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

Just a random post, I took one of my old Jill/X-23 combos, mixed it with a little hint of Paulo’s BNB and got a new version that does 1,387,400m damage with 5 bars…

*Jill :f::h: , :qcf::l: (double knee drop), :h:, :b::h:, somersault, somersault, jumping roundhouse, arrow kick, j:h:, j:s:, :h:,:b::h:, :s:, j:m:, j:m:, :h:, :s:, call X-23’s ankle slicer assist, somersault, cartwheel, somersault, raven spike, DHC last hit into X-23’s Silent Kill, *X-23 :dp::h: (crescent scythe), :qcf::h: (talon attack), :s: (silent kill), land, wave dash, :qcf::m: (full charged ankle slice), :qcf::atk::atk: (rage trigger)

:wonder: Peace out Thor, She-Hulk feels left out. Not my go to combo though, since my Jill/X-23/She-Hulk BNB does 1,048,600m with only 3 bars, but just a fun combo for showing off… dood!

I’ve been grinding out Frank-leveling Jill combos for about an hour now, trying to devote two different location-dependent kinds that utilize Stirder’s Vajina assist to muscle memory, and came across an annoyance. Some characters will fall out before a TK’d Cartwheel from Somersault hits them if used immediately after a first cartwheel because their model pushes you farther away from them than you’d like to be. A simple feral dash behind before the Somersault is a perfect remedy, however.

I want to have several different kinds of Frank-leveling combos: mid-screen and corner, either one with variations taking into account how much health they have so they don’t die before the snapshot. Closer to the corner, it’s as easy as a wallbounce-less BnB to MGS and then DHC to the shopping cart. Mid-screen is more complicated and calls for at least 16 hits before using Raven Spike and DHC’ing to a whiffed Survival Techniques, then snapshot -> Arrow Kick -> snapshot, also meaning it has to lack the wallbounce.

Midscreen I just simply do the Jump loop BNB into Frank and call Jill, snap snap.

With stuff like Leveling Frank, it’s best to keep it simple and optimum. Worse comes to worse, Strider can level Frank to 4 with a Legion DHC into ST–> Knee Drop–> Call Strider–> pic, pic or a double shot during legion. Legion is random though, so only some formations allow for a double shot.

I was doing that for a while, but I didn’t like the damage. I’ve got a new Frank-leveling-specific BnB now that uses Strider’s assist and gets almost 100k more damage than regular jump loops, and is pretty easy to change into off of my regular BnB once I recognize my place in the stage. These characters have been so kind to me as Jill.

mid-screen, it goes like:
any normal, :h:, :d::d::s:, Somersault, :uf:, j:h:, j:s:, :b::h:, :qcf::l:, Somersault, :uf:, j:h:, j:s:, :h:, :a1:, :b::h:, :s:, Vajra hits, :qcf::m:, :d::d::s:, dash forward, :d::d::s:, Somersault, :qcf::uf::m:, :dp::atk::atk: (641k starting from standing :m:)

I can change the end to be MGS if it ends in the corner, and DHC it into Frank’s shoping cart instead of the TK’d Cartwheel to Raven Spike DHC’d to whiffed Survival Techniques for a more damaging, meter efficient, independent level up.

and here’s a random, unrelated corner combo I made up:
any normal, :h:, :d::d::s:, Somersault, :uf:, j:h:, j:s:, :b::h:, :qcf::l:, Somersault, :uf:, j:h:, j:s:, :h:, :a1:, :b::h:, :s:, Vajra hits, :qcf::uf::h:, j:qcf::h:, :d::d::s:, Somersault, MGS (705k starting from standing :m:, 726k starting from standing :h:)

It’s a bit tricky because you want Arrow Kick to come out as soon as possible while still connecting so that you cross under on the way flipping out of the corner.

One more thing. Solo from an:h:, you can just do Dood’s Somersault BnB if you go straight to :qcf::l: after the Somersault and just skip the heavy normals:
:h:, :d::d::s:, Somersault, :uf:, j:h:, j:s:, :qcf::l:, Somersault, :d::d::s:, Roundhouse, etc.

I forgot to get a damage readout before turning off the game for the day, but I remember it’s really close to the regular Somersault BnB’s 712k

I was on a quest to break 600k with the command grab tonight, as well. I got close with 588k, which required not only the Vajra assist, but also a TK’d FC and a perfectly timed Somersault to TK Cartwheel, which is a real whore to do in sequence.

I just tried it, I’m not sure what the timing is on that but the somersault misses after the flip kick on that combo you posted starting from solo H. :frowning: I also can’t get the flip kick to hit consistently either. I have to manually cancel flip kick into somersault into roundhouse. HOWEVER! This combo is HELLA easy on Zero. I think I may have found my zero only combo XD

Ender with H, b.H, cartwheel, somersault, MGS does 689,200
Ender with somersault, TK cartwheel, somersault, MGS does 710,900 midscreen.
Above ender vs. Zero 686,900 :frowning:

Learn the right delay for the j:h: and j:s:. Otherwise, either the flip kick or the somersault will miss. You can also hold :h: after Flip Kick to get Somersault to come out right away.

EDIT: I tried it on all significant characters. It should work on everyone.

Yeah, it’s pretty strict. I just got it to work on Cap, but it’s not 100%. I do hold H and it doesn’t hit. I think I’ll just manually cancel somersault, same difference :slight_smile:

I wish you could show me so I could see the problem because I found it extremely easy on everyone and never dropped it.

I had some time to hit training mode yesterday. Ugh, I really hate s.M—> s.H hitconfirms because of how inconsistant both of them are, anyone have any ideas for any s.M–>c.M–> H combos that break 700K? That chain is much more reliable and safer.

Plus, I was experimenting with some combos on Zero. lol @ his awful hitbox.

Yeah, Zero is stupid.

After about an hour of trying, the best I managed of what you were asking was 661k:
cr.:m:, :m:, :h:, :d::d::s:, Somersault, :uf:, j:h:, j:s:, :b::h:, :d::d::s:, Somersault, :d::d::s:, Roundhouse, :d::d::s:, dash forward, :d::d::s:, Somersault, :qcf::uf::m:, :d::d::s:, dash forward, :d::d::s:, Somersault, :qcf::atk::atk:

You can get 679k if you squeeze Strider’s Vajina assist into the first feral dash.

I’m reexamining Jill’s Somersault assist after realizing that, as an invincible Crossover-Counter, you can cancel it into whatever you want with :d::d::s:; that sounds like something amazing. What’s everyone’s experience with Jill’s assists? I’d like to keep a record of them in their own tab on the OP.

My main team uses her Somersault assist. It helps my She-Hulk a lot with multiple air grab resets, air combo loop set ups and otg Senton into Emerald Cannon for some good damage. It gives me a few mirage feint reset options with X-23 and also gives me a very simple un-blockable and almost 100% guaranteed Stealth Kill set up. It’s also is an easy way for me to get into characters like Zero and beating them of a cross-over counter. I just wait for Zero to do his Shippuga on She-Hulk and I cross-over counter into Jill’s somersault and do my Jill/X-23 bnb then DHC into X-23’s Weapon X Prime and that little twerp is dead. I end a lot of matches just by cross-over countering into Jill’s somersault then comboing afterwards. Meter isn’t really a factor because the way I play my team (constant She-Hulk and Jill resets), I’m constantly sitting on 3 or 4 bars… dood!

i also use somersault assist because while CCs aren’t fail-proof, Jill’s kinda is cuz it’s completely invincible AND you can cancel it. So it’s like you get a few extra chances at an xfactor cancel and it let’s you “install” jill in at her strongest which is a hit or blocked somersault. that CC alone always surprises people the first couple times you use it, but even more powerful is when ppl realize they can’t just derp rush you anytime you have meter. it makes them either slightly hesitate or even change their playstyle, which is invaluable.

Oh hey, look what Pulsr did. Thanks Pulsr!
[media=youtube]NGREk8pKigo[/media]
REPLACED “ZERO MUST DIE” X-FACTOR COMBO WITH PULSR’S IMPROVEMENT

I talked him into making a video for that haha, after he told me that he had one for her, and I refused to believe him. lol. THANKS PULSR.

It’s hard as hell. I’ve been able to do it once. Still trying to figure it out.

Hmm, the only reason why I used raven spike as an ender was cause I thought the ender looked kinda cool :stuck_out_tongue:
For stability reasons you can choose to do 236B (Instead of 623B) -> Raven Spike. By using Cartwheel you don’t have to worry too much about the awkward timing on the 623B 2C or the random positioning Jill might end up at after the wall bounce. Also, the damage with the cartwheel is around 830k I believe.

You can see my new team in the video too ;x

Raven Spike gets more damage on Zero every time because he’s freaking weird and stupid.
I pulled it off without the :dp::m:, opting instead for :qcf::m:, Somersault, :qcf::uf::m:, :dp::atk::atk: out of reflex. Does almost the exact same damage, just down by about 4k; still kills Zero, and that’s what’s important.
The combo is really hard for me right now just because of that third jump loop, tightening the link for :b::h: which just always seems to miss. After enough successful attempts, though, I’m sure I can figure out the timing for each part to make the whole thing easier.

Somersault’s a mediocre assist that needs a bar to be somewhat useful. It gimps most teams of a much-needed assists.

my two cents.

yooo pulsr is back?! i’m hyped! as for my jill team all i have so far is jill tony doom … but i really dont like whats been happening with missles … sometimes they make it so i can’t do anything after they hit =[ …

as a result i been playing with the wackbot as anchor … i dont know how i feel about that tbh … i was also considering dante and tony/mag in the back