Ah if she can thats awesome late in a combo should be easier to work with when the wallbounce is used since it seems quite a bit lower than arrow kick so theoretically it could be possible to use 2 arrow kicks and 2 feral m’s :o
Salt hops sound really interesting do you make these combos by trial and error? How many times could u manage to loop somersault 4h?
since you said flip kicks scale damage quite a bit when is the best time to use them jills hitstun scaling looks like a bitch to work with
I was thinking the same thing as well. Right now though, comboing into the Somersault after the Second is hard enough haha. Don’t even talk about the 2nd Feral M into Somersault into cartwheel, it’s even harder.
If I recall correctly ( I haven’t done them for awhile) about 3 or 4. By the 3rd you have to cancel Somersault by the 9th (ground) frame since the link gets a bit harder after the 2nd rep. A Combo making wise, It’s just my imagination. I could be at work and a random idea could pop in my head and I would try it out.
At the end mostly. If your going to DHC into a strong DHC character your better off Using Raven Spike if you used Flip Kick cancels.
Dante wasn’t really doing it for me, so I’m on the hunt for a new anchor to directly benefit Jill. Any thoughts on Iron Man? That Unibeam looks pretty swell.
I’ve been practicing Jill/Dante/akuma. I know the team doesn’t work to well, but I’m curious… Why does Justin Wong okay Jill/Dante/frank? Does he use the team for frank assist?
Who would be better instead of akuma? I don’t think he helps Jill much. Thoughts? I do like Dante…but does weasel shot/crystal help Jill as much as others?
I like using weasel shot because it keeps them standing and has a decent duration. That team is not bad honestly. There are some weaknesses vs high airborne chars but it’s a very usable team. I don’t know what dante assist justin uses but I wouldn’t be surprised if it was weasel shot since both that and cart do similar things for jill. Jam sesh I think is a little better for leveling frank if it gets to that point though.
I really don’t like Mystic Ray since Jill has a hard time converting and if hit in the air it reinstates their air-options. Although most hitting anti-airs do that, the hitstun from it is pretty ass as well. The startup is piss poor for what it’s worth. Vajra is better than Jam Session in most cases because it’s more ambigious and covers a much larger field.
My anti-air assists
Vaj
Jam Session
Repulsor
Missles (only for anti-air purposes)
Mystic Ray
I feel that Repulsor, although only covering a smaller jump height then the other anti-air assists, it does it’s job Extremely well creating enough blockstun for about 2 or even 3 mixups while bringing them down.
Jill in the front with Arrow Kick and Frank second with a shopping cart. I haven’t been able to make use of the shopping cart except to deter enemy pushblock to get back inside.
I’ve tried Unibeam, and being able to confirm and possibly catch the assist from almost the other side of the screen is incredible. I can easily see Repulsor also being great by forcing blocks or by starting jump loops if it actually hits them. Given what I have, I’m not sure which to value more.
Quite a predicament! I would personally go with Repulsor so you get a decent anti-air that also acts as a great reset assist/combo extender/Incomming mixup assist while maintaining a proper neutral game assist.
HOWEVER…
Due to your situation, I believe for you Unibeam is better since it helps you get in and stay in while clearing the screen of projectiles and allowing full screen hitconfirms. While you will lack an anti-air assist, you will make it that your opponent cannot control the horizontal plane at all and allow you to force a mixup on your opponent’s way down due to Unibeam’s hold effect and projectile clearing ability.
Thanks a bunch. I really appreciate the much-needed help as always.
I’m thinking maybe because they’re so radically different yet amazingly useful all the same, I could try to learn them both and counter-pick with assists. I have a feeling Unibeam might work wonders in the Zero and Hawkeye games I have to play, but that Repulsor would do great against the also common Magneto or Strider.
No problem, I’m bored at work so posting staves off boredom:tup: .
Reset/mixup wise Repulsor is superior, however you can still use IM for some wakeup game like how Alukard uses it.
Jam doesn’t really help jill get in, it’s an anti air that covers a wide y-axis portion of the screen
Tatsu’s a great assist however on hit it picks them off the ground and makes converting into a combo a bit more difficult. Tatsu’s ability to cause a soft-knockdown also weakens your reset game on hitconfirm.
Jill always wants a rushdown-assist that keeps your opponent grounded and lockdowned.
I’m looking to pick up a new cahracter that isn’t played in my scene just to prove that top tier characters arn’t necessarily the only viable ones in the game. I want to use a jill/modok bomb/doom missiles shell.
can anyone tell me if there is any other synergy here? is point jill’s best spot? Before I start delving into the lab with jill, I want to be fairly certain that this is a task worth taking up. Because if not i’m also interested in ghost rider/iron fist/phoenix wright/hsien ko.
I certainly wnt to use the character that best fits modok/doom mold.
I understand Jill adores lockdowns and anti-airs, both of which are covered by Missiles, and Balloon Bomb is just plain mean. I would assume Doom works really well at least, but I honestly don’t know what to say about MODOK so I’ll just toss out some guesses you can take by the grain of salt.
Jill’s movement lets her cross up very easily and could make MODOK’s assist into some tricky obstacles, but I personally would not pick Balloon Bomb. If you cross them up and actually land a hit, the bomb is going to bounce them up and screw up your combo. If it hits them raw, they’re going to bounce, which sucks because it can be hard to capitalize on and reduces potential damage and meter build.
Either of the other two might be better, but I’m not entirely certain. I hypothesize that Barrier could allow for some potential mind games by sitting safe and pretty in it with feral stance, giving you the opportunity to somersault any attempted attacks or dash in any direction. I’m guessing that Psionic Blaster may also be a convenience since it’s a sustained beam that allows for free movement should it hit or be blocked, but it seems kind of redundant with Missiles already available.
Jill is a POINT character who needs assists that cover the Air, and one that covers her neutral game and allows for lockdown (Beam,Cold Star, Projectiles,etc.)
Jill could probably use balloon bomb as a legit combo extender though, Like paulo uses Stone Smite, Jill can use Balloon bomb to stop Cartwheel’s Ground bounce from occuring-effectively allowing her to use it twice during a combo. The problem with it lies that it doesn’t really benefit Jill’s neutral game and doesn’t offer any support to her weaknesses. The team could work and Modok can extend combos/ get more cubes off Jill’s arrow kick. Honestly though his shield are pretty good but need specific team compositions to shine (Shield allows for completely Safe mixups and command grabs with no downside whatsoever)
Psionic Blaster is pretty good itself, it’s one of the most durable beams in the game and goes through alot of projectiles and allows for easy movement. I feel that it’s a bit stronger then missles for movement and getting in because Psionic blaster has a much harder time getting bopped and has much less vulnerability frames.
My main issue with Missles is that Jill doesn’t have any proper way to protect Doom while he’s out meaning that he’s going to get bopped more often then not. Missles CAN of course work and cover a variety of assist niche’s, but it requires rather specific assist calls and meter usage (Jill’s only way of protecting him is via MGS) to safely call, while other assists can be called out during most times with little to no issue.
I would play this team as:
Jill: Arrow Kick
MODOK: Psionic Blaster
Doom: Missles.
It seems as if many of jills combos are modular. do u think u can recommend 1 midscreen and corner combo that i should consider familiarizing myself with? I was messingwith the ones jn the first post of the combo thread and i find them all pretty difficult. im sure ill pick it up soon enough but im wondering if there are ones that are considered more universal than others.