Actually, Itās pretty terrible. You donāt get anything that typical anchors get, in terms of mixup potential, all of your combos are specific and are easy to drop. The only upside is that your damage is hella good and you get half screen really safe normals. Youāre pretty much banking on the idea that your first 2characters are strong enough to take down most of the team before Ironman comes in and cleans up. Then what? You get foot dove and now itās over. Or you get a sword mixup and you canāt do anything to get out of it outside of XFC, or Iron Avenger.
I would disagree and say Wolvie is better because of a few points.
His air to air and air to ground game is better.
His normals seem better
He can pretty much kill you after a throw with the correct assists or X factor
He works better with most of the cast especially with his Berserker rage super
His Hypers are overall better with more versatility which allows for DHC combinations without sacrificing any damage
I know execution shouldnāt be too much of a factor, but in this game it really makes a difference
Also dreaded Divekick like you mentioned
Divekick is only really great online, offline its eh.
Neither characters are execution-heavy
Jillās hypers are better.
They work the same with the cast as they are both point characters that need a team built around them.
Rest of your points are valid, but there isnt much of a difference between the jill/wolverine air game and normals. Especially with strider assist
I havenāt, but Iāve been thinking about it along with Dante & Weasel Shot. I feel like Dante is a better pick since it already seems established that Dante/Strider is legit, although I do recall reading here that Dante isnāt that amazing with Jill. Iāll have to go a few pages back and read again.
Now the challenge is learning Hawkeye, haha! I havenāt managed to grasp his neutral game yet; I get blown up pretty quick when I try him.
Maybe itās worth playing a gimped anchor with the intention of giving L1/2 X-Factor to Strider or Jill? People played Capt. Commando in Marvel 2 for the assist alone, so maybe this strategy is worth looking at again : p I think Pulsr played Jill/Wolverine/Iron Man in vanilla MvC3⦠Iām sure itās a dated team, but maybe thereās something good that can be salvaged from it?
My fucking balls, Jill/Magneto/Sentinel has so much synergy! I wait for the drones to come out and protect them until they are out, and then go ham on the opponent. With disruptor the resets are fucking insane, and it clears out projectiles. (Jill dante strider is still my main team I like messing around with different ones)
Thereās a video set by Ika posted a while back about Jill / Mag / Sent. Itās a good video and it has really good resets. Give it a look if youāre planning for this team. I personally think that disruptor is too fast for her. Ironman / Sent is a good shell, and so is Jill / IM. Naturally I would think Jill / IM / Sent is a good team, but youāre stacking on the hella low tiers and bad robots, lol.
Sentinel is MUCH too slow to use in the neutral. Jill has no ways of physically protecting him meterless either. Heās Pretty good as a combo extender, but so are other assists which are useable in the neutral.
Jill/Magneto isnāt really that great. The synergy is totally one sided and Jill canāt profit that well from the beam. Itās great for screen-clearing and resets though.
One thing that always sucks is when I jump-cancel the Somersault on block because I totally thought it would connect, and even if I decide to FC and try something else, it usually gets punished by an appropriately aggressive response. The best way to get around this would probably be to call a lockdown on reaction, but I was wondering if anyone had any solo responses to (push)blocked SS.
Jill has been making me more and more salty every time I play her. Iāve been considering taking a break from jill, and just sticking c.viper where my jill is in my team (jill/dante/strider), and just make it viper/dante/strider for a little bit to take a break from the salt. I donāt have it in me to drop jill as Iāve put so much work into getting my jill to where she is now. What do you guys think?
I think if youāre getting as frustrated as you are, then just forget it and play Magneto. I would have dropped Jill in favor of someone better a long time ago, but sheās just too much fun.
Iām definitely not going to just drop her outright like that, she is a ton of fun to play when I have the will to keep learning her, sheās just been frustrating, so I feel like I should take a break. Maybe your right though, thisāll take a bit of thinking as Iāve spent a loooot of time learning her and getting to the point where I am at. Thanks for your thoughts on it.
EDIT: Fuck this shit im keeping her.
Jill/Dante/Strider is just too dirty and fun.
Iāve used the team before. Every Jill team I post about, I donāt post about it until Iāve used it extensively.
Magneto gets absolutely nothing from Jill. At all. At best, he gets a decent combo extender but the team lacks anything to help Magnetoās neutral besides Sentās drones.
Jill cannot use Drones from Full-Screen. At all. It gets beat out by any opponentās beam advances. She lacks a sufficient way of protecting him from full screen. She gets a neat combo extender from him that raises her damage to about 960k~ and a good assist from close range; but itās sub-optimal.
Jill/Magneto is decent at best. The EM disrupter is extremely fast which makes her movement from full-to close range difficult.
The problems I have right now are people who press buttons. Especially Hulk / anyone who has a fast c.L or something. Iām working on making my mixups tighter so they donāt have time to throw out buttons, but Hulk or Lariat assist, man. -_-; Also, getting zoned out by Doom or Zero feels really wrong.