DIE ALREADY! The Jill Valentine Combo/Strategy Thread

I see, thanks man appreciated. I think Im gonna need those 2 bnbs, since im trying jill/vergil/frank, so for my 1st combo i need to give up my ground bounce to get vergils lunar phrase (DP+m) and hard tag into frank for instant lv4.

I noticed that vid was from vanilla. How much of that stuff stuff works in Ultimate? I’d love to incorporate it into my game.

Most of this still works, even the air to ground combo still works as well. Most if not all of these combos still work.

What do you guys do when you hit a max range cr.M? Do you just cr.M, st.H, cartwheel or is there a better option?

Typically if it’s midscreen I do this combo:

cr.M>st.H>cr.H>b.H>22S>H>22S>M>22S>Forward>22S>H>Tiger-knee 236M>22S>Up>j.S>S>MMHS

Basically you’re feral cancelling into somersault, feral cancelling that into jumping roundhouse, feral cancelling the jumping roundhouse to move forward and combo off of the wall-bounce and from there you just feral somersault into basic cartwheel stuff into an aerial chain.

This combo will hit at the max range of somersault, whereas going straight into jump loops will not. If anybody can tell me how to improve this, I’d be greatly appreciative. I know NSR once mentioned doing a crap-ton of flipkicks off this same set-up, no idea how to actually perform it though. Dunamis, you got any input? :stuck_out_tongue:

How are you landing b.H>22S? At max range, anything I do after the st.H whiffs except cartwheel and sometimes flip kick.

Because of the cr.H before it, which knocks them off there feet.

What I meant to say was how was he close enough for that cr.H to hit at all from a **max range **cr.M? After messing with it again it seems that I need to delay the st.H a lot or else Jill won’t get close enough for any follow-ups. Is that what you guys are doing?

yeah, a slight pause before the input of st.H

God dammit why is Jill so much fun. First team I ever tried out included her and now I’m back using her again because she’s way too awesome.

Anyways can someone help me out and suggest some resets for me? The only one that I’ve been using outside of those unplanned American resets is a jab after the heavy ground bounce in the double bounce ender. I really hate using meter with Jill since she’s my point/battery character. :stuck_out_tongue_winking_eye:

your welcome…

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also…

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Hi, I am just starting to learn Jill ( to rectify my mistake of not picking her up in Vanilla), and I had a question about the timing in her BnB. When you do the M, H, back H, cartwheel kick segment of the combo, are you entering the feral crouch input as you do the cartwheel input as well? I am having trouble connecting with the up feral crouch, air S part of the combo right after. I know you have to cancel cartwheel into FC but I was just wandering if there was an easier way to input it. Any advice would be helpful. Thanks in advance.

as soon as cartwheel connects, D,D+S then hold up or whatever direction you wish to go. That’s about the easiest way I can think of. It shouldn’t be too hard with practice.

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Thanks!

There’s the forced air tech from a ground bounce you described, which can be made more ambiguous when backed up with a good assist and some crossups before/during the forced tech.

You can end a combo with her medium command throw and have them wakeup into an assist + crossup or hi/low. you can do essentially the same thing with her qcfH arrow kick from midscreen following a late ground bounce for example, and then call an assist and cM into arrow kick into stance into dash across the screen for a wakeup 50/50. depending on your assist and how you dash, you can complete disguise the assist call visually because of all the screen movement of arrow kick and tease them into mashing on a “raw” teleport.

Get them into the standard jump loop but do a third rep. they’ll tech out while you land, cancel to stance and dash in the direction of their tech.

Use two qcfM cartwheel kicks in a combo, the second will force a ground tech which you can read and crossup or go hi/low on.

You can disrespectfully just forward H during a ground combo. you could also stance cancel and crossup or go high. ultimately itll only add 100-150k to the long term damage but sometimes it’s a simple read on a guy holding down-back and it gets you in their head a little bit,

On a lot of characters you can do some variation of jL, jM, jH, jS while they’re on the ground (you can start with jM if they’re tall) and loop that several times. When the deterioration builds up so that they will return to a neutral stand you can land and position exchange, or go hi/low. if you think they’re just holding down-back with a beefy character like sent you can just autopilot the loop and it’ll automatically reset and start comboing again.

Nothing will beat the specific stuff you come up with with your team though

One more thing to add is that if you make a similar situation as two qcf+M cartwheels by ending the combo in a knee drop, then doing a cartwheel into a stance cancel.

Yo thanks man. I’m definitely gonna try to use some of these later on my brother… Probably won’t work too well since he mashes no matter what and always loses for it, but we’ll see if he learns his lesson.

Anyways another question, how do you guys get past projectile spam (i.e Voomerang spam / Morrigan spam)? I know there’s always the tried and true option of MGS to DHC or XF, but you need meter for that. How do you guys approach projectile users in the neutral game? Jill is terrible in the air so I can’t really super jump over the projectiles since my opponent will usually just run away to the other side. Is there any way out, or should I just switch characters when the the long range matchup becomes too difficult for Jill?

I use Hulk/Jill/Sent, but I have a second team that can deal with zoning better. The only change being Dante instead of Hulk. I love the synergy with hulk/jill/doom cause one hit or touch of any kind with any of them leads to death for there character. Jill can cr.M I don’t know if she can do it for sure against morrigans fireballs since im not on my PS3 to check it, but it really is about staying in that ass for jill and being ready to get right back in there face if they push block at all. If you touch a character like that with jill, destroy that character. I think Jill doesn’t do too well against a dormammu who knows what he’s doing, which is why im thinking of using Jill/Dorm/Doom (maybe… as a second team). I find dante more fun though, so well see. Dante’s crystal assist helps jill combo off her air grabs in the corner. Weasel shot works good for Jill though as well, but since I have missiles (doom) I might use weasel shot. Crystal is decent all around though, I can’t get away from being able to combo after a throw with jill, lol.

Who’s on you’re team?

OMFG!!! WOOSAH. Sigh, first to 10 me dammit! You already know what’s gonna happens when you lose, and yes, you are going to lose. This is a lose/lose situation, for the greater fucking good :smiley:

lmao, maybe, but magneto cant help jill combo off of throws so thats another reason I don’t feel like using mags anymore. That and my mags is forever ass, lol.