I think you’re talking about me haha. I use Vajira because it’s so damn good. It allows you to do a jump loop and Arrow kick double knee drop without needing an OTG. It also gives jill access to alot of Resets and need trickss. TKing your Double Knee Drop and comboing after it works as well for alot of combos with vajira.
Also, you were talking about Hawk/Sent. Isn’t that a little redundant. I mean, I realize that greyhound and drones are different, but you have two different assist for horizontal control, that seems pretty redundant to me. In my opinion adding an OTG, Hawk/Wesk for example, actually broadens the overall utility of your assist package.
And neither does Jill. That’s pretty much exactly what I was saying… an OTG for Vergil makes life easier but isn’t necessary.
Ahh, indeed I was! Sorry 'bout that! I’m probably missing something here, but how does Vajra allow for jump loop and Arrow-to-Knee without OTG? Doesn’t it knock down from the air? Again, I’m prob missing something…
You’ll notice I said, “unless arrows are perfectly sufficient…” If arrows ARE all she needs for her offense, then it would be somewhat redundant, and I said I’d be happy to go Jill Wesk Hawk. BUT the difference is in the duration. Drones has a much longer lock and allows for a different kind of mixup flexibility which arrows just may not provide (which is why I’m asking about it). Also too, arrows can be called almost immediately upon the dissipation of the last drone, so if they somehow defend everything you throw at them during drones, calling arrows afterward can give you, in effect, a 4th drone for one more try.
All comes down to if arrows are all she’d need to put together an oppressive offense.
Here you go: M,H,2H,4H,22S,Somersault,j.HS,[j.MMHS,MMH,CALL STRIDER,S] Arrow Kick, Double Knee Drop, 22S,Somersault, MGS.
Well I use Jill/Mag/Sent and Jill/Sent/Doom, and I get in with drones just fine. Jill doesnt need to call assists from full screen anyway imo, she’s so fast already and can negate push blocking. I only call drones when I can teleport in back of them or I’m already pressuring them with rushdown and you can call drones during the teleport. Once you hit them wtih Jill, that should be the last time you hit that character. She can reset so easily too, so she can always have happy fun time. I agree that Wesker is a better overall assist when it comes to otg opportunities, I just hate the synergy with those 2, then having both of them on a team together leaves the other character with ass like assists. With sent drones you can go into otg “LIKE” setups with drones in the corner like FlyingVe does with arrow kick into knee drop.
Then again simply having wesker on a team is scary lol, THISGUILE@ you could always use Jill/Wesker/Hawkeye if you wanted tool, I would practice Jills movement as well.
If you want to see a good task/hawkeye/sent then you could watch icekid on the option select stream (twitch.tv) in the archives.
This helped me in vanilla mvc3…
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Resets…
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Awesome, Dunamis101, thanks! My desktop comp is really weak and is choppy on youtube vids, and its hard to figure out whats happening on my phone. So tomorrow Ill really examine these at my dad’s house. So based on everyone’s words and my own ideas, I thought up an interesting Jill strategy and just played a long set with it. I actually went Hawkless, sadly, but it just made too much sense: Wesker Jill Sent. The only flaw with it, if you can call it that, is that it requires landed Jill hits to do good damage, and since I only started Jill on Friday, my combo skill with her are ASS. So I’ll briefly explain the strat, submitted for everyone’s approval, and then have a couple questions after that. I’ll put both behind spoilers so as to not be a total pain in the ass.
proposed Wesker Jill Sentinel game plan
Spoiler
I had just by default been putting Jill first for all my team ideas, as it seems everyone pretty much does. And she DEFINITELY wants to be the point, so unless Wesker just gets blown up, I do intend to swap her in at the right time. But basically the idea is to use drones-Wesker as a battery (Thought about going Mag or Storm or Hawkeye, but Wesk won out because it gives me that elusive OTG all the kids are ravin’ about). When I’ve got a couple stocks, I’ll somehow get Jill in. Then the idea is to use the normally costly ‘call drones then immediately MGS’ tactic to either start a combo straight away, or just get her in backed by drones and mix up. Since, as I mentioned, my combos do no damage yet, I have to do this more times than the strategy theoretically requires, but otherwise it worked like a charm. If Wesker’s dead, then I don’t have an OTG for Jill, so be it. If Jill dies, drones-Wesker ain’t no slouch. And if Jill AND Wesker die, Sent isn’t the ideal anchor, but lvl 3 XF Sent is still capable of stealing back games. And I have a decent Sent, relatively speaking, so I don’t feel totally lost in that situation.
a couple questions after playing a long set with the team
[details=Spoiler]1. Should gunshot OTG let me combo off any air throw, midscreen in any direction? I could BARELY get it to work in the corner, not a single time midscreen, am I missing something here?
2. If drones hit and they’re in the air, is there a good sequence to transition that to combo? Her jump loops seem to sometimes be HS, sometimes MHS, sometimes MMHS… which do I want here, and what normal(s) on the ground keep it goin once I land?
3. Is there an accepted go-to BNB among the Jill community? There seem to be a lot of combo options for Jill, kinda like with Storm, even just stuff like which jump loop sequence to do after the first Somersault. I know FlyingVe’s is jHS for the first one, Brady Guide says to jMHS, etc. Some combos call for a third jump loop sequence, some only 2. My execution is relatively weak, but the Feral Cancel stuff isn’t too hard. It’s the jump loop stuff I’m sucking at currently. For the time being I will definitely sacrifice damage for ease until I’m consistent with SOMETHING from start to finish.[/details]
Anyway, thanks for all the advice, guys. Everyone’s been so great and helpful, thought I’d share the product of all the ideas. And if you guys trash it for being shitty, I’ll happily go back to the drawing board. If anyone else is down to outline their Jill team’s game plan blueprint, I am all ears(eyes?)!!
Dunamis101, I totally missed your recommendation to check out the ice kid when I read your post before! I would LOVE to see that as Hawkeye is FAR AND AWAY by best/favorite character, and I was kind of wondering if backing him with drones was a good zoning plan, since missiles seems like such a no brainer. A couple months ago drones would’ve been my first thought, but Ive realized in Ult that happy bdays and destroying assists is even more prevalent than in Vanilla. And suddenly drones went from my go-to to a perceived extreme liability. Missiles are SOOO much easier to protect and call safely. Almost unfairly so. lol
On a similar note, who are the best Jills and where to see them in action? I know there’s a good one in the armshouse streams, but I forget his name. I scanned a few of their archives out and couldn’t find the guy!
Well icekids task/hawk/sent is godlike in my opinion, the best I’ve seen so far. If you want to level up with Mag/Sent, then watch fanatic. I wanted to level up with doom/sent so i watched Shady K, If you wanna level up with Jill, watch Flying Ve, Pulsr, I would say Karnige but there’s not much recent footage of him. Get used to her normals and moves so that when you see a combo or setup, you’ll know exactly what there doing.
Tutorial to get you started… (It’s gonna take some studying and lab time.)
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If you watch this link on youtube it will take you to match vids of old school Pulsr matches, all these videos should give you some ideas about forming a team as well. Enjoy ^-^
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Checked out OS archives, icekid runs task cap sent oh well. Though I did see a jill, but his name wasn’t displayed sadly. Was jill doom-a wesker. Tomorrow ill look for more of em and check out pulsr and flyingve matches.
thats his new team, he used to use task/hawkeye/sent, i wish i still had that bookmarked to show you but you’ll have to find it lol, sorry
LOL Captain America is my least fav character in the game, cant stand his corny ass (“Your name is Zero? I sure hope you dont fight like one” DIE!!). So I was unjustifiably angry at you when I saw that. It was like you gave me the address to an ice cream parlor and when I arrived it was actually an asparagus store. lol It’s cool, though, I’ll check older archives. Any rough idea when he made the (foolish) switch?
He made the switch pretty recently, maybe he wanted more damage output for his team, I’ll try to find it for you.
starts at 5th hour:21 seconds in.
Ok guys sorry call me retarded or what not but I’m having the hardest time figuring stuff out, 1st off Jill is the ONLY character that I KNOW I want to use, 2nd off, I can play with anyone except Felecia and Haggar, so I just need help picking a team. Also on the UMvC3 Jill combo video thats up on youtube, I can do all the solo Jill combo’s… I’m pretty much convinced I’ve got all I need with execution as far as Jill goes. I just don’t understand how to use assists in her combo’s other than OTG… Also I don’t understand what makes damage get so high in her combos, should I be doing MORE hits, where usually its LESS hits for more damage, I usually start out cr.M, st.H, 22S, 5H, bla bla bla… should I be doing more of her Magic Series in order to get more damage? my solo Jill combo does about 505,000dmg meterless, how can I use assist to make this better, also which assist and such do you guys reccomend… I’m up for ANY suggestions, like I said I can play anyone I just need to know what you think. I have a capture card and can start posting videos if you guys want I’ll try to become and “inspirational Jill player” I just need you guy’s help deciding how to make the most godly Jill team possible =)
^^ Jill is a rushdown / mixup oriented character so she benefits from assists that limit the opponents movement options. It all really depends on what you want to do with your assist characters. For example, are you looking for a character with a safe DHC ? nothing can beat hailstorm. are you looking for for unblockable setups ? Weskers got that covered + gives you the OTG assist for combos.
Being an avid Jill player is great, but you seem to be putting a little too much into Jill being the sole focus of your team. You should try to build a team that compliments each other, not a team built completely around Jill…thats my ideology at least.
Maybe a little more info on exactly what youre looking for would help narrow things down I guess
Well OTGs are obviously the best combo extenders for jill, and most of them allow you to combo of her throws which is a pretty big deal. I still think that good projectile assists are more important but they dont rly do much for combos, problem is that jill already has wall/ground bounce moves so she has no use for those assists, with lockdown assists you might be able to pin them down to get a few more hits in but not much more than that. You’re just gonna have to experiment and see what you can come up with, i know that if you do a long combo on the ground and there’s too much HSD to launch into a full air combo you can call dante’s jam session when you launch and it holds them in place for the air combo.
Also longer starters wont rly make that much of a difference unless you’re combos are not optimized, a lot of jill’s good combos are very sensitive to HSD so if you add more normals in your starter a lot of them wont work or they’ll get harder. So it depends on which combo you’re doing, i think the jump loops are less effected by HSD so you can still do them after a long starter. This is why i keep saying that a lot of jill’s optimized combos do similar damage, if you do a short starter you can get more hits in later in the combo, but if you do a longer starter then your just gonna have to shave of some attacks so the damage balances out more or less. Anyway 505K is good damage especially if you start with cr.M, i think the most ive been able to do was like 570K but that was of a j.S starter and in the corner so i dont think you should be worried about your meterless damage.
Thanks for your input guys =) NeoArtisan you’re the one that made that video =P I’m the guy that had trouble with the combos like 3 days ago, I’ve got it all figured out. I played my first actual games last night versus my local friend who is pretty good hes like high lord or cosmic lord online, and he plays a lot of lans and tournaments. Anyway I did really well, we ended with 19 to 8 in my favor, I was using Jill, Storm, Wesker ( just trying out teams I thought would work ) and one think I noticed is 1st, the DHC and Crossover combination seemed really solid. Also off air grabs mid screen, Wesker’s OTG assist didnt seem to cut it, maybe I need to air grab backwards but it just seems like they were too far away, Also I’d rather allow them to stay in hard knockdown and then assist + crossup for mixup on wakeup, for a full reset combo… I’ve seen a video that allows you to get Frank West to level 3 off Jill combo with wesker assist… Does anyone know if you can do something similar to get FW to level 4? because if I could I may stick with him, I just dont think it’s worth it to only get to level 3. Anyway about damage, I figured out the damage doesn’t really matter in game because of all the mixup’s and resets, I just thought if there was something easy I could do ( or difficult, i dont care ) to get an extra 100,000 dmg… I’d love to know how =)… One of the problems with storm is whirlwind as an assist isn’t necessarily bad with Jill, It just comes out REALLY slow =(… I also played with Jill, Taskmaster, Wesker, and Jill, Vergil, Magneto… Like I said, I don’t care who other 2 are, I can pick up anyone, and the reason I said that is I just recently switched the kind of controller I use so no matter who I chose, whether I was good with them in the past doesn’t matter because I have to re-learn everything anyway… I’m a fast learner though =P I just wanna know what you guys think would be best options for teammates… I would love some input like this
I think you should run ____ and ____ because of these reasons _________ here are some options you can do for combo extensions or w/e and here are some tricks you can pulll off ______ and maybe even a link to a video =) that’d be lovely lol but ANY input you guys give me is VERY MUCH appreciated…
Thank you,
Relish
getting frank to lvl4 is pretty easy, all you need is a good assist and spare meter. Do a jill combo ending with raven spike, DHC into frank (whiff ofcourse) then just call assist > camera x2. There are plenty of good lockdown assists that work for this but even if you dont have any you can just use jill’s arrow kick assist (which also allows you to get 1 or 2 more hits in before the 2nd camera) but make sure you save up your wall bounce for it. You dont need an OTG assist for this and it works anywhere on the screen, you also dont need to do any crazy combos (a simple 16 hit combo into raven spike worked for me) but if you have an OTG assist you will be able to build a meter or more for the DHC.
As for the characters you mentioned, task, storm and vergil all have good THCs because they have a lot of hitstun and cause a knockdown so they can be useful, one thing you need to be careful about when using THCs is how your 3rd character affects the THC in case you use it with 3 meters, some characters have hypers that can ruin the THC. Storm and Task’s assist are decent projectile assist but nothing beyond that AFAIK, vergil’s rapid slash MIGHT have some usefulness in combos, i havent tried it but it could be good if used correctly. Magneto has arguably the best beam in the game so ya its definitely a great addition for jill, and we all know how good wesker’s OTG is. And it does seem that wesker’s OTG only works off a back air throw if you’re midscreen, but if you do get it there’s no point in going for a mixup instead since you could just set up a reset at the end of a combo (with a hard knockdown too if you want)
For the love of god, I post all the ways that Jill can let Frank reach level 4 with her on POINT ASSITLESS but no one listens/posts. here I go again >_> This is copy pasta from my last guide.
What I decided to do was make you a write up with all there synergy first, and then when we both have time put it all in action via a play test. To be sure all of it is accurate, I hit the lab yesterday and went over all of it, just to be sure.
Jill and Frank Synergy
Jill and Frank is arguably one of the best duos in Ultimate Marvel vs Capcom 3. Not only can Frank benefit jill and vice versa, but they can do so with every assist in each of their arsenals.
JILL ON POINT
Jill on point is already a monster, add frank and you have an extremely strong team. Jill can use Frank’s Shopping cart assist to set up unblockables with her F+H on every crouching opponent in the game and combo off of it. This combo is potentially fatal, and can lead to an 800k+ damaging combo with Frank reaching level 4/5. Of course, the true point of Jill with Frank is to make Frank reach his level 4 or 5 in the quickest manner, and I GOT YOU MENG. Both of Jill’s Hypers allow Frank to reach high levels without doing anything.
Jill’s MGS is a very “quirky” and damaging Hyper that activates the “sweet spot”, a spot when DHCed into Blue light special (MUST BE MASHED)l that allows frank to combo off of, or in a better case, snap a picture. Here’s a relatively simple combo that allows Frank to reach level 4 and deals 750k. You can get much higher damage without even having to mash out the Blue Light special
M,H,2H,4H,22S,Somersault,j.HS,MMHS,MH,Cartwheel,Somersault, MAchine Gun Spray,DHC Into Blue Light Special,Mash, Snap.
here’s another using any assist that allows Jill to utilize the Arrow kick double knee Drop. In this case, Strider’s vajira.
M,H,2H,4H,22S,SumSalt,j.HS,MMHS,MMHxxCall Strider,S,Arrow Kick, Double Knee Drop,22S,Somersault,MGS, DHC into Blue Light, Snap.
Jill’s raven spike is much easier to recognize for Frank to reach high levels, and even set up some Frank brand BS. Raven Spike is special in that it only scales damage back 30% while other hypers scale back 40%, and it also deals a hard knock down. This is useful for Jill resets, but on whiff into his Survival Tactics, it allows him to set up some neat stuff. The problem is that unlike Jill’s MGS, survival tactics only does ~5 or so hits, but I’ll get to that later. here’s a combo that gets Frank to level 4 utilizing Raven Spike.
j.MHS,j.MMHS,s.M,H,2H,4H,22S, Sum.Salt,j.HS [j.MMHS,MMHS),Otg, Arrow kick,Double Knee Drop,22S,Somersault, Raven Spike, DHC Whiff last hit --> Survival Tactics, Call arrow Kick, Snap,SxxS, Snapshot. For instant level 4.
Not only can Jill help Frank reach Level 4, but with Frank’s other assists, it can set up some dastardly things. For example, with Frank’s Survival Tactics L, it allows Jill to use Arrow Kick and Double Knee Drop without having to use an otg and since it hits multiple times, you can STILL level frank up with it. Frank’s Meter gaining Assist is also under-utilized with jill, due to her reset heavy nature, she can use it about ~3 or even ~4 times on one character before deciding to kill them off. Jill with meter is a horrible, HOrrible thing for your opponent.
FRANK ON POINT w/ JILL
Frank really has an easier time getting in/ zoning people out with Jill’s arrow kick (Jill actually has all the properties of a moving projectile with arrow kick) as an assist. Frank can also reach level 4 with some basic combos due to Arrow Kick’s soft knockdown. People also seem to forget that He CAN Relaunch at level 1 Here’s a nice Frank West combo that gives frank Level 4. The timing on regular sized opponents is a bit stricter on the Assist S,j.S part, but it’s still really easy.
M,H,2H,S, MxxSurvival Tactics L,Mxx Survival Tactics L,j.MS, j.236H,S, MMHS, Call Arrow kick, Snap,s.Sxxj.S, snap.
Frank also benefits from Cartwheel, infact with it, he can snap two pics. However, you can use a ground bounce, meaning you have to be a bit Creative! Depending on your third assist, you can create some pretty neat things and keeping your ground bounce at the end. Also, you can TK the snap shot and combo after it with certain things during the cartwheel. Here’s a neat combo that uses Sent’s drones and utilizes Frank recovering fast enough to jump cancel his Medium zombies.
Zombie Throw M, j.MMHS, j.MMHS,call sent,S,MxxSurvival tactics L,MS,Drop Into Drone, S,MHS, Call Jill, Snap, Home Run,S,HS,Snap,Survival Tactics.
Scratch that, I lied. That combo works, but you can reach level 4 with Jill and without Sent in a much easier way.
Zombie Throw M, [j.MMHS,MMHS], M,S,MxSurvival Tools L,MS, Call Jill Cartwheel, Snap, s.S,J.S, Snap, Tools of Survival for level 4 and 800k.
Or… Without Zombie throw, you can do your regular launch into 3 Survival Tools L, Take one Pic then relaunch with cartwheel, then S,j.S/J.HS then snap another pic.
Who said Wolverine and Akuma were the best BFFS?
Thanks for all the tips guys so I think frank west would be a good addition to the team now I just gotta decide on an anchor =)
I’m thinking strider would be a good addition or doom because Jill’s problem that i notice lies within people hanging to the air like dr doom or zero or trish… doom’s missles or strider’s vajira would be really good for this