DIE ALREADY! The Jill Valentine Combo/Strategy Thread

From anywhere on the screen, L, M, H, B+H, FC H, JMP H, JMP S, JMP M, JMP M, JMP H, JMP S, M, H, B + H, QCF + B, FC H into machine gun super is 720,000 + for any character.

In the corner, overhead to light knee to H, D + H, B + H , Arrow Kick, JMP H, JMP S, M, H, B+H, QCF + B, FC H into machine gun super is 790,000+ for any character.

And both are pretty practical.

Your damage is set to highest. Try it on medium.

So, one of the best ways to boost you damage in this game is to come up with a combo ender that will work pretty much regardless of hitstun scaling (ala Dante). So I tried to come up with something like that for Jill. This is what I came up with:

Basically:

OTG Assist>DashBack>236C>j236C>~
~>DashUnder>623B>623A
~>22S~C>623AA

Plus it looks very sexy.

Edit:
This best combo I could find using this technique.

Sorry about that. Default settings. o_O

Still, Jill’s damage is almost on par with Dormammu, Thor and Skrull BnB which is great.

She is no Wolverine, Viper, Dante or Taskmaster in damage potential but a tier below.

And once again, I’m lucked out of the combos.

I am sure, Missiles willn’t hit exactly in OTG position for the last part of it and I’m not changing Deadpool’s Quick Work for Katana Rama since Quick Work with Jill is dirty so, oh well…

Nice combos though!

their are certain combos that dont work on Author anytime she uses a flip move she tries to connect it with other moves.

You can totally do it with Doom (just tested it). The timing is, ~5C>4C+Call Missiles>S>jBBCS>-/>Missiles Hit>Double Bounce ender. In fact, this is probably the best overall OTG assist for Jill. Deadpools OTG is the only one that won’t work because it ground bounces.

Also, I just figured out how to break 1 million with Jill without DHC off one bar from midscreen. The best part is, is should work for alot of different teams including yours (Though for some combinations you might need a bit more than 1 bar to start with). I’ll get a vid up right quick here.

Edit:

Here’s that vid:

Nice video.

The opponent gets out on team super on mine though.

I just posted an different one that might work for your team (you’ll have to try):

Also, in the case of DeadPool’s super, you can’t do a jump loop, you only have time to do 5C>4C>623AA. So you have to start with a little more then one bar in the tank. On the bright side, Hidden missile OTG builds more meter then something like Samurai Edge or Seismo (slighty), so you won’t need much more meter.

Ultimately, its the concepts in the combo that are important, I haven’t seen people exploiting the properties of Jill’s move set in her combos, most people just go straight for the DHC glitch. This hurts meter gain, and restricts you team building.

Great work a lot better then my chris wesker combo.

You can THC with Wesker:
Untechable knockdown>A1+A1>22S~C>623AA

However, if the hitstun scaling is too high (and it probably will be), the machine gun will force them to tech out of Wesker’s Super. The plus side of this is that it might reset them due to the nature of Wesker’s flight patterns. At which point you can very likely continue comboing them. I’ll play with this tomorrow and make a vid if it turns out to be actual technology and not just theory.

Alrighty, this version will work with your team (Replace Viper with Deadpool and Happy Trigger!)

Also, thanks to this different approach to the wall bounce ender you don’t need an OTG assist. It goes:
~~~>S>jBBS>THC(Jill+Duration Super)>BackDash>236C>j236C>22S~C>623AA

You might even be able to stick an assist at the end for a bit more meter gain or damage, for example:

[INDENT=1]Also, thanks to this different approach to the wall bounce ender you don’t need an OTG assist. It goes:[/INDENT]
[INDENT=1]~~~>S>jBBS>THC(Jill+Dante[any duration super])>BackDash>236C>j236C>-/>Call Dante>22S~C~22S>623AA[/INDENT]
[INDENT=1]or[/INDENT]

[INDENT=2][FONT=Helvetica]~~~>S>jBBS>THC(Jill+Sentinel[any duration super])>BackDash>236C>j236C>-/>Call Sentinel>Dash Under>623B>623AA[/FONT][/INDENT]

Another option for following up post THC is:

~~~>S>JBBCS>TAC (Jill + Duration Super)> j236B>-/>22S~B~22S~C>623AA

Hopefully one of these will three methods will work for your team. They aren’t as easy as the DHC glitch, but they will work on non-DHC glitch capable teams, and they should still work in Ultimate.

This method will work with Proton Gun (for example), I know IM is a popular Jill choice.

Pretty good! I have both deadpool and dante on my jill team, and working with the bounce after THC is pretty cool.

Glad you like it. I’ve got more tech for Jill for you guys in the future too.

Hey so which arrow kick is better the one in normal stance or the one in feral stance. and which one is better in combos?

That depends. On paper the 236C one is better, it does more damage, it’s faster, causes a hard knockdown, etc… however it is extremely hard do combo off of outside of the corner. You can feral cancel the Feral B on hit (you can cancel 236C only on wiff), so you can always combo off it (fr.B~22S>6). It’s also really hard to combo into.

So, I think 236C is much better, but there are times to use 22S~B. For example, in my vid, if I’ve used the wall bounce, my ender becomes call OTG>22S~B(hit)~22S~6~623B~5A(reset).

Awesome thanks. Jill is definitely staying on my Jill(Arrow)/Viper(Seismo)/Doom(Molecular Shield) team

You can always just do Somersault into option select feral B. It gives you a hard hitting start as well as giving you a very nice block string. I think some characters can mash A between it (4 framers)

Could you explain the OS here… Maybe I’m being dense but I don’t quite get it?