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

I normally do the same combo: Somersault, air HS , b.H ,FLip kick, Somersault, FC, Jumping Roundhouse, FC, Feral Dash, FC, Somersault, Cartwheel, Somersault, MSG
it always damage 700-710k sometimes 690k . in big characters I think it can reach 730k. I think this combo can be extended with More flip kicks, but i just dont have the execution to do it XD

Depending of the lag obviously, if i cant do that I’m just go for the: (if i can I hit with an Air H or Air S or both first) M,H,b.H, Flip, Somersault, FC, Jumping Roundhouse, FC, Feral Dash, Somerault, Cartwheel, Somersault, MSG

did some more testing:

If started from midscreen, you can net 515K meterless, 743K for 1 bar…but the combo only works on sentinel lol

somersault > flip > flip > flip > somersault > roundhouse is possible, but not with a practical hit confirm.

im still trying to work a way to fit another flip in there somewhere, and im also trying to move around the moves in the combo to fit in an arrow kick extender somehow.

The combo that I listed in my last post does ~701K on Doom when started from a cr.M, 726K when started from a j.S.

Will keep yall updated with whatever I find!

First off, I appreciate the thread, I’ve learned a few new things.

Though, I’m having a lot of trouble with Feral Crouch cancels. That is to say, doing the Feral Crouch in the middle of another move to chain it into something else. So far, after hours upon hours of practicing it, I’ve managed to consistently link a Somersault into another Somersault. It’s not so much the timing as it is hard to do. (I play a pad, if that matters.) Is there anything I should know to make this easier?

  1. When you want to cancel Somersault into Feral Crouch, press down H, down S then you will “gain” time instead of pessing H and then down down S.

  2. Hold the attack button while Jill is crouching to land the feral crouch attack in the first possible frame. Holding buttons also makes you feel liike you are pressing less buttons. hehe

Cool beans- Does that work with the flip-kick loop? That’s the one I can’t do to save my own life.

Dig the reply, by the way. <3

No it doesn’t, As far as I know there is no shortcut for the kickflip loop. Learning the kickflip loop is all about timing, muscle memory and knowing how to adjust the combo based on your opponent’s height/hitstun. For some players (myself included) it isn’t that easy to get down. There are honestly easier combos out there for ground to ground hit confirms that yield similar damage. Personally I only suggest the flip kick combos for unusual hit confirms.

For flip loops, the trick is to allow Jill to dash a little every time. If you can do flip kick -> round house, it’s basically the same timing. The way I do it is QCF, hold forward till she slightly dashes, then hit L. The only caveat is that with every successive flip kick, you make your dash shorter and shorter. For example, and I’m just throwing out random numbers, say you combo -> flip kick. The first flip kick will have a 1ms dash, the next would be 0.75ms, then the next would be 0.5ms, then you roundhouse. Play with this timing.

Irrelevant Information/Guard Break Setup/quick writeup that I’ve used for awhile but kept secret.

Somersault Whiff (must catch opponent in blockstun), 22S, Position Exchange.

EITHER way you get a cross-up position exchange that catches them right out of blockstun. Although it crosses up, you want to input the direction for Position Exchange you are IN, as it will autocorrect to the direction you teleport in. To avoid it, your opponent has to jump out of it, but then you can react with a crossup Flip Kick/ Cartwheel/22S 9S.

Pushblock is irrelevant, blah blah.

Jill in X-factor can combo off a broken TAC with Arrow kick into whatever you want. There’s a large possibility that she can do it without X-factor on the first possible frame, but my controller is shitty so I can’t test it/don’t care enough to test it.

As well all know, Arrow Kick’s properties are pretty strange. With Strider midscreen, if you do the extension I normally do you can still do the Paulo BNB as she impedes her own wall bounce. Or, if you delay the timing she arrow kicks, and you can recover fast enough to arrow kick a second time for whatever reason you would like.

Cartwheel–> Arrow Kick leads to reset opportunities and new Damage routes as well.

WB NSR! :smiley:

I’ve used that somersault -> PE a lot as well. :slight_smile: It works on soft tech resets if you happen to cross up, still do the DP motion from the side you were in, and it will always come out correctly.

I’ll have to test the TAC break, as well as the cart -> arrow stuff though.

my ninja, don’t leave us again lol. You be giving me those salty tears.

Also really wondering if I should play Jill/Dok/Ammy or switch my anchor to strider, strange, or maybe even Hawkeye. I don’t really like the dog outside of her assist, but I may give her more of chance, any advice guys? I like sent drones but it only goes so far until your left with sent as anchor, at least nsr has strider, paulow has Hawkeye, moonz has ammy… Oh wait and nova lol. I may just ask some one to teach me the dame dog at UGC one of theses days.

I’m feeling Jill with Psionic Blast/ Bomb, but I don’t think Dok gets anything (at all) from Jill.

Maybe Jill/Ammy/Strider?

Cold-Star is so oppressive, you don’t even need an amaterasu to be effective. I’ve been playing Strider/Strange/Ammy for the last year to large success and my Ammy is god awful.

I’m just gonna try using Modok/Jill/Shuma, the dog is boring as all shit IMO. I can’t even bring myself to learn her lol

I may even try Jill/Dorm/Shuma as well.

Hey man maybe you should just try the dog to see if it fits your team better.Also if you really like Drones man just keep working on your Sent. Just try to find a team that you enjoy and works well with you and stick with it man

Drones is good but sent gets bodied in the long run. Cloud… Lol

Agreed!

Cloud805 was actually my old Training buddy for a LONG time and I taught him to respect the Jill matchup.

Jill/Shuma synergy is really wonky. If Shuma got the Hyper Mystic Smash THC with his eye beam, it would be a legitamate shell, but you can only pull off gimmicks with Hyper Mystic Ray THC with Jill.

That being said, there’s really fun combo synergy with Jill/Shuma with Mystic Ray and allows Paulo’s BNB to be performed along with crazy demoralizing resets and comboing off throws. The problem I have with it is that Shuma’s Ray has about ~44 start up frames so it’s really difficult to call out in the neutral.

On the other hand…

Shuma’s mystic Smash assist is a bit underrated. It has clear potential as a lockdown assist, and it’s startup is noticably faster. You also receive hyper mystic smash THC which is godlike with Jill. It’s basically like Storm’s hailstorm with much wonkier properties. I’m pretty sure that either you, dude120%, I, gangie or others could figure out combos with Mystic smash, but it scales damage and hitstun to the point where it’s difficult to gain real mileage out of it during a combo.

Also, although old I want to talk about this. Flip Kick loops are integral for optimal ground to air confirms. They net the greatest damage, easiest resets, and can also go into combo routes such as Paulo’s BNB, the double ender, my optimal loop, or even a variation of Dude’s BNB.

Learn them and utilize them. They work for neutral pressure as well.

Was able to net 530K meterless, assistless with a hitconfirm. Nets 718K for 1bar on vergils body type. 730K on Sentinel, but there are more damaging Sentinel specific combos.

Can only be done midscreen > corner or if you start in the corner. Doesnt work corner to corner, and doesnt work off a jumping attack (well it does…but only on sentinel unfortunately).

If anyone is curious:

-MH b+H xx somersault > flip kick > flip kick > somersault > roundhouse > feral dash forward > (put yourself in the corner) somersault xx ensnarement > MH b+H xx Cartwheel xx feral dash (put yourself in corner) > somersault xx MGS.

-Also, the combo gives 512K pre-reset if you choose to do the carthweel hard knockdown reset, 537k If you choose to extend a little bit with feral dash up > falling j.S > cr.H > reset, although your reset isnt as “tight”.

-Lastly, this combo IS possible from cr.M starter, but it seems extremely tight (except on sent). I only managed to get it twice from a cr.M starter and I didnt get damage values. Im sure there is a trick to making it work easier (im assuming hitting the s.MH b+H as soon as possible after ensnarement to make sure they are high enough to get hit by cartwheels first active frame), but I wasnt able to duplicate it consistently. Ill keep working with it though.

Various notes (for general combo creation purposes):

-cr.M induces more hitstun deterioration than s.M does
-cr.H induces more hitstun deterioration than s.H or b+H (a considerable amount more)

Im still convinced that I can net 750K for 1 bar, assistless, from a hitconfirm, NOT corner only. I know there is a way. I will stay vigilant.

LoL I played him one TRB, and when I lost he said, “you know jsoledout? I used to play him A LOT.” Thanks, man… I could have won that one… LOL