DIE ALREADY! The Jill Valentine Combo/Strategy Thread

Sup gangie! Haha, yeah I’m back. Well, I’m planning on making a “Mad Beast Online Montage” which shows that not only is Mad Beast a great level 3 with stupid meter gain, but how online friendly they can be as well because it really isn’t as hard as many people believe it to be.

The trick for mad beast is that you’re going to do the opposite of what you normally do.
With Mad Beast Movement your going to press *less *buttons *slower. *The reason for this is that Jill usually has to Mash 22S–> Left/Right/Up/Down—>22S to move somewhere effectively, but Mad Beast completely removes the 22S aspect of movement and just lets you do a Feral Dash without it. This is a blessing because it makes all of your regular shit (unfortunately not the Feral Crouch stuff like somersault and roundhouse) Feral Cancelable without actually “Feral Canceling” it! Get used to pressing less buttons at a much slower pace in mad beast while doing the stuff you would normally do in Feral crouch (left/right mixups up fwd mixups,etc). The reason for the absense of the Feral Crouch moves is kinda obvious, if she was able to use Somersault in this mode she would be pretty much untouchable, if she was able to use roundhouse she could create infinite blockstrings (which she can still do with arrow Kick).

Combo Wise, Mission 9 is actually a pretty good place to start. Make sure you can do the Flip/Cart loop effectively, because your going to be doing up to 26 reps of it in Mad beast. Honestly, it’s really not hard but requires a nice pace and rhythm to do. Finally, make sure you know how to cancel your moves into Mad Beast to start the craziness, a nice place to start is doing a normal combo–>22S–>M–>Mad Beast–>Dash–> Start combo.

I hope this all makes sense, but in Mad Beast you’re hands shouldn’t be moving faster, but slower yet more percise.

[media=youtube]NVD7tFqRieM[/media] Some combo vid I put up. Have any questions, just ask.

Question about mad beast, I was getting into a discussion about it and why we should even bother with it since, now that Paulow has discovered a 750k dmg combo. Reason being is that madbeast takes 3 meters and one of the easier combos that was posted does about 750k whereas a regular BnB does near 660k with one meter. True you get the power of idontknowwtfyou’redoing in madbeast mode, but that’s about it. I feel like the mixup potential is better in madbeast, much like wolverine’s berserker charge, but still, it’s not like Jill can’t already do that on her own without it. All the other level 3s are unscaled damage whereas Jill still has scaled damage on this. It’s not like we can just press H’s then GRABBITY SQUEEGE and do upwards to a million damage. What’s your takes on this? Why should we bother?

Another question: I can get the flip / cart part of madbeast pretty well, except that sometimes it randomly crosses up on the 2nd flip midscreen. Does this mean I’m doing it too fast? I can’t figure it out. In the corner it’s not a problem I can do it 100%.

^Well, Jill can do about 750k Solo now a days. A Raw (no combo before it) Flip/cart loop with Arrow kick at the 24th or so rep into another cart/flip should do about 800k IIRC.

One of my takes on Mad Beast is that it has it’s obscene meter gain, a full mad beast combo (adding the combo you did before you popped mad beast) can earn you up to 2 meters, so in a sense your only loosing 1 meter. I’ve been tinkering with it again and with certain assists there’s ways to set up situations where after a roll, your opponent has to block, or get hit by mad beast. The best way to do this is Normal combo–> Cart–>22S–>Cart–> Call Assist–> Mad Beast. That gets you in the best position to start the chipping infinite or if on hit you can go straight into her Flip/Cart loop.

It crosses me up in xfactor as well, I have no clue why though.

I’ve only been able to build one full meter by the time mad beast ends. If I finish the combo w/ MGS, it would mean that I spent 3 meters for 4 instead of 4. as for rolling Oki, that’s the kind of Oki I come up with because air teching Oki sucks. So I’ve got a couple already w/ Jill w/o Madbeast, and I’m sure there’s more with it, however I’m still losing the argument lol because I brought up those points as well. Trying to convince some of my friends that investing time into madbeast will pay off somehow.

I haven’t tried it in xfactor, but I get crossed up for sure without it.

Technically your building the 4th bar DURING the combo so it’s still only using 3 bars, the fourth and fifth bar is irrelevant since you wouldn’t have it.

H,2H,4H,22S,Somersault,22S,M, Mad Beast, Dash, [Flip,Cart]x10, Arrow kick, Dash Down Forward,Flip,Cart *SHOULD *build about two bars.

Mad Beast is a better way of conserving Meter and Dealing pretty good damage.

Let’s say we start with 3 Bars
Starting 3 BARS= Hyper (-1)+ DHC (-1)= 850k-xK (Damage depends on DHC)=1
STARTING 3 Bars= Mad Beast (-3)+Combo (+2)= 800K–X (depending on Starter)=2.

I’ll give that combo a try. If i can get it consistent, I’ll start implementing mad beast more. I think the most flip / carts I could get before they flip out is about 6. Maybe I’m doing it too fast.

I’ll post up a quick video when I have time of the Okizeme setups I’ve got w/ Jill. They’re pretty neat. I don’t have many, but maybe we can get some reset ideas going.

Well “raw”, there’s about 26 loops of Flip/cart before you flip out, depending on your setups and hitstun you can have varying starters. Please, Be my guest and use the advice I gave gangie in the TeamBuilding thread!

Even though I’m a big fan and supporter of comboing into Mad Beast, I’m really intrested in Oki setups of using it as well. There’s always stuff like using the hard knockdown and Iron Man’s Beam assist to create lockdown on wakeup then Mad Beast–> Dash up forward S–> down back H.

Can’t wait for your video.

Since I couldn’t get myself to do any actual work for myself, I ended up creating the video. The combos and follow up combos aren’t optimal, I’m just doing what I’m comfortable with and I know works. However, that being said, I’m pretty sure these can be used in MOST Jill BnBs. If you have any understanding of the mechanics of this game, you should be able to understand why. Also, the life bar resets slightly, so don’t pay attention to Cap’s life. These should be ToD on anyone around 950K. Stupid training mode. I’ll list how much damage my versions do.

Oh, and forward tech blows all of these resets up. I don’t have an answer for that. At least you’re safe if they forward tech.

Here you go (sorry no flashy editing):

[media=youtube]4fhYDsGRUTQ[/media]

  1. This reset I kind of made up on the spot, it’s quite flashy, but it works off of Somersault > Feral M and in the corner. (437,000 + 644,600)

  2. Another version of it since the first one had this weird cross up that may screw things up with getting your opponent to roll into the corner. (437,000 + 597,800)

  3. This is my favorite reset. The c.H must be done pretty late to get the soft tech. If you c.H+Assist, you’ll get a nice soft tech. I’ve seen people able to up back and block it, or even up back and get hit by the assist, but it’s kind of wonky. (443,900 + 654,600)

  4. Same as above, but with RR assist. You can use any assist with this reset assuming it goes forward, and it will work. Preferably something that keeps them grounded like Weasel shot, or Unibeam. (443,900 + 609,300)

  5. TRY THIS AT YOUR OWN RISK. This one only works w/ Strider and it’s stupid fucking hard. Don’t do it. Well if you want to, go ahead. But be prepared to drop this one many times. Midscreen only. (458, 500 + 637,600)

  6. I kind of made this one up on the spot too. It gets the to the reset rather quickly and it may help with disorienting your opponent. On the Japanese NicoDouga, NSR’s style of play, or just Jill in general they called it (分からん殺し) meaning, “I don’t know death”. Jill is suited for this. (380,900 + 671,300)

  7. This one was my first reset I’ve ever made. It works with a high hitting wall bounce (Log Trap), or anything that might hit up high. Give it a try, I never tried it with any other assist. Strider won’t work, btw. The follow up combo has to be cut short because of the wall bounce and the time they counted the opponent in the air, but it still does 640K, which is enough to kill Taskmaster and anyone below. (457,100 + 643,600)

Hopefully this will get you guys thinking about resets. I personally love the soft knock down ones, as people generally hold back and aren’t ready for the mixup. Let me know what you think and post the ones you guys have found.

======Edit=========

Actually, after watching the videos I have saved on Youtube again, I’ll just give credit to FlyingVe, Ika, and NSR for giving me the pieces to put these together. They may not be the same, or as effective, but thanks guys for giving me the ideas :slight_smile:

Dammit, these setups are better than mine :frowning: cry CURSE YOU IKA! j/k good job :slight_smile: I got new stuff to work with. :slight_smile:

[media=youtube]uTlo9Xphs2Q[/media]

Great setups! I completely understand the “I don’t know Death” type of Play, there’s times where during a match I’m just creating resets off the top of my head. I really like the Arrow kick setups and the s.S–>call strider–> 22S Setup! Great stuff, also some of these resets can be unblockable if you guessed their role right with a 22S–>Back–> Position exchange. Position exchange is literally a cross up command grab that you can combo off of!.

Love the wall bounce setup as well, I feel that Paulo3wb would enjoy that with Stone Smite!:slight_smile: Great vid, quick and to the point with a great description of each reset. I’m going to start incorporating some of those Arrow kick Resets ASAP!

Thanks :slight_smile: I think the last one may work w/ Stone Smite, I’m not sure what the timing of it is, but I’m sure you can probably H+Assist somewhere in there and figure it out easily. I should try command throwing out of these set ups some time. It’ll be a great addition!

Edit : Oh I forgot to mention, I THINK the last one works vs. forward tech too. It’s the only one that’s pretty ambiguous because if you just sit there, and they forward tech, they might not be able to block based on their positioning.

“I don’t know death” is really more like… “I just died, and I don’t know wtf just happened or wtf was going on.” They said that a lot when your PJS play got uploaded to Japanese NicoDouga lol.

Question about the 2nd video I posted, I couldn’t get the set ups to work properly. It seems like it’s super position based and you have to be on the 2nd half of the screen by the opponent. The backwards roll just techs way too far to be done midscreen for me for some reason. Anyone mess with these yet?

i thought this is where you got your reset from lol … i read rice post and i’m like huh ? i didn’t see anything new outside the strider launch one … but i like that you can launch people in the air and strider helps get them back down … thats sooo good for hulk haggar teams … they love to air recover mashing haggar … also her air recovery resets blow so that helps a ton … good stuff if you didn’t watch the vid before making yours lol

the timing is different if you are using different assist … magnus and sentinel are some of her best assist … followed by doom ammy and iron man imo … but yea the magnus set ups all work anywhere except the slide/1 of the knee drops/ and the ambiguous cartwheels

Yeah lol I only found it when I saw it on the related videos after I uploaded mine. xD. Sorry if it’s already common knowledge, or you already know it, but if anything, it’s just a reminder of cool stuff we can use :slight_smile:

Well the problem is that when I was watching the video, he would call magnus AFTER the teleport. If I did that, there’s no way that I would get in position for the assist to come out in front, as well as give me the positioning to do an ambiguous cartwheel.

no you’re supposed to call magnus while porting … like press forward and assist … something i dont see anyone other then myself and this guy … i dont know his name LOL

Nice job lion. I use the double ground bounce a lot and usually just try to react to their roll and call my assist (dante or akuma). I’m also a fan of low H to get them to recover standing. Another good tool for that is after the first 236 M, do 22S FC 8S with proper timing so they can’t air tech, then come in with 2M + assist.

One of the other things I like to do is after 236 M bounce, I 22S, and whiff FC L while calling an assist (this is how u call assists during stationary FC). With the right assist you can catch them tech rolling after the single bounce.

Cool, this is something I have to mess with. Thanks!

Nah, I don’t think Mag is her best assist at all. EM Disrupter causes a soft knockdown meaning comboing off of it is a bit more difficult than everything else. Also, although it’'s a beam, it’s speed makes moving in a bit harder (instead of two mixups and feral Dashes you get with other assists, your getting one). It’s decent for resets and has a reliable DHC and a quick move in, but that’s it. I guess it would be useful from a full screen distance for a quick move in, but jill should never be a full screen distance away anyway.

With Sent, the assist call is very slow and makes her get bopped by anyone with a projectile hyper more often than not. Even if you have a MGS to save her, MGS doesn’t beat everything and MGS+Sent assist call can get bopped by Some Hypers.

Strider is her best assist due to acting as an anti-air to reverse her bad matchups, huge combo extender, one of the best reset assists, THC that allows her to setup high/lows with hitbox flood, and allowing two dashes. Let’s not forget to mention the Hard knockdown sets up some mean oki as well. It makes the “reverse” Triangle as Like to call it extremely more effective.

Pressure Wise I feel like Frank West, IM, and Coldstar are best. Frank West is so powerful because of how long it is, and it’s shear speed. Both of those factors allow Jill to go for high lows/left rights (lol 6H) at the same time and of course allow 2 dashes. Jill has no problems getting frank to 4 since she can get it with a DHC into Blue Light Special (if your already called his assist) and snap a pic on all of P1 side and most of P2, or a DHC into survival techniques+Arrow kick. The THC is EXTREMELY effective since it gives Jill large projectile Durability that she can combo off of or set up resets. Frank West. along with Ammy is great to call on the Start of the Round gambit as well to keep you in the ass. Keeping them grounded is vital as well. Of course this means you have to give up some of your damage output to Get frank to 4, but that shouldn’t be a problem.

Doom is decent. Hidden missles has huge startup and although a great combo extender will get bopped for how slow it is but do great for incomming mixups. Without a doubt Dooms better assist for Jill is his Beam or Molecular shield, but that suffers from Magneto’s issue of Soft Knockdown as well. The DHC Does good damage but the THC is only mediocre and serves little purpose. His Beam allows for one Feral Crouch movement but is extremely durable and can get you out of Full screen situations. I much prefer Doom with Molecular Shield than his other two assists because of it’s great combo extending, fast startup while still acting as hitboxes that may cover Jill’s approach.

Ammy’s amazing. Her assist allows many tick Command grab setups, Makes the “reverse” triangle extremely unnoticable and hard to block and covers such a large angle distance and hitbox that it’s very unlikely that it’ll get bopped by a c.L or an oddity of that source, Huge Oki comes with ColdStar as well. The DHC is safe and the THC is quite potent, I covered the potency and strength of it in one of these threads. While not being as potent as the Doom and Ammy THC, Jill’s relies of Crossups to get a mixup or command grab. Incomming mixups with Cold Star are ridiculous.

IM’s Great for his Beam and his Repulsor. I feel that Repulsor and Jill is one of the strongest Incomming mixups out right now and creates some of the greatest Corner Okizeme. Repulsor can also be used as a Close up mixup assist combo extender, but once again it gets bopped from mid screen and full screen. It’s great to call during the Start of Round Gambit as well.
I’M’s beam is extremely good as well. It’s hold status, Grounded status, and shear durability and duration make it her best beam assist. Allows about two or three Feral Crouch movements, creates GREAT resets and 50/50’s with the use of Double Knee Drop applications as well. The THC is REALLY good as well due to hitbox flooding and Jill’s movement. If your opponent gets hit anywhere during the THC, Jill can convert it into a reset or Flip Kick Loop. Can be called from anywhere on the playing field and any distance from Full screen (and even full screen) allows mixups,cross ups, and tick throws. Like Repulsor it’s a great combo extender as well.

Although I mention some assists getting bopped more often then others, it’s sometimes quite irrelevant since each assist serves a different purpose on the screen. That’s why I feel that Ammy, IM, Strider and Frank West serve the most important purpose in assisting Jill.

I see, the “I don’t Know Death” makes more sense now haha. That’s the best way to beat your opponent, with them having no idea wtf is going on! Thanks to whoever posted them on NicoVideo!