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If Jill could combo off her throw or had a real OTG move like Wolverine, could more easily convert SJ height into combos and her lvl3 was a lvl1 but with less time she would essentially be at least as good as Wolverine. Just a few modifications away from being a great character.
 
That's what Doom missiles are for, they OTG and they push people down if they can't dodge them easily in the air and they OTG. Plus, It's really good to DHC Raven Spike into Spiral Swords with Vergil and do loops off that. It's really easy and does a ton of damage since Jill can do so many mix-ups to start combos and then you can finish them with Vergil most of the time.

How do you get in on zoning? You get one machine gun spray, and if you can't capitalize on the opportunity that it created, you're fucked, no? I mean, if somebody was using Mags and just doing light estaka all day, you could never get a successful assist call off.
 
Man I would never play Jill without a beam assist. They can hang in the air all they want but when they come down they have to eat a 50/50.
 
How do you get in on zoning? You get one machine gun spray, and if you can't capitalize on the opportunity that it created, you're fucked, no? I mean, if somebody was using Mags and just doing light estaka all day, you could never get a successful assist call off.

Yeah if you get zoned or are getting chipped it's really hard to fight back from that if you can't get anything out. Sometimes I trade out Doom Missiles with his Beam assist when that happens, but it's hardly foolproof.

Seems like Jill/Doom/Strider would be good. Beam for horizontal coverage, Strider to swat them down from the sky (and works well with Doom, of course), Doom TAC solves Jill's damage issues and build meter for MGS.

Dat Vajra
 
Seems like Jill/Doom/Strider would be good. Beam for horizontal coverage, Strider to swat them down from the sky (and works well with Doom, of course), Doom TAC solves Jill's damage issues and build meter for MGS.
 
Seems like Jill/Doom/Strider would be good. Beam for horizontal coverage, Strider to swat them down from the sky (and works well with Doom, of course), Doom TAC solves Jill's damage issues and build meter for MGS.
What does Jill get off Vajra? Man if she could self OTG like Wesker she would be a big threat in the game.
 
Well at least Dieminion can find comfort in knowing this team never got fulled.

I hope he sticks with the team though, and eventually realizes it's not the blockstun-zoning monster he thought.
 
What does Jill get off Vajra? Man if she could self OTG like Wesker she would be a big threat in the game.

She at least gets to pressure them and go for a mix-up as they get up after the hard knockdown. What are your other options? If they're in the air she can't convert off of a missiles hit and it just resets their air actions and allows them to call assists, and I don't know if she can convert off of jam session either.

I guess you can forego and anti-air assist completely and rely on mixing them up when they eventually come down from the sky, but if they vary their timing of when they come back down, it will be more difficult to time your
mix-up with your assist call, and if you're
against somebody like Doom, he'll be falling while being covered by finger lasers he shot earlier making it difficult to set up a mix-up too.
 
The "hitstop" in Marvel is annoying. Throws me off entirely. Makes a lot of stuff look like it packs punch, but it is really jarring and off-putting for me.
 
I don't watch whatever this is called often, how does Dieminion not beat Chris on a weekly basis? His regular ass team seems like it'd do well against Chris'
 
The "hitstop" in Marvel is annoying. Throws me off entirely. Makes a lot of stuff look like it packs punch, but it is really jarring and off-putting for me.

Vergil combos are so jarring because of it. Everything looks like its chopping up.

No pun intended.
 
"Oh hey, Twitch updated their Android app. Let's see if it's better."

*1 minute later*

"Hmmm, looks like they reskinned it and removed the search feature that didn't work in the first place. So it's still bad. Great."
 
The "hitstop" in Marvel is annoying. Throws me off entirely. Makes a lot of stuff look like it packs punch, but it is really jarring and off-putting for me.
It has pros and cons. On one hand, it messes up input timing sometimes. But it also makes combos much easier to perform, and some combos seem to take forever to resolve because of all the multi-hit attacks.
 
It has pros and cons. On one hand, it messes up input timing sometimes. But it also makes combos much easier to perform, and some combos seem to take forever to resolve because of all the multi-hit attacks.
Yeah, I think the worst is when your assist is getting hit and your at SJ height or elsewhere. Even when you try to do something, it's telegraphed and players have more time to react to each other, notably the person punishing the assist.
 
What does Jill get off Vajra? Man if she could self OTG like Wesker she would be a big threat in the game.
Asked jsoledout(or something like that) on XBL. You get hit by Vajra, and then she dashes over to you(and she can get to you in the blink of an eye) and just Feral Crouches. If you neutral tech, SOMERSAULT! into free pressure. If you back tech, she teleports forward and mixes you up. If you forward tech, she teleports back and mixes you up.

Considering how her mixups work, it's very ambiguous and very easy to get hit. It's definitely not the same as getting a combo, but a Vajra hit does get her in and that's where she wants to be. Since tridash characters have an easy time escaping from her by being in the air, it's definitely the assist to use if you want a chance to catch them. It's less useful against some characters, though.
 
Asked jsoledout(or something like that) on XBL. You get hit by Vajra, and then she dashes over to you(and she can get to you in the blink of an eye) and just Feral Crouches. If you neutral tech, SOMERSAULT! into free pressure. If you back tech, she teleports forward and mixes you up. If you forward tech, she teleports back and mixes you up.

Considering how her mixups work, it's very ambiguous and very easy to get hit. It's definitely not the same as getting a combo, but a Vajra hit does get her in and that's where she wants to be. Since tridash characters have an easy time escaping from her by being in the air, it's definitely the assist to use if you want a chance to catch them. It's less useful against some characters, though.

This flies in the face of what I was told regarding Jill/Dante (Weasel Shot)/Strider a while back in the main thread. I was honestly surprised by the idea that she didn't like that duo behind her.
 
The "hitstop" in Marvel is annoying. Throws me off entirely. Makes a lot of stuff look like it packs punch, but it is really jarring and off-putting for me.

Have you played castlevania lords of shadow? I actually quit that game a few min. in because it had the most severe and annoying hit stop i'd ever experienced.
 
This flies in the face of what I was told regarding Jill/Dante (Weasel Shot)/Strider a while back in the main thread. I was honestly surprised by the idea that she didn't like that duo behind her.

Weasel shot doesn't really help you get in. She's better off with full screen horizontal coverage of some kind.
 
Hahahahah

I'm kinda [surprised] publishers never offer shit to Next Level. It clearly pulls in more viewers and is half as boring, but I guess they don't want to overwrite time for regular games.

Sega, Capcom, Namco and Atlus are in Cali. There there is NRS in Chicago, Illnois. Next Level is off in no man's land as far as fighting game developers and publishers go.
 
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