DIE ALREADY! The Jill Valentine Combo/Strategy Thread

Really stupid fucking newbie question… but how do you rapid cancel her somersault

so much combos here i dont know where to start and it takes forever for me to read them. what combo should i learn??

Rapid Cancel? You can Feral Cancel it if that’s what you mean. 22S~C~22S. If you do that there are some cool frame traps like, 22S~C~22S~B~22S or 22S~S~22S, 236B.

I usually buffer it like so 22S (feral), now during feral, (D+C, D+S (quick)) you will get it with a bit of practice. I find buffering it a lot easier that manual inputs, I hope that helps.

Am I the only one who feels? 22 S B comes out slower in UMVC3 It seems more of a frame trap in Vanilla.

It was never hugely good, I think it lost to 4 and 5 frame jabs.

Either way, my preferred start us usually Flash Kick>JumpCancel+Assist>Mixup.

Honestly, I only use Roundhouse (22S B) When I get a Happy B-day Midscreen, it’s more of a instinct (22S B is easy,sets up MGS, etc).

Not sure if this is already known but in the corner you can do j.S, st.MH, cr.H, b.H xx QCF+L xx FC, Roundhouse xx FC > dash UF > j.S, cr.H, b.H xx DP+M, st.MH xx QCF+M xx FC > j.S, st.H, b.H, S, j.MMHS, DP + L
Does 556K solo without meter and builds about 1.2 meter. Can push it to about 620K with an assist.

Also is it just me or does pushing jill’s damage past a certain point seem almost impossible without assists? i mean im no jill expert but pushing her damage over like 570K with no meter (or 660 with) just never happens for me, i tried a ton of different combos but they all seem to do similar damage in the end. Its still good damage but i thought given jill’s speed and wide variety of attacks she would be able to do a bit more damage.

Looking through this thread I see so much, what exactly is jill’s basic midscreen and corner bnbs?

I’m lazy right now and I need to go to bed, but this should help.

[media=youtube]l5yIGh5721U[/media]

thank you

Also, how does everyone fair against the trench coat brothers? They are my worst matchup, I just can’t play good dantes and vergils.

It really matters with Jill on what assist your using v. Dante and vergil and if it’s point v point, or Jill v Incoming Dante or Vergil. Dante is a relatively easier matchup now that his range has decreased, and hammer has less invincibility. With strider, Dante is perhaps a 9-1 Matchup in Jill’s favour.

Vergil on the other hand… Is a more even matchup, more like 4-6 in his favour.

What’s the max amount of damage this character can do solo, with 1-2 bars and assists? Can anyone think of an estimate?

Why do you feel Jill does so great against Dante? 9-1 is a pretty big gap against a character that practically does everything. Why can’t Dante just use st.M or st.L and swat strider out of the sky while possibly hitting Jill too?

Oh, I apologize. I was writing a post about Zero v Jill, which is a 9-1 matchup in Zero’s favour in another thread while I posted that LOL. I would say Jill v. Dante is like a 7-3 with Strider. Strider takes out the threat of j.Airplay or w/e his Chargeable air attack out, and eliminates most aspects of Dante’s meager zoning game. Dante HAS to attack Jill from up-close, and Dante’s 2L is pretty bad, L’s range got nerfed, making M the only way to go for jill.

While calling Strider, Jill can Arrow Feint into a mixup so that Strider hits on the opposite side to her. Even if hit, Strider will still confirm, or Jill will still confirm.

What if Dante goes devil trigger and spams vortex and lightning? Both moves will hit Strider as soon he touches the field and hit Jill. Yeah, Jill could use MGS on reaction to DT Dante jumping to counter lightning but that could end up really bad if Dante uses vortex instead. Are we taking into account Dante having an assist too? If so wouldn’t plasma beam, greyhound, etc + Airplay pretty much shut Jill/Strider down since Dante recovers in enough time to block Strider while Jill gets knocked out of arrow kick by an assist? Maybe I’m underestimating Jill because my Jill sucks but I see the match-up being 6-4 or 5.5-4.5 in Dante’s favor with Strider and without him its like 7-3 in Dante’s favor.

ya i also think its not a good matchup for jill, not just because of his projectiles but also because of his long range, dash > st.M can end up knocking jill out of a lot of stuff especially FC. Strider definitely makes this matchup better but considering dante’s massive move set he should have a few real counters to vajra. Jam session, DP + L, crystal should all work relatively well against vajra, its still not that bad in jill’s case because if he ever tries to do a full combo or hyper on strider you can always use MGS to get him out of it (assuming jill isnt also caught in the attack) but it still makes strider less useful.

off one starting bar, she will usually get just shy of 900, but it can go up depending on who is on your team.

So she can do basically 800+? Great, is someone willing to make a video of this?

i dont think you’re going to be getting any practical 800K jill combos that use 1 meter and 1 assist, with 2 assists its possible but you shouldnt rly be using 2 combo extending assists for jill imo because you wont have anything to help you get in. With 1 assist you’ll probably be getting about 700-750K, dont know about hard tag combos though.