DIE ALREADY! The Jill Valentine Combo/Strategy Thread

Although not completely optimal, I like to do Jump loops. Jump loops are good because you can hitconfirm from ANYTHING, and you can Reset anytime during it, and even After it, whether it be Raven Spike or MGS. Offline, I like Flip Kick loops. There’s Pulsr’s Loop which is still doable in UMVC3, and it deals pretty good damage.

M,H,2H,4H,22S,Somersault,j.HS,[j.MMHSx2],H,4H,Cartwheel,22S,Somersault, MGS/Raven Kick.

On Sentinel/Nemesis I just do her Ensnarement Loop for 800k.

Sometimes I just use her " The works Works" into Feral Crouch Wall Bounce 22S Cartwheel,22S,Command Dash,H,2H,4H,Flip,Raven.

DO NOT FORGET THAT DOUBLE CARTWHEEL CAUSES A FORCED BACK ROLL. IT’S EXTREMELY DIFFICULT TO BLOCK. IF you feel like you can’t complete your BNB, you can easily do a jump loop into double cartwheel into feral crouch mixups.

Ok thanks!:slight_smile: what does 2H 4H and 22S mean?

on your keyboard look at the number key pad, 2=Down, 6=Forward, 4=Back, 8=Up, 3+=Down/Forward ect…

So to do raven spike super with jill it would be 623+L+M or two main attack buttons of your choice, L+H ect…
Or her Arrow Kick would be 236+H, I hope this helps.

Cheers!

Actually they can still tech forward, using two ground bounces in a combo just makes neutral teching impossible. Although this is still a legitimate strategy because it’s basically a 50-50 and whatever way they tech will probably result in them at least blocking an assist for free pressure.

NonSexualRice, I’m having some difficulty understanding the combo that you use with Strider’s Vajdra assist. Basically the point of contention is, when you say you’re doing “j.MMHS MMH Call Strider S Arrow Kick…” are you doing j.MMH calling strider and doing a grounded S or do you j.MMH call strider and then doing an air S. I’m just very confused how you can link Vajdra off of an j.S.

This is the combo I’ve been doing since I can’t seem to understand how your bnb operates:
M 2M H 4H 22S H j.MMHS j.MMHS S Call strider Arrow Kick Double Knee Drop… (basically I’m doing 2 full jump loops and then launching them into vajdra where I tiger knee input the arrow kick and go from there)

So I was hoping you could explain/elaborate on the workings of that part of your combo, and if it works midscreen as well (like if I start with my back to one corner, will it still work?) if there’s a video of you somewhere of you doing this combo, that would also be much appreciated.

Ohh! thank you i understand perfectly now :).

Your doing a GROUNDED S, but calling him in between the small delay beween The H and S. It works midscreen as well, but you have pay attention nd time the DKD H right Since with the jump loop your bringing them closer to the other corner anyway… Therefor, your hitting them straight up into the air, then vajira hits them straight down–> Arrow kick.

I’m pretty sure after all this time doing it that there’s ways to extend it besides Arrow kick, but it’s the most reliable.

Here’s a very simple BnB I use that doesn’t need an assist, works on the whole cast and does 676,000 damage:
Out Of Luck!: The Jill Video Thread

You can omit the first 2 jumping hits if you’re starting it off on the ground… dood!

Jill dhc into vergil - Best damage for lowest meters used, what kinda combo you guys thinking =)

Hey has anyone figured this out yet? I was experimenting with Jill resets the other day and I found out that if you Feral cancel her cartwheel kick (just press S when she’s in feral stance as fast as possible) and then do the forward H overhead as fast as possible, it’ll cross up. I’ve found that if you delay the timing, it won’t cross up so it could be used well for mind games since the cross up portion seems to be really ambiguous. Viable at all? Sorry I don’t have video footage of this, I don’t have capturing equipment and my video camera kind of sucks so maybe someone will be able to get footage of it?

I’ll try making videos of this even tho I’m going to focusing most my time on trying to break it off with Jill and pick up Chun Li… T_T

i dont know about this setup and i wouldnt rely on it either because i dont think it will work against most tech options. What i do know is that a regular dash > f.H will cross up some crouching characters, it doesnt if the character is too big. Only problem with this is that i THINK that the f.H doesnt always hit, like sometimes you go over them but you land on the other side without actually hitting the other character. Only way to fix that is to cancel out of the overhead into DKD L, it will become a slower overhead if the f.H doesnt hit but you can still use it as a mix up. Like do f.H earlier in the dash to avoid a cross up, or do it rly up close but cancel it into DKD before you cross them up. I havent used it in a real match myself but it should work pretty well if you occasionally throw in a fake cross up.

Dang, I totally forgot about tech rolling (still used to SSF4 AE mentality… -_-). Better configure that to random in my training options before experimenting with resets again. I’m just trying to find a use for F. H overhead because it seems like there aren’t very many applications for it. Thanks for the info though, I’ll try using the overhead more often with the double knee drop in mind.

You can also, F+H, Feral+L, 22+S, Somersault if you think you’ll be slightly out of range. You can also just straight somersault after, but at times this can have a tendency to whiff (even more so online lol). So I usually go for the first setup i mentioned.

Kinda random but.
Yo Dunamis, up for some matches? GT’s in sig,

:frowning: Im only on PSN, sorry bro. Had some matches with a friend today at the crib, he’s trying to learn viper.

He might bring a friend through this week for some games, so I’m kind of glad I’m getting some offline games for once, it feels so much better with Jill. I played pig again yesterday, he is so godlike with that modok. He’s helping me out in my attempt to learn him, he’s a good teacher imo.

Nice to know. Sucks :frowning:

Anyway, I have a quick question about my Jill cornered Bnb.

SO pretty much if jill is cornered i ues her Feral Crouch round house BnB, but I’m wondering if I can extend it a bit more.

M,H,2H,4H,22S,Somersault,22S,Roundhouse, 22S, Dash, Flip Kick,22S, Cartwheel,22S,Somersault,MGS.

I’m wondering if I could add a Somersault after the Dash and cancel the Somersualt into a Flip Kick then into a cartwheel.

are you just talking about regular corner combos or is jill the one in the corner?

Jill’s in the corner in this one and is carrying them to midscreen/near combo.

The Roundhouse is basically being done from midscreen.

EDIT: Woohoo, it’s possible and the timing is pretty lineant. Does 661K and can be done with a MGS at the end as well.

Pretty sure I can extend it with at the end with an extra SomersaultxxFlip Kick–> Somersault after the Cartwheel to do 700k! :slight_smile:

i usually just go for ensnarement to put them back into the corner.

Jill’s breaking another one of my controllers =/

Fortunately she can do 700k Solo now and probably more if I added in a j.HS

s.M,H,2H,4H,22S,Somersault,22S,Roundhouse M, 22S,Command Dash Forward,22S,Somersault,22S,Flipxx22S,Flipxx22S,Cartwheel,Somersault, MGS.

The trick to get the MGS and second Flip kick to actually hitconfirm depends on how you catch them in the somersault. The earlier you can 22S–> Somersault–>22s, the better for the flip.

To prevent them from teching out the flip kick, 22S–> CARTWHEEL as fast as you can. If you’re doing it right, you should be hitting their feet with the Flip Kick and Hitting there legs with the cartwheel.

The timing on it isn’t as lineant as the first combo, and can be done with minimal Modifications on the timing on Shorter characters. Hefty (not necessarily big) characters are best to do it on.

700K for One Bar? Yes PLZ!

I really don’t like ensnarement because depending on hitstun, your options are really limited. I just got straight into stuff