The thing about Jill vs. Zero, is that Zero can zone w/ buster, some Hadangekis and run around with lightnings hoping for stray hits. Any touch off of anything will take out Jill since she’s got pretty low health. Smart Zeros will never pizza cutter without an assist backing him, then you get into block stun and have to deal with perpetual block stun until he’s done. Besides, not all Zeros pizza cutter all day. Those are bad Zeros. I played with Dickwin, and TastyLumpia almost every week at UCI and they open me up with Zero free. I never get a chance to sniff out anything to somersault, regardless on how hard I try to put them into block stun. The only way Zero will not be a problem for Jill is if he’s got no assists. Xf3 buster chips like a mofo, but it’s a hell lot easier to deal with than Zero w/ all sorts of assists.
It’s obviously in his favour heavily, but he’s weakest in the Start-of-Round-Gambit. If you can get him in blockstun during that, then you have a much higher chance of applying your mixups and your stuff.
MadBeast makes the matchup MUCH more bearable actually.
What exactly would you be doing in the nuetral game with mad beast? The very few times I’ve seen Jill players use mad beast it was by accident or for a combo.
I hate Magneto and Frank. Zero I dont really care about. Its annoying, but whatever. Magneto should NOT be able to zone as effectively as he can, especially with how incredibly mobile he is.
NSR, how do you deal with a Magneto thats full screen away laming it with disruptor and missles ?
You should read through the thread more carefully.
[quote=“NonSexualRice, post:38, topic:153873”]
With Frank, he’s a pretty easy matchup depending on your spacing. If you’re spacing is good, the matchup is Heavily in your favour. Since this frank is starting, make sure you apply your pressure from the start of the round by walking forward, and using Vipes assist, then going for the quick 2M low, or tri-overhead. Frank at level 1 has no way to deal with pressure, and he should easily crumble if you maintain the pressure.
On the other hand…
If Frank is able to move out of Jill’s reach the matchup quickly turns REALLY bad. Frank can easily Charge Partition his zombies and use his Zombie toss to pretty much shut jill down unless you THC (which isn’t a garauntee because of BLS). Frank’s CP’d Giant Swing zombies are literal infinite hitboxes that maintain active unless you attack them, allowing him for REALLY good ground zoning. To add to frustrations, they make excelent anti-airs as well and his Zombie toss is godlike. To combat this, make sure your feral whiffing his zombies dead and canceling into Arrow kick pressure with assists to knock them out of the screen. **MOVE IN, and MOVE IN FAST. **
At increased levels, the matchup gets increasingly more difficult, but still in your favour if your in the right distance. Get your somersaults and mixups on point, and from close-range you will always have the advantage. If frank is oppressing you at high levels, FERAL Somersault WHIFF**. You can also snap him out, and just mix him up on incoming where he’s virtually a sitting duck. **
**Finally, as gangie said, MGS+Missles/Xfactor is deceptively strong, however frank has certain tools to counter MGS so use at your discretion. **
I did read it…I was wondering if he may be able to give me some actual specifics. All that basically says is " if hes zoning, LOL have fun" “Dont let him get away”…much easier said than done as im sure both of you know. Hes got some of the best mobility in the game.
With Mad Beast, you want to Tri-Dash in to avoid EM Disrupter. While setting up j.H/j.S hitconfirms from Ground height/regular jump height. The whole point of Mad Beast is to get in effortlessly and combat zoning.
You want to change your Mad Beast movement pattern based on what Magneto is doing at the moment; if he’s popping mag blasts and missles, Tri-Dash appropriately and Get your hitconfirms–> Arrow Kick–>Dash or arrow Kick–> Dash–> Continue Combo–> Ensnarement to Avoid to evade missles and the such.
THIS is when you want to be spot on with your Mad Beast movement. Your goal with Mad Beast is to actually have time to apply pressure and get passed the zoning game. By the Time Mad beast is over, Mags is either dead or in proper range to apply blockstun.
For Zero,
Mad Beast allows Jill space to avoid his nonsense while applying hers. It allows her to easily evade hadengeki’s and buster shows while moving in effortlessly. Proper dashing allows you to dodge his Lightning x Buster patterns much easier and setup Ground/jump height confirms instead.
Simple Arrow kick feintsxDash Patterns deals with aerial Command Dash Zero nonsense.
It allows breathing room from his normals as well. You can’t somersault them, but FlipxxLeft/Right–> FlipxxUp Right/left is a strong option and keeps them in blockstun. At the end of madbeast, the same applies from magneto. Zero should be bleeding or in a location you want him to be in.
New matchup experience
I played against my friend ( good jill player, hes a high lord) and he plays jill/doom/strider with plasma beam. I did pretty well, woulda won a lot matches had i confirmed well (online), but his jill pretty much stomped mine. My main problem was plasma beam. I only had dante and strider which both get fucked by plasma beam, in which case hed already be in my face by the time its done. How do I get passed the assist?
I’m not sure if it would be helpful as what I’m about to propose is based on theory, but if you loose the pressure you could try to punish his assist call with your own assist+mgs . The enemy jill in this case will either have a meter or won’t. If the enemy jill doesn’t have meter she will with block or get hit along her assist; if mgs/assist hit confirms then xfactor for an easy 2 character kill. If she blocks or uses mgs the assist you called will change the outcome (depending on the assist of course).
Not all assists can help you hit confirm off of MGS, but if it keeps Jill safe on block and offers enough frame advantage then it may be worth the meter. Strider vajra for example can hit jill out of mgs because no bullets fly directly upwards, which could help you if the enemy jill tries to MGS punish your MGS. The MGS hypers should cancel out each other’s projectiles and the enemy Jill should be put into a hard knockdown from your vajra giving you time for a mixup.
thanks, i did try a bunch of yolo mgs. Thing is, his jill was better fundamentally, my jill was a better jill like techwise. One question, whenever I see NSR play hes all over the fucking place. Whenever I play, I don’t feel like I am at all. How can I stay safe and move like he does?
You just gotta learn your blockstrings. If you can get someone to block something, you can teleport safely. There were times where I’ve reset a guy 3-4 times just to troll him by putting him in block / hitstun. Also, you have to be confident in your teleports. Some people who super jump or just keep chicken blocking everything are a little bit easier to get in on and just go ham with teleports. You have to assess your opponent.
However, not to knock on NSR, but online there’s lag, even the slightest, and using Jill online is a totally different beast than if you were to play offline. There are definitely things you can block offline that is near impossible to block online.
Wow, you just handed my main problem to me. I didn’t even realize that I don’t have any blockstrings O_O. Can you give me a few examples please? Im totally clueless on how to make one because all I do with jill is pull shit out of my ass :. Thanks for the help!
Watching one of NSR’s newer vids, he’s very confident in his teleports. You should know your spacing too, where you’ll cross up and where you won’t. He’s got excellent spacing and he’ll pop up behind someone when they’re not expecting.
I think you have an idea of what a blockstring would entail, because you were researching feral dashing through push blocks. However, if they choose not to push, you can usually teleport forward after a s.H, and then s.L afterwards. Should be fast enough. The 7/9 teleports are a bit slower, you should probably use those when they get scared. But as Gangie said, call your lock down too.
Ah yeah, i go into training mode and get everything down all nice and good blockstring and mixups. Great movement in training mode
I go to play online and captain americas and hulks who all shut me down with the dumbest shit again. This is so disheartening ._. every time i feel like oh fuck yeah i got better! nope
Thanks for the dashing advice though. I need to get more confident in them. my always getting punished always makes me hesitate.
PS. It’s fighters and 9th lords im constantly losing to ._.
It’s the nature of the beast. It’s like what we said about Makoto in Super SF4 Vanilla, “if you want to pick up this character, be prepared to lose. A lot.” I say that about RR as well. As long as you’re aware of why you’re losing, and what you’re losing to, it’ll only get better from here. I’m still learning as well. And we’re here to help if you can’t figure it out