Trust me I snap in that fool like nobody’s business, but sometimes you just don’t have the luxury of not killing a character to go for a snap. Conversion off a welcome mixup is never guaranteed and against Doom with that fucking j.S or a mashed air throw it’s a death sentence if you mess up. Plus if you don’t guess AD up xx fly xx whatever then he escapes for free.
For example, the other day I played against MajenX who runs Zero/Doom (Missiles)/Strider. Do you really not want to kill Zero when you finally hit him after blocking 80000 free and safe ToD mixups from Zero that are all covered by missiles? and if you do snap then you forego meter you need to deal with Strider when he comes in as anchor. Say you do get the hit AGAIN on Zero, you’re not going to have the meter to snap AGAIN and AGAIN not guaranteeing the kill off the entrance. Plus if you snap and touch Doom you are going to want to burn Xfactor to kill him as soon as possible. This leaves you without XF against Strider, etcetc.
Trust me, Doom is fucking retarded and missiles is flatout broken. But that’s a discussion for another day ^^.
Maybe missiles are more broken with zero lol. I forgot to mention though that I also rapid cancel my somersaults for such an occasion with dooms J.S.
{(In Feral) D+H, D+S, H}. She will do the somersault then cancel into it again. Lets say that while doing that method you actually hit doom with the first somersault, instead of doing another H just tap M for a wall bounce combo. It’s another method I use if your unsure if they will do a foot dive or not.
I guess there is a difference there too as far as having to burn x-factor to kill doom once you touch him. With my team I don’t have to burn x factor to kill doom, I just need to touch him once with either Jill or Hulk, Or from Jill to Modok.
Gah, theory doesnt always come into practice you know. Yes, there are situations where everything goes flawlessly, I get the snap, I get the mixups, I kill them etc. There is, however, also the simple number of statistics that state that if you put your opponent in a 50/50 they are going to guess right half the time, and they get out. Meaning you just wasted a bar on nothing. Not to mention all the other scenario’s I painted.
My point was, that it’s not so simple as “snap in doom, mixup, ???, profit”.
Doom missiles are broken because they do everything while following none of the rules of other assists. They are persistent even if Doom gets hit, they break combo’s should you get hit, they have a hitbox going up making them hard to punish up close, they lockdown, they extend combo’s, provide offensive coverage, they track. Hell they even OTG on the way UP. People are always going “yeah it’s not that hard to deal with”. Well, there’s this little matter of teambuilding and of which point character accompanies missiles. Zero for example is unchallengeable enough on his own. There is a reason Chris G is tearing everything up with Morrigan/Doom.
The mileage of that assist is retarded, and it’s not like you’re sacrificing a character to have that assist because Doom is great on point and flat out stupid with XF3.
Bah, I told you it was a discussion for another time ><
Doom’s a capable anchor IMO. In my mind he’s a little bit like Hawkeye, he can clean up if the opponent if they have already blown x-factor by chipping them to death, but he’s got no real way of forcing the opponent to come to him or mix-up.
I’ve been messing around with a secondary team for Jill, for the matchups where vajra assist isn’t needed as much/I’m bored and wanna try something different. Basically it’s Jill (arrow, obvs)/(Dante or Doom on second, depends if you like missiles or jam session/weasel shot)/Super Skrull(Stone smite/tenderizer). You can use jam session/missiles/tenderizer for a bit of anti-air or lockdown, although tenderizer is a little “meh” on that side of things, I like using stone smite for combo extending myself. Basically the reason that I made this team was simply this, Skrull is an incredibly dumb anchor. I’d even put him ahead of Felecia in this respect. He cannot be zoned, basically his anchor gameplan is to meteor smash all over the place until he lands a hit, and confirm into a death combo, it’s as simple as that. Seriously, I encourage people to go into training mode and see how effective this can be, it’s kinda ridiculous.
Thoughts? I understand you could probably substitute Jill out of this team, but I love her too damn much to do that
Also, did anyone on XBL wanna add me, get some practicing in? My gamertag is AwstruckOstrich if anyone’s interested, I’ll add it to my sig in a bit.
Solid team. Jill can setup alot of bull with Skrulls assists from up close, and he’s a deadly anchor as well. Doom goes great on every team so it’s pretty solid.
Could you give an example? I know that orbital grudge has a hit of super armor during it’s active frames, so it could be used as decent cover. But I also thought that it popped the enemy up in the air, so wouldn’t it be difficult to follow up after? For now I just use stone smite as a corner combo extender, the actual combo looks absolutely ridiculous
I actually think that this team has some good attributes, using Doom’s hidden missile assist is a great way to begin mixing up with both Viper and Jill, both of which desperately need an assist to lock down the opponent. Jill can also provide Viper with a safe DHC with machine gun super, if needed. With Jill on point, you can use Viper’s seismic hammer assist to go into the double bounce ender, hard tag with Viper, and go into burst time DHC Raven spike for ludicrous amounts of damage (off the top of my head, you could probably push 900,000-950,000). You can probably find something to use Jill’s arrow kick assist for, no optimal combos really come to mind atm.
The only thing that I’m worried about is that both Viper and Jill are both very designated point characters, and their assists are mediocre at best. Sure you can use them to extend combos, but they won’t be much help in the neutral game IMO. I think the versatility of hidden missiles is good enough to counter these flaws though. Doom can also get lamed out pretty easily in x-factor level 3, but I don’t consider that to be a huge deal or anything.
Verdict: Call hidden missiles all day, stay in that ass and you should be good to go
Edit: Okay, after a bit of testing the whole hard-tag thing seems to be reeeeealy tight, you have to hit Jill’s ground bounce when they’re nearly touching the ground from the wall bounce. And from what I can tell, it only does about 900,000 from when I did it correctly. You can use doom’s assist to otg them instead of seismic hammer, making it 100x easier, but if you already used the assist to open them up for a combo, that ceases to be an option. The good news is that the THC’s on this team are actually really good, so you can always go into the double bounce ender with seismic hammer, dash underneath and do ensnare into THC to take off a cool 875,000-900,000 damage from their life, the only downside being it uses up all your meter. Hope this helps!
You can use Orbital Grudge to set up Arrow Kick–> Double Knee Drop shenanigans as well. You don’t want Stone Smite because it uses up your Wall Bounce on hit, which decreases Jill’s damage output dramatically. Infact, like I stated before **You do not need OTG’s FOR THE DOUBLE ENDER. The Double Ender can be done off most assists. After your final jump loop delay the call your assist after the j.H and Delay the S. Land then Arrow Kick. **
Hidden Misles isn’t as good as it people believe. Jill has no effective way to protect doom besides a MGS (which can be seen from a Mile away and countered). It’s a Decent assist, but should ONLY be used once Jill mixups have been put into play. Same with sentinel. This is why Jill needs quick, and fast hitting lockdown assists and not assists that really “last” over time.
Also, if you’re going to play Jill/Vipes/Doom, I really like Vipes’ Burning Kick High attack, you can set up alot of crazy neat stuff with Jill’s own low into full combos if you know what your doing. Burning kick acts as an ambigious assist that sets up for a Double or even Triple overhead combo with Jill. The reason I like burning Kick over her Hammer is that Hammer is only going to act like an OTG, which Doom’s missles already is. You can set up alot of neat stuff with missles already so another OTG is redundant in my opinion.
With Somersault as an assist, Vipers can set alot of really dirty resets. Same with Cartwheel, I wouldn’t go for Arrow kick because Viper doesn’t need any “real” combo extenders since she can already do upwards to 950K.
I feel the same way NSR, doom missiles aren’t as good as people believe them to be. I’ve played a good amount of Zero/Dooms with Hulk (lol) to know that they are not a giant threat imo. Doom is a great character but Hulk and Jill can body doom easy, some people don’t believe it but when you have played Jill long enough it’s not as hard as some think. In no way am I trying to say my Jill is the most Godlike by any means, but my objective is always one touch kill with Jill. When she is paired with certain characters she is scary, which is why I enjoy playing Hulk/Jill so much cause it is always a one touch kill with both characters. His anti air is great for her as well as Sentinel. I place Jill second on both my teams and it just works for me. Team synergy is so important with Jill and in this game as a whole. Which is why i think that having a character that can make up for Jill’s lack of zoning including aerial control is important (I like to use Modok when that’s necessary).
Edit: As far as sentinel on point, i would like to see him improved upon in the future. I have always liked the robot since mvc2 (Rogue/Sent/Capcom or Cyc), I guess regarding Sent and now Jill I’m a character loyalist lol.
what do you guys think about Jill/Dante/Ammy? I might try this team out if/when I start playing Marvel 3 again, and it seems pretty well-rounded. does Jill really need an OTG assist or does she do good damage without one? I don’t really want to have to use Wesker.
No she doesn’t need one, she can do 650-700k by herself. You could always try Jill/Dante/Doom or maybe Jill/Strange/Dante_or_Doom. When I use Jill/Doom/Sent she can get a little more than 800k with 2 assists and one super. I would probably replace Ammy for Doom though imo.
Works pretty damn good. You don’t need an OTG assist at all, infact in most cases, your better off without one due to the ass damage your going to get off the scaled throw. Jill can reset much easier off the knockdown state given off by her throw. Ammy’s coldstar is one of her best assists, and is a great tool for Lockdown+ Mixup madness.
Well that’s it. After a long journey of soul searching for new teams, I’m back to my original Jill/Taskmaster/Wesker (Jill is just way too much fun).
Just wondering though, the main reason I started to drift away from this team in the first place was because of how my team composition pretty much falls apart after Jill dies. Taskmaster has basically no assist backing him up as Wesker is used primarily for combo extension. Is this a bad thing? Should I switch Wesker and Taskmaster to have better teleport mixups with Wesker or would that make my DHC’s too weak? Just some thoughts because when I see MarlinPie or Clockwork’s teams, they just seem incredibly well put together no matter what characters are alive.
You could try using Taskmaster last so that Jill and Wesker have a decent assist, I don’t really see much synergy dhc wise between Taskmaster to Jill. From Jill to Task your DHC’s would be decent. If you would like to use that team though I would suggest using Task last so that both characters have a decent assist to get in. The synergy isn’t too damaging though imo. You definitely want to do big damage, reset, or flat out kill your opponent when you touch them with Jill.
Yeah that’s pretty much why I have the Taskmaster DHC in there in the first place since I’m able to do over 800K easily with the DHC. That’s the dilemma I face though: having a good DHC or having good synergy between mid and anchor characters.
I’ll probably switch it around based on the matchup, but I usually put Task second simply because I think he’s a capable character on his own without needing an assist to get in. But that could change with certain teams so who knows. Any suggestions on replacements for Wesker? He’s probably my least favorite character in the team (even though I like him more than most of the cast in UMVC3).