DIE ALREADY! The Jill Valentine Combo/Strategy Thread

What are some of Jill’s best mix-ups after Throw -> :f::d::df::l: (Fallen Prey) ?

I typically find it better to avoid doing Fallen Prey just because she has more advantage after whatever hard knock down that came before it.

I remember reading that, in Vanilla, you could only keep the combo going after Fallen Prey using Sentinel Drones, Viewtiful Joe’s Shocking Pink, and Chris’s… something. Is this still true in Ultimate?

Yeah, you can OTG after. However, Assists contribute to Hitstun decay so you have to be a bit more tricky with it.

So none of the new characters can do it? (T___T)/

Nice to hear that some still work though! Thanks! :slight_smile:

Nope. Initially I thought Claymore could but it can’t,

Don’t worry, you can still OTG/ follow up with Arrow kick with alot of the cast

Ghost Rider’s Inferno assist OTG’s, but comboing after it is weird
Strider’s vajira is amazing
Hawkeye’s Up arrow can be comboed off of appearantly
Log Trap can allow some funky things.
Strange’s stuff is real nice, both Eye of agamatto and Bolts of Balthakk do a real swell job at follow up jump loops
etc.

Just picked up Jill least than 48 hrs ago. Already mastered the feral stance( I think that’s the name of the move). I’m having a problem linking 2H after 9S

Here’s the combo

5H 22S H 9H 9S 2H <— my hit rate is about 40%

I tried this combo on Zero, Doom, and Strider in training. I was able to land 2H on Zero most of the time. the timing felt retarded on Doom & Strider.

Just do 5H, 4H instead
or just one of them
or even easier, 5M, 5H

5H, 22S, somersault, j H, j S, 4H, 22S, somersault, j H, j S, blablabla
The 4H after landing from the first somersault seems to work the best for getting a second somersault, although the timing is a little tighter.

thanks, that really helped out alot.

For people who have the habit of launching after a ground magic series there is an easier way to do the j.236M than having to do an immediate j.H into j.236M.

If you delay your air combo then just do j.MMH xx j.236M it will connect and ground bounce.

This is of course not optimal but for people who are lazy like me its easier to go with since it starts with just magic series into launcher and you don’t have to react insanely fast after the launch.

Example: 2M, 2H, S, sjc, (delay till near top of jump), j.MMH xx j.236M, 5H, 2H, 236L, 236AA. about 540k depending on how guns hit.

Umm… You should be getting that much before you do the super, not after.

… 540k for a jill combo isn’t good. at all.

For j.236 to ever be used in a combo (besides after Arrow kick shenanigans) , it should only be used on larger sized characters after a somersault single jump loop.

Did I do something wrong. Why is everyone so mean. I mean other people posted combos about the same damage and meter usage and they didn’t get flak for it. Moreover, few of the combos start with magic series into launcher. Is it because I’m trying to open the doors to people who don’t want to do feral crouch cancels. I even went through the forums and this is normal damage for an assistless combo.

Maybe I was expecting too much. I thought people would say “that’s neat Searingfang,” and pat me on the head and give me a treat. But no, I get “Your combo doesn’t do enough damage.” Also I bet one of them slapped their monitor in disgust.

I should clarify though. The combo I used as the example is the combo I use when playing because I’m a lazy sack and I go for slides a lot. The post wasn’t necessarily to show the combo it was the knee drop that I wanted to share.

So let me cheat a little and pretend I can start this in anyway I see fit.

j.236H, 5H, 2H, 4H, S, sjc, (delay), j.MMH xx j.236M, 5H, 2H, 236L, 236AA. 604k.

Yay me, also you get about 570k starting with a jump loop on characters that you can jump loop.

FlyingVe’s comment does remind me though if you have no meter you relaunch, air magic series and fallen prey. This has poor damage of about 400k depending on what you do before the relaunch.

You didn’t say anything wrong, but the combo you posted just isnt very good. The ones you saw us talking about recently were doing that damage on no meter, no post super.

No offence intended, but when you post a bad combo, praise is not what you should expect, but don’t confuse that with anger, no one is mad or dissapointed. We just don’t spend time worrying about lazy combo’s.

Also, you can jump loop every character in the game.

Lastly,after a knee drop you can go straight into 5C, 2C, 4C, 22S~C, and then go into whatever post flash kick combo your team prefers. For my team, it would be 3x jump loops into bounce OTG ender for around 770k.

k i guess i was being overly sensitive

The best I have been able to do is 656k with one meter. Its fairly easy tho im trying to get 700k out of her but its not happening.

We need some jill combo vids.I never see any.

I’ve finally got my new computer, so, I guess I can work on one. I could use any ideas that you guys have though. If I’m gonna make one I want to cover all the bases that we can come up with.

I’ll do my best and try to come up with something. I’m pretty bad at creating good combos. All of the combos I use came from you, pulsr, or nonsexualrice.

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