Except you cannot FC cancel it, because it is actually airborne. :rolleyes:

Not for the whole thing, you can still FC it for an easier f.A confirm or if you’re timing is spot on (1 frame I think) you can link to flash kick. But that’s pretty much unconfirmable.

FC A is already guaranteed and there’s little reason to combo into Somersault (which is possible without FC’ing if your spacing is correct). The standard combo is FC A, FC, FC C, which is guaranteed, unless you are doing it from max range, where F+C hits meaty giving you enough time to link Somersault anyway. Now if you could cancel the whole overhead that would be something. Although I actually like that it is airborne, I remember punishing some whiffed command grabs with it, although it happens quite rarely.

Funny story, my freind plays Hulk… bastard anti-air command grabbed me out of it once. That is mentally crushing.

Yeah, you got the hitconfirm right, (6C, f.Axx22S~C), so many people do 6Cxxj236A which is just terrible.

I just wanted to confirm that this doesn’t work. The character techs out at the last 2H. I tried doing it numerous times and got the same result.

Ok.

Messing around I can say from preliminaries that she is weaker and that pisses me off.

She did received a buff/some buffs.

  1. Her command grab is insane now. We are talking Vanilla Felicia’s command range which was the best in the game and as an old Zangief dinosaur myself, talking SF2 spinning pile driver max range. So gentlemen, knock yourself out with M > Command Throw kara setups.

  2. Her Flash Kick hitbox seems bigger but I need someone else to confirm this for me.

Other than that, the system fucks her over as she can’t even do simple cancel set > dash to hitconfirm jab to combo as the opponent would be out of range outside of the corner. Add that to the harder to gain meter and it doesn’t look so good.

She also got a power nerf as her combos that would hit upwards of 600K are now in the 570-580 range. BOOOOOO!!! >:(:rolleyes::tdown:

The slide nerf isn’t so bad. Maybe I was tired yesterday but seems her animation makes her slide more closer to the ground than Vanilla so even some projectiles that would hit her slide in Vanilla may miss now.

I will say this for Jill. Considering that the other lady I played in Viper, I didn’t like at all in Ultimate and dropped her, she still is fun and could have some possibilities outside of Top Tier. But if some favorite Marvel females arrive later on, she is as good as gone as much as I have my character loyalty to her.

I actually feel the same way…I really love the character a lot however, it just seems like it more hassle than it should be to actually confirm for big damage…-___-…However, I do feel like I am going to stick to her…

I finally got the game. Jill’s hitbox nerf is noticeable if you really look for it “h” is noticeably smaller. I only have one combo that built a full bar and the new floaty may have shafted cartwheel into Feral U H, d.H, b. H. outside of that she seems ok

Oh right… d.B got nerfed a bit harder than I expected, its the same duration as before just shorter.

it feels like it’s easier to hit j.m, j.m, j.h, j.s loop after a FC C now. that jump loop into launch j.m, j.m, j.h, j.s seems harder to hit in the corner though. timings a lot tighter.

Is it just me, or is J.L’s hitbox like jonly 1/3 of the mvc3 hitbox?

And dang I hadn’t noticed at first but now I am really noticing those hitbox nerfs. I am definitely going to miss those overhead links on mid-size characters.

It just shows that we have to do overheads after jumping and not by doing instant overheads…

Yeah I feel those jump nerfs too but I’m sticking to her. I know this isn’t the section but what do you guys think of Nemesis(clothsline rocket),Jill(Somersault), and Deadpool(Quickwork)?

Deadpool’s quickwork sets up unblockables for Nemmy and Jill and Nemmy’s ranged tentacles along with quickwork assist should help with hit confirms into launcher.

I’m just afraid of facing a zoning based team. Whenever I set teams up I’m always trying to think counter zoning tactics and this team prob won’t do that well.

Anyways thoughts guys please! and what are your new character Jill teams?!

I have no idea yet, but I’ve found that vergil’s rapid slash assist is really good for locking down and stuff. Also Jill + vergil THC lets her wall bounce or OTG after since vergil’s hyper creates hard knockdown. She can also follow it up with another hyper or a wall bounce or whatever as well. There is just some potential for wesker esque resets cause you can jab them or whatever to force a recovery before they hit the ground too.

Rocket Raccoon also has a pretty good THC as you can get in a second machine gun hyper and then they’ll recover before RR shoots out the tracking ball so there is definitely some potential for mix-ups there. I don’t know if I’ll bother with RR though, don’t really like him that much.

As for an actual team, I have absolutely no idea.

R.R’s claymore assist sets up nasty as hell stuff with jill, on block and hit. However, it doesn’t work like Grenade toss (to my knowledge)

Nemesis works wonders with Jill, he acts like a bootleg Vanilla Tron, and you can combo after it.

Frank’s looking nice for Jill, but Jill doesn’t benefit Frank much.

Vergil’s rapid slash makes for some nice Feral Dash stuff and cross/mix ups.

I’ve actually been wanting to know something. Probably a silly question but what are good ways to end a block string as Jill? I usually just jab till I see a hit confirm if I’m not just dashing up and command grabbing.

a lot of times I also cancel standing H into FC. Any suggestions is great!

Just go into arrow kick. It might be awkward, but most people don’t push block your first A, so if you go straight into C you can make arrow kick gapless.

I didn’t even know that worked…Time to hit that lab up lol

Fianlly got the game. Ok, maybe not finally since I live in Europe and UMvC3 comes out today here.

Jill actually got a lot of changes, not just nerfs.

Seems like a really, really small range buff to me. At first I didn’t even notice it, but using the floor tiles I finally saw the difference. I tested this with a blocked/whiffed (depending on the opponent’s idle animation) S into grab, otherwise I would move forward a bit rendering the test useless. I’d say it is about 10%-15% range buff, which isn’t bad I guess.

Now a few more changes I noticed, they might be system changes, but they still count. Jill seems to launch oppnents slightly higher making some of her combos after launch easier (no need for a neutral jump most of the time) as well as midscreen air throw resets I like to use. In MvC3 half the time you would jump over air resetted opponent, but this is easier now.
Also

This. I feel the same way. Strange, because I thought that it would be hard to do that loop, I guess “floats more” means stays in the air longer, or something, but not the Y boost from every attack.

Jill also has MUCH less pushback on her ground normals. Like she can actually do LMHS on most of the cast. I played for a little less than two hours, so I didn’t figure out anything really creative, but as an example, Jill can do her previously corner only Flip Kick> Low Sweep> Flip Kick> Low Sweep loop at midscreen because of reduced pushback. Sure that’s a crappy combo, but just the fact that she can do it means she might have some new stuff.

Finally, and I’m surprised nobody told this before, but her MGS works as a proper OTG. I mean it really does now. For real. Sure, you still need to backdash in the corner against small characters (yeah it works on normal sized opponents without backdashing), or if you are too close, but it fucking works. You get a full MGS with landing on the ground on possibly every character now. I didn’t try it on all of them, just the main culprits (like Ammy, Raccoon, Zero, Firebrand, Joe and, ironically, Jill), but it worked in every situation, including both forward and back grabs. There are still some some minor things, like against Zero and Firebrand you have to do a forward dash after a midscreen forward throw, or against Chun you’ll have to do a weird :d::df::f: move forward for a split second :atk::atk: motion in the same scenario, but it still WORKS. I also noticed that it works even better in the corner (as in, simply works on a really small character, or slightly more hits) if you do a full backdash, without cancelling it midway through, this is if you end your corner combo with a j.S. Just make sure to do a full backdash, not cut the recovery with a hyper, if you do it correctly Jill will do a lot more hits, even Joe got hit with 14 bullets once I did this.

So, Jill has an actual realauch from a grab, an expensive one, but still, you don’t need to have an OTG assist to kill a certain character after a throw, plus it is way easier to DHC from a full MGS rather than DHC’ing after first 5 hits.

Nobody answered this, so I’ll do it. It is unchanged.

To be fair, it would be a little too powerful during XF as most of the hits have really high damage offset by regular scaling. The last hit alone is 150,000 of unscaled damage. Scaling is what makes it do fairly standard damage. And if my calculations are correct (not sure when the XF damage boost is applied) Vanilla Level 1 Raven Spike would do 281,250 at maximum scaling during level 1 XF. That’s quite a lot compared to her 181,200 which is vanilla minimal Raven Spike level 1 XF damage.

Thanks!

What I meant about the boosts is that Xfactor does 2 things, increases damage (like 200% or something) and sets a 35% minimum scaling. The 200% damage boost affects the spike, but the scaling on it was still 30% despite the XF scaling.

I know that, but you have to put the damage of every hit into consideration. Unscaled Raven Spike would be 450,000 damage (more than unscaled Gamma Crush would do!), but since it is a level 1 hyper it was clearly designed with additional scaling in mind. So I kinda understand why it has only 30% minimal damage scaling.

What I don’t understand though is why Jill has no mashable hyper, MGS would be even better if you could mash an extra 50K out of it. I guess it doesn’t last long enough or something.