Jill/Frank/Strider is a strong as hell team. Trust me, I run it haha.
Strider’s assist is much better as a combo extender, and allows jill to do her Jump loop BNB without an OTG assist.
Strider on anchor is pretty dumb (in the THIS IS SO EASY IT’S NOT FAIR way) . The good thing about this team is that they all support each other really nicely.
After a combo with strider, Formation B,Call Jill, Formation Shot,S, Whatever combo you want, then call frank and Slide OTG with Strider and go for a throw. This is a really good setup because Frank’s cart and Strider’s slide Kill hitstun so they will pop up in the air in front of you right after the Cart.
I don’t get how to take picture after DHC, when do you DHC? =(
Edit: I figured out how to do the combo, however, I also decided to drop frank west. The reasoning behind this is after discussing it with a couple locals and also playing with the team I decided since this team is going to be my tournament team and I am shooting for high placement that frank west is too much of a “shenanigans” character. What I mean is yea hes REALLY good all round but if something goes wrong and I drop the combo or Jill gets blown up, level 1 frank is a dead character and would leave strider with too much weight on his shoulders as far as coming back. I decided I’d rather go for a more solid second but still keep strider for his anti air/zoning abilities in matchups like trish, zero, and doom. My first thought was Dante(weasel shot) but this is still up in the air, Dante benefits HEAVILY from Vajira, but I’d like to get some feedback on what you guys think
i personally think that dante is one of the best partners for jill, he has good assists and he has the best hypers in the game that compliment jill imo. Million dollars is a fast projectile so you can always DHC into it from any position after MGS, its also one of the best THC hypers in the game. Devil trigger gives you a way to DHC jill out safely, if MGS hits you can get a full combo after devil trigger (heavily scaled though) and if its blocked then you still have enough advantage to set something up.
Weasel shot sounds like the right assist too, no point in using jam session when you have vajra.
=) I completely agree with you… Do you think I should just do my full bnb and 90% of the time end it with lift into air magic series, hit down, crossover combination and do what you do with it in your combo video? is that probably the best use of meter / damage, because I know whenever strider comes out I want him to have a lot of meter for Ragnarok and Oroboros… I don’t really know how much meter Dante consumes tho =P
how you use your meter is completely up to you, you could end the air combo then try to go for a mixup after the hard knockdown and avoid using the THC unless you think it will kill the character, or you could just use it to get the guaranteed damage. You could also do the THC and if its not going to kill go for a reset during dante’s hyper, its pretty effective since million dollars provides the cover/lockdown and jill is one of the hardest characters to block in the game.
If you want to have spare meter left for strider then you should probably go for resets more unless its a character that you really want dead.
=) thanks. I’m going to be practicing this team in the meantime because the next tournament I go to is next weekend and I’ll be active on this thread giving you guys input on how its going and looking for input on other team suggestions as well as combo / battle strategy suggestions =) also hopefully I can get my cables together and I may put together a “team combo video” this weekend or sometime soon for you guys =)
I think hawkeye’s poison arrow assist is pretty decent for Jill, since it tack’s on 90,000 unscaled damage points, not including its initial hit as well, I might use him instead of doom, because Im getting more damage with just his assist during combos. Jill/Hawk/Sent is what im playing around in the lab with right now at the moment. 822,800 with 2 assists and one super is pretty decent imo.
You could also hard tag into hawkeye, then do poison arrow>Golden Arrow. Just don’t DHC into Raven Spike. Poison timer appears to go down during cinematic hypers, but there doesn’t appear to be poison damage.
Trying to run Jill [Somersault Kick], Super Skrull [???], Dante [Jam Session]. (Hopefully I can actually find a team that I can stick to.)
What assist would be best for Skrull? Is there some combo that offers him enough time to use his Stone Smite assist to help Jill do the double bounce ender or relaunch or anything? (A part of my soul died when I found out it was too slow to follow up after a delayed air magic series, but I should’ve seen it coming.)
I really don’t know what Orbital Grudge or Tenderizer could offer Jill… any help?
Orbital Grudge (that’s the spinny one, right?) has 1 point of armor I believe, and it comes out rather quickly. I think Stone Smite would use up your wall bounce for the ender. Tenderizer provides decent lockdown, but you already have Jam Session so no point in running that.
I’d go with Orbital Grudge for Skrull. Probably his best assist to help out Dante, too.
Use Orbital Grudge as a mixup right before you teleport. With the superarmor, they can’t hit you out of it. It’s pretty good actually!. I would switch your team to Jill/Dante/S.Skrull.
From what I can tell FlyingVe, they still take the poison damage in cinematic hypers if you look closely, it goes down even while Jill is not hitting them during raven spike. It seems to work during her cinematic anyway, i cant speak for everyone else.
I want to try asking this question to some Jill players since I asked the Frank guys a while ago and they were no help at all due to the fact that they seem to be unable to read.
Basically, I want to know if Jill could use Frank’s help building meter with his assist that does that, so I also want to know if Jill really benefits much from Frank’s shopping cart assist. I want to be able to have this surplus of meter so I can abuse MGS, DHC, or cross-over counter with Jill or Chris at any given moment, as punishing someone’s pressure with an invulnerable move that leads into tons of damage and possibly a Level 4 Frank sounds really swell. I’m hoping that using Frank’s meter-building assist during combos and miscellaneous safe opportunities will help make that happen without losing too much potential due to the lack of a shopping cart.
I don’t have a solidified team order yet, for I’m still trying to work that part out. Chris is in front trailed by Jill and then Frank in the meantime.
im gonna be blunt here so dont take it personally, chris/jill/frank sounds like a terrible team.
1- none of your characters are good anchors.
2- Team order isnt good, with a team like that the best order to go with is jill/frank/chris. Chris is the best anchor out of the 3 and his projectile assist helps all of your characters. Not to mention that otherwise you wont have anything to help jill get in on zoning, and if you dont lvl up frank you have a useless anchor (he’s not a very good anchor even when lvl’d up imo).
I would personally switch out chris for someone with a better projectile or anti-zoning assist and put them on anchor, but if you rly want to use those characters then go with jill/frank/chris. As for frank’s assist, im not gonna say that jill wouldnt benefit from a meter building assist, especially considering that without an OTG assist jill’s combos will more than likely be meter negative if you use a hyper. But shopping cart is just too good to pass up, it comes out insanely fast and is a great lockdown assist. That being said i dont think you will be able to abuse MGS with a team like that, you have frank after jill who doesnt rly have any good or safe hypers to DHC into after MGS, but more importantly you have to save your meter for raven spike > DHC whiff to level up frank.
Heck, no worries. I’m fairly new to Jill, so I don’t too well know what I’m doing yet, or what I should be looking for. Thanks for the helpful input.
Jill is turning out to be way too much fun to turn away, though, so I’ll just have to come up with some other fun construction for her that will likely use Frank or Chris.
Alright guys, it happened to me AGAIN in ultimate, and I’m pretty sure if I find a way to combo into it frequently it could change the way peuople play Jill and add alot of damage to her game.
I was fighting Nemesis and I Did an arrow Kick, but before they hit the wall, I was able to combo off of it with a jump loop. I had no clue at the time, so Instict just kicked in. IS there some trick/tech to combo off of arrow kick without using the Wall bounce taht you guys know of?