User:Kermalicious/Jill/Combos

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< User:Kermalicious‎ | Jill
Revision as of 18:40, 30 March 2025 by Kermalicious (talk | contribs) (→‎Team Specific Combos)
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Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Things to Test

2M5H xx 236M~H xx 22S~6 > 5MH4H works

6H > j.236L double overhead

Arrow kick confirm

236XX > X-Factor


CorkyJay Notated

(some normals)2H(4H/5H) > 236L > 22S > 236L > 22S > 236H, 22S~6, 22S~H > 236M > 22S~8, (j.H/j.S), 5S > jc > j.5M > TAC

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Easy Stance Launcher
Easy


2L5MH xx 22S~L > 5S xx jc > delay > j.5MMH xx 236L > land > 623L

When close enough you can add a 4H before the stance cancel to bring the damage to 323,300.

Max range 2M confirm
Easy


2M5H xx 236M~H xx jc > j.5MHS xx j.236L > land > 236L

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Midscreen BnB
Hard


2H4H > 236L > 22S > 236L > 22S~M > 22S~6, 22S~H > (22S?) > 236M > 22S~delay~H > 236XX

Needs testing.

Rejump Overhead Starter
Hard


6H~H > jc, delay, j.5H, delay, j.5S, rejump, j.5MMHS, land, 5H4H > 236M > 22S~8, j.H/j.S, land, 5H4H > 623M, dash, 623L

Needs testing.

TAC infinite
Easy/Medium


(after TAC up/side), j.5MMH > j.236M, land, 22S~delay~L > 22S~L > (repeat forever)

You can simplify the looping 22S~L input into 2S~2L.

Note: You must immediately cancel your landing into 22S for the infinite to work.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Comboing in Mad Beast

Mad Beast one bar ender
Easy/Medium


5MH > 6 > 5MH2H > 236M > 236~L > 236~M > 236~L > 236~XX

Team Specific Combos

Chris Mad Beast DHC
Hard


(Chris) 2LM5H6H > 214L > 236XX (2nd Grenade Launched) > Jill 214XX, 5H > 623L, (Grenade OTG), 236M

Chris's Grenade Launcher hyper must hit grounded to apply the capture state and allow for the follow-up.

Dante THC Throw Confirm
Medium


Throw, THC, ???, j.236H, ???

Land the j.236H after the last Dante shot to get a ground bounce and continue the combo.