Actually, lol I’d be replacing Strider. I can never drop Raccoon. He’s my best character.
As per the discussion, she needs something horizontal, if not, something that locks them down. I do decently well against teams with my Jill / RR / Strider team, but that’s because I can call spitfire and do whatever I want. However, against someone like Wentinel who is really good at countercalling disruptor, or even ZMC, these assists are too slow.
If I had a horizontal BEAM assist, it helps blow through a lot of other things like drones and missiles. It’s really dependent on the matchup. For NSR, his playstyle allows Frank to go on a shopping spree while Jill goes and pulls shit from shelves however she wants. For me, I like to back up more, which allows me to use spitfire. If I play against ZMC, they can’t call Dante or Vergil without it getting sniped by unibeam.
I’m sure you can play her like Full Schedule, or like Jwong, however you like, but you have to pick your assists accordingly. I don’t believe she needs a BEAM assist. Hell, I bet I can make Cap Shield Slash work.
I still believe she has a broken ass assist that no one is using. I’m guessing it’s Dog, but it seems none of us is good enough to use her lol. I wish I could, really.
What else is there to explain? He likes strider assist and thinks Jill is fine without horizontal pressure, while I’m not fond of strider assist and thinks she needs horizontal pressure. I’m not taking it any further then that.
But I will say this, while weasel shot is a better lock down assist, Jam session is a better over-all assist for Jill. Not only can you use Jam Session as a lock down assist during block strings, it also functions as a anti-air and can be used for crazy incoming shenanigans with Jill when you snap-in/kill your opponent. It also puts a stop to incoming characters that can fly, double jump, or teleport their way out of normal incoming mix ups.
I can agree with that. I also think strider does the same job as jam session though. Except it tracks and on hit it doesn’t grant them any air options if there is no confirm, but it does put them back on the ground were you want them. You can create some great incoming setups with both it just comes down to preference.
The resets off a combo ending with s.S are retarted with strider as well. In the end what we want to do is limit there options. We don’t want them doing shit or be able to do shit about anything on incoming.
Yeah you wouldn’t want Vajra and Jam session on the same team, that would be redundant. But if you don’t have Vajra, Jam session would probably end up being better then weasel shot assist in the long run, simply because it has more uses then weasel shot, and does what weasel shot can do, just not as good.
Using Strider, I can see the merits of using him. However I don’t think he’s the be all, end all of assists. With all the flying around that the problem characters have, vajra misses more often than not. Still that being said, he’s pretty useful for people who don’t have their flight down pat. The only thing is you get a sub-par oki game as they’re getting up, at which they can either, a) call assist on wakeup, b) jump and fly again, or c) get hit by random s.S by Doom which hits in a huge bubble around him, all of which blow up any attempt at an airtight oki. You don’t have enough time to call A2 as they’re getting up as Strider is barely starting to jump off screen. However, you get a pretty versatile character with horrible damage and great at XF3 while still complimenting Jill somewhat.
I think Weasel is an underrated assist because like cold star, he appears then jumps WAY behind Jill, making it a little bit easier to cover, as well as the angle it comes out in. It’s not as severe as coldstar, making it harder to crouch under. So I can definitely see the merit in jill / weasel / vajra. Still, I’m not a Dante player, so you guys have better opinions than I do.
As Paulow said at one point, if you’re having problems with a character that flies, why not just tag into a character that’s better equipped to deal with it?
I’ll have to seriously consider Jill / RR / Ammy. It seems like the best team for me.
I was just wondering what you were sighing towards… :\
I’m a big fan of weasel shot since it keeps them standing on hit or block. Plus dante is a good option for her bad matchups.
I don’t feel like a beam is necessary. Ideally you should be super close with lockdown assists or anti airs and limiting the opposing assist calls. But I can see why people like or feel like they need a beam. Sometimes the game changes and you’re stuck on the other side of the screen or you want to limit opposing assists at that range.
But thing is, if you use a beam to come in, you’re left with only your normals and FC dash to mixup. Chances are low that you’ll get a hit at that point. They come more often in conjunction with an assist, like within the two seconds your assist touches the opponent. If you can get a mixup off a beam, then great. But that means you were near them anyway. So why not use a good lockdown assist?
tbh I don’t think this is argument or discussion where someone ‘wins’ it’s more like people sharing what works for them. we’ll just have to perform well to justify whatever we’re saying. It would also be good to look at a long set of jill/beam and a long set of jill/lockdown to see just how many mixups they get.
I think you’re getting a few things confuse here. I’m not saying Horizontal Assist>Lock Down Assist. What I am saying is that she would benefit greatly with a horizontal assist on the team. While Jill should always be directly in front of your opponent, that isn’t the case all the time, like you stated. When that happens, it can be a hassle trying to get in sometimes depending on the character, but with a decent horizontal assist it makes getting in easier.
You can also still have a horizontal and lockdown assist on the same team as well. I don’t see why that would be an issue.
Jill’s speed matches up clearly with flying characters. As long as you’re in the same distance as you’re opponent, Vajra will not miss. More often than not, Vajra actually crosses your opponent up due to jill being on the opposite side. Hence why people use it for resets.
This is also untrue. As Strider causes a Hard knockdown on flying opponents, you get enough time to call another assist. Depending on your assist, it forces a block. For example, on hard-knockdown I call frank to protect from neutral tech/back tech then, if blocked, mix them up. If they roll forward I can catch their roll and mix them up. Rocket Raccoon can spitfire to cover Back and Neutral, Drones can cover front/neutral, etc. As a hard-core Eddie, Chip & Millia rage player for years, I live for da okizeme
You can also “tell” a neutral tech due to the delay in their recovery off the ground. What I’ve been doing lately is Feral Somersault whiffing at the neutral frame, and if they DID neutral and mash s.S, I get the feral Somersault, or if they neutral and block I can further my mixup. Even if I miss-time the Feral Somersault whiff, I can chase with a dash since I’m in feral position again.
Jill Weasel is DOPE. Agree 100% here, Dante’s position makes protecting the assist a lot easier. With it, you can set up the Tripple bounce extender, or the dual cartwheel extender to increase your damage output too.
Well, You WON’T always have a chance to tag in a character that can or in other cases, will die before you can do so leaving you at a severe disadvantage. hard Tags are punishable as all hell, Raw Tag setups in combos require a hit, and since your Jill team isn’t set up to handle fliers, you now have 2 competent characters instead of 3. Jill/STrider not only deals with fliers but grants you a competent jill that you don’t have to take the risk of hard-tagging out. This is a Jill team-building-thread where we’re here to optimize Jill’s placement on our teams, a character whose only option against fliers is to “tag out” doesn’t seem very optimal imo.
Try it out, dude. I played that team for awhile, but damage became an issue. I just wasn’t killing fast enough but it allowed me to setup ridiculous vortexes. I played Spit-fire,Cold-star for awhile, but then I realized that Jill and RR both hate super-jumpers and switched to Jill/Dante/RR with Dante on Weasel and RR on Pendulum and it worked a bit more. Finally switched to Jill/Strider/RR and put RR back on spit-fire, but damage became an issue again.
Tell me how ya like it.
A cool little reset I do with Jill on Cartwheel and RR is to do a combo with RR and utilize his 623M, end in a hard knockdown–> Call Jill–>Oil Bomb–>H Cartwheel forces a roll–>teleport in direction–>ioh j.M
Also, not sure I mentioned this in the combo thread, but if you do the regular Jill BNB midscreen, call Vajra–> Standing S–> ARROW KICK, you set up Paulo’s BNB and Jill follows them to the wall allowing you to setup 730K combos from midscreen too!
I play against a lot of Millia and she pisses me off. I’m more of a VF guy that likes to force situations. It shows in the way I reset people. I’m sorry I was wrong in this information, you can call A2 after Strider knocks them down. The problem with this is, you get a KD, call an assist, but you can’t cover enough areas. If someone rolls forward and calls beam assist, there’s a high chance that you’re not going to be able to play your mixup game, or makes it less effective. With Frank, it might be a little bit easier since it doubles as a lock down.
The damage isn’t THAT poor. You can kill a lot of problem characters with 1 DHC. The problem comes when you need to kill Taskmaster, or you get them from a non-optimal starting position. The good part of this team is that you have resets for DAYS. The reason why I didn’t like ColdStar was if someone decided to eat the damage by not blocking, it scales everything to shit. It’s even worse on incoming because there’s absolutely no way to convert off of it in a way that is worthwhile. Raccoon / Dog is so good though. And yeah they hate super jumpers. Also, beam assists beat the hell out of this team because all the assists are slow. Maybe I should Akuma :<
If they do decide to eat the damage from cold star, I simply wait for the last part of it to hit then I make them guess on the mixup after the last hit. Once I confirm I’m getting full damage all the time, which is similar to how NSR uses Jill/cart. With my team though even if cold star does hit and you wanted to confirm, a TAC eliminates any damage concerns cause Dok is going to kill you.
Ok so basing it off what people are saying that Jill needs a horizontal and Anti Air assist then howcome nobody has yet to bring up Jill Doom Strider.Doom gives you a infinite,Amazing beam that comes out further behind you, and safe and Damaging DHC. Not to froget the extensions for doom are unprecidented and Jill would be able to extend her combos no matter what assist she has at the time.
There is nothing wrong with that team honestly speaking. Sounds super solid, it just doesn’t have a lockdown assist. I think NSR Jill/Dante/Strider team might be a little better though.
I used Jill with doom beam at one point and Jill can get a jump loop or two when it hits. With Doom on second, you probably want to start ending your combos with Raven Spike since MGS sends your opponent to far away and finger lasers does crappy damage IMO. I know a little more about the two but I’m feeling pretty lazy at the moment.
You can do it, I don’t use Doom and will never use Doom so he’s never on my lists to put into a team. You can double bounce into foofoot dive combos too. Actually thinking about it, I think someone in another thread a LONG TIME ago said they tried that and you can only get a couple loops of foofoot dive. So it’s probably lost somewhere in the ether. But there’s definitely nothing wrong with Jill / Doom / Strider, only that it might be really hard to confirm plasma beam into any sort of combo.