Would be much appreciated if you could!
Jill/Frank/Vergil
Jill/Vergil/Frank
ill test which order i prefer or something :).
Would be much appreciated if you could!
Jill/Frank/Vergil
Jill/Vergil/Frank
ill test which order i prefer or something :).
Strider. Striderâs a derp anchor, and can level him to 4. Either way, with Strider on point with Cart assist, it opens up A WEALTH, LARGE WEALTH of Reset opportunities, due to the high Hitstun and scaling given off by cart. What makes strider and frank stronger is that Strider can make Frankâs cart somewhat safe, by calling the Tiger a little before it, so that the tiger itself absorbs a durability point saving the assist. Off a hard knockdown strider slideâ> Call cart, they flip out immediately and are free for a throw.
If your opponent is good at teching and predicting throws, it sets up really good mixups. Call Bomb bird, Slide,Cart. When they tech the bomb bird drops the bomb and opponent must block setting up for great high lows and right lefts. You can also attempt another throw afterwards. Thereâs alot of bs to this team, and on incomming you more or less SHOULD get the hit.
Striderâs vajira is great for blockstrings and frank west zoning and coming in as well. Learn to abuse his Zombies and his ZOmbie Swings. Couple that with an assist and your golden. On Zombie swing Hit, he recovers fast enough to jump cancel into Level 1/2 MMHS ground loops into a Tools of Survival jumping loops+ strider assist which is level 5+ 750k.
More or less EVERY character in the game can level frank up, in some shape or form. The best ways to level him up however, are done with another character into a DHC of some forms for insta 4 or 5.
both vergil and dante are good at leveling up frank, dante is probably better when it comes to leveling up through DHCs and THCs but vergil provides the option of raw tagging, meaning you can level him up to 4 without spending more than 1 meter.
Indeed. Dante has raw tag shenanigans with Frank too, but they are alot harder to setup.
Dante can setup alot of BS with his Jam session assist, and allows Frank to combo âintoâ Happy Face Time Crusher for Level 5 and about 850 to 900k.
Nova gets stupid in level 3 xfactor with his 1 touchâ> Infinite that can be done off a throw. Can level frank up to 5 off 1 DHC.
Dr Doom can off a Double Hyper Combo with frank on point due to the sweet spot
Felicia can with her Chibi set ups and she can level him up with her assists and allow him to combo into happy face time crusher.
Wesker goes without saying.
Skrull gets dumb as hell in level 3 xfactor and can level frank up to 5.
Spencer can setup raw tag shenanigans back and forth due to his assist slant shotâ> Heavy Zombie setups.
Shuma gets stupid in level 3 xfactor with his easy huge damage combos and throw HP gain resets that allow him to go from having 100k left to gaining tremendous amounts of HP. Off a Double hyper combo with Frank on Point, he can reach level 5 due to the sweet spot. However, you have to use Mystic Smash assist for the Hyper Mystic Smash Hyper to come out.
Every charactert in the game can level frank up to 5 without him being on point, but the cahracters I listed are all very good anchors.
Just gonna say: thanks for all your guys help in deciding my team. Despite the initial (small) learning curve of getting used to double tapping S, I think Jill is an amazing point character. Seriously, with Taskmaster assist (or any multiprojectile/beam assist), Jill has incredible mixup potential. Every time I try to hit confirm, after the H (or back H), I always cancel into feral stance while calling Taskmaster arrows for safety and it allows me to get amazing mixups since the opponent now has to guess which side to block since I could be on either side after the arrows are called. Iâm really surprised that Jill isnât used more often considering the ease of her combos and her mixup potential.
The only thing that sucks for me (besides her lack of mobility) is that her hypers kind of suck for DHCing for damage. For me at least. It seems that Raven Spike does good damage, but is hard to DHC out of since the opponent is left spinning far up in the air (out of Taskmaster arrow reach) or is already on the ground if I wait to late. And MGS does really crappy damage :P. But itâs okay, Jillâs my battery character anyways and I really only use her hypers for the kill or MGS into DHC for punishing unsafe long range moves.
Oh and btw how was she nerfed from MVC3 to UMVC3? I never had MVC3, so I didnât really know whatâs missingâŚ
Im using jill âarrow kneeâ/ haggar âlariatâ/ hawkeye 'H arrow assistâ
MGS dhcâd into haggar is too dirty⌠And they all have realllly good synergy IMO though with lvl 3 thc the hawkeye hyper tends to wiff which is beyond me⌠Probably because it goes off just a second to fast⌠Kinda lame but w.e.
Right after the final kick from Jillâs Raven Spike, you can DHC into Taskmasterâs Vertical Legion Arrow and all of the arrows should hit (and if you wait a little bit, some arrows will hit while going up and some will hit them going down when theyâre on the floor! I donât know if you can try to double super after that though.)
Probably canât do anything useful after MGS thoughâŚ
Anyways, after many of my failed theorycraft teams (sorry for such terrible suggestions; I hope it didnât come off as being unreceptive to suggestions, but I just want to keep exploring more and more of the castâŚ)⌠I think the best Jill team that doesnât involve Sentinel, Doom, or Wesker (ehhâŚ) looks like:
Jill [???], (Dante [Jam Session]/Frank West [Shopping Cart]), _________
If I choose Dante for his anti-air, lockdown, DHCs, and THCs, then Iâm looking at Felicia [Rolling Buckler], Akuma [Tatsumaki Zankukyaku], Taskmaster [H. Arrow], Amaterasu [Cold Star], Arthur [Dagger Toss], or Magneto [EM Disruptor] for an anchor⌠pretty much horizontal control or lockdown.
If I choose Frank West for his lockdown, horizontal control, and leveling up synergy, then Iâm looking at Dante [Jam Session] or Strider [Vajra] for the air control that Jill really needsâŚ? (Probably egregiously wrong about this.)
Which choice is the best? (Sorry for such an⌠overreaching questionâŚ)
well i agree with dante in the second spot, ive said before that he is pretty much the perfect partner for jill when it comes to hypers.
-Arthur would work, heâs a good anchor but you could start with him in the second spot and end a jill combo with raven spike xx Kingâs armor and still have enough time to raw tag in dante (or jill if you want to keep dante as your anchor) and get another hit in (but you probably wont be able to do anything else). Obviously if you do this then you would be giving up on danteâs DHC/THCs until you land a hit with jill, but it could be worth it considering how good arthurâs daggers are in kingâs armor.
-Taskmaster and Magneto both have good horizontal assists, disruptor is obviously better though. My current team is jill/dante/mags so i can tell you that disruptor is pretty awesome for jill and dante. That being said task has better hypers for DHC/THCs not only for jill but for dante as well, problem with my team is that i dont have any good DHCs after a midscreen million dollars.
-For the lockdown assists i would go with either akuma or ammy, because they have better hypers and rolling buckler isnt as good for jill imo (its great for dante though). I still prefer a good horizontal assist but lockdown helps as well, especially tatsu since it nullifies projectiles.
i intend to make a team video eventually for my main squad, but the techniques are so simple and obvious i can just write it here for now
jill/trish/wesker
jill + low voltage has been getting it done for me pretty well. you canât mash it out in the neutral game per se, but its nice and tall and wide so you canât crouch underneath it, its hard to jump over, it touches incoming characters fairly early, at least one of the projectiles tends to get through if it clashes with something which at least keeps you safe, and on wakeup the slightly late startup gives your opponent just enough time to push a button to hang himself/give you two crossupsâyou just have to be careful of guys mashing throw.
from midscreen if you launch, jump straight up, air series into knockdown, then call trish, dash, and arrow kick xx fc, trish is completely hidden and the projectiles come in unexpectedly âlate.â its a rare case where an assist being slightly slow is extremely useful. this catches people all day and you can train them to stop pushing buttons even if they dont see an assist. then you can feral dash in whether you decide to call trish or not, and when a guy stops pushing buttons against jill its basically game, set, match. low voltage also gives you THC combo extending options.
in the corner you can kill almost the entire cast in 3 bars dhcing to round harvest then superjumping up into air series x air low voltage xx mashed air super , afterwards you can âcatchâ them on the way down with raven spike to kill the entire cast if you have the bar. looks cool, but its rarely necessary tbh. this was, frankly, off about a ten minute training room session and im terrible at maximizing stuff so iâm sure as much could be done for less anyway. regardless, you have a simple 3 bar kill for just about anything other then jabbing a full health thor.
late dhc from raven spike to round harvest hard tag jill is pretty gross obviously. if youâre ever desperate and have two bars, MGS into ground blockstun, dhc to round harvest (just donât be too close or trish might get punished before she throws the boomerang) hard tag jill back in. round harvest into madbeast is situationally a chip death sentence. you can âstoreâ the beast and hard tag her back in directly to round harvest if you donât have all 4 bars/the setup that very instant. again, its highly situational, but nice and cheap and opportunities will present themselves. its nice to know that you can just completely ignore the neutral game every once and a while.
i air throw for days coming from a she hulk background (you also tend to get a lot of block jumpers against somersault spam) so i like to just go right into combos with gunshot. gunshot also lets jill autopilot unblockable round harvest setups plus it extends trishâs stuff nicely.
i actually use jill a lot for wesker resets depending on where i am on the screen. some are obvious like jabbing a wallbounced opponent. some are much more ambiguous like taking advantage of teleports and the knockdown of a double wallbounce to trick the opponent into teching back into the corner either in the air or on the ground â and then making him look like an idiot when he âwises upâ (aka I train him) and starts teching the other wayâŚinto a waiting wesker⌠and i have one reset in particular that is honestly really beautiful and . itâs sooooo simple but blindingly fast and sexy looking. and you train someone on it, the mixup makes him look like a BITCH. im not gonna apologize for using wesker but im not just whoring him out for otg and anchor. i will put him on point and do work with him beyond derp mode. its only semi-derp.
trish tends to fight jill and weskers hard matchups well to the degree where i will start her against certain characters.
with trish on point she basically gets to do whatever she wants in the neutral. she can make arrow kick pretty safe and in hindsight i suppose i use what is now known as ewok tactics â double jump up while calling jill then fly airdashing/divekicking in for wall bounce confirms. its not as safe as raccoon, but jill is just as fast and she doesnât have that annoying deadspot for neutral forward jumps. its just on trish to use her air mobility and tools to keep her safe. once trish has a corner she can knockdown, backdash, round trip, high/low with wesker and get some good stuff going. i still dont even know any serious business combos with her tbhâŚ
Are Arthurâs daggers still good without Kingâs Armor? Theyâre pretty reminiscent of Taskmasterâs arrows, but I think Arthur is probably a better anchor than Taskmaster because his presence as anchor forces the other person to save XF for Arthur (or so I hearâŚ) or else get chipped or whatever.
That being said, why is Magnetoâs Disruptor obviously better than Taskmasterâs arrows or Arthurâs daggers? The arrows or daggers move slower and donât cause a soft knockdown, so I wouldâve thought they were betterâŚ? (Sorry for the dumb question, but Iâm fairly ignorant about the game and its workings.)
Does Jam Session provide enough lockdown to make Tatsu or Cold Star redundant�
estaka is the best assist in the game.
shout outs to anime, hey I hope to see some more of your jill/magneto stuff soon bro, good stuff.
Modok!? Hawk!? WTF happend to Magnus!? I command you to drop both of those shit characters and came back to the brotherhood!
Yes sir, lol. No I dont play with hawk anymore I need to change it, hes too boring to me. I just need to be trained with Mag/Jill cause my magneto is ass, I would like to pick up Jill/Storm/Sent as a side team.
Wait⌠why is Disruptor a good assist? I was always under the impression that even if it was really fast, it causes a really fast soft knockdown and you canât run after it (well, I guess you can, but not like Taskmasterâs arrows or Arthurâs daggers) kinda⌠but I DO know itâs good because Iâve heard that, I just donât know why.
And just wondering, but how do MODOK and Jill work together? Not doubting it, but just wondering it because Iâm curious, plus I wanted to use that before but couldnât figure out any super synergy things. (Maybe itâs because they have Sentinel back themâŚ?)
Thats exactly why its good, because its fast, when youâre playing with a character like jill who doesnt have any good ways to cover assists from a distance (MGS doesnt rly count) then its better to have something fast and/or durable so that it doesnt get beaten out easily by zoning characters (which is what jill needs help with the most). Also you can call disruptor, go into FC + command dash forward and still have time to follow it up, its obviously easier to hit confirm of multi hitting assists but its still very possible with disruptor, even if you dont get a chance to land a hit it will still be enough to get in there face which is whats important.
Hmm⌠In my opinion since Jill is a meter builder, and her MGS leaves the opponent stunned a bit(if hit). The 2nd character should be someone who is able to take advantage of that stun am I wrong? Candidates are of course Dante, Ryu, Ammy, Vergil who all I have power up hyperâs, so wouldnât it be best to choose someone of this category?
I need to train more heavily with magneto, but I will still use him I wish storm was as good as him. I would use Storm instead if she was as good.
(Hail Storm is Godlike)
Well with Modok balloon bomb assist Jill can combo after back throws and air throw really well. Modok does what Jill canât like zone run away and take control of the skies effectively. I think Jill should have assists that enable her to combo from any situation. This is why Hulk/Jill is fun because her arrow kick assist allows Hulk to combo you for 1 mil damage after any air throw attempt whether all the way at the top of the screen or not (Hulk Air Throw, charge back as soon as it confirms, then call jill, foward+L, for the otg, dash then cancel with up/forward jump into M,H,S, St.M, f+M, launch into magic series. If you are near the corner you can continue the combo for 1 mil damage off a throw!)
If you have ever played against Pig Nuttz modok/wesker/sent then youâd know that modok can rape mags, and if played correctly modok out zones him in every way. While mags disrupter is faster at a 7 frame start up, its recovery is 29 (for L and M distupter). Modoks L psionic blast has a 13 frame start up but a 14 frame recovery which is why he can easily projectile battle with mags and most of the time win (plus he has a barrier shield back+H) The recovery on all his psionic blasts is faster than mags. Plus after a THC from Jill to Modok, he can Kill you no problem.
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Edit: Oh, to combo off of Modokâs balloon bomb assist, do a back ground or back air throw, then call modok balloon bomb assist, dash slightly forward for 623+L OTG, ( the idea is to pull there body closer to the bomb with the otg.), bomb explodes, 5+H, 4+H, 236+L, FC cancel into M, FC cancel - dash forward, wait for body to almost hit the ground, then 5+H, 2+H, 4+H, 236+M, FC cancel, FC+H (somersault), MGS. DMG = 541,100k.
If modok has 9 levels of understanding and you dhc to psionic blast super, you get 936,500k off a throw with only 2 supers used.
i dont think ammy works because veil of mist has a lot of recovery but other than that i agree. When it comes to DHCs a good 2nd character should have atleast 2 of these:
1- A good power up hyper to DHC into after a close MGS, if its blocked you get a mixup and if it lands you get a combo.
2- A fast projectile hyper, youâre going to need this if MGS hits an airborne character or youâre too far to be able to get a full combo after the DHC.
3- Capable of adding a lot of damage to jillâs combos, dante has that with his THC and vergil has the strongest DHC in the game.
First 2 are the most important imo.
Neo what assist do you use for dante?