That’s alot of meter… Remember, Jill won’t build 2.2 bars per combo anymore.
you’re right!
I’ll take the game Wednesday, I’ll do some tests and post here
I’m thinking that rocket raccoon may be a good teammate for jill. He has decent assists and after a THC with jill you can get in a second machine gun barrage and after that RR does the final shot which tracks the opponent giving you a chance to mix them up with it. Seems like there is definitely some potential there.
I’ll probably stick with jill and try to work with her. I’m also liking strider’s teleport kick assist for keeping the opponent grounded as people like trish who can air camp have always given my jill trouble in mvc3.
Jill with Claymore assist is LOL.
Same with Shopping Cart.
Shopping cart assist is too good. I’ve been liking Jill/Frank/Spencer so far. Spencer’s horizontal wire shot thing lets frank get 2 pictures in one combo.
Shopping cart is almost as good as akuma assist was, possibly better for locking them down.
You can do an unblockable with Shooping cart and Fill’s F+H, into j.S in the corner.
I’m like 30-2 with a Jill/Frank/Strider team.
Online, she’s not bad at all really. I usually use, F+H–>j.S,M,H,2H,4H,22S,H,j.MMHS,Cartwheel,MGS–> Frank’s level 1+Camera for insta Level 4 from corner to corner.
Otherwise, If i catch them with a SumSalt, I just jump cancel it into 3 MMHS’s into a reset which is nice.
For some reason I’ve gravitated to using Jill on a Phoenix team with Firebrand… lol
Jill/Firebrand/Phoenix
It’ll be fun for now and maybe later. Not really using Jills meter at all, same with Firebrands, so might as well. Her assists don’t really help him but he doesn’t really need any, and his Fire otgs, deals pressure with its whole moving flame carpet stuff. Good enough!
I’m using Jill/Doom/Strider right now. I’ve been doing okay with the team, but still having some trouble. For assists, I’m using Arrow Kick, Hidden Missiles, and Vajra. I’m wondering, does anyone believe Hidden Missiles is good for Jill? Or would Plasma Beam be better?
All of Doom’s assist work wonders, it’s more about what you’re looking for (damage wise, or getting in dat ass wise). Plasma Beam is only going to help you mobility wise, while Hidden Missle’s is going to extend your combos.
Right now though in UMVC3, I don’t even know if Arrow kick—> Double Knee Drop from an OTG’d assist works.
It depends on your team, in you case, it’s tough to say. Personally, I would ditch strider and then pick Doom’s assist depending on who you replace him with.
To be honest, the main reason why I use Strider is because of his assist. I’m not all that good with him. Do you have any suggestions on who would be a good replacement? I’m open to any suggestion at this point, even if I’m not familiar with the character you have in mind.
Well, that depends, what do you use his assist for? My reason for saying that is, if someone gets hit with it, Jill really can’t capitalize off it.
I only use it for guys who like to play keepaway–especially in the air. I suck at getting around good zoning with Jill, so when I catch them with the Strider assist a few times, it gets them to rethink their current strategy, or allows me to close the distance. That’s about it.
Iron fist has an otg but I find it strict to combo after it. It’s possible. I’ve done so… But I just can’t consistently do this.
Out of the new cast who helps Jill? I don’t like anyone for her. Shopping cart is good for her but she had to act fast.
I thinking vanilla teams are still best for her. Jill task wesker is strong.
Vergil and Frank are the best of the new ones in my opinion.
So I played a little Jill/Sent/Akuma in vanilla. Used Sent bombs to extend combos since I mostly played online and doing her real combos was too difficult. And Akuma tatsu assist in an unimaginative Wolverine-ish way.
I was doing some theory crafting and was wondering if this would work: Jill/Rocket Raccoon/Doom.
The idea is just to get them to block hidden missiles with Jill on point, dash/teleport up to them as they are blocking, go into feral stance and mix them up with U or U/F followed by a jumping move or a low - both into combos of course. Or after U or U/F, command through into combo.
Is this practical in a real match? I think there is a game mechanic that stops throws that are too close to guard stun - but I should be able to do a high/low + left/right attack mixup IMMEDIATELY following guard stun ending and be able to hit them before they inevitably jump up backwards, right?
I want to do a similar thing with the raccoon. Make them block missiles, burrow up to them and use his vortex to land a combo.
Which vergil assist? Rapid slash? I played with it… Didn’t like it really. Left me too far on hit and I couldn’t do anything with it.
I’m playing with Jill (somersault) vergil (rapid Slash) and Hawkeye (quick shot)
rapid slash is good to be used to mix up just at the corner, if the opponent block the rapid slash you can teleport in three directions 8, 4, 7 or 9 depending on which side you are!
can also use the somersault or overhead
If the opponent does not defend the rapid slash, I’m using this combo for now H, b. H, arrow kick, air S, H, b. H, cartwheel kick, somersault, Machine gun spread
I didn’t have any trouble. If you close you can confirm with flash kick into full jump loops. If far, you can do dash jB for a slightly abridge BnB. Still great damage though.
Hmmmm. I’ll look into it. I was thinking of running Jill Vergil task so that’s close to the hawkeye team.
Why not use Vergil as anchor though?