DIE ALREADY! The Jill Valentine Combo/Strategy Thread

hitstun wise its not that bad if you know how to follow it up with st.M consistently, but i think it adds extra damage scaling if you use it at the start of the combo.

I usually do cr.MH, b.H xx Ensnarement, st.MH xx flip kick xx Roundhouse xx FC, dash forward, st.H b.H xx Ensnarement, st.MH xx Cartwheel xx FC, dash up j.S, st.H b.H Launch, j.MMHS.

What do you usually follow up with after your j.MMHS? I hate doing air magic series because jill can only end it with MGS, and for maximum damage off an OTG it’s usually spacing oriented.

depends on how much health they have left, if they still have a lot of health left i go for a THC (this is team specific obviously). If they’re almost dead i just call assist + MGS, still doesnt get as much damage as somersault xx MGS but the assist helps you squeeze a bit more damage out of it and the combo builds more meter compared to the traditional cartwheel > somersault xx MGS. That being said, if you go for the assist + MGS you have to be sure it will kill them because you cant DHC after it.

Can you post a video of this?? =)

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I gotta try this out when i get some more time today, playing mags offline with friends is like a god sent lol.

I use Jill(Y)/Dante(Y)/Wesker(B)

My main bnb with jill(corner, and carry to corner) is:
M,H,2H,4H,22S, Somersault,j.HS,[j.MMHSx2] H, S, j.MMHS, call wesker assist, dash back, 236h, j.236H, 22s, somersault, raven spike super, does only 662k

and my alternate is
M,H,2H,4H,22S, Somersault,j.HS,[j.MMHSx2] H, S, j.MMHS, call wesker assist, Raver spike super, dhc to dante devil trigger, 3CC, stinger, wall bounce Bold move, hammer, volcano-Beehive, stinger, bold cancel, jetstream, mash H, million dollars. does 885k damage

i will appreciate it if anyone can suggest better effcient combos for jill with the above assists :slight_smile:

ok so this seems to be main bnb from what i see

M,H,2H,4H,22S, Somersault,j.HS,[j.MMHSx2] H, S, j.MMHS

you can follow with w/e on last part

i was having problems doing this on sentinel, he falls too fast? is there a variation for him or timing is wrong?

there are some more damaging combos but the difference in damage isnt that big, your main problem is your ender. Instead of doing arrow kick > DKD > somersault xx hyper you should raw tag into dante after the DKD then just volcano > beehive xx hyper. Should do like 700-750K with your current combo, just make sure to pause for a second before raw tagging so that dante doesnt hit them out of the ground bounce as he’s coming in. Alternatively you could do THCs since you have dante but i think there’s no need for it if you can do the raw tag combo, it does about the same damage except unlike the THC you’re not forced to spend all the meter you have if you dont want to. That being said going for the THC might be better if you cant do the raw tag combo (in case you already used up one of your bounces earlier in the combo).

Yea the raw tag to dante’s volcano-beehivexx hyper does 755k for me(mashed of course)

Thanks :stuck_out_tongue:

It seems like Jill + Dante + OTG is some sort of 3way BFF :\ Unfortunately I don’t use any of those characters. :frowning:

nah not rly, with a team like that you’re giving up a good horizontal assist for jill, weasel shot doesnt go full screen which is something you will definitely want when playing against zoning. Also i dont think that dante gets anything out of that team, nothing to cover his teleports and OTGs arent rly good combo extenders for dante (other than hidden missiles). This team is ideal only when it comes to jill’s combos but thats the least of her problems imo.

Ya I don’t really condone using an otg in the 3rd spot for any team, just because it makes it a huge pain for the second character to do any work (usually). Jill/Dante/Strider is the team I’ve been using, seems to have good combo potential with the hard-tag Dante shenanigans and Vajra is useful for both people as an anti-air/combo extender. Typically at the start of the match I usually call Strider and do an Arrow Kick>FC to get an offense started, mix-up from there. Also Jill can do MGS while calling weasel shot to create an opening, or DHC MGS to devil trigger if she’s getting destroyed. Also, Dante can make use of arrow kicks by teleporting behind the opponent while calling it, not really the best mix-up but at least it’s kinda safe and pretty hard to read. And anchor Striderp is just retarded :stuck_out_tongue:

Was gonna post the archived stream of a tournament I was in (took fourth) for top 8 players in Winnipeg, but they didn’t have DLC so I was forced to pull out my fraudulent Spencer :frowning: Oh well, maybe next time.

What are these, exactly?

I’ve just been doing
(L,M,H,2H,4H,22S,Somersault,j.HS,[j.MMHSx2],H,4H,Cartwheel,22S,Somersault, MGS/Raven Kick)
or some other variation of that to compensate for mild degeneration depending on how it got started (usually off of a dash cross-up L, dash overhead S, or just plain Somersault). Sometimes I like to use the medium grab move to put them in the corner if it’s close enough to my butt because I adore the corner with Jill, and if it’s close enough I can still follow it up with S or st. M.

Does Jill have anything for a similar cost that does significantly more damage than this? I mean, this is already great damage as is. I’m assuming there must be something good involving her arrow kick or feral M wall bounce moves that only work in the corner seeing as how the bad guys seem to not bounce against the wall after the latter move without being in the corner for some reason.

Start Combos with j.S–>Cr.M, or Cr.M/S.H. Using L in your combos kills your damage.

My main combo right now is

j.HS, M,H,2H,4H,22S,Somersault,22S,Jumping Roundhouse,22S,Dash,22S,Somersault,22S,Flip,22S,Flip,22S,Cartwheel,22S,Somersault,MGS/Raven.

Does 700K solo and builds a bar or two. Timing is a bit strict.

The thing about Flip Loops is that it is a permant solution to one of Jill’s advance tactic’s largest flaw: Comboing afterward a Double Somersault. What a double Somersault is, is canceling your FIRST somersualt’s last Invincibility frame into Another, extending the amount of time she’s invincible for. Usually Comboing after a double Somersault was character specific, since many characters have different falling times. However, The Flip loop makes comboing off a double somersault possible on all characters.

Jill has a couple Corner combo setups and a WHOLE lot of resets. Infact after Raven Kick, you can Reset them with the easiest 50/50 in the game. Right after Raven Spike 22S, and depending on your opponent’s roll, dash in that direction, and go off there.

Off your Jump loop Midscreen, after the second jump loop (after the final S), DROP IT and 22S–>Dash Forward–>22S. Somersault for another reset, or backwards. If your opponet is a good blocker you go for the Dash forward 22S Overhead.

Another Combo in the corner with her Wall bounce is
Cr.M,M,H,2H,4H,22S,Somersault,22S,Jumping Roundhouse, 22S,8,j.[MMH]S,H,2H,Cartwheel,22S,Somersault,Raven/MGS.

Use an assist to extend your jump Loop into a Arrow Kick–> Double Knee Drop,22S,Somersault,etc.

I wonder if a Jill and Vergil team is possible? I’m still having trouble with who a third member will be, could be wesker. anyway, how is the Kurushii Jump loop and small jump loop done, from a Feral crouch cancel? I’ve been trying to do it in training, and having trouble with that. Any tips?

Jill/Vergil/Doom is pretty good imo.

[media=youtube]z_Ez1MJEbHM[/media]

Can you post a vid of this combo, I can’t get it to work and frankly I don’t think it’s possible…and I have pretty good execution so I don’t think it’s a matter of that… If you (or someone else ) can post a video to prove me wrong I would honestly love to see it, but as of now I just don’t know if this is possible or not =\

I think it’s very possible, I almost have it down. I’ll get more time to practice it tomorrow, my buddy came over today for some games so i didn’t get much time to practice it. It’s just the last flip and cartwheel I need to connect, and that’s it. I have no way of putting a vid up, so even if I do land it…

I will get back to you on how much damage it does though, and the added damage with a overhead S.

does Jill have combos that build 1bar or more? I can’t seem to find one

Yes she does and she’s good at it. One I like to use midscreen or corner is… J.H, dash in St.M-H, 236+L, FC, Somersault, J.H-S, (J.M-M-H-S)x2 , St.H, B+H, S, SJ.M-M-H-S. By then I build a little more than a bar so I go for the Jill/Dante team super then continue to combo during it and then after it with doom missiles, still building bar. I you don’t want to burn meter you can also follow up with a 623+L for a OTG.

You can also do…

J.H, dash in St.M-H, FC, Somersault, J.H-S, (J.M-M-H-S)x2 , 236+M, FC, Teleport up then hit with a falling S, * then St.H-B+H, 623+M, 623+L.

(You can add a Cr.H after the St.H as well if you teleport to the other side instead of straight up with the sequence with the [*] next to it.)

[media=youtube]l5yIGh5721U[/media]

The combo at the start of this video builds more than a bar as well, just do 623+M, and OTG with 623+L instead of the QCF+L, Super at the end of the combo.
If you were only going for meter that is. As long as you do the J.H-S portion early then the Cr.H-B+H, FC, Somersault, portion is easy.