There is another way to do it with doom, try doing the grab for a hard knockdown, call missiles, feral dash, wavedash to move the opponent to doom and otg, probably has to be done EXTREMELY fast, but it seems like it might work
Both Chris/Jill and Jill/Chris are ass. Arrow kick is a decent extender, but nothing worth putting JIll on the team for. Somersault is even worse with only being useful with meter.
I use Viper Seismo over Burning Kick on my team because you can combo off of air throws in the corner…not sure if that’s worth it or if I should switch.
Personally, I’d much rather have mean cross-up overhead mix-ups than a scaled, situational, location-dependent pickup.
Personally I like to call strider as a way to prevent my opponent from escaping/chicken blocking my pressure. There are many air normals that can beat out vajra and even more hypers that can easily punish and kill vajra assist. As a person that not only plays strider now and has many friends play strider I am always looking for an opportunity to kill that assist (like using raw sphere flame as doom against a strider call)
Point is that assist can be easily killed so I try to use it as my opponent is escaping rather than after the escape. After you opponent escapes they are much more likely to be able to react to vajra or punish it. You have to always keep pressure and presence with jill or you give your opponent more ways and opportunities to punish vajra. If they are using an angled superjump try plink dashing under them as you call strider; you will likely cross them up and at the very least attacking jill as you are falling and facing the wrong direction is not a good situation to be in (although some characters have ways to turn around after a superjump) I only call out vajra in less optimal situations if I have no other options left or if its a matchup where MGS can save strider from the punish should it occur.
I hope this helps
So much
Jill + Chris could work, but they’re not great. I’m not sure what assists to use for Chris, but Chris + Vajra is extremely good. And you already know how good Jill + Vajra is. So if you’re willing to play an MvC2 style team, where you have 2 point characters and an assist, this theoretically could work.
Chris machine gun assist dont have lockdown for jill mixups and the dhc is bad i try jill/chris/strider and dont work
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Eh, I disagree with this, not being able to convert off of throws is huge. For example, at the start of the round you being directly Magneto’s face is fairly significantly in his favor because everything he does is better than you. If you get a throw, you get a mixup. If you get thrown you get killed. Although you really don’t have much of an option because if you stay away you’ll never get in.
Also, there’s tons of times where you can punish with throws but not really anything else. SS has like basically 10 frames of startup if you’re not already in FC, so it’s not reliable under pressure. Her best AA’s hitbox-wise are just not fast enough. S is a good anti-air but has poor horizontal coverage, and A is solid, but doesn’t hit in the right AA spot most of the time.
If Jill could convert off of throws, she’d be a much better character. I don’t care if it’s scaled to Dante’s scaling levels, I just want a way to throw > TAC. Instantly a better character.
But yeah, the Feral Dash > push into missiles idea doesn’t work, you don’t have enough time following the throw. Maybe if you’re in the corner. I guess I can just chuck out more missiles.
You’re totally right, “irrelevant” is definitely the wrong word. You should still get throws, but Jill has such powerful okizeme, that an assist that covers both techs+ her mixups allow for a huge unscaled combo instead of a scaled throw one.
The SoRG is really odd because Jill only has 1 appraoch against every character, and that’s walk up H or jump H. She should never be walking back in the start of round gambit because she looses pressure that way. The Magneto matchup is definitely one of the harder ones because of his dominance at the SoRG and huge keepaway and rush-down, which allow him to option select whichever one he wants at whatever time.
If anyone’s seen my videos, you can tell I play Jill fully “Feral”. I’m always in Feral Crouch, for movement, hitconfirms, mixups,etc, so as soon as I establish my opponent in lockdown, I’m in feral. Playing Jill like this allows me the full opportunity to having Somersault Whiffs as an option, Feral Crouching Flip’s over and over, or even Cartwheel so that I can control both the Ground game with ease, and the air game.
No doubt, If Jill could combo off of throws solo, she would be better, but her anti-airs, and okizeme make up for it imo.
Great points and it is truly a conundrum.
I lost today at SCR, 0-2. So mad. I should have been doing MGS XFC because the first set I lost was against Deadpool / Doom / Task. Got zoned pretty badly and that guy didn’t even care about when to call Doom beams. I should have taken it and not been so free to that.
Second game I barely lost. He had Chris / Dante / Strider. I need to be more frantic. Although Chris’ grenades and mines make it hard for me to get in, especially covered by Jam Session.
I need to work on my movements and controlling my chaos better. Or maybe I should just pick Viper and call it a day. I’m hate feeling completely devastated. I think I’ll work with Ammy and see how I like her. Strider is such a liability.
Don’t be sad, buddy. Your Jill will kick asses the next tournament.
It seems like strider anchor should be one of your strong points
jill players tend to go through cycles of elation in training mode and depression in tournaments but long run i think we have a deceptively powerful character. we just have to learn how to dominate the neutral game with no projectile no matter what character or style of play we’re playing against. that seems to be the reoccurring theme. we have all these options and then we play people who have zero respect for jill and just mash at the oddest times and random out. it’s so dumb/bad we really can’t complain but tournaments can end quickly and before you even have time to adjust you’re out.
have any footage? I would love to analyze your gameplay.
That’s why we have Feral Somersault whiffs. It deals with nuts, but many players aren’t utilizing them.
Unfortunately I don’t. I didn’t have friends recording since they were playing their own pools. Just know this:
1st set : Deadpool mashes guns + Plasma beam. I block and take chip and run into random teleport c.Ls into dropped combos. Repeat. Get THC from Doom + Task on my last character, dead.
2nd set : Chris mashes landmines + grenades backed by Dante, trying to keep pressure, I make my way around some of them and kill Chris and Dante. [ Get blown up by XF3 Strider ] ^3
-> Get mad.
Thanks, yeah, I feel that way too, but sometimes I feel that in order to compete you have to play an unfair team. Jill’s just too honest.
Somersault whiffs are really hard for me. I can get maybe 2-3 in a row, then I throw out a s.S. And even if I did get them out, I wouldn’t be able to convert off of them because my mind is tasked to saltwhiff. :\
I’m assuming both Jill and Deadpool fought on point? The Deadpool matchup is really spacing dependant, but as long as you keep rushing him down and cutting off his air options, you should be fine. MGS should’ve dealt with the Gun+Plasma storm combo and got you a HBD. You don’t want to find yourself in a position where he can zone you and then just teleport whenever he wants. Stay on the offensive.
For somersault whiffs, it’s all about grinding out your execution and paying attention to the match. If you notice a confirm, you should already be inputting the next feral input.
Chris is an odd matchup, but I’m glad you did fine against it. With Strider, you should be looking for Vajra attempts and punishing them severely. You have RR right? If you can’t kill Strider off that touch, make use of Spitfire assisted Forced Roll mixups. Punish any attempts he makes at anything BUT zoning, but like always, rush him down and make sure he doesn’t have a chance to zone.
With Jill, it’s all about the Start of the Round Gambit and maintaining pressure from it. If you can take control of the match and establish dominance, the match is heavily in your favour. Welcome mixups make getting the next hcf much easier and the match faster. By the start of the round, ALWAYS MOVE FORWARD, no matter what.
I feel that Jill isn’t fair, at all, but that she requires thought unlike many other marvel characters. With Jill, you have to have your execution on point, Tools ready and applicable, matchup knowledge, Strong decisions (Kill or reset?), PERCISE frame knowledge, reads and many other factors that characters don’t have to worry about.
She’s a strong character guys, it’s all about what we do with her that shows her strength.
I totally agree with you!
but I still have doubts about my team, just can not choose an anchor, my mind will explode …
in my head I’m sure Jill / Dante is what I want, jam session has great lockdown and covers the air, but I do not know who to use as anchors and what assistance would be ideal for jill,
I tried:
Doom plasma beam, missiles, molecular shield
iron man with Unibeam
strider with Vajra
Shuma with mystic ray
magneto disruptor
ammy cold star
arthur with daggers
hawkeye with greyhound
taskmaster with arrows
and felt no confidence in any of them
I played in Vanilla Jill / Task / Shuma but had DHC glitch and it no longer exists.
I do not know what else to do, someone can help me on this earth that decision?
and Sorry for the Drama T.T
Yeah, it was Pool vs Jill on point. I don’t know why I wasn’t thinking, but I was practicing HBD combos all night the night before. I just got caught up in the heat of the moment. MGS + xfactor would have taken out Doom and Deadpool for sure. Same reason at Evo, I was practicing JP Xfactor tech and I forgot about it mid match and it cost me the tournament vs. Phoenix. This is what makes me mad.
I’m not sure what to do at the start of the round. Yes I press up against them but most of the time they jump H and I tech it. If I don’t I get thrown + assist or I get hit or whatever. Deadpool can double jump backwards at the beginning of the round giving him more distance than any other Start of the Round Gambits.
Also, little Jill-anti-Phoenix tidbit.
You can Somersault through her Transformation and force her to block or die. Then you can easily mix her up.
For the start of Round Gambit (SoRG), I like to either Walk forward H or j.H either one works, but make sure you use your fastest startup assist in conjunction.