DIE ALREADY! The Jill Valentine Combo/Strategy Thread

I sometimes forget this fact, but then it happens and I remember that most of my wins came from XFC MGS HB’s when I was starting out. Worth everything you spend on it. I have to remember to MGS on reaction to assist calls more often.

I accidentally do it all the time. I’m thinking now after reading about your pairing of Jill and Storm that maybe I can get HB’s from THC’s on reaction to assist calls with Frank and/or Taskmaster behind Jill.

I think I mentioned the Jill/Frank THC in a Jill thread (or maybe in this).

The Jill/Frank THC is Really good because it beats MANY projectiles and even maybe hypers, and jill can combo after it (even setup part of Paulo’s BNB).

Dang, sorry I missed that. Now it’s time to play with that some. How do you like to follow up on it? Just as a jump start.

Pretty much anything. Jill can also combo off of it even if she used her wall bounce already.

Hey NSR, I remember you said you had a little guide on gamefaqs for Jill but i couldn’t find it,did you take it down?

http://www.gamefaqs.com/boards/637240-/62510508

More ambiguous mixup shenanigans with 6H:
6H crosses up and hits when used at point-blank against a wake-up. It’s way too hard to do consistently, but you can cut it off with double knee drop and really just pick which side you feel like dropping on. Currently trying to figure out how to work that tactic in, but I honestly don’t think it’s viable.

^ Alukard uses 6H DKD L for that purpose actually. He relies on using Iron Man’s Unibeam as a forced block after HKD then goes into the 6H DKD L mixup that you actually just mentioned.

So I’ve been using Jill for a while now (mostly training mode) and I need some advice so that I waste less time in training.

  1. Combos: I watch NSR and i see a lot of flip kicks into cartwheels. Are those combos the most optimal? I just use the basic MMHS loop and the Pulse R loop every now and then. Also, after a Sum.salt how do you all decide whether to go into the jumping roundhouse extension? Is is just preference?

2)Movement: What are you guys’ inputs for Feral Crouch wavedashing. I can see the practicality of doing as an approach, but I find retreating with it to be useless. Two plink dashes backwards gives Jill a lot of space very fast AND it’s easy.

The videos are a bit old, I focus alot on more damaging combos and setups. I really need to upload more footage, but that requires me going online and I really don’t have the time for that. The combos are certainly **not optimal. For optimal combos, refer to my posts and Paulo’s posts in this thread. **
After a somersault, you have two many options. The easiest being the jump loop or going into her Double or Tripple Somersault combos that were posted above.

  1. I totally forgot to tell you guys about optimal movement retreat. The BEST and fastest way to move backwards with Jill is one Feral Crouch Backwords and Canceling that into two backwords plink Dashes. It covers such a huge speed it’s incredible.

**Let me stress that the combos I did in those videos are NOT Optimal. Please refer to my post on Damage and Paulo’s post on Jill’s solo damage for optimal combos. **

i was messing around with jill/tron and tried the triple wallbounce into double knee dive ground bounce against nemesis. it does about 775k for one bar and jill crosses up at the end of machine gun spray. this lets tron dhc into lunch rush which hits towards midscreen. the benefit to this was my random frank anchor got to dhc in for level 5 and about 1 million damage with the option of continuing into his cinematic hyper for ~1.2 million

Great stuff, so now I can cross Tron off my list on P14 or 13 and move her to the Garaunteed for the triple wallbounce.

Also, to the individual who wanted Jill/Sent tech, I have some good stuff coming your way. Today was my first day of labbing it and I see REALLY good stuff (Quad wall bounce, with 3 Knee Drops being one of them!).

Also have some Jill/Sent/Doom stuff to add too. Stay alert guys! :slight_smile:

Forgot to add, I have a bit of General advanced new tech I’ll share with you guys tommorow. The shit is hard as hell, I’m warning you first.

Sent is one of my fav characters to go with jill, the mix up with sent drones are great and I tent to switch out btw Strider and Frank depending if i need an anti air or not.

ughhh i fucking hate fighting haggar and wolvie … anyway i haven’t been here in a while whats new guys!?

I noticed that unless I confirm with Jill’s 6H and continue with Paulo’s combo, I’m pretty much doing the exact same basic jump-loop combo every single time. I suspect there are some opportunities for damage and resets that I’m consequently missing. I often read mention of flip-kick loops which are pretty simple and I can do, but I’m not sure what they’re for.

Wolverine is pretty simple from what I can tell; check out the match-up thread responses. Haggar is a real jerk who just invalidates Jill’s reset strength and MGS hyper with the ability to become completely invincible and kill you off of a lariat at a moment’s notice. He can only do it on the ground and can cancel normals with it, but not specials. Watch for the lariat, somersault his specials and jumping attacks, learn to love cr. M (safe normal against lariats), and erase the thought of abusing MGS to get out of anything against him if he’s on the ground.

Jill/Sent/Doom Write-Up

Pretty solid team that’s able to take advantage of Doom’s dumbass combo extender along with Sent’s beautiful assist. The team blends pretty well because it allows Jill to have two of the arguably, best assists in the game (even though I don’t believe that myself haha). Anyway off to the combos. Pretty much all the combos DHCed into Sent’s plasma storm Do ABSURD Damage (~950K with some mashing, pretty sure you can get it higher with more mashing).

Basic: j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow Kick, call sent [j.HS],H,4H,Cartwheel, sent hits, Cartwheel, Somersault, MGS-741K. Hitstun is kept at a moderately nice level allowing MGS to hit. Cart is able to be used twice since Sent’s drones impede ground bounce.

Basic: j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow kick, Call sent,j.HS, MMH,Sent hints, DKD M, Cartwheel, 22S,Somersault-744K.

Bit Harder: j.HS, H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow kicak, Call Sent, late j.HS,s.H,4H,Arrow Kick, Sent Hits, DKD,Cartwheel,Somersault,MGS- 760K.

Now I think I mentioned to you guys That I had some hard ass jill technology that’s going to benefit her, but like said, it’s hard. We all know you can TK Jill’s Somersaults with any of her other moves; her best being Ensnarement for combos. Now during this period, you can call an assist and continue your combo. **Here’s the tricky part, to do this you MUST be in Feral Crouch already which means that this requires a bit of dexterity. ** Now if we combine this with some stupid Assist (LIKE DOOM’S MISSLES), we get some stupid ass damage. Let’s look at an application of this technique along with Sent’s assist.

j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow Kick, Call sent, j.HS,j.[MMH],Sent hits, DKD, Cartwheel, 22S, Somersault,Call Doom,TK Ensnarement back to wall, 22S,Somersault, Raven-Spike- For about 800K.

With that combo, you may have to use more 22S Dashes or a plink dash to go back in the corner. You may also have to use a 22S Dash or position yourself so that the TK hits instead of whiffing.

Post: MGS w/Sent assist combos and setups
As most of us know, the beauty of Jill’s MGS and many assists is that she can combo off of it. This not only helps with combos, but it helps turning a sticky situation into one completely in your favour. Along with Doom’s assist, this opens up a myriad of stupid options. Here’s a couple setups that gives Jill a very powerful punish. Did I forget to mention that you can use the Somersault TK in each combo to increase it’s damage? :wink:

Pretty Easy:Call Sent, MGS, Flip,Flip,Cart, 22S,8,j.S,j.MMHS,Call Doom,S, j.MMHS, Doom Hits, Arrow Kick.j.HS,Fallen Prey.- 400K.
Somersaults+Paulo: Call Sent,MGS, 22S,Somersault,22S,Somersault,22S,M,Arrow Kick.j.HS,Call Doom, S, MMHS, Doom Hits, Arrow Kick, DKD M, 22S,Somerault, Raven Spike. - for about a 540K punish!

This team isn’t bad, there’s many setups and it’s a very combo oriented team. One hit pretty much means your going to take a pretty big beating!

Some more info:

Like with many assists, Jill can set up a variation of the Double Ender with Sentinel’s Drones. The double ender, as we all know, is your staple and go to and EASIEST BNB. Instead of your normal Double Ender, this one features two ground bounces and the two wall bounces Here’s the combo

J.HS,M,H,2H,4H,22S,Somersault,22S,M,Arrow Kick, j.HS,j.[MMHS, MMHS],Call Sent, H,4H,S,j.HS, Sent Hits, DKD H, land, Cartwheel, 22S,Somersault,MGS- ~705-710K.

Jill THC Wise
The Full Jill/Sent/Doom THC is decent, It’s safe, and combo-offable in certain situations.
The Jill/Doom THC is far superior. It’s safe, comboaffable in all situations, and sets up some pretty dastardly tricks with her Kara Position Exchange.

Jill’s help to Sent/Doom

With Sent, you can setup TK Hard Drive/Plasma STorm loops and allows a bit of an incomming mixup with sent. With Certain setups and with great timing, you can hardtag Jill in if you land Sentinel Force. Sent’s able to protect a Jill assist call with all of his projectiles, so it’s relatively safe.

With Doom, you get neat Corner Extensions along with the same incomming mixups and ambigious setups.

What’s the most powerful combo anyone knows off of a raw somersault? The best I came up with was about 677k:

Somersault, 22S, Somersault, 22S, M, feral dash forward, (Flip Kick, 22S)x3, Cartwheel, Somersault, MGS

about 650k without the second somersault.

You can go straight into Paulo’s off a raw somersault. So I would guesstimate about 680-low 690s?

I was thinking about it, my Jill/Frank/Strider team doesn’t do enough damage right now. Off a BNB, I’m only doing about 850k-900K (if Frank is 4), while my other Jill teams are able to do 900+ with ease. Also completely out of ideas on how raise that damage.

I’m in a slump. :frowning:

no now you are realizing how cheap marvel is … =\ you have to be able to kill off of everything!!! cuz they sure as hell will kill jill … and then hit the incoming character with some grimey shit =[ … try messing with teams that give her dmg cuz imo thats the only thing she lacks

Yeah at this point there’s no excuse. Even with oppressive resets, off of your actual BnB’s you have to be able to kill. Can’t afford not to. You’d either have to find SOMEWAY to raise that damage or switch the team.