The thing is there’s like basically no feral cancel frames. You can feral cancel and do anything, it puts you at neutral, so you can dash out of it easily by plinking, you can jump, you can throw, whatever. You’re at neutral so you get all of your non-FC options back nearly instantly.
2C2S and Holding H to activate on first frame of feral solve different problems. If you’re sitting in feral, you can use 2C2S to somersault and cancel it without really having to try hard. It’s just a shortcut. Holding H to somersault first available frame just solves a problem of needing to SS as fast as possible.
I’d considered canceling the stance to do other things several times before, but never really put it into practice. Since picking up on confirming from normals, though, this seems like as good an opportunity as any to start trying it out.
A FT10 against a friend and great Thor player. I was having trouble against Might Strikes and Hidden Missiles, so in the middle of the set I decided to start with Hawkeye. In this vid I use Spencer Slant Shots for resets (Skrull is resting…) and Arrow Kick instead of Somersault Kick.
You have to fight Magneto regularly with Jill? You poor doomed child. I envy you, for I need that match-up experience. It’s so bad.
I think that you’re going to have a boatload of trouble, but you usually have a way in.
Some things to work on:
-Assist calls. I saw you call Jam Session while Magneto was on the other side of the screen, and you almost always paid dearly for it.
-Combos. They’re not optimal; you could be doing more damage. I’m also not sure why, but at 9:00, MGS somehow missed and I cried inside at how BS that was. I think you just didn’t delay Somersault enough. Try it some more against Dormammu in training mode and see if it happens again, then don’t let it happen ever again. I also saw you DHC to Devil Trigger (and drop) even though Million Dollars would have easily killed. There’s no reason not to go with Million Dollars, for it has crazy damage and probably won’t build as much meter for the bad guy once you’re done.
-Get aggressive. Unless you’re fishing for a Somersault or something, turtling Jill is purely counterproductive. If you drop a combo, zip back in and try again without backing off. Feral dash more, because it’s the fastest you’re going and you cannot hesitate or so much as breathe lest you let up the oppression. No need to wavedash in my opinion. Take it easy on the Arrow Kick feints and c.M’s. If you need to get to the other side of the screen, you don’t want to be throwing slow attacks just to move forward. Notice how when you actually landed an Arrow Kick, you just kind of reset everyone’s positioning so you have to get in again. Remember that your feral dashes are a lot safer when backed by Unibeam.
-Learn your tools. MGS is a godsend against keepaway. If he calls an assist, MGS and catch them both, then X-Factor and kill them. You can also use MGS, especially as a reversal, to safely DHC out in case you’re about to die, granted you have the meter to do so. I actually saw you catch them both like that before, but DHC’d to Devil Trigger instead. Trust me, it’s XF well spent.
-Start of the Round Gambit. While this is something I need to work on myself, the big man hailed as the authority of this character has always stressed the importance of Jill’s gambit. Most match-ups will encourage you to walk towards them at the start of the round so that you don’t have any distance to close, and you get to hammer on the pressure really hard. I don’t think a jumping attack is the best approach to this, especially against Magneto who will try to throw you pretty much every time, which option selects to standing H. You know better than I do how mean his standing H is as an anti-air, and that being thrown by Magneto pretty much means you die.
That said:
-I had no idea you could follow up MGS if you called Unibeam prior. That was awesome.
-Your combos looked mostly improvised, even off of odd confirms. When you did pull off a combo, it looked slick as hell.
-You’re already using Jill’s feral dash, especially 9, for mix-ups, and confirming full combos from that. Great work.
-You obviously already know what MGS is good for. I think you’re just nervous to use it because of stupid Magnetic Shockwave. Try DHC’ing to DT if that happens.
-You’re also already on the right track with the gambit thing. Just figure it out some and know that it is vital.
Something else you could try is holding an assist button to start someone else at the beginning of the match. See if Dante fairs any better at the start, having to fight Magneto, and then find a way to slip Jill in there. Dante could potentially force Magneto out of his keepaway, and use Jill’s CC to Somersault in with the distance already closed when he decides to rush in and get aggressive.
I apologize for the late response and possibly foul suggestions and observations. I haven’t played in forever and have been on Resident Evil 6 all day. I have to know, though, what’s in that notebook of yours?
Don’t think I forgot about the Jill fam. Started a new job so stuffs been hectic. Going to post more soon. My notebook is notes on the match so I can actually work on things with a goal. I think all players get in a groove in practice mode and only learn combos but no setups.
Also, I’m def keeping the jill/dante shell! Dante is so fun to play.
Those were some sick sets. I love how you control Doom with Hawkeye. That’s how it should be done. All these fail Hawkeyes keep going in. Why? Just sit back and arrow his face, he can’t do shit. I may pick up Hawkeye for Doom matches.
ive got other options from each of these resets that I typed up a second ago, but SRK didnt take the post so this is a second post and I dont feel like typing everything again.
Edit: the first and second links go together…theyre essentially the same starter with a different ender that forces block in different directions. Also, on the second link, I can do the last feral dash straight up instead of a crossup to keep them on their toes.
the third on is safe from divekick / helm breaker unless I time it wrong…I can also choose to omit the last feral dash in the third video, and replace it with f+H to keep them mixed up.
yeah.
I modeled these after resets that were already posted (IKA, I think). Also, I know grounded resets are optimal, but regardless, what do yall think of the last one? its essentially a triple crossup.
They’re all really good. You gotta remember though, some people hold forward and they’ll get behind Strange and you’ll be all the way over there on the other side. That’s the problem with c.H for resets. There will be no way of you protecting Strange from that distance unless you MGS. However, you can arrow > feral > roundhouse > mixup and hope they block it to be safer, and it works with teching on both sides.
Also, if you’re doing a c.H reset, you can essentially do any combo up until the cartwheel part, feral > dash up > j.S > c.H + assist > arrow > mixups.
Also, check if that last one is safe from air throws. Same with your other mixups. I think there’s a spot where between bolts they can jump up for air throws.
Ill test the airthrow stuff tomorrow, but either way im OSing with j.H/throw so Ill break it. I know all of them are safe from Footdive / helm break / divekick for sure.
Also, im fairly certain you can do jill combo > end with Raven Spike DHC 7 Rings > FoF loop. I know it works in the corner…midscreen I havent been able to test yet as Im still figuring out how to get the midscreen variant to work from Raven Spike.
I’d try to get maximum damage before reseting, maybe using more flip kicks and a cartwheel kick. And beware… Don’t stay close to the enemy so he can grab you (arrow kick mixup). But the resets are pretty good, just work on that stuff.