Im running 1) Chris/Jill/Sent at the moment, I was using 2) Jill/Mag/Sent for a while. Since team 2 took so much training as far as execution, I decided to try out Chris for zoning purposes and his machine gun assist is great for Jill and Sent. I love her alpha counter but I find that using her arrow kick assist enables me to do a TOD with her and sent from the begining of the match if I connect with her, with pulsr’s setup from her touch of death video. I also like being able to do 900,000k from full screen with Chris, and with the help of arrow kick his otg game becomes scary as well. I love Jill and Sent together as well Im just working on team synergy right now.
I was also thinking of trying Jill/Strange/Sent, Jill/Nova/Sent, and I really wanted to try Jill/Ironman/Sent but since IM is just like blah in ultimate im on the fence about that.
Your right karnige she has the speed (teleports), feral H and machine gun spray to get her out of trouble. I need to learn to not call assists too much and I would do a lot better. She cant be push blocked well either, if they push block me her arrow kick and chris machine gun assist keep them locked down at all times. Im in there “always” like walmart lol (frank west style).
Lol…as much as i love morrigan as anchor my money team will always be mag/jill/sent. Do what works for you and what fits your play style. Josh wong just won with ironfist wolvie n akuma…
I couldn’t tell you to be honest since I mainly run Jill/Sent teams and am still trying to find a solid third for synergy purposes, it seems a little fragile as far as health is concerned. I dont play with any of those characters lol. I would really like to use Jill/Ironman/Sent but since capcom screwed Ironman over so bad I wanna smack somebody. Mr.rice lol is that picture you have above from a anime, looks familiar.
Health really isn’t an issue if they can’t catch me.
I ran Jill/FB/R.Raccoon yesterday and used R.Raccoon’s Claymore for crazy mixup options. During blockstun, if they do anything besides blocking, they’re in for about a 750k combo with Jill.
Also, Nah I have no clue if it was from an anime or not. I got the picture from a song I was listening to and kinda matches my personality (never go anywhere without my Sennheiser headphones and ipod)
How much does Jill benefit from an OTG assist, a beam assist, or a lockdown assist? (Or one of the few assists that will let her continue a combo after Fallen Prey?)
Or just, in general, which assists are best for her?
hmmm well, Jill benefits from all those assist differently and it allows for Jill to branch off of…It a beam assist, she can get in on people easier. You can go for feral cancel mixups as well as high/low mixups…Some good beam assists are Iron Man’s, Doom, Chris, and Sent drones…In terms of otg, it allows her to get 750k if not higher in her combos…It gives her access to her double ender at the end of her combos which is arrow kick into H knee drop into any mixup, reset or hyper ender…Best otg assist for that are Wesker and Viper…In terms of lockdown, it goes hand and hand with projectile assist…You get about the same mixups and damage with a lockdown assist…In my opinion, you should get a beam assist but if you are confident in your ability, then you should go with an otg assist as it allows for more damaging combos and sick resets…Plz visit FlyingVe’s youtube channel info and examples of what Jill can do…
Now it’s just a matter of choosing OTG/beam assists… right now, my team is Jill (Somersault Kick), Dante (Jam Session), Amaterasu (Cold Star)… if I change Dante’s assist to Crystal, then could that work as my OTG assist?
Is there anything I can change about that team to make it better in general?
Sorry for such broad and vague questions, but thank you for your help!
Crystal is really slow, so the only reliable way to combo out of it is probably to end your combos with Ensnarement. Like say, you do your combo up to Cartwheel Kick, and then you FC it and perform Ensnarement from the opposite side (possible to do cross up dash and Ensnarement wit hone motion) so that the opponent would end up in the corner. Then you should have enough time to combo into Crystal. Now I didn’t try this myself (and I can’t try it right now, I’m at work), because I don’t like Crystal, but it’s not hard to test, just try connecting it after Ensnarement. There are several ways to combo into Ensnarement, but that is probably the easiest. I like to do Cartwheel Kick FC, dash up or up forward (if Jill crossed the opponent up after Cartwheel Kick), j.S, H, d+H, Ensnarement instead, but it might be a little hard at first.
So, just experiment, keep it if it suits your playstyle. Otherwise just go with Jam Session, can’t go wrong with it. Jill has a problem with people who like to super jump out of the corner and Jam Session fixes it.
Personally, I prefer Jam Session over Crystal…And just like Carpark said, it helps against ppl trying to run out of the corner…You dont need to run an otg assist to make Jill effective…You will just need to learn different combos to compensate for the lack of one…Im currently running Chris/Jill/Deadpool at the moment…But when I was running Jill as the point character, I had Jill covered by Iron Man’s Unibeam and Dorm’s Dark Hole…I was able to come up with 700-800k with that team…
That makes a lot of sense. I guess because Jill can mix up people into resets a lot easier than other characters, she probably doesn’t benefit as much from an OTG as others do?
In that case, I’ll probably keep Jam Session (because it’s awesome). Thanks!
Jill only really needs OTG if you are successful with air throw resets. Jill can’t really do much after air throw, besides Fallen Prey or OTG MGS. It is possible to combo after OTG MGS with some assists, but it is not that useful, or effective as a simple OTG assist. Her mixup game is more or less the same without OTG assist if you know how to use Ensnarement, it is basically her version of Wesker’s OTG shot as a reset, only requires a little more work. Although, I often prefer to leave the opponent in the hard knockdown state instead of doing air reset with st. L as a follow-up to Ensnarement, unless I’m running Wesker or my scrubby Felicia as an anchor.
IMO drones work well for me, but i believe its beams or projectile assists in general. Chris’s projectile assist isnt half bad for her either since it hits eight times for decent lock down. I dont really feel that jill needs to be able to combo after fallen prey. I mean you can but IMO I dont think its necessary. Especially with this option.
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With that same setup in the video I tag in sentinel to get about 900,000k+ and Jills arrow kick assist with only one bar available since you gain a bar during the combo I do. If you start with two bars like the video than its in the mills for sure. It only takes me one touch to kill any 900,000k character at the beginning of the match. You can also back tick throw them into sent drones assist for a free combo. Personally I use Mag/Jill/Sent and Chris/Jill/Sent and I’m still experimenting with other characters to possibly find another third.
Im also trying out Vergil/Jill/Sent and I like Vergils 3rd assist (y) as a lock down for Jill with teleports, seeing as it hits 5 times. Chris’s bomb assist is good for comboing fallen prey but i would rather have a better assist for my other characters. Dante like you said in a earlier post is a good assist imo as well for lockdown.
I know this is not related to the discussion but how are you getting 700-800k without an otg assist? Is that with a dhc? I saw Flying Ve post somewhere that he could get 600k meterless solo and I was just like wtf?
yeah thats with a dhc…since the combo builds a bar and that is assuming that you have a bar alrdy so its a 2 bar combo…sorry about the confusion on that one lol…my bad
Just for the record, comboing after the OTG leg takedown is the most overhyped and almost useless thing Jill players get hung up on. The only situation where it offerrs anything that you couldn’t accomplish with just an old fashioned OTG is after a ground throw. And seriously, how many ground throws do you really land in this game, especially since Jill has a command grab. On top of that, a normal OTG (Especially Wesker’s gun) is infinitely more versitile then tripe like Chris’ landming or Joe’s bomb.