Ultimate jill 2.0 video thread

Thanks, I think I’ll do that. Just where do I do that though? :confused:

I have a Chun Li to replace Jill when there’s no DLC, and the feeling is too different :\ It’s too bad because Kikosho and her level 3 is so hype, but she’s got some bad matchups. I don’t know how Jill and Chun would work together though, I feel like Chun is a point character that needs assists to get in / open people up.

I’ve worked a lot to make sure that I can plink dash with Chun-Li to make her movement even scarier than it already is. Then I use Jill’s Arrow Kick assist since it helps with rushdown and neither C. Viper nor Chun-Li use wall-bounces. xD

Nice Vid! In vanilla, I played Jill/Chun/Tron; and I play Jill/C.Vipes with BK as well.

I think you can do tick command grabs from upclose with a Jill/Chun THC too, or at least, it gives you time to a high/low/left/right.

could someone make a video for the flip kick loop? For some reason im having trouble doing flip kick x3 > somersault > roundhouse. They always seem to be too far away after the 2nd flip kick unless they are in the corner.

http://www.youtube.com/watch?v=hGr4_UWdTz4&feature=youtu.be

I hope you weren’t looking for much, because this is all I can do as far as recording goes.

The first two times, I’m cancelling the third flip kick with 22S to Somersault; but the last two times, I’m just holding H to get Somersault to come out as soon as possible after the third Flip Kick. Whatever works for you.

Remember to push L a little after 236 if they’re too far away so you get a little distance out of the dash you’re canceling.

You can also try Dood’s combo for a bit more damage if you’re in or near the corner:
http://www.youtube.com/watch?feature=player_embedded&v=YCGdoAWieVk

Thank you for the vid Gangie. I guess I just need to work on having Jill actually start the dash, then cancel the dash into her flip kick…it just feels so weird =/ But Ill get it. Ive got two other questions though combo wise:

  1. for Dood’s combo, can I hit confirm into it with LMH b+H >? or will the HSD kill it early?

  2. When I do the AA Somersault combo (Somersault, 9, jH, jS, 4H, 236L, Somersault, 22S, Roundhouse, 22S, dash forward, 22S, Somersault, 2369M, ( 22S, dash forward, 22S), Somersault, 236+ATK x2 ), Its supposed to hit 711K. Im only getting about 690 max. The one thing im doing different is that im not doing carthweel > 22s > dash under > 22s > THEN somersault. Im just doing cartwheel > wait > somersault. Is that why damage is a little short?

thank you or everything !

  1. The HSD will kill it, but not until you’re supposed to hit with Cartwheel, funnily enough. LMH > Somersault etc. will work, though the damage will be cut down to about 672, so you’d be better off doing the position-independent flip kick loops.

  2. Could be. MGS can get different damage depending on the girth of the character you’re fighting, the height at which they are when you pull it off, and whether or not you’re in the corner which kills the damage really hard. The feral dash under during the groundbounce is meant not only to steal the corner, but also to put you face-to-ass with the victim so that nothing could possibly miss. I’m not 100% certain if that contributes to MGS’ damage, though. The end of the groundbounce animation after Cartwheel is the sweetspot that gets you the most damage.

If you’re trying to practice Cartwheel > 22S > dash > 22S > Somersault, don’t do what I did by practicing it off a raw Cartwheel because that’s impossible. When they fall out of the air and into the ground, that adds enough time compared to if they were grounded to get behind them, sip some tea, and Somersault. It’s not as hard as it seems. You don’t have to do it, and it may actually be better if you don’t if MGS will finish off in the corner since tech chasing is so much easier there, but if it means the difference between life and death with or without a DHC, or level 1 or level 4 Frank, then go for it.

Just to add to gangie, u can do up to 7 flip kicks in a row

Nice video. I’ve been working on the flip kick loops for wonky hit confirms but I havne’t had any luck getting it to be consistent yet midscreen, hopefully this will help.

I can’t imagine it would help much; it’s just proof that they’re possible. Flip Kick loops are very free-form; there are several different ways they can play out depending on distance. You just have to do it enough times until you can decide on contact whether or not you need to delay the input. It’s actually very easy.

Just wanted to jump in here and thank you for the replay. As always, its very much appreciated.

They didn’t stream Marvel at the tournament but someone recorded one of my matches and posted it on youtube. There’s a bunch of mistakes as usual but I’m just happy that I won because I lost to Mezza twice in tournament matches before.

http://youtu.be/1vr3KvT4xeY

I wish the guy behind the camera would shut up. I also don’t understand why anyone would voluntarily put Jill in Japanese.

-0:45 - You had him at your mercy with a cornered tech chase. Should have Somersaulted to chip him out
-Vergil is free to incoming mix-ups. Try Somersault.
-I saw you were going for double Cartwheel resets, which was really cool. You’ll need to work on the tech chase, though, it hurt to see you miss the normals from throwing them too early. cM will make it much easier, and will grant you almost 700k if you go into Flip Kick loops. If it’s still not enough, you always have the Frank DHC.
-Work on your confirms. Go into Flip Kick loops after normal confirms instead of using your ground bounce at the very beginning. It looks like a really bad reflexive habit you haven’t kicked or something.

As for Frank, nothing good came of raw Blue Light Specials. I wouldn’t recommend doing that unless you had some secret plan I didn’t see. Also, level 4 jM, while really good is still risky, but no one seems to realize this. Jumping gets rid of Frank’s bullshit invincible hyper to pull him out of almost any bind, and you lose horizontal range with your chainsaws. Harass with M, and use 623M to turn it into a confirm, or roll and 623L to shorten the ending lag after a pushblock. Even if it’s just hitting them blocking, you’re still putting on the pressure really hard with your chipping normals. You can also play keepaway against a handful of characters with zombies, bottles, and Doom’s Smegma Beam.

It also sucks you missed that assist call for two camera shots. One thing I like to do to help me time it is to hold left or right so that as soon as I have control again, I can see it with the character’s movement; then I can call the assist right away. After a while, it just becomes natural and I drop the visual aid handicap.

I finally got around to watching some of this. I love your movement. Your wavedashes are clean, and your Doom Ammy is great. You always stuck against that Morrigan and also made her waste a level 3 :wink: That’s the best feeling. In some parts I think you’re a bit too frantic, take a little bit of a breather, and get into feral, watch what he does. There were some instances where you could have somersaulted Morrigan as she was coming down right on your head but you weren’t ready for that and ate a drill kick to the face. Other than that, I think your team is great and your gameplay is great.

I put Jill in Japanese myself because the Japanese voice actress sounds more haggardly awesome than the English counterpart when Jill goes in HAM and is bodying an opponent. xD

Thanks - yeah, I tried to punish drill kick a few times but just ended up eating it because I didn’t react fast enough to the opportunity and the startup of feral caught me.

But really, you guys should be experimenting with Jill’s plink dash. It’s really good both forward and backwards. You can do all sorts of stupid crap with plink dashing from S. For example Somersault > FC > plink dash with S > 5A is a really cool frame trap. You can also use plink dash off of random SS confirms to make them really easy to hit. Also plink dashing slide makes slide really scary (it slides very far).

Also, input shortcuts are really cool. You can do a short dash from Feral to another feral by doing FC > 2 > plink dash > 2 S. Also if you guys aren’t using 2C2S for your somersault inputs you should, it’s really easy. Also if you opt for wave dashing instead of plink dashing you can press down S at any time during your wave dash to go into feral (since you’re doing Down dash down dash).

I was gonna put stuff like this in a video that I might still make if I’m not too busy this weekend or sometime if I’m not too busy.

I’m not sure I follow. You can plink dash out of feral by pressing S? That’s pretty crazy. Not sure how 2C2S will help somersault as well :. Can you explain a bit more?

Sure. Go into feral, hit S to cancel it. Notice you can act basically as soon as you hit S. I think it’s literally the frame you hit S you can cancel into anything (or maybe about 1-3 frames). You can actually test this in a funny way by going into feral, holding your assist button, then hitting S. As soon as you hit S, you will hard tag. To my knowledge, Jill might be the only character that can easily time when she hard tags because of this, and I’m sure you can do really hilarious flashy hard tag combos following a wallbounce.

But yeah you can dash out of feral by hitting S then plinking to dash. Which is Jill’s normal plink dash, since plink dashing from S to dash is really easy if you’re a character that can do it. If you look at my videos, I actually almost never wavedash with Jill because there’s not much of a reason to since her plink dash is so good (plink dashing is better than wavedashing universally, but it really shows with some characters).

2C2S is just an input trick. So you know how you have to be pretty fast to hit FC.C > 22S to feral cancel somersault on whiff? If you use 2C2S it’s really easy, because you’re already inputting down down, it’s just you’re putting a C in there. It’s actually easy to get a somersault that cancels before its active frames using that input method if you’re too quick, so you can kinda take your time on it.

Also, you can cancel landing recovery of a screwed up whiffed somersault with MGS. Since there’s significant landing recovery when Jill is landing after SS, it’s an option to save yourself.

Oh I get it now. So there’s a point in her feral cancel frames where you can dash out of it in the beginning? That’s nuts. I’ll have to test it later.

What’s the benefit to 2C2S, as opposed to holding H and 22S while the feral frames are activating?

And I’ve never thought of MGSing out of a failed somersault, I should do that more often since I get blown up by that all the time.