheel.

Could someone else possibly help me work on this combo? Im sure we can get over 700K solo with this combo if it works. It would also carry corner to corner which is nice.

Idk if this is old news or whatever, but if found a way to hit JUST under 700K solo from a practical hit confirm (cr.m > st.H > b.H). It does 694K on regular body (Vergil) characters. Im sure it hits over 700K on bigger body characters.

If done from a j.S, it hits 722K.

Im also fairly certain the combo can be pushed a bit further HSD wise, so im still convinced that we can hit 750K from a practical starter.

If anyone is curious of the combo im doing, heres the notation:

cr.M > s.H > b+H > somersault JC flip kick xx feral > slight dash forward > flip kick > somersault > roundhouse > standard ender.

Thoughts?

Edit: Im thinking of maybe trying to add in the Arrow Kick extension after the somersault…or maybe another flip kick…IDK! Im just hopeful =)

Edit2: Sorry, the 722K is done from a starter of j.S > s.H > b+H. If you do j.S > cr.M > s.H > b+H, it does 494K meterless, 703K after MGS.

I know the hitstun can be pushed farther though! Im still very confident!

So I tried adding in the Arrow kick after the roundhouse. They flip out before you can cartwheel.

Thanks for testing! I have some more ideas but I can’t test until tomorrow because the stick is loud lol.

  1. maybe we can add another flip kick somewhere?

  2. try doing the roundhouse after the second flip kick then try the arrow kick extension

  3. if started from midscreen you can do combo > roundhouse > somersault JC ensnarement ( throw back in corner)…maybe we can do something with that?

Ill think of more tonight / tomorrow!!

Normally I just do j.s, s.h, b.h, 22s, somersault, j.h, j.s, s.h, 22s, somersault, 22s, roundhouse, 22s, feral dash, 22s, somersault, TK cartwheel, somersault, MGS off of grounded opponents. It hits around 680 to 720k depending on character size. I find that consistent enough to use online, maybe after the round house you can use arrow kick and still have enough hit stun to complete the j.h, j.s, s.h, b.h cartwheel finisher?

I’m honestly not sure if you have enough hitsun for that though, I’ve never really looked into the arrow kick glitch combos too much because I could rarely time them midscreen.