No with that team you could have done MH H into Knee drop M raw tag into footdive loops and you probably could get a jump loop or two off it but those are just ways of how you can convert off it
Have some offline footage of jill this time around. It’s up against a trish team as well so there is a lot of dealing with ground v air.
Also I’ve seen some interest on the boards about rocket as a teammate (myself included), well I’m running him second with log trap. If you interested in the combo the vid might help
Mr whelean, here’s some stuff I noticed. First and foremost, you need to use summersault more, a lot of the reasons your Jill died was because of that.
Second, in conjunction with summersault, utilize fc a lit more. You lost momentum with Jill often because of a lack of it ( and because your 22S came out as 2.->2->s.S instead).
3rd, work on your hit confirms and learn the flip kick loop. The loop is essential for ground to air hit confirms.
I’m cool with log trap since it’s a pretty good antiair and you have a lockdown. Personally im a fan of spite fire for muxups and since it doesn’t use wall bounce.
Thanks for posting more gameplay
Thanks for the critiques man. I usually go for somersault more, but i wasnt the most familiar with Trish’s dive kick speed to punish. Rare match-up for me. But yeah, my 22s can definitely get more consistent, may need to get a new controller soon too. I’ve been working on the cartwheel loops but drop them pending side, need more p2 side practice, on the plus side if i manage to get air juggle in, it builds so much bar.
I used to do spitfire as well, but it gets blown up by beam assists, and the fall back of hawkeye with log trap is stupid good haha. I have more highlights from the set coming too.
Uhh I recently had a set between myself and angelic online. Here’s hoping they upload the archives so I can highlight it. Also contains a perfect, and good neutral game from both of us!
Perfect from who??? Better be from you…
Good shit I was trying to play him too but sadly I think he never got a chance to get around to it
Heres some gameplay of my new team vs one of my long time friends.Let me know what you guys think I need to work on. I think the one thing that I need to work on is consistently landing Somersaults on people that come down with a button but anything else tips wise would be very much appreciated https://www.youtube.com/watch?v=I2q-QcxVGoA
Nice, 2 of my favorite players getting some matches in. (Gets kettle corn ready)
Whelan, needs more triple arrow resets with Jill on point. Also, Lamuness use Amy so you can kill stuff with your team lol.
ENJOY
Trying to edit and finish a new video showing some combos and tech for Jill/Hulk/Shuma.
Hopefully I can finish it this week.
Not sure if anyone posted this, but here it’s the hitbox/hurtbox for Jill.
here some gameplay of me in a ft10 with a guy named BxKeyz. i finally took my first set guys http://www.youtube.com/watch?v=DFr6GfdR4dE
The amount of times you let him get away with those raw tags was making me salty, lol. I wanted you to snap in Strange so many times, but none the less you overcame. Good shit corky. I still think you should have kept doom around in place of IronMan, but to each his own.
I was like "HOW CAN MAN RAW TAG 80 TIMES!!
I was happy to see iron man, it was a nice change of pace. That guy was a raw tagging fiend lol. Good games though I enjoyed the gameplay.
Have you ever tried Jill/Mag/Sent Corky?
yes I did but that team has a couple of problems. 1) Blockstring with Jill Disruptor is good but hitconfirm/blockstring OS aren’t really the best.2) DHC aren’t the best in the corner unless you make them midscreen which takes away some of the best mix-up jill gets.3) You lose your Raw Tag damage after any bnb into drones knockdown+raw tag. This takes away atleast 100k+ of damage.
Also i didn’t really lose much from getting rid of doom.TBH I feel the only thing I lost really was a easier assist call and easier combos but like overall if anything my team gained stuff it could never get with my old team.
I get a beam really that although its harder to call it its better hit-confirming off of (even though the damage is scaled more then plasma beam I get jump loops for meter build)
Also something that makes unibeam reaally good for jill and probably one of the main thing i gotta start doing(i tried to do it in the set vs keyz) is use MGS+Unibeam off ground back forward and air forward throws. It works on most character off a air back throw but some dont get picked up by the MGS like strange