What time does the stream start? I can’t find any info for tonight’s event.
1 looks more bluish to me. Maybe purplish-blue since it’s more blue than purple.
8:00 PM Pacific
and he’s not using jill/shuma
he couldn’t make a team fast enough so he’ll be using trish storm chun li instead
hey man, ty . Also not at all man, tell NOW i’ve seen non of my combos being used! the day 1 posted on SRK home page combos are not even that great compared to wut u can do with Feral Cancel.
people tell now didnt use any of :dp:+:m: combos or Feral combos in a regular chain…etc. seriously i see this Feral cancel is everything for Jill!
but yah, it’s hard some how to come up with new combos on srk…thoguh i’ve been successful pullinh out stuff every time to be honest!! MVC3 is just hard due to the fact that WIDER range of people plays the game >< lol…like seriously lol
also why is it called crouch cancel man:D? i dont see any crouching input at all lol…the feral :d::d: notation maybe?
The move is called Feral Crouch, therefore crouch cancel.
ahh alright…i though was called just Feral stance. Thnx though
No problem
Man, I’m having such a hard time doing the teleport into the up-forward direction. Anyone have advice on doing better with this?
Move your stick as fast as possible. That’s really the only tip I can give.
Yeah, just gotta know your corners. I can hit up left like nothing, but up right is harder for me. So I just go for crossover ground dash into either command grab (combo does 300+kish damage), overhead, or a nasty little low.
Will be taking her into matches soon, once I’m more comfortable with her combos and basic movement. There are just so many options at any moment that it’s kinda hard to pick and choose. Can’t believe I’m playing RE5 Jill.
Also, wavedashing and crouch canceling?
I feel like it’s melee all over again, lmao.
So has anyone been playing matches with Jill? She seems extremely powerful when she can get her opponent in a mixup/reset opportunity, but I find it really hard to get in against a lot of characters, and even harder to fend off other rushdown characters. A lot of her special moves don’t feel like they have any utility outside of combos either.
I’m interested in hearing if people have any good tips/teams for her.
Well i’ve been playing a safer game with jill than i usually play with chars. I let then move in and move in first, and if they don’t do anything i go ahead and move in for a low to cartwhell bnb (simple ones) for big damage.
When i see that they start blocking low, either i throw them, or i go for the :f: overhead with :h:. and then combo into the knee drop then end with another short bread n butter.
Meter comes naturally for her when i play her, well, i mean by the time im done the combo where a level 1 bar should be, her bar is already prime for usage.
as for her jumping game I NEVER super jump without realizing who im playing against. If its sentinel, I do an H drop but with a slight delay to beat out the recovery of their Scrubby :d: . if that connects, I go with a bnb into a reset, then wittle his health down piece by piece.
as for her partner game, when i play as her i oddly dont use assists other than to bait Non Shoto chars (their beams KILL assists like ish) but i DO use her arrow kick whenever i back up and nuetral movement is made on either side.
and lastly learn her magic series. if none of them connect, and they are hoggin :db: use :f: :h: in the end to sweep them out of it, and even if it is blocked, continue into :l: drop, then continue rushdown. If they are blocking for TOO long a time, thats where you throw in that unblock able throw.
Can we get :f::h:, hold (up):f: called the Jill Sandwich? Pretty please?
That shit during an assist that holds them in place is fucking hilarious. Or for extra stupidity do :f::h:, hold :f:, call low assist, :f::h: for overhead into unblockable. You can throw right off the teleport (depending on spacing maybe) as well.
:lol:
Why not? I prefer overhead (as well as Arrow Kick cancelled into FC) into Upward High Speed Dash covered by a Low assist followed by j. :s: to the Forward Dash variant. In most cases after you land a jump normal you can only land an :l: or at best, but Jill’s upward High Speed Dash is different. It seems Jill lands almost instantly after the upward dash :s:, allowing to perform st.:h: right away.
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quite a rant here
so who has the first honor of being the first person to pick Jill in a tournament?
any tournaments this saturday? you will make history
Is the j.:h::s: loop not possible on certain characters if you hit them while they’re on the ground? I can’t seem to pull it on Arthur.
Finally got a chance to download her and damn this forum blew up. She is so much fun, and her mixup potential is so good. @__@
Justin wong did it already.
Guys I just gotta say that Jill with meter WRECKS Phoenix. Her machine gun super shuts down her fireball and teleport, and a DHC can easily finish her off after you confirm the hit.
This isn’t really something to consider Phoenix exclusive, though. Jill can go fishing, or punish mostly anything off reaction like spencer can with Bionic arm, and I have great DHC partners Storm, and Sentinel which can follow up for good damage. Jill’s machine gun hyper is a very powerful tool for her, so consider having her in the second slot, or mastering good TAC, and meterless combos, if you use her on point, so that you can cripple your opponents offense later on in the fight.