DIE ALREADY! The Jill Valentine Combo/Strategy Thread

yeah its corner only, should have put that in the original. The arrow kick doesn’t combo otherwise. Though when out of the corner you can do the qcf :m: :h: jump cancel :h: :s: :m: :s: into air combo and end it the same way.

Correct, however, Tron’s King Servbot (it is called Servbot Surprise now, right?) combos at midscreent well. And Tron can easily follow it up for MUCH more damage. So there’s no reason to make that combo corner specific, and in addition the combo is incomplete (no King Servbot follow-up).

Not sure if it’s been mentioned yet but a small character specific not for modok in order to hit him with sommersault after 236M u have fc the kick. To be clear u have to do 236M, 22S, H. Not sure if there are other character u have to do it this way on but modok falls too fast for it to connect w/o fc.

Also xf3 needs it own specific combos most b&bs don’t work. A simple one I’ve been working on is: 2L, 2M, H, 4H, 236M, H, 9HS, 8[SMJ]x2, S, sj.mmhs, 263L does over 1.1 mil At least 1 of the small jump loops has to be neutral otherwise she’ll jump past them, other than that it’s pretty simple & kills most chars for no meter

Like I said my execution skill is a little sub par. but I have never had anyone survive the 815k by the time I get to pull it off. (my two most common characters I face being zero and akuma and I tend to have done a few hundred k getting characters in the corner) But what do you follow up servbot surprise with? I will probably go spend some time figuring something out. So far all I can add after that is down :h: foward :h:

I know for me, it’s because while :l::m::h:[FC]:h: isn’t overly hard to do in training mode, trying to use :d::l:,:d::m:,:h:[FC]:h: as a hit confirm is really, really frustrating. I’d happily use :d::l:,:d::m:,:m:,:h:[FC]:h: to start off combos, but then the second [FC]:h: seems to whiff consistently on a lot of characters, so I don’t know what combo I would actually try to do at that point.

I’m not big on Tron, but shouldn’t she be able to :m:, :f:+:m:, JC, j.:m:, j.:m:, j.:h:, :h:, :s:, j.:m:, j.:h:, j.:s:, :d:+:h:, :a1:, :f:+:h:, :qcf:+:atk: (I think it is :m: version), :qcf:+:atk::atk:/:dp:+:atk::atk:? Or maybe slightly less hits?

If you DHC as Jill Launches the oponent upwards, instead of at the end, King servebot hits at a height which allows you to do :d::m: after it, allowing for a newbie tron B&B, if not necessarily a full Clakey Tron B&B afterwards. I’ll post something later, but I just picked Tron up too, so it won’t be crazy effecient.

well after playing with it some more. I decided to still dhc on the last hit of jills raven spike. Because dhcing on the launch loses me about 45k damage from that last hit. I can connect with a :m: :f: :m: j:m: j:m: j:h: :m: :f: :m: to up the combo to 900k. Definite improvement I look forward to seeing someone taking the same idea and getting it above 1m. But for right now 900k with 2 bars and no xfactor is pretty good in my book.

Just picked up Jill and have no idea what to do for approaching people. Does she have any safe moves or good options? I usually have Task straight arrows helping me, but not sure what really to do.

haven’t had a chance to try it yet, but would this work?:

…srk+2atk DHC King Servbot, s.m, f.m jc j.mmh (land), s.m S sjc. j. mmhs (maybe just hs) (land) cr. h, f.h+assist (cold star works well, maybe dante/drones/i dunno?), qcf.l, j.hs (ground bounce, land) qcf.l, King Servbot, st. h, h. drill xx Lunch Rush

Jill’s combo would have to be without groundbounce, unless it resets ground bounces, too. So any jill combo that builds one meter and ends in Raven Spike could kill a character off no meter, right?

Or is there something I"m missing?

First, why waste 4 bars? Second, why use Ground Bounce with Tron? The “j.hs (ground bounce, land) qcf.l” part isn’t worth it, just cancel the first qcf.l into King Servbot or Lunch Rush and use the bounce with Jill.

Again, not a Tron expert, but even I was able to do srk+2atk DHC King Servbot, s.m, f.m jc j.mmh (land), S sjc. j. mmhs (land) cr. h, f.h+assist (cold star), qcf.l, j.hs (ground bounce, land) st. h, (forgot the h. drill) xx Lunch Rush and it did 1,200,000+ so, that’s all you need, really.

Well, it doesn’t actually waste 4 bars. It wastes one. You start with one, though, so if you pull it off at the beginning of a match, you should break even. If you omit the 2nd super, then you actually build meter, because the tron combo builds 2 bars. I mean, this is off the top of my head, since I haven’t had a chance to test it yet. You use the ground bounce with Tron because it builds more meter, that’s all. I dunno about you, but my Jill loves having meter for Mad Beast shenanigans.

Now that I think about it, you could prolly just do:

cr.m, s.h, h drill, s.m, f.m jc j.mmh (land), s.m, S, sjc j.mmhs (land, wavedash as needed), cr.h, f.h+assist, beacon bomb l, King Servbot, st.h, h drill

That should do enough damage to kill anyone, in addition to building meter. You could prolly also DHC off the King Servbot to Jill if you want to get her back in for mix-ups afterward.

So been in the lab with Jill and I’ve gotten a couple BnBs down. While i’m playing around I decide to mess with a couple DHC combos. Finally got down my favorite DHC into Dante’s devil trigger.

Jill:
:d::l:,:d::m:,:d::h:,:b::h:xxFC,:h:,:uf:,j.:h:,j.:s:, KJL,:m:,:h:,:s:, KJL, OTG assist,:dp::atk:+:atk: (Raven Spike) DHC the last hit

Dante:
From there I personally go into j.:s:,:dp::m:, j.:h:, j.:qcf::m:,j.:dp::s:, j.:s:, :df::h::h::h:,:f::h:,:s:+:atk:, j.:qcf::l:+:qcf::l:, :dp::m:+:dp::m:, :qcb::h:, :h:(mash), :qcf::atk:+:atk:(optional)

A large portion of the cast is dead before the jackpot super so thats usually a total 2 bars for 1 character and the Jill portion builds 1 bar alone (devil trigger negates any meter gain for dante’s portion). If you’ve got one more meter to spare for the Jackpot finish though, it kills the entire cast at 1,300,000+ damage. Jill doesn’t seem like much on her own but she’s definately MVP material for your team. I’m having more fun with her everyday :tup:

Nice, thank you, ive been doin a team with jill dante and ammy, and i like ur DHC glitch combo!

I am having this same problem. Particularaly against projectile using characters. Anybody got a cool approach?

For some fun check this:
Akuma (tatsu assist)/Jill (any assist)/Wesker (any assist)

:d::l:, :d::m:, :d::h:,:s:, JC, :m:, :m:, :h:, :s:, :rdp::atk:, :m:, :d::h:, :s:, JC, :m:, :m:, :h:, :s:, (X-FACTOR) :ub:, :qcf::l:, :qcf::atk::atk:, (DHC Jill) :dp::atk::atk:, (DHC Wesker):qcb::atk::atk:, :df::h:, :l:, :m:, :h:, :s:, JC, :m:, :m:, :h:, :s:, :df::h:, :a2:(Akuma Tatsu Assist), :dp::atk::atk:

2,200,000 Damage
Note: Must be at corner for weskers lvl3 to connect.

TL;DR Buttload of damage using Jills DHC trick.

Tried my combo, the hitstun doesn’t completely reset, so Imma prolly steal yours, Carpark.

How do you guys do the crouch cancel with jill =]

been working on some OTG assist combos and got some promising stuff! only problem is my execution is a little shaky so it’s really hard for me to put everything together to see if it works

:d::l::m::h::qcf::m: ~:h:, fcc~:m:, fcc~:f:, :h::s:, :uf::m::m::h::s: land :d::p::d::s: :dp: delay:m: (side switch) :dp: :l:

does 480K damage, always carries to the corner and looks cool :slight_smile:
you can omit the last parts after the OTG and go for raven spike for 540k

unfortunately scaling is so bad at this point that if you do :m: after the :dp::m: everything else whiffs

wonder if a modified pulsr loop will work…something like
:d::l::m::h: fcc~:h: :uf::h::s: land :h: fcc~:h: :uf::h::s: land :m::h::qcf::m:~:h: fcc~:m: fcc~:f: :m::h::dp::atk::atk:

I do it with wolverine. xx > raven spike > berseker charge > (bc berserker slash) x2 bcs j.bbc drill claw dive kick (or s in the corner) I do the pulsr loop into raven spike, so at the end it ends up at about 1.1mil damage for a net cost of 1 bar.

Dunno if any one has messed around with this, but summersault kick is jump cancelable into specials, like snap back. You can also cancel it into feral crouch via down up down s. Dunno how many of the kicks you can link in a row, but I bet you could get 4 or so of them in the corner.

Which cancel? Like canceling a normal into the crouch? THat’s just d,d+s during a move.