I don’t know if this counts as tech, but a couple times in training mode I’ve accidentally landed Raven Spike from her Medium Command throw. I don’t think I was in X-factor. Anybody know if this is a real thing? It might be a really difficult thing timing-wise, but it could lead to something cool if I wasn’t hallucinating. I don’t have a capture card or anything like that, but I’ll try to do it again when I get on Marvel again.
I’m pretty sure this works, but MGS is almost always a superior option to Raven Spike as a finisher. You can actually TK :dp: from a Somersault and it will connect if they’re low enough, which may or may not be helpful in racking up slightly more damage in the odd case that you’d be ending your combo with Raven Spike.
UPDATE: I tried it on characters of varying height and could only get it to work on Sentinel and Nemesis, and it only worked in the corner with Nemesis. Funny thing is that these are the characters that take astounding damage from MGS anyway, so it’s pretty much totally useless.
So I was creepin on Nico Douga, the Japanese video site, checking periodically for new videos, and I came across this:
http://nicoviewer.net/sm19801837
HOLY SHIT YOU CAN START IT LIKE THAT?!
Somehow DKD -> feral cancels the “landing” part so you can still TAC afterwards. So I’m calling my Jill brethren to see if we can actually find something with her
The groundbounce from DKD combined with the wonky mechanics of TAC confuses the game into thinking that they are still in fact in the air. I’ve done something similar playing around with assists in Wesker combos. If you hit them with j:s:, they will slam into the ground like in an air combo as well.
It’s cool and all being able to throw in an unexpected second TAC in the same combo, but I can’t see this trickery being particularly useful since it’s corner only, using both TAC’s completely throws off your team order, and Jill needs to be second in line for it to work.
I was more interested in the fact that this could be potentially a TAC infinite starter. The 2nd TAC is just proving that the game still considers Jill in the TAC’d state even after FC > arrow kick.
I run Raccoon second, and you run Frank second. There’s potential that after a DHC Jill would have been switched. I like to have every option covered for my teams, and I think everyone should start feeling that way too (What if my team order is switched? What if I’m left with my first / last character, what combos can I do now? etc).
Aha, I see where you’re going. Unfortunately, I can’t help in this one since I know almost nothing about TAC infinites since I just hate everything about TAC’s. Something about TAC’ing low to the ground so the next guy can come in and jump loop the victim to death if I remember right. Being able to fly also helps or something.
I had a chance to play today, not long, but long enough to have a general gist on this.
It works similar to how DKD “loops” in XF3 and how a j.s Causes a hard knockdown, and in when timed right allows jill to combo off of it.
Basically, Lamu seemed to be correct, with a little adjustment.
The Player is doing both the FC, and FC L on the **first possible frame. **Which is tricky at first, but opens up a HELL of a lot of possibilities and tricks the game’s hitstop mechanic.
I think I could develop a lot of interesting stuff from this. Good find Lamness.
Looking forward to it! I’ll hit the lab after this weekend and see if I can find anything. Staying at my mum’s this weekend so I won’t have access to my PS3
Notes regarding the TAC infinite-
It’s actually really easy to keep the state, all you need to do is stance cancel the DKD recovery. As long as you never go into normal standing/crouching state it looks like you keep the state (i.e. as long as you stay in FC you have unscaled hitstun). Something like this actually retains the TAC state:
Note this is all just showing how this works, it’s obviously not a combo, but explaining how this works
TAC > DKD A > FC > wait. After they recover you can 236B > FC > 9 teleport > falling j.C (TAC glitch hitstop) > rejump > go into jump loops (time j.C/j.S to have hitstop when landing like traditional TAC infinites). You can also TAC out during jump loops (tag to someone else if you want).
Note that while in this state, both 236A and Somersault work differently, and it doesn’t look like you can use them to combo. They both cause the opponent to fly farther away than normal, and with less hitstun than normal. Jill can move around on the ground with FC 6/4 teleports > stance cancel on the ground while retaining a TAC-infinite state.
Theory:
If you kill someone with a TAC infinite, you can end in DKD and stance cancel, and now you retain the TAC infinite state. On incoming if they don’t have air mobility you can 50/50 them with cornered 236B, if they hit infinite. Although you can’t call assists while in this TAC state, even if you FC.A > assist call
Also on a funny side note - in vanilla Jill evidently couldn’t FC cancel the recovery of DKD, so this didn’t work.
The potential for this sounds scary. Couldn’t you just loop the FC L continuously since you’re stance canceling it over and over?
Edit: I tested it. I got 43 reps. I bet someone else can do better. Someone with a capture card.
This just might be the easiest TAC infinite in the game.
Unrelated question: What’s the optimal combo for when you catch someone and their assist with a somersault?
Great stuff. This is really really **good. ** It’s basically like Modoks then, but amplified since we can still use our traditional movement. Stryke and I labbed it up yesterday, and Madbeast gives her Doom TAC glitches as well. It’s ridiculous.
Paulo’s BNB or Dood’s Somersault one.
Boys and girls, we have officially broke jill. 72 reps. This is by far the easiest infinite out there.
Also; did about 30 online against fellow board member Strykeblade as a test dummy. I demonstrate how to do it, and how to maintain it.
Footage will be uploaded when PJ archives the stream.
You guys are awesome.
Here’s two.
This one’s the one I did offline in like 5 minutes [media=youtube]UwZV10rTEXg[/media]
this is the one online http://www.twitch.tv/peacefuljay/b/356155266?t=24h44m36s
Once again, my most gratitude to Gilth and Shio for dissecting this for what it is. Much love you guys, you broke Jill valentine.
You beat me to it! I recorded it with a friend’s HD camera, but Youtube is taking forever to process the video.
Edit: It’s doneeee
[media=youtube]MWT4RgVqBTI[/media]
Some things:
-Works anywhere on the screen and can carry to the corner
-Side-TAC is a little wonky depending on where you are on the screen but is entirely viable
-Shio’s theory of 236M mixup on incoming into infinite actually works. Holy shit.
-If you’re having trouble ending the loop, simply omit 22S but continue to hold L so you get one last rep, then immediately cancel into S, Raven Spike, or whatever.
Also sorry for the shakiness of the cam, it was on a tripod but I forgot to turn the stupid “Correct Shakiness” setting off and the flying screen triggered it.
That’s odd, for yours the L doesn’t come up in the input display. Are you using the input nullify glitch as well?
Must be holding :l: and then just jamming on :d::d::s:, that’s what I like to do. Finally found a use for this move.
This is pretty neat stuff, and it’s easy as hell. I’ll have to take advantage of it every once in a while since all of my characters can carry to the corner using a relaunch.
Oh I see.
Wish I had the Madbeast footage, I was doing it online but stryke’s character died before I could pull it off.
I like that Mad Beast is getting easier for me each time I decide to try it out. I might actually use it on purpose at some point in the near future.
What Gangie said. Makes it incredibly easy.
I had to stop since we have guests and they don’t appreciate the noise that this infinite makes (haha), but when I read that you had Madbeast tech for this, I started salivating. What is it? Does being in Madbeast retain the TAC too? Oh god, the stuff you could do on incoming…
I’m assuming that simply being in FC retains the TAC properties so long as you cancel back into it without going back to standing normal. If that’s true, then just being in Mad Beast should theoretically keep the TAC going the whole time.
Oh damn, if that’s actually true, just imagine the flip kick loops.