they all sound like good teams, you should probably stick with weasel shot because vajra/HM already give you an AA assist.
There is no one answer for the right play in neutral position, just depends on your opponent’s team and how they play. That being said, IF you’re playing against a good zoning character/team the whole arrow kick or command dash while being covered by an assist only works with vajra, weasel shot will only work if you’re not too far and you might get away with HM a few times but a good player wont give you a chance to use it often. For opening ppl up it just depends on how close you are, because if you aren’t close enough then your options are limited to high/lows and command grabs (DP+H during FC to get a half screen command grab). Once you dash in for the attack, if they block then use that chance to FC cancel out of your normals into another mixup, once she’s close she doesnt rly need assists to make her mixups effective but they still make her mixups stronger if you choose to use them.
I have an issue.
Many times while trying to activate MGS in response to a hyper, I’ll do Raven Spike instead because I"ll have dashed or moved forward; and the flow of time halts for the hyper animation which apparently keeps the buffer on whatever button you were pushing before it happened. It’s a rancid waste of meter, and a ton of health gone.
I’ve tried to remedy this myself by going neutral during the time freeze, and even trying to overwrite the buffer with a half circle, but none of that works. Is there any trick or something to keep the Raven Spike from trying to steal MGS’ thunder like that?
Just tried it; didn’t work.
I’m beginning to think the silly game just makes registering QCF motions impossible in this circumstance. I’ll just have to block that kind of stuff, I suppose.
A common guideline for Fighting games, is to put the stick in neutral when you’re doing combos then going into your next move. Do FC–> put your pad in neutral—> Mgs.
It’s because marvel Dumbs down inputs and makes things lineant as hell, so its buffering the moves.
@NSR: Leaving the pad in neutral, even after full circles, also isn’t working out (unless I goofed that up somehow). During the time stop, It just seems to lock in the last buffer-able input I pressed just before the freeze. In the instance I happen to push 6 within like a second of the bad guy’s hyper activating, MGS appears to be completely un-executable unless maybe I activate it after the freeze, which almost defeats the purpose.
well after messing around in the lab and coming to the understanding that i suck at her loops i have settled on doing s.M, c.M, s.H, M.Cartwheel, Somersault, JC, H, S, c.M, s.M, s.H, S, M, M, H, slight delay, S, call Wesker assist for OTG, S, M, S and then Fallen Prey or Team Cancel Hyper depending on meter and distance as my standard BnB until i can figure out how to do some of the more advanced Jill stuff i see you people talking about. what normals are ideal for poking and starting combos? also is it a good idea to try for the air loop combo on incoming characters (aside from doom cause we all know he is gonna footdive as soon as he gets in)? also how much should i be trying to incorporate her command grabs into her combos?
When I know doom is gonna foot dive I somersault the shit out of him until he comes correct and respects Jill’s training with Guile. Then you can proceed to combo his ass, somersault is Jills most high priority move use it cause she is completely invincible (if you learn how to cancel it even when they block you’ll be able to abuse it a little more too. Jill is also one of the few characters that can deal with helm breaker by somersaulting Vergil back to devil may cry, and killing him in the process after punishing. cr.M is also a good poking tool, and so is arrow kick (just remember to cancel into feral on block and if they push block its no big deal cause you can be right back in that ass with another arrow kick or teleport.). I dont use her command grabs all the time but if used every now and then or when you get them to respect Jill and her mix-ups you can command grab them no problem.
Dunamis101 i think you need to get on that in the lab and see if possible. also thanks again for the advice on Jill. my Jill is pretty basic since im not execution heavy but i have come a long way into understanding her and have started getting down her jump loops somewhat now. also i totally somersaulted Spencer out of bionic arm. too epic.
I’ve tried it today actually when I got home but I think she touches the ground too long after. Plus, if you do a TAC exchange in the down direction then knee drop grounds them instead of getting a floor bounce. I was also trying with Hulk today as well, lol. Good thing Modok/Sentinel can do it, since there part of my second team. I feel Doom can do it too with more experimenting.
Maybe Jill can do it some how, back to the lab.
Edit: Getting close, she may just have one, I guess Hulk does have one, on big characters
at the moment lol. I felt he could with how much stun is on that soul clap, HAH!
I tried but she doesn’t get down that fast so it’s been difficult to get the next jumping hit. It’s possible to hit them but I wonder if doing the knee drop turns on the hitstun scaling
Although ill just add my own note when i was doing this before my big boy chars usually got popped out exactly in this video, unless its just me dropping right now.
Also as pointed in video it only works on Big chars right now hopefully we can all find another one working on medium sized chars
Yeah I was also trying to it on normal characters yesterday, but I felt I was getting closer by trying it on big body’s.
I feel good that me and Ika were trying the same set-up though.