Either Flip Kick or Arrow Kick
I prefer arrow kick. That is because I use land mine chris and one trick ive used to beat some zoning character is get some shots in with chris’s lay on the ground and then to ensure I have enough recovery time I can arrow kick them back across the screen.
I think im going to go with she hulk instead of chris though. She was the first character I picked up and I sort of feel like jill and shulky have similiar feel to their moves.
[media=youtube]OYkaGtNWaf4&feature=watch_response[/media]
finale to a long series of anti re5/mvc3 jill rants
If your point character can’t wall bounce = Arrow Kick
If your point character can’t ground bounce = Flip Kick
That’s how I see it. I don’t think there are that many characters that have both. Even then Somersault isn’t that great since the recover in the air.
´´I hope that gives you guys something to do while you live out the remainder of your lives in your mother´s basement´´
Oh man LOL.
this guy believes the people defending mvc3 jill must be nerds that are obsessed with her because she’s the closet they’ll ever get to laying eyes on an actual woman besides they’re mom
Right now I’m playing with Jill - beta Dante - Gamma Tron -Beta. I’ve recently started doing pretty well online. Here’s some notes.
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Lag pretty much destroys combos that include feral :l: @ least for me it did. Bnb that works on pretty much everybody from my experience is c.l s.m c.m s.h b.h xx qcf+m, h, :uf: hs, s.m s.h b.h at which point u can either cancel b.h into raven spike or do s, sjc, mmhs, land dp+l
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I almost always walk forward when the match starts. Jill needs to be fairly close as her teleport doesn’t go very far. FC :uf: teleport w/ torn assist is a beautiful thing. U get an overhead & u can call an assist as she’s dashing, not while she’s crouching though.
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dhc trick is instant death for a lot of characters W/O XFACTOR. To me it’s the best reason to use her on point. She builds meter really fast too as she can do a lot of damage for a little meter.
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on taller characters [JSW] w/ :uf: leads to the j.mmhs loop, which can lead to dhc madness. Hi Sentinel, Dormammu, Wesker, Haggar, Hulk. It works on others but those 5 get on my nerves.
5):dp: with ur back in the corner gives u a free combo starting with either :l: or
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to get in u can wave dash into teleport range call an assist and go. Not sure of the frame data but sj. :qcf: + attack is ok. F+h~assist is really good. cr.m~assist f.c, into whatever. Her cr.m goes pretty far.
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feral h xx machine gun is pretty buff in combos when ur not using the dhc trick. The summersault let’s the full super connect anywhere on screen. I heard backdash after air combo then gun super works but I haven’t got to test it.
I could be wrong but the numbers I’ve seen on mad beast dont really make it seem worth using over dhc glitch. May it will open up some resets or something or be infused into some combo later down the line.
And if your character (or team) can do both, pick Arrow Kick, because it causes Hard Knockdown.
Somersault isn’t that useless, it is far from the worst AAA, although, like all of them, you have to do it preemptively, and it usually has enough hitstun to connect Launcher, but that’s the secondary function. The primary function is alpha counter. Somersault is invincible and you actually get a combo off of it.
after the first break form combo writings and such i just have to say that the timing on an online match is rediculous. sometime the lag is within your favor, but for the most part too many of my combos i know by heart that i have down are dropping.
as for assist i now use her slip kick assist with wesker. it allows me a split second after the pot shot to decide what i want to do next.
anyone here no good ways to go in with jill, im having trouble getting a handle on feral crouch and seems when i use it to get in, a lot of characters straight up beat with the crouching light attacks, i usually use sentinel drones for block stun but i can’t rely on that because good players hyper on reaction when they hear “BACK UP”. any advice would be appreciated
Teleport only has invincibility while moving and the teleport itself has some startup. If you don’t want them to counter with a hyper when calling an assist, call the assist while applying pressure. This will also allow you to apply a teleport mixup if you’re quick.
what are the thoughts so far on jill and would she fit alongside arthur and sentinel?
usually when i pick jill
it’s the same setup except instead of arthur it’s akuma
but i like using arthur sadly jill as an assist doesn’t seem to benefit him much
Just wondering is somersault assist as invincible as the actual move?
Also found that if you feral dash past someone and just hold C and towards them it will always be a throw. good for opening up people imo and a easy 150k
Actually if you dash deep enough against a narrow character you can get an overhead.
Somersault, like most anti-air assists loses its invulnerability as a crossover attack but keeps it as a crossover counter, I believe.
My Jill is ayuss, but I’m having the same problem getting in on people, especially since she is the only character I play who doesn’t have an airdash.
What do you guys do to get in on things like Dormammu + Hidden Missiles? Should I just run with the sent drones to help Jill get in?
Nitro i know what you mean. I usually play chun and transitioning to jill the biggest thing I miss is that air dash. Right now I am using doctor dooms hidden missiles. Your opponent needs to start blocking. They create a decently long period of time where your opponent needs to block.
I Usually Call in drones to help jill put pressure on the opponent
seems like it’s one of if not the best way to get in(you could say this about any rushdown character but i believe jill really benefits from it)
sorry for the double post but i wanted someone to confirm this for me
someone told me jill isn’t that fast at all and if i wanted a speedy character for my team i’d be better off using spencer or amaterasu
is that true?
Well they both have better movements in general I guess but I wouldn’t say faster than Jill. Then again I don’t know how to approach people with Jill yet aside from jumping in.
I’d say X-23 is likely faster overall. I think they have roughly the same ground speed normally (Jill looks slower but she’s taller and stays higher during her dash so that’s a bit of a visual illusion), X-23’s teleport is available at any time but a bit slower, and she actually has a way to move forward in the air. Feral Stance teleports are still a bit more “explosive” though.
Arrow Kick moves Jill forward while attacking a hell of a lot faster than anything X-23 can do though, we’ll have to see how it develops.
Chun Li gets fucking stupid amounts of speed up in X-Factor level 3, I don’t know if Jill is able to top that either, plus Chun actually has a damn (double) air dash.