DIE ALREADY! The Jill Valentine Combo/Strategy Thread

Canceling her feral dash in to cmd grab is one of my favorite things to do with jill and i think a very underutilized technique, its so fast and when you use it with a slow moving assist you can feel the saltiness in the air from your opponent.

Slowly getting some of her harder bnbs down. Slowly. Thats cool with me. Still trying to find ways to make this Jill/Dante/frank team Work.

One thing I notice is Jill has some combos that rely on her specials and fc however do these build a lot of meter? She builds a lot more doing jump loops.

What are your thoughts on this?

I’m at work and can’t test this out but wouldn’t a confirm Into flip fc somersault fc m be easier than somersault fc somersault fc m?

Easier =/= Better damage wise.

Jill’s meter build is pretty damn good, I optimized the Doom BNB I made for kensanity a bit more so it builds about 1.75 Meter and does about 900K.

Flip Kick cancels scale her damage pretty bad and ramp up hitstun a bit. more then Feral crouch M’s and Somesaults.

Quick Update, I think I can do the Jill/Missles Extended BNB that I did for Kensanity with Vajra but it seems ludicriously hard at the moment.

Coming from the guy who can do 26 Mad Beast reps, I’m afraid to even try.

I finally started implementing two cartwheels into my combos to go for the 50/50 reset that will probably kill whenever successful. It’s just bonkers how good that is.

Indeed, it’s extremely effective (USE Assists between the second cartwheel and your feral crouch). There’s MANY options after a dual Cartwheel. My favorite being a Command grab or a 2M–> Flip Kick loop.

Well, Alukard runs Jill/IM/Doom right? I was just playing around with that team and I got 975K with Jill’s combo–> IM’s angle proton cannon. Really effective team.

You can break 1mill depending on your starter with Jill/IM/Doom as well. God damn.

!!! ive been spending weekend trying to work out some strider craziness for jill whats this dark combo you speak of any vids?

EDIT: ah just saw the post paulos bnb im assuming? Where would strider come in?

Im struggling to work rapid slash assist and vajra into a gg combo hopefully ending with the arrowkick ground bounce for raw tags,(level 3)supers, or dual groundbounce but im running thin on ideas ive been using the basic jump loop combo though any ideas?

I’m dumb; I just realized Paulo was TK’ing the cartwheel from the last somersault during his mid-screen bnb. I’d been trying to FC somersault into cartwheel this whole time, which works but is way hard. Now this is easy.

With Rapid Slash you can Incorporate the Tri-Wall bounce stuff like JIll w/ Doom’s missles can. Pretty much take the combo I made u there, but edit it a bit so during the jump loop you call Vergil, land, Arrow kick again and DKD M.

I was thinking of doing the same thing for vajra, and it seems SO close but the DKD startup prevents it from hitting, maybe If I do the DKD on the first possible frame it should be possible.

Also, make sure you’re doing Raven Spike instead of MGS. At this point hitstun scaling is at it’s maximum, so MGS will not connect.

ah awesome stuff im going to try and stick vajra and rapid slash into 1 combo,

Just to double check this is the combo framework im working with right?

I actually tried something out for you earlier and I got 801K W/ a simple DHC to Vergil (no fancy loops or anything either). If you add sword loops I’m pretty sure it’s a TOD.

Try this.

j.HS, H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow kick,j.HS,Call Vergil,Arrow Kick,DKD M, 22S,Somersault, Raven Spike, DHC to swords.

That’s with about ~5 minutes of practice so you can edit it to add possible damage wherver you like. I’m pretty sure you can enhance the damage by about ~30k or so more by adding a jump loop after the Arrow kick and a s.H,4H,afterward .

Tinker with it and tell me what you get :tup:

im liking the look of this ive got a few ideas not too sure how to translate them the best way,
one was using vergil assist to save the ground bounce. And vajra to do the arrow kick setup, seems the arrowkick with vajra is inferior though

so i was thinking of using vajra early in the combo to regulate the height of the double sault to jump height to save the wallbounce and see what i can get going from there. right now blueprint is looking:

J.S,M,H+vajra, FC Sault, FC,vajra hit, flip kicks x 3,FC, feral L+rapid slash, FC feral L xx cartwheel, rapidslash saves ground bounce, FC, Arrow Kick, DKD>ender (rawtag strider lvl3,vergil lvl 4, sault super/dhc)

few things i need to work out number of reps of flip kicks to keep the soft knockdown property i think i can confirm that the feral L will juggle opponents in the air

Need to see if this combo isnt so long that rapid slash doesnt cause my opponent to tech at a height above the height of the hitbox of jills arrow kick. I tried it off her basic jump loop and had mixed results which may be because of how high up opponents are when the cartwheel hits causing a high air tech

She seems to be really near minumum damage scaling like right around 10 hits so this may be all in vain. Ill try it and see what i can do will be nice if breaks some records for all of the cancelling

Some problems with that:

Take out Feral L, scales damage, and no need to save any bounce. Along with the Feral L scaling damage, Flips also scale her damage. No need to regulate the Double Salt w/ any assist because you can alter it assist-less.

Why save Wall bounces? She can combo off any of them with no issue.

the feral L i had them in there i cant seem to theorize a way to get the assist calls in. I was under the impression arrowkick DKD is her best ender or am i misinformed?

It’s her best ender but she can combo into her wallbounce various times. No need to save you wall bounce just to pull off that portion of it, when she can pull it off whether she saved or wallbounce or not.

Also, In general, you can always call assists during the large hitstun/gap in her air combos (j.H/j.S) or H’s/4H’s. Vergil’s rapid slash has a small time frame gap before the projectiles actually activate so you have to add that in account as well.

ah true hmm so it would be pretty safe to assume theres no way to squeeze more damage out of jill right now? was thinking strider could get in a little sequence for an extra 50k and extra meter hopefully

This past couple months we’ve squeezed a hell of alot of more damage out of her as is ;). Pretty sure we can squeeze abit more in though. I’ll run some more tests with other characters to see if I could squeeze more out; but here’s what I got so far. Great work guys, we’ve gotten really far and have really been optimizing her stuff

Jill/IM/Doom: 975K
Jill/Doom:875K
Damage with Jill/Strange: about 845K.
Jill/Vergil: 806K–>TOD (sword loops)
Jill/Storm/Doom: ~950K.
Jill/Tron-775K (Eat Man)

I also hypothesize that you can pull off the Tri-Bounce with these Assists:
Dark Hole
Missles (known)
Rapid Slash
Sent Charge
MODOK:Bomb
Eye of Agamotto (known)
Zero Songemnu Ryuujin
Rocket Raccoon’s Log Trap
Iron Man Repulsor
Jam Session
Lariat
Senpu bu
Vajira (hard link-should work though)

i’ve been seriously working on my spiderman for the matchups where people love to stay in the air … also spidey was on my team for the first tournament i’ve ever won … love that dude … but i find it really hard to get zero out of the air with jill … imo one of the worst if not THE worst match up for her in the game … =[

It’s really awful, but an anti-air assist will help. Even with one, she still gets zoned like a pansy.

Well you’re going to have to run through a maze to catch Zero. Christ, I hate vsing him too, but I think I’ve developed enough matchup experience to not do as bad.

You guys better hope Zero’s in the air, because trust me, from full screen distance, Jill’s options are much less then when he’s in the air. Jill can’t escape the Songenmu chip, and has a hard time maneuvering passed his buster and his Hadengki’s.

If he’s in the air, you can somewhat chase him and hope he goes for a mis-timed buster or goes for a Raikozen. If he goes for his lightning, you can punish him via a somersault if you’re close. Somersault the hell out of his j.H too.

Don’t hesitate to MGS+Xfactor his ass either. Also, an anti-air assist or a great lockdown assist makes the matchup a bit more comfortable. Doesn’t god damn help that his Hitbox is funky so he may drop out of combos too.

God the matchup is terrible, but NOTHING is as bad as Jill vs Hulk and Sent combo. That’s just torture. :sweat: ( if you want to discuss MU’s more please head over to the MU thread, your advice+suggestions are appreciated!)