No sure if it’s related to what you’re talking about but I know with larger characters like Sentinel and Nemesis, if you hit them with her Cartwheel kick, then feral cancel it, then use her Arrow kick, she’ll carry them across the screen and you can hit them afterwards regardless of how far away you were from the wall. I can use my phone and record an example of what I’m talking about in a sec. I use it whenever I feel like giving someone a “WTF was that” moment when I’m playing them… dood!
Yeah, just tested it. Does it work on Dormamu as well? It is exactly What I’m talking about.
It can be done on all sorts of characters, Desk did this shit on ARTHUR. Of course, back then we didn’t know how to capitalize on her damage, but it brings up the question, how did he do it?
Now that we know about the double bouncer ender, the damage on this is going to be huge.
And this was Month 2 into the game or so. Props to Gfaqs Lil-Yuri on Gfaqs showing the video to me.
I’m pretty sure it’s a Kara. I’m working on some stuff right now. I’ll have a more detailed report when I’m finished.
Sorry for the delay, ("-_-) I actually got an important phone call from work while recording it. Anyways, here’s what I was talking about, and yeah, it’ll work on Dormmamu:
[media=youtube]nBLo94-HxO8[/media]
The key is just doing the Arrow Kick when your opponent is as low as possible to the ground and making sure to watch Jill during her Arrow Kick so you can time the air H & S before she flies behind them. You can add a jump loop to it for more damage but the timing is really strict and it drops a lot so I just stick to what I have in the video. I have a couple different variants, like doing a S, H Double Knee Drop right after the Arrow Kick (she’ll land behind them so they have to block the other way but it’s so fast they wont expect it) but recording with my phone is annoying and I’m too lazy. Anyways, I hope this helps out… dood!
Meh, I’ll go ahead and post it just to show what I’m talking about. Gimme a second… dood!
Kamikaze edit:
Here you go:
[media=youtube]RHEU2Ra4LR8[/media]
But yeah, if you slightly delay the “S” after the Arrow Kick, Jill will land in front of the opponent when you do the H Double Knee Drop so you can mix them up again after they’ve seen that combo once… dood!
Thank’s Dood, I appreciate your help. Yours as well Flying.
Apparently though, you can do it on all characters @_@. Just a different variant of it.
No problem.
It’s because Arthur was crouching when he did the Arrow Kick. But like you said, this has been around since vanilla… dood!
I see. I was thinking, is it possible to incorporate Desk’s Relaunch in it as well? Maybe -->Arrow Kick combo, Jump Loop, Wall Bounce combo, Relaunch, Ground Bounce, Somersault, MGS?
neutral tech though.
Neutral tech is always a big problem with Jill mixups and resets. They really lower her potential.
True but ppl rarely ever do them, and i wouldnt expect them to be done often except against characters with powerful resets (mainly ones using air command grabs). You’re much better of assuming that they will back/front tech with jill especially midscreen.
I think it’s really depending on
- who you’re vsing
- How long have you been vsing said person?
Skilled players can download Jill’s gameplan in ~5 or so matches. Back and Front tech can only work for so long before they catch on.
For example, I was vsing Cloud805er (XBL’s best Zero player) and it only took him 4 matches till he figured out to neutral tech.
IMO, for short matches (3-5 games) your best assuming they’re going to Back/Front tech. However the minute you start noticing them adapting to Jill, be ready for neutrals.
the thing is neutral tech isnt necessary against jill, it might be better (in very specific situations) but its not a must if you want to avoid the reset as long as you block correctly. Neutral tech becomes more important against resets that can work against both front/back tech, mainly command grabs because they cant be blocked and if timed correctly cant be avoided with attacks or air mobility. These are the resets that are best countered with neutral techs, its too dangerous to do against jill imo who mainly relies on attacks not grabs and has a ton of cross up moves (so a neutral tech might just make it more ambiguous). Also i cant speak for everyone but when im caught in a combo by a crazy rushdown character like jill and im using a character with air mobility, il be holding whichever direction i think will get me away from them and after i tech out il air dash away as soon as possible.
Sorry for interrupting the conversation about the awesome new… un-wall bounce Arrow Kick, but what assists can help you get the double bounce ender that aren’t OTG? NonSexualRice uses Strider’s Vajra and I think Amaterasu’s Cold Star works… is there anything else? The double bounce ender seems really useful but I don’t want to have to choose an OTG assist that won’t help me in the neutral game.
(Maybe the list looks a bit like this?)
Most lockdown assist will work if your doing jump loop–> Double ender.
The “trick” to it is Delaying the j.H and calling the assist then j.S Then comboing into it.
Oh, that makes a lot of sense (in retrospect, should’ve known… :c)
Thanks!
No problem. IT works with beams as well, hell, it works with near every assist that hits. For strider, it’s a bit harder because you have press S at the right time, but you get used to the link after awhile haha.
A little awkward that I already posted a team near the top of this page and now I think I’ll probably use a different one… how good of a team is Jill [Arrow Kick], Firebrand [???], Amaterasu [Cold Star]?
I think Firebrand has a lot of good DHC synergy with Jill (Raven Spike into Dark Fire, Machine Gun Spray into Luminous Body, Dark Fire into Raven Spike (?), Dark Fire into Machine Gun Spray (?)) and they’re both pretty mix-up/reset oriented… Amaterasu also works well with both of them, assist and DHC wise.
As for the assist, I’m not sure which one to use because I don’t know if having the OTG assist for throws or anything like that is better than having the Demon Missile assists to help Jill get in or at least cover some space in front of her. (And I can’t tell if Demon Missile M or H is better…)
Ammy really wants to be in the middle for that team as you get incredibly THC options.
I don’t like Firebrand there. Firebrand and Jill are both pure point character, i really don’t think they do much for each other that you could do infinitely better with another choice.