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

REPLACED “ROUNDHOUSE TO FLIP KICK LOOP” WITH "NSR’S MODERNIZED FLIP KICK LOOP"
UPDATED “NSR’S ULTIMATE FLIP KICK LOOP” WITH CHARACTER-SPECIFIC DAMAGE NUMBERS
ADDED “X-FACTOR COMBOS” SECTION TO POST #2, COMPLETE WITH A STARTER AND MOD FOR KILLING ZERO
ADDED EMPTY “TEAM COMBOS” SECTION TO POST #2
MOVED “MISCELLANEOUS TECH, TIPS AND TRICKS” SECTION TO POST #3
UPDATED “RULES OF MAD BEAST” TO MENTION PUSHBLOCK IMMUNITY

Whew, sorry for the delay. I had a backlog of homework to do, and then got addicted to Defense of the Ancients 2 for a minute. Totally crippled my execution in this game, and now there’s a random double spoiler thing in the X-Factor section that I did not put there and cannot seem to fix :bluu:

Awesome. Please make them rage for me :tup:

I dunno why I missed this post;
Reminds me of Fonogenico, I love it!

Also, Zero’s funky hitbox has been pissing me off so whenever I have time; I’m creating a Zero Must Die combo just for that little shitstain.

I MISS JILL … AND YOU GUYS … SOOOOOO … I’mmmmmmm BAAAAAAAACK! =]

Yay!

Alright, I really want your guys’ help after my debacle at the tournament last night. I dropped so many things that I shouldn’t have because I wasn’t used to confirming off of several normals since I’d been so narrow-minded and focused on making her strongest confirms as good as possible. Once you reset them, or just catch them at low health, using lower-damage yet faster normals to confirm can be a frightening thing as they still die without even having to spend meter.

Please help me in making the rest of Jill’s confirms viable. I have unrealistically and impossibly high expectations, like 700k from :l: crazy. I don’t want to start a new combo section without any material, though.

I also want an opinion on a new tech I just thought of: TK’ing an Arrow Kick on reaction to an anticipated blocked Somersault to keep up the pressure. Staying in that ass, as NSR might put it.

I haven’t watched the video yet, so this is kind off-topic lol. However, fun tech that I discovered yesterday is that, if someone back rolls into the corner, you could dash and she will go over the body, then mix them up again. Might be common knowledge but I figure I’d throw it out

Example : (corner combo) > S > MMHS > dash back + call assist so it catches forward roll (I use spitfire, something slow to keep her safe. Vajra might work) >

>feral forward

  1. if you stop, you’ll be on the other side
  2. you can dash back over their rolling body
    -> 2a) if they back roll, you can stay here, which is the mixup mixup, which would put you outside of the corner
    -> 2b) if they back roll, you can feral overhead them on the other side, which is the mixup mixup mixup
    -> 2c) if they forward roll, you have enough time to react to which way they’re rolling and feral overhead them from the other side too

I can’t record since my PS3 isn’t hooked up to my computer anymore, it’s too far away since I moved, but try it, you’ll get what I mean. Options 2) is a good start point since you have plenty of time to confirm which way they roll then mixup accordingly.

That’s pretty much an easier dead-giveaway version of her regular wake-up mix-ups. Feral dashing up and forward into the corner is also a nice way to mix it up.

Yeah, that’s one of the things, this is like a triple sideswitch, the yomi level might be too high for common players lol.

You feral into the corner, then you regular dash, which will bring you back out of the corner, then you feral up forward to overhead them with your back into the corner, or do whatever other options I’ve listed.

One thing I like to do to maintain ambiguity on wake-up is to feral dash towards their ground back tech mid-screen. If you do that, you’ll still be in front of them, but if you dash after the fact, you’ll cross up. It’s a wonderful guessing game that plays in your favor, especially if you reset with a cartwheel after you’ve used your groundbounce.

thinking simple also helps … especially vs playstyles … we dont always have to go for some ridiculous feral dash stuff lol … also i dont know how i feel about missles over drones … =\ i’m having a dilema … i know i wanna play jill tony though …

Yeah, that also actually helps with mixups, especially when they decide they’re going to just neutral tech.

As for Missiles vs. Drones, they’re both out for years at a time just asking to get hit so I hate them both. If I had to pick either, though, I’d personally go for Drones. Anyone with quick cross-ups and evil mixups can take full advantage of their mean and nasty tricks. Missiles have just never been kind to me, and I hate Doom more than Sentinel. That’s a discussion for the team building thread, though.

I want to play Jill / Tony as well for the TAC infinite, lol. But then I don’t know what I’d do with all that meter xD

i’m looking into madbeast … i want to infinite someone and then madbeast rape LMAO … it sounds sooo fun and good in theory … we’ll see tho

I kinda disagree. Jill’s main, prime and go to stuff needs to be Feral Dash and if not Feral Dash; Feral Dashing–> Plink Forward/back OS’s. If you’re not in Feral Crouch, you should either be blocking or jumping to evade something serious.

Also, Missles is decent; I’d use it as a combo extender if anything because the damage you get off of confirms with it is ridiculous.

I feel Sent’s assist is decent too, it’s too slow and jill have many ways to protect his assist call.

For combo extensions, they both are good ( I think I have max damage Combo extensions for both somewhere within the Team Builder Combo thread) and both cap out @ 950K range (with Missles being slightly larger at 975K).

All that out the way, it boils down to what your second character is going to do. Since your using Tony, who is a quas-zoning character, you’re better off with Missles. and running repulsor or Unibeam

i was talking about not having to feral crouch on knocked down opponents … because meaty hits sumtimes help … after that its all good lol also btw are there vids for said 950+ combos ?! O_o’ … and i like sent more because i can control the opponent more with the drones controlling space faster then missles

I don’t have a camera to record UMVC3 related stuff, so I have notations and stuff up instead.

This is copy pasta from my post in the old combo thread with a quick write up on (Jill/Sent)/Doom. Most of the combos build enough meter to DHC into Plasma storm for 900K+. This stuff is pretty old, so we can probably extend it with Dood’s combo–> a moded Paulo’s BNB to generate the same amount of damage w/ a s.M.

Also, if you mod it even more, you can do the same damage (perhaps more), off of the Somersault loop. I’ll see what I find when I have time to play Marvel. Unfortunately, I’ve been quite boggled down from work to have time to play.

ill/Sent/Doom Write-Up

Pretty solid team that’s able to take advantage of Doom’s dumbass combo extender along with Sent’s beautiful assist. The team blends pretty well because it allows Jill to have two of the arguably, best assists in the game (even though I don’t believe that myself haha). Anyway off to the combos. Pretty much all the combos DHCed into Sent’s plasma storm Do ABSURD Damage (~950K with some mashing, pretty sure you can get it higher with more mashing).

Basic: j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow Kick, call sent [j.HS],H,4H,Cartwheel, sent hits, Cartwheel, Somersault, MGS-741K. Hitstun is kept at a moderately nice level allowing MGS to hit. Cart is able to be used twice since Sent’s drones impede ground bounce.

Basic: j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow kick, Call sent,j.HS, MMH,Sent hints, DKD M, Cartwheel, 22S,Somersault-744K.

Bit Harder: j.HS, H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow kicak, Call Sent, late j.HS,s.H,4H,Arrow Kick, Sent Hits, DKD,Cartwheel,Somersault,MGS- 760K.

Now I think I mentioned to you guys That I had some hard ass jill technology that’s going to benefit her, but like said, it’s hard. We all know you can TK Jill’s Somersaults with any of her other moves; her best being Ensnarement for combos. Now during this period, you can call an assist and continue your combo. **Here’s the tricky part, to do this you MUST be in Feral Crouch already which means that this requires a bit of dexterity. **Now if we combine this with some stupid Assist (LIKE DOOM’S MISSLES), we get some stupid ass damage. Let’s look at an application of this technique along with Sent’s assist.

j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow Kick, Call sent, j.HS,j.[MMH],Sent hits, DKD, Cartwheel, 22S, Somersault,Call Doom,TK Ensnarement back to wall, 22S,Somersault, Raven-Spike- For about 800K.

With that combo, you may have to use more 22S Dashes or a plink dash to go back in the corner. You may also have to use a 22S Dash or position yourself so that the TK hits instead of whiffing.

Post: MGS w/Sent assist combos and setups
As most of us know, the beauty of Jill’s MGS and many assists is that she can combo off of it. This not only helps with combos, but it helps turning a sticky situation into one completely in your favour. Along with Doom’s assist, this opens up a myriad of stupid options. Here’s a couple setups that gives Jill a very powerful punish. Did I forget to mention that you can use the Somersault TK in each combo to increase it’s damage? :wink:

Pretty Easy:Call Sent, MGS, Flip,Flip,Cart, 22S,8,j.S,j.MMHS,Call Doom,S, j.MMHS, Doom Hits, Arrow Kick.j.HS,Fallen Prey.- 400K.
Somersaults+Paulo: Call Sent,MGS, 22S,Somersault,22S,Somersault,22S,M,Arrow Kick.j.HS,Call Doom, S, MMHS, Doom Hits, Arrow Kick, DKD M, 22S,Somerault, Raven Spike. - for about a 540K punish!

This team isn’t bad, there’s many setups and it’s a very combo oriented team. One hit pretty much means your going to take a pretty big beating!

[FONT=Helvetica]Some more info:

Like with many assists, Jill can set up a variation of the Double Ender with Sentinel’s Drones. The double ender, as we all know, is your staple and go to and EASIEST BNB. Instead of your normal Double Ender, this one features two ground bounces and the two wall bounces Here’s the combo

J.HS,M,H,2H,4H,22S,Somersault,22S,M,Arrow Kick, j.HS,j.[MMHS, MMHS],Call Sent, H,4H,S,j.HS, Sent Hits, DKD H, land, Cartwheel, 22S,Somersault,MGS- ~705-710K.

Jill THC Wise
The Full Jill/Sent/Doom THC is decent, It’s safe, and combo-offable in certain situations.
The Jill/Doom THC is far superior. It’s safe, comboaffable in all situations, and sets up some pretty dastardly tricks with her Kara Position Exchange.

Jill’s help to Sent/Doom

With Sent, you can setup TK Hard Drive/Plasma STorm loops and allows a bit of an incomming mixup with sent. With Certain setups and with great timing, you can hardtag Jill in if you land Sentinel Force. Sent’s able to protect a Jill assist call with all of his projectiles, so it’s relatively safe.

With Doom, you get neat Corner Extensions along with the same incomming mixups and ambigious setups.[/FONT]

oh ok … i thought you meant you were getting 900+ with just jill and 1 meter ! LOL i was like WTF!

Not yet haha.

Soon we’ll be getting there though :tup: Only took us like 7 months to break 700K solo; let’s chalk that up to another 7 to break 900K. In theory, it should be possible if we can find a way to impeede her own Groundbounce with either a somersault or 22S L. Unfortunately, I have no time to test anything about it myself, like earlier said.

Sup everyone, sorry for disappearing recently. It’s the Christmas season and I’m a manager for FedEx so right now is the busiest time of the year for me, so for the most part, I fall off the face of the planet during this time of the year. Anyways, I haven’t been playing much, just wanted to see if anything new has popped up recently.

Nice combo, from the looks of it, you could probably do a jumping roundhouse after the cartwheel if you’re close enough to the corner. I’m sure that with hitstun, the wallbounce will fail from too far of a distance. Lemme try right quit and I’ll let you know… dood!

****Samurai Edit… ***
Yeah, it works with the wall bounce for 550,100k damage but you have to have the jumping roundhouse wallbounce them into the corner or else the wallbounce will fail. So basically, you have to be around 3/4 of the screen with your back facing the corner when you do the position exchange for it to work so it’s not 100% reliable. I can experiment more with it when I get some more free time… dood!

Awesome, I’ll have to try that out after class today. Changing the combo on the fly depending on the location of the corner would not be a new challenge to me, anyway. I have to do it to make sure Frank will get to Level 4 from the first confirm.