I tried running Ironman with Repulsor and I’m having a hard time finding anything should they decide to eat the Repulsor instead. If I do find something the combo is scaled to shit anyway. Have you guys found anything for it? I’m starting to think repulsor is best suited for a character that can combo in the air like X23 or can move the character around with no problems that ignore hitstun like Dante or Spiderman.
Ever since I got on Flip Kick loops after A Member of STARS started asking about normal confirms, I’ve been thinking about other characters to work with Jill.
I’m playing around with Magneto right now, and I’m hitting 711k off an EMD assist using the loops. I’m torn on it because while it’s fast as hell, it doesn’t lock down.
Jill’s ability to corner carry and face inward to the stage also lets the Shockwave DHC get its full damage every time. Shockwave also makes for pretty good coverage if you’re trying to get a safe DHC into MGS, which also tacks on a fair bit of damage.
I don’t know much about Magneto yet, but if anyone has any insight on this one, that would be cool.
Oh god i love magneto. I would say the most important thing with magneto is learning to cancel an air dash into magnetic blast. It helps his zoning and his pressure a ton.
Learn the fly combo, its 100% necessary. Then I would go with the hyper grav loops, then work on magnetic blast. If you wanna go swag then learn EMP and ROM combos.
As far as his pressure goes, tridashing with L is a must. Learn to plink dash really well, and other than movement, hes pretty much cake. Have fun with him, he works well with jill :D. If you can find a Jill/Mags team that works, let me know because Ive been trying to make the two work for a WHILE now.
My god this sucks, i feel like my jill gets worse every time i play ._.
Also, @Gangie i met your friend on the reddit public skype chat lmfao
Okay so tonight was my first night of real offline training with Jill. I was running games with a good buddy of mine and he can use quite a few characters pretty well. Heres my progress / update / whatever:
Jill / Hawkeye / Strider
So…the team itself works great vs run away characters like trish / super jump doom / etc, mainly because of Hawkeye / Vajra combo. Not having a lockdown assist made things much more difficult that I wanted. I ran about…20 games using this team. I already know how to play Hawkeye / Strider, so I was mainly trying to focus on Jill. Triple shot doesnt really help her get in as much as I hoped either, particularly against most other characters projectiles / zoning…or Spencers air zips + assist call. I really like this team, but I dont think im going to end up sticking with it. It makes things difficult in her neutral…and she already has a really really difficult neutral compared to most characters in the game. Aso, A big big problem with this team is that for all intents and purposes, this team is free to incoming mixups all day. The only one with a way out is strider with his double jump which isnt even that great, or excalibur, which is risky as fuck if they smell it. Just thought I would mention it.
Jill / Sent / Doom
After the whole J/H/S team, I figured I would run something that would give Jill a good lockdown / get in option. Things worked much better and I my neutral game became considerably easier. It still wasnt the easiest thing in the world, but hell, it was better than what I was working with. Also, Sent + Missles is relatively decent / good zoning…and derp sent normals. Also, derp doom. With this team I realized really quickly how poorly Jill covers assists in neutral, and unfortunately both Sent and Doom stay out forever and a day to have a cup of tea when called. I was able to run things a bit better in general though and won a higher percentage of matches than I had been previous. Much better options on incoming. Sent gets harddrive / double jump into fly, and doom gets air dashes and yolo foot dive.
Jill / Ammy / Strider
Alriiiiight. Lockdown assist? Check. AA assist? Check. Things shouldve been going great right? Eh, kinda. Once I got in with Jill, I was able to stay in and get a hit more often than not, thanks to Cold Star (so godlike). Vajra was there to help fight vs superjump run away shit. Ammy can convert off Vajra as well, so its good stuff all around. The problem? This team has pretty low health, and is free to incoming. Cold Star is great at locking down, but it doesnt help very much if im at 3/4 to fullscreen distance, so trying to get back in if I got pushed out was a huge headache. The DHC synergy with this team is pretty sweet though. Any MGS shot (even a single bullet) will ALWAYS combo into Okami Shuffle due to its quick startup. Okami Shuffle also works well when DHCing to Legion since Okami Shuffle is like Hailstorm (continues even if Ammy leaves the screen). Also, Jill THC with ammy sets up retarded mixups for Jill. This team is good for Jill when she gets in, but can have glaring issues in the neutral.
Other things of note:
- Jill has a hard time landing AA somersault vs Spencer due to zips
- Magneto is a bitch and really is a HORRIBLE matchup for Jill. Thank god he bleeds.
- Jill has a rough time vs Deadpool backed by missles. It sucks ass.
Other things not regarding matchups or team composition:
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I fucking hate my L and M buttons. I REALLY need to stop using them for confirms and I need to start just doing things like feral dash uf > j.s > s.H > b+H > stuff for my confirms. magic series is a HUGE no no, and I REALLY need to stop using it.
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Ive quickly come to the realization that in order to play Jill effectively, youve CONSTANTLY got to be pushing buttons and youve got to have relatively fast reactions to confirm whether the opponent blocked or not (if they block, go into FC stuff to stay in / mixup if they dont pushblock, if they DO get hit, confirm into whatever combo youre doing)
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I infinited hulk today. 100+ hits total. shit was pretty annoying how long it went on for. the damage on her infinite is so pitiful -_-.
All in all, im still soul searching for a team I like with Jill. In your guys opinions, is it vital to have an AA assist with Jill? By that I mean an assist that will bring people down from superjump height / from running away. opinions? because I feel like im kinda locked into using either missles or vajra rght now, because I know how effective running away vs Jill really is. Maybe I just dont have enough experience as her or something, but im curious what yall think.
Any / all comments / suggestions / criticism / whatever, will be gladly accepted and taken into consideration. Thanks guys <3
Haha, I like your stories. You’re learning this much faster than I did, which is good because that leads me to believe that the resources we’ve created here are making this a much easier endeavor than it once was.
Don’t be afraid to confirm with L or M, they’re good normals for her. You might miss out on some damage, but Jill can get right back inside before they can say Steve’s your uncle; and if they have like no health left, may as well go for it anyway. You’re on the right track disowning the magic series with her, though.
An AA assist isn’t necessary, but it comes highly recommended. It will bring down a lot of the best and most annoying characters Jill has to put up with, but if you’re not up against someone like that, then you don’t NEED it. You could replace it with a beam or secondary lockdown or whatever you want in that case, but I just love having Vajra regardless since it lets me close at least a little distance from anywhere when called right, as it probably won’t miss.
s.L is 4 frames. You can’t beat that. It goes over Morrigan’s head if she crouches though, fuck that. But the rest of the time, a 4 frame jab is what you need. You’re probably not gonna kill on the first combo anyway, and by the time you’re on your second combo, you’re going to have enough to DHC and it will kill, depending on your next character.
I still hate how horribly it scales =/
Will update with more training as it comes along.
Hate how bad it scales as well, but I’m trying my best to develop a combo with 1 assist that hits 700k, so I can use it more often.
So far, I got 697 with Bolts, not 700 yet. Still getting there.
I take comfort knowing that about 600k will two-touch anyone, and then try to set the standard higher. Being a reset monster helps cradle that thought, too.
@A member of STARS
Thanks for the insight on all the training. Try out Jill/Dante(weasel shot)/Strider. In your position, I think you’ll find weasel shot to be very effective (more range and less scaling than cold star, much safer. Also dante having 950 hp. This team also does decent damage giving jill the triple wall bounce combo. Also dante/strider is fucking broken. Give it a shot, maybe you’ll like it! (its the team im using)
does weasel shot really have more range than cold star? I thought they were about the same…either way, I feel like the whole 3/4 to fullscreen game will be that same as it was with ammy. Ill try it out thought. I already know Dantes optimal BnBs so thats a plus. Um…yeah. Im honestly contemplating using bolts, IM, or doom rocks. I think Doom Rocks might be a good option…it provides pretty nice lockdown and decently good chip, and it negates projectiles on startup…Im not sure how it fares from 3/4 or fullscreen though, but if anything im sure itll be an annoyance to the enemy due to there being a lot of rocks and its spread. That being said, im going to have to do combo testing to see how to best convert off of rocks. Still not sure who to pair with that though. Doom gets a lot out of Vajra…or I could go a different route and put someone in between Jill and Doom…yeah. Ill test some stuff out then post up again at the end of the night.
Days ago, you recommend me that I needed to change Team
ok, now i have candidates for a Jill team.
What do you think about these characters ?
Task, Chris, Deadpool, Trish, Akuma, Phoenix, Dormammu ?¿ Who for Middle and Who for Anchor I would like more advise :3
The only ones that seem decent to me are task master and akuma. Jill could benefit some from tatsu, and the task master arrows (horizontal) would probably work well since they don’t cause soft knockdowns. The rest of the characters to my knowledge do not work well with jill.
Honestly though if you are serious about Jill you might have to pick up a new character to optimize her.
Examples of NEW characters? :o
Some prominent or popular choices right now. Jill wants a lockdown for mix-ups and tech chase, something to force a block or defense to allow for a quick way in, and/or an anti-air. Ideally, none of these assists would require much if any protection since Jill can’t really offer that. Bonus points for having a great THC to compliment Jill’s extremely fast hyper, allowing for mix-ups while the other hyper(s) go(es) on. A good DHC is also great to ensure more kills if need be.
Strider (Vajra) - The go-to assist for this character. Initiates her tech-chase game if it connects in the air, and tracks to force some kind of a defense or opening.
Frank (Cart) - A mean lockdown that cannot be escaped conventionally if it hits once. Quick startup and good reach.
Dog (Cold Star) - The best lockdown around. Especially mean in the corner. Fairly safe to call and very scary.
Strange (Bolts) - A semi-lockdown with quick full-screen beams that can even open a high-low game. Full-screen beam makes it pretty safe.
Iron Man (Unibeam) - The lockdown beam. Not much to say here. Quick, durable and full-screen. You can ask for more from its speed and lockdown properties, but it’s a durable multi-hit beam; take it or leave it. One of the best DHC’s in the game.
Dante (Weasel Shot) - Another lockdown that’s not quite as good as Dog’s, but is connected to an arguably better (or at least more accessible) character. Very safe to call. This character also has the added benefit of perhaps the single best THC for Jill.
Dante (Jam Session) - A lockdown and anti-air in one assist connected to a very good and very compatible character. Scales combos to hell if it connects, has less range than Weasel Shot, and can get bopped pretty bad, though. Still, it’s hard to ask for a better anti-air; and it has so many utilities.
Rocket Raccoon (Spitfire) - A lingering projectile that nicks the ground and fires twice. If the first one hits or gets blocked, the next one will usually follow suit, giving you lots of time to do your thing. Being low to the ground can also force a jump, meaning you maybe get a Somersault
Arthur (Daggers) - Basically a slightly better and upgradable Spitfire on a worse character. Pretty good THC, though.
What gangie said. That basically covers most of kills good assists
Btw, Ironman, dirtiest THC in the game too. Especially w/ Jill on point. You have plenty of time to mix up the guy twice if they block it. Also, completely invincible because Jill’s MGS is invincible on start up, also hits on the way in.
Only problem I’m running into with Bolts is that people start to adapt and block low–>c.LLLLLLLL. Just gotta make sure of that footing.
I run into that very problem just feral dashing around. Still working past it.