DIE ALREADY! The Jill Valentine Combo/Strategy Thread

Try jumping straight up instead of u/f (up/forward).

Hmm, after rewatching those videos, that makes sense, especially because when I do it, it looks like Jill is definitely moving forwards too far even though input display shows an upwards arrow instead of a diagonal one.

Alright guys, it happened to me AGAIN in ultimate, and I’m pretty sure if I find a way to combo into it frequently it could change the way peuople play Jill and add alot of damage to her game.

I was fighting Nemesis and I Did an arrow Kick, but before they hit the wall, I was able to combo off of it with a jump loop. I had no clue at the time, so Instict just kicked in. IS there some trick/tech to combo off of arrow kick without using the Wall bounce taht you guys know of?

Well, I know the 22S~B is only an attempted wallbounce. Don’t know about arrow kick though, or how yu beat the wallbounce.

Can you give me the approximate inputs or moves you did?

I was going for a normal Jump loop, but I wasn’t paying attention so I went straight to arrow kick after the beginning.
j.HS,M,H,2H,4H, Arrow Kick.

I meant after the arrow kick. Did you just do jB?

Yeah, straight into it. It was instinct/reflex if anything.

Was the opponent doing anything unique? Like getting up from a knockdown or otherwise teching?

Nothing Unique besides Jill actually “following” her opponent. I guess you can say she didn’t do the Bounce back she would of done if she did the wall bounce. No tech either, I was able to finish the combo with a Raven Spike.

Hmm… i was trying to go about duplicating it via meaty hits… You don’t have any other details do you? About how you or your opponent were positioned?

Sorry, that’s all I got. When I get back home, I’m going to try and do it again myself.

I don’t know if this is the same thing that you guys are talking about but rarely when I hit an opponent with arrow kick, jill wont bounce back and instead follow them to the wall. This only happened to me in vanilla and only about 3 times. I have no idea how to duplicate it.(or I forgot) I didn’t think much of it back then.

Can’t figure out for the life of me what would kill the “flipping back” part of the animation…

[media=youtube]QDNzPFgUTNM[/media]
Does it look something like this?

I googled it and surprisingly I found a video that has a similar setup to mine with it and ironically enough, it’s pretty recent!

The Jill combo takes place at 1:20.

Alright. I’ve got it now. Now I’ve just got to work on setups and to see if it’s worth it.

I just tested it myself. It seems To do it, you have to be really deep inside the opponent’s hitbox, that’s probably why he started the combo with j.HS.

I’m going to check next if it works on everyone.

If you guys have any good combos or resets let me know, im especially interested in resets because im tired of just going for the usual hard knockdown > mixup, i need something less obvious.

For now il share what im already using:

Combos
1- [starter] xx somersault, j.HS, b.H xx Somersault, j.HS, j.MMHS, st.H b.H S, j.MMHS, THC(dante).
Does over 510K meterless (without fallen prey), about 870k with a 2 bar THC (including the follow up after the THC). Works anywhere, doesnt use up any bounces, builds 1.2 meter before the THC and should work with most starters as long as you dont use cr.H. Also if you dont want to launch and instead want to do the usual cartwheel into somersault then you have to skip the st.H and go straight into b.H xx cartwheel.

Corner combo
2- [starter] xx somersault, j.HS, cr.H b.H xx flip kick xx FC, roundhouse kick xx FC, command dash forward, st.H xx Ensnarement, st.MH b.H S, j.MMHS, THC.
870K

Meterless version: After the ensnarementst.MH b.H xx cartwheel xx FC, command dash UF, j.S, cr.H b.H xx Ensnarement, Fallen Prey.
570K

The tricky part is connecting the st.M after ensnarement, ive tested it out against a lot of characters and you have a bigger window against floaty characters, basically any character thats about female size or smaller (except wolverine), most average size characters have tight timing except for nova, IF and dante but its still not too hard. But so far the ONLY character in the game that this doesnt work on is tronne (can only do st/cr.L) but it works on everyone else including modok. Other than that the combo is pretty easy.

I just figuired out this reset today so i havent been able to test it out yet. Requires the corner and to save up a ground bounce (probably works with an OTG assist too). End the combo with cartwheel xx somersault xx FC, somersault pushes you back on hit so if they forward tech you can catch them with a 2nd somersault before they get out of the corner. Against back tech you can go for the usual command dash mixups.

^ A great but really simple reset can be done in corner during the Jump loop. Once you finish the second series, you Feral Command Dash neutral Up+S and start the whole series over again.

For your second Meterless combo, in corner you can ensnarement a second time after the St.M, then leadup the Fallen Prey.

im pretty sure that doesnt work, there’s a ton of HSD at that point so st.M will just force a tech. The only way i can think of for extending it further is to follow up ensnarement with a launcher into j.S then fallen prey, but that only works against the “floaty” characters that i mentioned