Since I dont see a thread for it…Im reaallllyyyyy thinking about picking up Jill, what should I learn with her first? She looks kinda hard to use
Jill y u so beefy? - Anyway I think sans Shehulk and Tron Jill is the most damaging (practical) female characrter in the game.
Probably learn to cancel her moves into feral stance. That’s pretty much a necessity to do anything with Jill (movement, mixups, combos, making shit safe)
http://www.youtube.com/user/pulsr/ has a ton of good stuff. It’s for Vanilla, but Jill’s essentially the same character so it should still apply.
Does anyone use tk double knee drop(any version) in their offense? I feel like I need to start using it.
During blockstun, i usually tk one after a low attack for some nice pressure.
Noob here, also pad player. I find it virtually impossible to do double-tap movements, but I still love Jill and use her to greater success than most of my other characters. Is feral canceling utterly necessary for Jill, can’t live without it? While I’m okay with my combos doing a little less damage, am I destroying her mixups beyond salvaging by neglecting this tech (and thus be better off focusing on characters who don’t need to double-tap >_<)?
Really? I play on stick, but I’ve always found double taps to be much easier on pad (I used the d-pad instead of the analog)
If you’re playing Jill without feral crouch, you’re SEVERELY limiting yourself. I used to have trouble with it too when I first started playing (couldn’t even do a teleport with Dante most of the time}, but just keep practicing and it’ll come much easier (now FC is no problem, I can do Ammy weapon change combos, etc)
There is maybe 1 bnb you can do without FC but aside from that it’s essential in opening ppl up by getting behind them etc. Just practice the technique and I think u will be better for it.
So I need some tips on what I should be doing with Jill in her neutral game. Right now I am basically using calling Weasel shot and wavedashing up to try and get in a mixup… I seem to be doing a bunch of random arrow kicks too which I know I probably shouldnt be doing.
Air to Air and Air to Ground what are her best options? She has been a lot of fun so far but I want to get a bit more serious with her. I was getting wrecked by Zero last night lol.
Jill is MUCH easier on a Pad. Keep trying dude, I’m a pad warrior as well and Feral Crouchs are cake. Honestly, there is no point in playing Jill without Feral Crouch other than character loyalty. If your having trouble, you might have to change the way you hold the control and what fingers are on what. Position your fingers so that you can reach DOWN DOWN S as easy as possible.
Air to air shouldn’t happen often, Jill is completely ground-based you should be applying extreme pressure with Jill, enough so that you never get out of her ass.
If it does happen, depending on character size, she can link a double knee drop after a MMH.
Ground to air (opponent in air), you should be sum.salt feinting your stuff.
JILL IS COMPLETELY GROUND BASED, only time you should be jumping with her is in combos and to dodge shit.
Thanks. Yea I just added Drones for her and it makes her ground game so much easier. Pin em down, fuzzy guard or low whatever, combo, mixup, rinse and repeat. Im running Jill/Sent/Viper… only thing I hate is I cant time the OTG with Seismo timing after FlyingVes BnB. I think eventually I want to run Jill/Viper/Ammy because after Jill dies Sent is just on his own and without an assist it can be hard times. Jill and Viper both benefit from Ammys assist and Ammy is pretty nasty as an anchor.
Yeah, I forgot to add that Cartwheel is a great anti-air as well.
Honestly, I never liked running Jill with sent, because there are SO many other options, that leave a better character once Jill is dead.
For FlyingVe’s combo thing, I think it’s the jump loop one then into a regular combo–> otg arrow kick? The OTG seismo is natural and fluid, don’t click it rapidly, but don’t do it slowly. Do it like you would any other move. Just be sure to arrow kick on time though.
Viper and Jill go together really swell
No need for fuzzy guard when you can just F+H while they’re in blockstun into a Teleport dash UP fwd for a neat near unblockable.
I’ve been playing with replacing Weasel shot with Jam Session for added air control. The confirm is a little different, but if you hit on the ground you can feral dash, fr. cancel into flash kick to confirm straight into jump loops. At height you can go into wither A or B knee drop and then combo or OTG with an assist.
Jam Session doesn’t have quite the range or lockdown of Weasel Shot though.
Has anybody else had the problem of Feral B not causing a wallbounce occasionally? Sometimes the other character will fly to the edge of the screen, but then instead of bouncing back he’ll just recover in mid-air. Today was the first time I’ve ever had it happen, and it happened quite a few times.
My Jill BnB (read, the only one I can remember how to do outside of training mode) is
2C, 6C, 22S, Somersault, air BBCS, 5C, 236B, 22S, B, 22S,forward teleport/dash, 5C, 263B, wavedash, 263A. HSD can’t be the problem because bounds aren’t affected by that, and it’s a really simple combo anyway. The only thing I can think of is Feral B, FC cancel, teleport somehow messes with the stage zoom and so the opponent can’t reach the wall, which is really stupid.
Any ideas?
Feral B is an attempted wallbounce, not a real wallbounce. So if the hitstun scaling is high enough they will tech before bouncing.
why:(
I’m looking for a few good places in a combo to attempt resets at, but the best one that comes to mind for me is just during her jumping loop - which I’m not sure is very good at all. Can anyone suggest some good spots to try a reset at?
EDIT: I’ll note that my team has Chris with his mine assist and Rocket Raccoon with his Spitfire, so comboing off an air-throw is an option.
Cartwheel XX Feral Crouch upwards teleport -> air H land -> Back H + Slant Shot XX Flip Kick. With this the opponent gets reseted in a grounded position with Jill in Feral Crouch.
Also, Cartwheel > Feral Crouch A follow up > delay Slant Shot > towards teleport is another one.
Edit: Never-mind, saw the assist choice afterwards
Jill can reset the hell out of people after a fallen prey/ Hard knockdown/ Raven Spike. They all leave her at tech advantage so after the attack–> Feral Crouch into Whatever you want. Vsing an aggressive opponent? Feral Crouch into a somersault. Defensive one? Feral Crouch into a UP fwd j.S.
it’s a nice option select.
I use both Jill and Dante and this happens way more than it should after my wall bounce moves. I think it has something to do with your dash moving the screen before they can hit the wall.