DIE ALREADY! The Jill Valentine Combo/Strategy Thread

Ah K. Didn’t try the combo yet, so it was all theory lol, there’s also the Command Dash–> Ensnarement H reset. The only problem I have with Ensnarement H reset’s is that you have to combo into a L to follow it up. You can FH, and reset them again, but that’s risky against players who know how to counter the Overhead.

So what is Jill’s Overall strategy/Playstyles ?? I’ve honestly never fought one before and I’d like to pick her up just for something different. ( Tired of Nova )

Th jis of it is to get somebody stuck under an assist. At that point there isn’t much they can do to avoid getting opened up.

The big thing with her is that she is best played very patiently. Unlike the other rushing characters she doesn’t have the best tools to “get in for free”, she does however have amazing tools for playing a more patient game (flash Kick, air normals, MGS), and protecting/synergising with assists (MGS, FC). She is actually somewhat similiar to Viper in the say that you really just can’t punish assists against her.

Her big con is that she is very demanding of her team. A jill team is a Jill team, it’s not just good characters hanging out and the other two characters are not the focus. So you have to put alot of thought into your composition, and quite frankly, there aren’t all that many choices.

I was actually thinking of making a Viper team (Team You cant block this) too but thats for another forum …

But Damn, Im a very impatient player ( really need to change that ). So is her main goal to attack opponents coming at her or her going after them??

It actually depends on the situation. The goal is just to get them to block something, because at that point she can trap them under an assist.

If she has them cornered her feral stuff makes getting her off a nightmare as pushblock does work well.

I play Jill with a passive approach. Definitely aggressive, but rather than just trying to force my way in, I’m more looking to shut down every way they have to escape, Jill has an alarming number of tools to straight counter other moves.

Also, her snap game is brutal.

See that sounds interesting, I want to play a team thats not just all about ToD’s. So I assume a Lockdown assist is definitely necessary. With her having the invincible feral dash ( correct me if Im wrong ), does she need a get in assist like a beam of some sort?? My ideal goal is to have a team of characters I’ve never used. Im thinking Jill , Dante ( Ice Assist ) and Strider/Doom ( Vajra / Missles ) to keep people on the floor.

But then I think maybe a meter building assist for the last one so I can do alot of super punishing Like MGS into Devil Trigger etc. Not too sure which would work best.

Don’t use his OTG, use his Lockdown assist (jam Session) or Mixup oriented assist (weasel shot).

Strider or Doom is solid though.

Meter builder assist isn’t necessary since Jill doesn’t burn meter, most of her combos are meter positive or meter neutral.

Jam Session really improves her Lockdown game, and makes the lives on incomming character total hell.

I’m going to put it honestly and bluntly, if you can’t learn to 22S–> Somersault on reaction to defend yourself against rushdown, you won’t be a very good jill player. You NEED to learn to abuse somersault

Somersault and MGS are so retarded good…

And yea SexyRice is right, Dante’s OTG assist blows for Jill. I mean it works, but to use it to OTG you have to cut your combo’s way short to give it enough time and it’s too slow to give you combo’s off light Knee Drops or airthrows which are the main reasons I harp on the OTG thing so much.

My double bounce and raw tag stuff is really just icing.

Ah You have a video on Jill?? I have to watch that. Is Jam session good though?? Doesnt it pop you up??

Sounds easy enough. Practice makes perfect =D

You can follow up after a jam Session hit with a jump loop, S, or Flash Kick into jump loops. Jill’s normals are actually pretty good.

My vid is here. It focuses more on character synergies than on general Jill play (after all, exciting, flashy tech is kinda my thing):
[media=youtube]d2VonBjuqRc[/media]

I might make more in the future if I can fill a whole vid with a singe topic. Debating doing one on some Kara tricks but I have to finish my research first.

Wow completely forgot about that video. ( Good Stuff ). Are her Feral Dashes 100% Invincible??

not even close, FC has 10 frames start up, after that the command dash has 9 start up frames and 7 recovery (16 total), its invincible from frame 9-14.

Cool thanks for the tips everyone. Gotta hit the lab and learn her BnB’s. Hardest part is always learning how to move the character. I can already see the large amount of loses coming my way lol.

Thanks again!

So what are some good things to know when learning Jill. Maybe some Tricks or tips against certain characters or something.

1)j. MMHS 24/7 on Sentinel. That shuts him down.
2) Learn to somersault on reaction
3) Mash 22S and Dashes don’t forget she can Up fwd dash for overheads, that’s essential to her game plans.
4)Assist+ 4H–> Up fwd Overhead is a godsend. Abuse it.
5)Learn to “Triangle Dash” Reset. Forward–>Up/Backforward Overhead–> Combo.
6) Learn to reset in the corner. Set yourself up for back and forward techs. Watch out for neutral ones.
7) Feral Crouch M is a nice frame trap, 22S overhead afterwards.
8) Abuse MGS. Seriously.
9) All of her moves cancel into Feral crouch, refer to 2 and 3.

CHARACTER SPECIFIC INFO

  1. Bait out haggar’s lariat. on Incomming haggar, he usually pipes first, Punish it. When they wisen up they are going to try and punish Somersault with Lariat, Bait it and go back into Feral crouch. Haggar will use his Special now, Punish the latest frame before hit with somersault.

  2. Wesker’s a pretty easy matchup. Watch out for dash canceled normals, 22S overhead works wonders on him.

  3. When vsing Trish, RUSH HER THE FIRST SECOND YOU GET. If that fails and you have no anti air assist (vajira), switch out.

  4. when vsing Zero, bait out a Command dash H pizza cutter and punish. Apply pressure, don’t let him get a midscreen or fullscreen distance away from you.

Ok thanks I was having trouble vs zero and i didn’t think she had an answer for him. Question about 7, mind elaborating on that one.

So do you wait around patiently in a neutral stance and then 22S dash in at the soonest safe opportunity to do so and then go wild with the assists and dashes? Or should you usually be in Feral Stance?

How useful are Arrow Kick and her command throws?

It depends on who you’re facing and what you think they’re about to do, if they’re using a character that has projectiles with a lot of active frames and/or takes up a lot of space then its not a good idea to overuse FC when you’re out of range, usually it would be best to block/avoid their projectiles or call your assist and then use the command dash.

Arrow kick can be used to move around the screen by doing arrow kick xx FC, its too bad that you cant get anything of it on hit without very specific assists.

Her command throw is one of the worst in the game sadly, it has decent range and slow start up but the worst thing about it is that it gives you a very small window to follow up. It’s only possible to follow up with a st.L and even then the timing is pretty tight (far from impractical though). That being said it becomes pretty deadly if you use it with her command dash, you can cancel out of a command dash at any point into a special or hyper, so if you go into FC and just input the DP+H motion (which starts with a forward input) you basically get a half screen command grab. So even though the move itself kinda sucks, the fact that she has it along with her other rushdown tools makes it effective.

Jill’s usually in FC. When I’m not in FC I’m comboing or blocking shit.

Get used to up Triangle dashing. 6 dash 96 dash S.

It’s a great reset, mixup tool actually. Like you said, it’s more or less a kara’d half screen grab, that I honestly don’t use enough. It’s great to use when your opponent starts respecting Jill- they never see it coming.

The L follow up to me isn’t THAT bad. You can always start a ground string combo then go into her forward H and reset.

see i was just gonna say dont feel compelled to constantly be in feral stance cuz her movement is so unsafe and shes so fragile.


i dont know guys, i’ve played this character longer than any character in the game with the possible exception of she hulk, and i know jill is good and im not saying shes worse than im thinking, its just that i still feel like i dont understand how to use this character at all.

i have her movement down, i have a shitload of mixups/TODs with different partners, etc. but if i spend a few days with any character i can be pretty competitive with them in my circle of friends. yet im approaching a year with jill and i still feel completely free with her. i get bodied by randomness so goddamn hard its ridiculous. i practice so much with her and the dumbest stuff still beats me in matches. its not matchup specific things, its not the people-im-playing specific things, its just like i know whether i win or lose jills gonna eat it hard. for every one match jill ocvs there are a dozen where she dies and barely contributes. not to say that i dont win a lot of matches, but for the amount of time i spend with this character and for how good i think she is and considering i’m “better” than the people i play, i feel like i should be running trains on people all day and half the time jills the first dead character in the match (and then i angrily stomp all 3 characters with whoever comes in next).

(and you cant say its because im reckless cuz she hulk is borderline my main at this point so you know im used to hardly ever being ALLOWED to push buttons…)

on paper i still think jill is nuts in capable hands and so i try to live vicariously through people more capable than me. but then i track down jill tourny matches and i see jills getting bodied and carried by other characters and im like wtf. wtf is going on? this character is so good. why does she get blown up so dramatically, so often?