clockwork looks like he picked up jill. Replacing his pheonix.
EDIT: only got to see him in one set and jill was wiped pretty quick both games. Id be interested in seeing what his strat is with her.
clockwork looks like he picked up jill. Replacing his pheonix.
EDIT: only got to see him in one set and jill was wiped pretty quick both games. Id be interested in seeing what his strat is with her.
I’m glad I actually looked in these forums for once. How much have you tested this? How many frames of invulnerability are we talking about here? Is this potentially like slayer levels of floating invulnerability?
Also, I’d just like to say thanks for your combo. It’s pretty much my go to combo into dhc glitch, and it is fairly universal with slight modifications being necessary on heavier people. Have you found anything better yet, maybe something involving arrow kick?
I’m going to play around with the flashkick cancel tonight.
I think if you do it at the speed of a God you can still get hit for about 1-2 frames or so, I recorded myself doing it as fast as I humanly could and tried to hit Jill. Resulted in me getting flash kicked a lot lol. It is possible to hit her though and if you are constantly spamming it you lose the ability to really confirm it into a combo. It is pretty nice to do every once in awhile, however I don’t trust my self to spam it safely in a match.
As for improving my BNB, Uhhh I haven’t really changed it that much unless I really need to push for meter before the DHC glitch, I’ll post that combo later though. I also don’t use arrow kick because I save the wall bounce for my DHCs nor do I find that adding Arrow Kick results in more damage anyways.
Shoryuken - Jill Tron DHC Combo this is more or less the most optimized without me using my ground bounce early, but if the character is lighter on HP I started using the ground bounce to squeeze out more meter before Tron kills them with her super.
Hmm, how much damage does that jill combo do, and does it build a full meter? It seems pretty tweaked from your original combo. The only people I’ve had trouble hitting the original combo on are Iron Man and presumably any one else as heavy as him, but you can ad a j.m into the final j.h j.s rep to get him high enough to continue the combo.
I’ve given up on looking for practical uses for the flash kick cancels, but they probably exists. The only problem I run into is that in most situations where I might want to flash kick cancel dash, I could probably just flash kick and jump and be somewhat safer.
Any one else playing anything like this: Jill Wolvie Doom? I use Arrow Kick/Berserker barrage/Beam. Wolvie + Beam is really good, and it also helps jill get around the screen as well. I don’t particularly like using Doom as my anchor, but I don’t feel he’s terrible. I guess I could try to relieve Wolvie with him earlier, but doom is so potent for dhc’s, and as a lv3 x-factor character
Oooh I gonna go do something real quick after seeing that. Nobody will know what I am doing .
I still loving Jill she reminds me of I guess Viper(I guess Viper from both games) with her sick mix-ups, execution and such.
Also remember that Arrow kick can be canceled to the guns super and feral crouch.
For new players, they wouldn’t figure that out too soon as I thought initially she was in “air state.”
Guns super good man. Not necessarily damaging but can get you out of alot of sticky situations. Counter aerial attacks fast with invincibility.
Be careful tho as you can get punish for it if not position correctly.
clockwork played jill again this week. He was on the stream a couple times. Seemed like very basic jill stuff, I don’t remember seeing anything from him impressive and i saw a few dropped combos. He supposedly has a really good level 3 but the one time he used it on stream he got hit by dante and wiped. He then dropped jill and went back to his phoenix team.
Even though he got rocked I still think jill has a lot of potential.
I agree that I believe Jill has a very big potential if everyone pulls together to help her grow. I know it doesn’t seem like there are too many people out there doing things that look super crazy, but I think that’s because Jill doesn’t really need it. She’s so fast, so mobile, and has pretty good damage…so really she just needs solid play to bowl people over once you’re in.
I’m finding more and more everytime I load up the training room, that she has what seems like an INFINITE number of ways to mix people or up reset them. With time I think she could end up being difficult to block similar to Zero, though she may not quite be the same level due to her moveset of course.
Kei
She’s more difficult to block than Zero by miles, but she doesn’t have his movement options, so it’s harder to get into position to actually mix your opponent up.
What teams are you guys running her in? As I mentioned before I play Jill/Wolvie/Doom(Arrow/Ber.bar./Beam). I think changing my team up to like Jill/Ammy/Doom could be nice, because I don’t really have a lock down assist, but I’m still trying to make wolvie’s assist work for me since otherwise he has such a great dynamic with Jill and Doom.
Wesker is also another option in place of Wolvie, or running wolv on point and arial tagging up into a jill ground bounce and a dhc trick combo.
I’m just curious to see what teams every one is running, because there might be an angle I haven’t thought of.
I’m currently running with Jill/Wesker/Iron Man. I may swap IM out for Chris again, but not really sure since I wanna put some real time into IM first since I like him.
Assist wise I use Jill/Flip kick, Wesker/Ghost Butterfly (palm strike), and Iron Man/Uni-beam. I know that EVERYONE else out there uses Wesker for his OTG gun assist, but I prefer to use the palm strike instead to give me a quick option to use in combos. His wall bounce hurts more than hers does, it’s easier to do than hers is, and I can also use it as a get off me tool. It’s also great for doing no pressure (on me) combos that still give great damage with easy execution.
With Jill’s flip kick assist, Wesker gains a ground bounce for his combos prior to a wall bounce. It can make things easier, allow me to position myself easier (through teleport before hitting them again), and it adds a lil more damage potential while making his combos easier (to me).
Kei
I remember when I went to WNF and was running a mean train on some people with Jill. Too bad I wasn’t streamed
Jill’s survivability options are insane, I’m really at the point where I get surprised when she dies. I’ve also managed to incorporate Feral B into my block strings and is so incredibly powerful. If it is blocked they have to take the high/low/grab mixup and on it you get a free combo. Best part is if they try to crouch it it’ll cross up and hit from the other side, good shit Jill.
Mind expanding on the survivability part?
Also, where do you toss fer. b in during blockstrings? Seems most everyone is pushblocking me on the second or third hit of my pressure now, and going into feral stance that early is hard because I dunno if I’ve landed a combo or a blockstring just yet.
I CAN’T CONTROL IT, LITERALLY
i don’t know how to use it or even what’s it use is for?
You can throw it into a combo after the first few hits, but I use it out of nowhere when I’m mid to short distance from my opponent. It’s perfect for mixups. You can zip in front/behind/overhead behind/overhead in front in an instant. The overheads are short distance, though.
The trick to controlling it is to tap the direction you want to move in instead of holding it like normal movement. Don’t forget where you are and where you’re going or you’ll lose control. The only time you want to hold a direction is when you’re trying to block which isn’t easy. In the air she dashes back twice when you try to air block, and on the ground she can’t block overheads; she can only low block; so you’ll have to hold down to block at all. It sounds really limiting, but you should be playing offense while it’s on anyway. Watch out, though, if someone’s got Haggar make sure you only low attack while he can be called, and against Tron assists keep mixing up left and right attack angles so you avoid the actually fire.
looks crazy to use. Will have to mess around with it.
The more I play as Jill, the worse Mad Beast seems to me. It actually removes options from her and doesn’t add much that you couldn’t do with good execution anyway, especially if you have a character to DHC trick to. Plus, she has Machine-Gun Spray to spend meter on, which is pretty much a free ticket in on an opponent and can punish practically anything.
Like I said, I only use it to create openings. For getting that first hit, you can’t do much better than this.
By the way, not to steal from machine gun spray, but it’s not safe against fast opponents. I use it to counter, but never out of nowhere.
While the guide lists it at -7, I’m pretty sure it’s only -5, because I can hit it with Zero’s cr. l (listed at 4 frames), but not st. l (5 frames). There aren’t many attacks with 4-frame start up with any reasonable range, so you just need to make sure you don’t land directly on top of them.
On the plus side, Feral Beast has some simple ass 400,000+ loops, such as st.H xx qcf+L, dash up-forward, j.S, land and repeat.
Have you faced someone who just spams cr.l?
Because that’s the biggest problem with mad beast (i actually can use lvl 3 xf mad beast fairly well, but you stick hitboxes out and Jill goes from D:< to just D:). I like it for showing off, but as far as practicality goes, it’s really not that hot. Sure, you can have assists cover you and such, but there’s so much you can do without burning 3 meters. I pretty much save it for when I’ve got their last character locked down and need quick mixups to prevent them from utilizing xf properly. Even then, cr.l spam is madd gay vs mad beast.
I feel like machine gun is actually her best super by far, and it should get the 400k damage upgrade and be swapped to lvl 3 status, while mad beast goes down to costing 1 bar. Then Jill would be a real threat to most teams.
Just my opinion, though.
AHHHHHH! What a horrid idea!!! I love the gun super way too much to need 3 meters for it. I’m 100% fine with the damage it does, even though it takes a lil work to setup for max damage. I love using it in combos especially which gives her some pretty sweet quick damage potential.
Add to that the difficulty of hitting her out of it, distance she covers, AND the invincibility during startup…to me that hyper is godlike.
I’d cry if they took that away from me just for the sake of added damage. I personally feel it would cripple her more than help her out…however of course that’s just my opinion.
I don’t mess with mad beast though because of the usefullness of 3 machine gun hypers instead. If I’m going to spend meters then I’d rather go with the kick hyper —> Chris’s lvl 3 for a ton of damage. 4 meters but totally worth it.
I will eventually put in some more time with mad beast though, I still feel that there is something there that just hasn’t really been noticed yet. I have no idea what it is, but it just seems like it’s got more than it shows at first glance. Then again the game is only a ripe 15-20 minutes old now lol
Kei