jam session, i have magneto so it would be a waste to use another horizontal assist.
I thought you were using Jill/Dante/Doom?
Nah never used that team. I used to use jill/thor/doom in vanilla but wanted to make a better “jill team” so made a new one.
Funny that you mentioned PIGG Dunamis, I vsed him in a couple sets earlier last week.
HIs Modok is pretty damn good, You’re best bet with Jill is to Bait the overhead, punish with a somersault and apply pressure. Can’t apply too much pressure because he has pretty Decent OS throws.
Yeah in vanilla he would zone the crap out of my Mags and my Jill, his modok is still scary even now after playing him a couple days ago. He thought that Jill/Modok/Sent would be a good idea since she would be able to combo after balloon bomb, and he’s right it gives her great damage off a throw. I know wesker would be easier but I tried him time and time again and he is as boring as playing duck hunt imo. I edited my post above with a combo off of balloon bomb assist, under the vid.
So I’m thinking of a team of characters that I just plain old want to play, and stuffing them into one team. I’m not sure of the order though. I’m thinking Joe (a) / RR (y) / Jill (y), or Jill (y) / RR (y) / Joe (a). Joe/Jill looks like a better anchor than RR, and they both seem like they can profit from log trap. What do you guys think about Jill anchor vs. on point?
Bad idea imo… You want a team with good synergy, and i don’t see much damage coming from that team whatsoever. Jill needs a assist that pins them to the ground in some way shape or form, log trap is good but doesn’t cut it imo. With Modok i would lame that team out all day and call in Jill after for clean up time (no offense). Jill anchor is good but only with x factor, or in some way landing a combo into mad beast custom madness. I’ve seen wind zero? wing zero? jimmy granola? whatever his name is, he uses her as anchor and gets okay results. I think jill goes better first or second imo, i always use her second (unless i feel i can body there business with Jill from the get go.). I usually let hulk go first cause he has the most hp on my team at 1.2mil health (and cause Jill is so glass lol), and he needs Jill’s arrow kick assist for some nasty damage off air throws as well as command grab throws. She also lengthens Hulks combos considerably.
I think NSR could give you better advice though.
Team is WAAY to squishy
Team barely has synergy. It lacks a real horrizontal beam/lockdown assist.
No help in neutral Game
Log Trap takes Jill’s ground bounce, making her combos do signifcantly less damage
Joe doesn’t benefit from Jill
R.R doesn’t benefit from Jill in the neutral game.
This team is good for Combo videos, but will be exposed everywhere else. R.R and Jill have some nice Resets together, but besides that, there’s no reason that they should be on the same team. Pretty much, this team lacks a neutral game assist that benefits them. R.R and Joe go somewhat nicely (lol ageojoe), but Jill doesn’t fit.
Jill on Anchor is ass. In Xfactor, she still has the Same bad matchups and is horrible against Zoning. Use her Point or Second. Preferably point.
I’ve had squishy teams before, I don’t mind them.
But thanks for the input, I’m still a very new Jill player, as I like her options. I haven’t really gone deep into team tech yet, since I’m still basically learning the character. At least at this point, I can fiddle with other ideas for team members. As I said before, it was just a mashup of all the characters I would like to play all in one team, trying to see if something works out, getting opinions on you seasoned Jill players.
Log trap eats her wall bounce, so I can still do cartwheel combos.
What do you mean by “neutral game”? As in general moving around and such? STA Windzero runs Jill on anchor which is essentially Jill with bad assists as well (Since there are none). There are SOME Jill teams out there that don’t have beam assists, but I guess they have Dante, which is a vertical beam that cuts off part of the screen.
Well back to the drawing board. Thanks for the input guys.
I forgot to add that he always gets bodied when putting Jill last too, lol.
(windzero that is, NSR has a better Jill and trust me he gives good advice.)
QFT
I got excited to see a known name in the tournament scene playing Jill, but was quickly disappointed to see he almost never has to play her since he runs a murderous Zero and Chris, and puts Jill on anchor for some reason. Even when he does play her, it’s unimpressive.
NSR iz da man, yo; he knows where it’s at
So after watching some of the clips, I’ve come to Jill / Chun / Hawkeye, for a more semi serious 2ndary team. It sounds like it could work, being that Chun and Jill get benefits from Hawkeye’s beam-like arrows, and also Chun can help lock down for Jill. I’m not sure what Jill can bring for Chun though. This team is also pretty squishy, but I like the idea of it.
Do you have any videos up, NSR? I want to see how Jill should be played. Pulsr rarely comes out anymore so I don’t get to see it often.
Unfortunately, I don’t have a camera and don’t play as much as I usually do. You can usually catch me on Streams, or in some Player matches w/SRK players/Tournament Players (Andre, Nasty,etc.) I would tournament, but I’m getting married in about 4 months, and the stress of my job. I have a couple vids of me being streamed up, @ PJS, but none of them really show me recently (they can,although, help you level up your jill).
Funny that you say Jill/Chun. I played them both intensively and together with Tron in Vanilla, and they were pretty damn good. The only problem is that Chun’s Lightning legs kick KILLS hitstun and scales damage to hell, so you’re going to have to reset your opponent afterwards with a forward H overhead combo. It’s also stationary, and unlike tatsu and Frank west and other assists, only stays in one place.
Jill/Chun/Jawkeye Can work, and Jill’s arrow Kick and Cartwheel set up alot of shenanigans for her. Don’t forget, if your not as execution heavy as you need to be for Chun-Li, to protect her you can always use Jill’s somersault CC which is Fully invincible and can go into a full Combo off of it and essentially, build back your meter.
But thanks for the input, I’m still a very new Jill player, as I like her options. I haven’t really gone deep into team tech yet, since I’m still basically learning the character. At least at this point, I can fiddle with other ideas for team members. As I said before, it was just a mashup of all the characters I would like to play all in one team, trying to see if something works out, getting opinions on you seasoned Jill players.
Log trap eats her wall bounce, so I can still do cartwheel combos.
What do you mean by “neutral game”? As in general moving around and such? STA Windzero runs Jill on anchor which is essentially Jill with bad assists as well (Since there are none). There are SOME Jill teams out there that don’t have beam assists, but I guess they have Dante, which is a vertical beam that cuts off part of the screen.
Well back to the drawing board. Thanks for the input guys
Jill doesn’t necessarily need a “BEAM” assist, but she needs either
- A Lockdown assist (includes Beams, and multi hitting projectiles/attacks)
- An anti Air assist
The problem with Log Trap and JIll combos is that Jill NEEDS her wall bounce, it increases her damage exponentially. Without it you’re going to be dealing ~500k combos off of a log trap. Unlike characters with Air mobility, R.R suffers with Jill since she’s so ground based. The startup on it is Quite long, and Jill offers to safe way besides Somersault or MGS to protect him. It’s not as good as you think it will be.
It’s called the “Double Ender”, without Arrow Kick or even her Roundhouse, her damage suffers greatly.
Alright, I’ve been trying out Jill/Dante/X-23 and I need some Jill experts to sort out my brain for me.
This team gives Jill :
- unblockables out the ass, a safe DHC out, general Dante/Jill synergy (THC setups and whatnot), a lockdown assist, air control with jam session, conversion off air throws (I think I tested this but I can’t remember, only took the team to the lab a couple times), and a general meter building gameplan (x-23 lvl3/Dante DT) and a great reset game (the potential should be there, though I haven’t tested it yet)
- No beam/projectile assist for getting in. Neutral game suffers slightly.
This team gives Dante :
- 2 mixup assists that both cover decent (but not great) space, DHC’s for good damage, unblockables, free way to DHC in (MGS) and can convert off random MGS hits, conversion off air throws, unblockable, unavoidable resets with x-23 and grapple
- No beam/projectile assist for easy teleport mixups, though I suppose arrow kick could function as a ghetto pseudo beam assist.
This team gives X-23 :
- Relaunch combo’s using arrow kick, easy conversions off random jam sessions, unavoidable lvl3 setups using jam session, mixup game with arrow kick, lockdown game with jam session, conversion off air throws (albeit somewhat spacing specific, would need labtime to find the ideal range/setup), perfectly capable anchor with XF stocked and/or 3 bars
- If the team dies in order, she comes in with no assists. no safe way of getting her in.
Now, I can see where this team is flawed, but I’ll just keep that to myself for now. I’d just like some opinions and/or thoughts first from people who know the character better than I do.
The fact that dante gets 2 bad assists, and there is no beam or some type of lock down assist makes the team fragile already. X-23 should not be on the same team imo, I would have one or the other (Jill or x-23 on a team, not both.). Jill needs a assist to keep them on the ground, because she doesn’t have many options whatsoever when the opponent goes to the sky’s. Jill is a ground based character, any of these assists would be a much better choice for lockdown.
Hawkeye = Triple Arrow
Magneto = Disrupter
Ironman = Unibeam
Ammy = Cold Star
Doom = Plasma Beam or Hidden Missles
Taskmaster = Aim Master
Strider = Vajra
Frank = Shoppping Cart
Sentinel = Sentinel Force (Drones)
Arthur = Dagger Toss
Akuma = Tatsu (I don’t like his squishy-ness though lol)
Chris = Gun Fire
Dante = Weasel Shot
Trish = Low Voltage (kind of slow but still locks down)
Especially for a character like Trish you want to keep her happy ass on the ground and you cant do that with the above team you mentioned cause once she lays a trap Dante will eat it when he comes out for jam session, and her traps also stop a lot of Jill’s ground game.
I wanted to use Jill/Dante/Sent at one time cause drones are great lock down for both characters, Jill’s Arrow kick extends combos for Sentinel and scores a free combo on hit for him (I may still use that team in the future, maybe lol.). Dante cuts the sky in half for Sent and Jill as well. So Jill would be able to control the ground and the sky. Sent would also gain a commando type assist with jam session, which isn’t too shabby either.
Doom would be a good assist as well, Jill/Dante/Doom. Dante with weasel shot and doom with hidden missles, or dante with jam session and doom with beam assist would go well too imo. These are just some suggestions to get the koolaid stirred, cant wait to see the finished product (cause koolaid with no sugar is nasty).
Yup that’s what I was thinking. I was wondering if the pro’s could outweigh the con’s when played correctly, but I’ll take your advice to heart. I’m already running a Morrigan/Dante/Ammy team so on one hand subbing Jill in there shouldn’t be too hard, on the other, I was kind of looking for some new synergy to spark my creativity.
I will take Doom into consideration, but I just hate the character so much. Also there is no way in hell that that SOB isn’t going to get nerfed when the next installment inevitably drops so that’s something that’s going to take some mental effort for me to get over :S
Maybe Strider is worth considering as well. God, I’m such a sellout. I hate Strider as well ><.
I used to run Jill/Sent/Doom as well, I prefer Ironman over doom as far as characters go. 800k for one combo and one bar with Jill was just too retarded not to pass up at the time. Right now Im trying to learn Modok to implement him into my secondary team of Modok/Jill/Sent. His balloon bomb assist is so good, it stays on the screen for 182 frames or until it hits someone. The assist version of balloon bomb also ignores projectiles and hyper combo beams. I use it to combo off of Jills air or ground back throws, for some nice damage as well. It helps a lot as the opponent is coming in and has to deal with being cornered and a floating balloon bomb in there face, even if they hit me the balloon bomb will get them and then I get a free combo with Jill. I still want to main ironman as well so i hope they fix him a little as well as storm, hsien-ko, she hulk, and tronn. I would also like Jills Vanilla 2M slide back as well. I don’t think doom needs a nerf imo, Jill owns Doom for free no foot dive can match the power of a somersault. All that training with Guile really payed off for her.
Lol, funny timing, Trauma. I’ve actually been labbing Jill/X23 too. Would love to share notes.
I couldn’t get a normal relaunch with Arrow Kick with X-23, (midscreen I could get s+assist sj.s (assist hits) land combo but the wallbounce made it a bit harder to followup in the corner.) how were you able to get it working if you don’t mind me asking? The timing was really tight also but I was able to get the double knee ender working with ankle slicer. For X-23, Arrow Kick seems like it should work fine for her neutral game since she has the mobility to follow up off the wall bounce from anywhere on the screen. I think the only way you could work this team is by having a 2nd/3rd that has really strong zoning/anti-zoning options and a projectile/lockdown type assist? (My first thought would be Ammy cold star or Dante with weasel shot.)
Hmm Sumasault > footdive eh? I’ll need to keep that in mind. Along with Strider assist this may be the anti-doom team I’ve been looking for. My X-23/Wesker/Dormammu team cuts through a lot of shit like it wasnt even there, but Doom is such a huge hurdle to run into for that team. Seeing as hidden missiles is as stupid as it is, people are using Doom more and more, thus giving my team more and more problems.
I’ll be looking into strider then.
Thanks!
ps. Does Jill/Ammy give the same THC shenanigans as Jill/Dante does?
edit.
Hehe, nice. X and Jill are pretty alike I think. In terms of gameplan at least. The reasoning behind Jill/Dante/X-23 is using Jill’s insane reset potential along with Jam session and a low assist to kill people without using meter then tag in X-23 for an inescapable Dirt Nap and kill the second/third character for free. Jam Session is a great neutral game assist and can be used on defense as well. The only one who really suffers assist-wise is Dante, but I still think beam assists are overrated. X-23 requiring a beam assist is a week 1 myth that people still cling to because DevilJin keeps saying it.
I wish Dorm had another useful assist outside of Dark hole. Jill/Dorm/Dante sounds so beast, but the overlap in Dark hole and Jam session is just too big.
Regarding relaunching; I relaunch off arrow kick with Anke Slicer ie. BnB into sj H CS xx L TA. In the corner it’s a simple matter of dashing back after TA L and calling the assist just before charging the ankle slice. Mid screen it’s a bit more tricky but I’m sure there is a consistent spacing/timing for it. I haven’t gotten too much lab time in yet, so I still have to look into it. I’ll let you know what I find :).
Yeah I somersault the crap out of all foot dives cause it’s invincible, i make them respect it so it limits there options, and most dooms are so predictable with it cause it can be abused on others characters but not Jill. A foot dive against Jill can lead to Dooms Death. If you have problems with his assist snap his ass in like you would phoenix (jean) and destroy his ass (no homo). You could even wait for him to come in while your in feral, and if he even thinks foot dive, good bye doom meet somersault.
As far as Ammy is concerned, this may inspire you…
[media=youtube]D-gGu6V8MUk[/media]
I don’t know how viable these are in umvc3 since there is no dhc glitch anymore.
[media=youtube]aF3x3GIOLoc[/media]
EDIT: this one still works but the damage is less now, I got like 715,400k