It’s funny because H.KneeDrop works on incoming lol. It hits Vergil out of dimension slash and he obviously wouldn’t helm breaker since Jill is above him. I’ve done it several times before and it works out every time lol. It’s supposed to act like Spencer’s bionic bomber.
He got me with that in a crucial tournament match once a few months back. Never again.
So I was looking at the iPhone app that displays frame data…and it says that j.H actually incurs more hitstun and blockstun than j.S does…can anyone confirm / deny this? I was always under the impression that Jill’s j.S had the most hitstun?
Also, if anyone could direct me to somewhere that has Jills hitboxes, I would be eternally grateful.
I think j.H does but perhaps j.S can hit lower. I’m not sure. All I know is that I’m starting to use j.H more when doing 7/9 overheads because it option selects throws, and sounds like a good idea. You’re losing out on about 20k dmg, but who cares at that point.
I’m not even sure myself. I’m so used to doing j.S because of the increased damage, but I sometimes get caught by people Up Backing and mashing H. I’m trying to ween myself off of doing J.S just for the option select…
I am not sure if this is the best place to ask but here it goes anyway
Does anyone have any good incoming mix-up/setups. I’m not looking for anything specific to my team but rather I’m looking for a good basis to start from. My current resets are fine but my incoming setups are very halfassed at the moment and can be escaped by smart double jumpers.
If it helps my assists are strange bolts and vajra
Jill’s incoming is extremely good, at least when she’s not the one coming in. Her feral dash is extremely fast and behaves irrationally sometimes when stealing the corner, allowing you to really just do whatever you want and call it a mix-up, assist calls included. 6, 8 and 9 dashes are all potentially good ideas, and 6 and 9 dashes can are both capable of stealing the corner (or not if you do it early). Somersault is also great since it will cover a decent vertical range and make you invincible AND can be cancelled on a block or miss to try something else or just do it again a bunch. Even just sitting there in feral stance to spook them is good once you’ve given them something to be afraid of.
If double-jumping is escaping your mix-ups, try crossing under (or not) with a feral dash before they can realize what’s going on, and then call Vajra. If you’re quick, you can also cross under again before the hit comes out. Even if it gets blocked, they’re now falling straight down.
Good to see you again, Gene.
Don’t forget about the ambiguous knee drop ala Frank West. I also like to do meaty Jump light medium heavy and force them to block a ground mixup.
Yeah, ambiguous knee drop is a good option plus you can feral and dash the hell out of there if they don’t get hit. Also, like Gangie said, if you have an assist that hits high, you could call it, and feral through them and it will hit from the other side. That’s what I do w/ Raccoon and is the basis for many stupid incoming mixups with Cap. The idea is the same.
okay so after a little bit of testing, im nearly certain that j.S has more hitstun than j.H. Just wanted to clear that up.
Ambiguous DKD is a risky weak mixup on incoming . Do not use it.
Would it be more viable if it was backed by drones from a distance ect…?
Matters the opponents air actions.
Jill’s Incoming is all about her various options against other characters options. For example, against Iron-Fist, who has absolutely no air options, you’re much better off going for a Somersault feint into a 22S 9 Overhead or another string of complex Incommings.
Against Magneto, you’re not going to be going for the same things as you would iron-fist.
Double Knee Drop is a tactic that is avoidable, punishable by grab/AG-able. Even with assists opponents can get out, avoid it, or react to it and punish. DKD as an incomming would only be useful on characters with less than stellar air options, but why use such a risky tactic when you can use better mixups that garauntee safety?
In the vast amount of incomming mixups that jill can utilize, DKD isn’t the greatest option.
When I had Strider, I’d call him, then somersault twice, then 9/7 feral overhead, lol. It worked for the most part. Twice because I was sick of getting foot dove after they push block the first somersault.
Perhaps the best Incoming in corner is Call Strider–> Arrow Kick–> 22S–> 9S Dash.
This is “the best” because it either crosses up or doesn’t depending on the corner and what character you do it on. The 9S dash makes it so either cross up or not, you can get continue comboing. Also, it’s meaty IIRC so you can setup layered mixups afterward.
Out of Corner there’s many things you can do and depending on Jill’s position it gets even sillier. After coming from a TAC infinite, you can just Cartwheel for a 50/50 and go into the infinite on a second character.
So guys… I’ve been playing a lot of blazblue and getting real serious with it and playing it with my brother in law.
I’ve also been teaching my brother in law Marvel (and my Jill team) for awhile now. He’s basically just as good if not better than me. Look out for NonSexualRice AND newly crowned SensualSpinach guys!
Unfortunately work and an overall lack of time prevents me from tournament-ing, but he’s young blood and he’s ready to tear shit up. Keep an eye open, folks.
good luck to him. my jill is ass so im sticking to viper now, maybe ill run a few matches with him. I’ve improved a lot as a player since we last played, rice
Your Jill team is full of douch-bagery XD
Yeah no prob, just hit me up so you can play me or him if he’s there. I’ll message you and tell you if it’s me or him that you’re vsing.
Your Jill can’t be that ass. Just 22S, son. That’s half the battle.
Makes me wanna join XBL to play you guys. I’m too cheap to pay for that service though