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.