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No. 141684
I just bought Jill and Shuma, my initial thoughts:
>Jill
Remember that BS Seth fed us that they nerfed Jill because "she's got a lot of hidden tech, it's just that no one has found it yet? I'm starting to see what he means. Hitting down twice then launcher will put you in feral crouch, a move that allows you to zip along the screen with invincibility like Wolverine's berserker slash. It even automatically goes into feral crouch after some of Jill's moves! This means that Jill can do a nice combo on a character and end with feral crouch and, instead of continuing from that point, use feral crouch to quickly zip in front/behind/near the opponent for some particularly nasty resets. A favorite of mine is locking the opponent down in the corner, calling an assist, then zipping behind them and forcing them to make a 50/50 guess on where the next attack is coming from. Jill is actually a reset character/mixup to the extreme.
Her three specials are machine gun spray, raven spike, and mad beast. Machine gun spray hits OTG and has Jill spinning around and hitting everything on the screen and destroying all object projectiles on the screen (hidden missiles, sentinel drones, modok bombs, etc.), but it does little damage. Machine gun spray is more of a "get out of jail free" special instead of a pure damage special, with you DHCing out of machine gun spray into another character. Her other special is Raven Spike, which does more damage and also allows you to DHC. If you're looking for pure damage Lv1 hyper, this is the one to choose, it also has a surprisingly large hitbox.
Mad Beast, Jill's level 3 Hyper, is like Feral Crouch but constantly on. Jill is able to do mad beast dashes along the ground all she wants and is allowed three in the air. She cannot block during this mode and her damage output is not increased by Mad Beast. There are a lot of neat things you can do for what first appears to be a gimmicky level 3, which I've put at the end. Unfortunately Jill's is bogged down by low health, high execution standards, some little damaging specials, and low damage output on her own. Someone like, say, Wolverine or X-23 can simply do what she can without the dedication Jill would require (a berserker slash with an assist call is infinitely easier than an attack canceled by feral beast with assist call, and lets not get started on how brain dead easy Wolverine's combos are in comparison to Jill's). In addition Jill desperately needs assists to get in. She has weak anti-air options and air combat in general is sorta meh, so an assist that can help cover her like a Doom's hidden missiles or Sentinel's drones is a godsend. In fact you may not want to go in the air at all, as feral crouch can go through beams due to invincibility frames. Another good assist choice for her is something that OTGs, I prefer using Wesker's samurai edge OTG assist.
>tl;dr: Jill is a point character with large execution requirements and immense mix-up and reset options. She's very hard to crack open, but once you do you'll realize she's one of the funniest to play in all of UMvC3.
>Shuma
Still experimenting, will report on later
MvC3: Jill Mad Beast Basic Loop
>A basic loop of Jill's Mad Beast combo, note that this basic loop can be repeated ten times.
Mad Beast
>Guarding and advance guarding is apparently useless against mad beast, add in beam assists and side switching shenanigans and suddenly the chance for a huge combo becomes high.
Mad Beasting Chip
>Mad Beast's chip damage via arrow kick is immense, using these tactics you can actually kill Thor on chip damage alone.
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