DIE ALREADY! The Jill Valentine Combo/Strategy Thread

how about :qcf::m::d::d::s:, :m::d::d::h: super? you’ll cancel earlier and not push yourself as much into the corner

either that or do the cross-under and then :dp::m: into :m:,:s:, air series

does raven spike link directly after DP M in the corner? checks

[media=youtube]vuU_GE1coBg[/media]

Hope you guys don’t mind me making vids of your combos

Yeah it works, but its too fickle for my liking so I just opted not to do it. I pushed 650k by adding another :h: before the :b:+:h: in the combo and then following up with the feral string, but I could never get it consistently due to Jill ending up in all sorts of random locations.

Here’s a fun combo since someone in here wanted to talk about the applications of Launch into Knee :slight_smile:
[media=youtube]TV0prbWge3w[/media]

The only thing I don’t like about the stomp setups is that it gets rid of :qcf:+:m:, :h:, super and I’m fairly certain that it is strongest way to setup high damage from her super.

I don’t know if this will be useful, since you have to give up your ground bounce early in a combo to use it effectively, but after qcf+m you can feral cancel and then do diagonal up teleport to cross up and hit them with J.H, then land into some j.MMHS loops, or whatever else you want to do. It could be a good option for getting your opponent into the corner.

Haha, yea the damage varies actually. Has something to do with the bullet spreads im sure.

Also, feral canceling is hella easy once your fingers are used to it. Feral canceling results in seriously big damage(for her atleast). I’ve gotten up to 630K or so. Although, I keep forgetting to jot down the combo’s.

Are you guaranteed anything off the H command grab?

A one frame link with standing jab. Land it, and you have free damage basically.

yea, standing L into combo. I think thats it.

Okay so I finally found what I think is my optimal simple midscreen BnB.

494,900 damage meterless.

cr.:m: st:h: xx :qcf::m:, :h:(Somersault Kick) xx Jump Cancel, j.:h: j.:s:, Jump, j.:m: j.:m: j.:h: j.:s:, Jump, j.:m: j.:m: j.:h: j.:s:, :h: :s:, j.:m: j.:m: j.:h: j.:s:, Dash, :dp::l:

550,000ish if you OTG with the Gun Hyper.

626,000 if your OTG at the end is Wesker Assist > :qcf::l: xx :dp::2p:

EDIT:

Start with :f::h: xx :qcf::l:, :m: :h: :b::h: instead of cr.:m: st.:h: and it deals 555,900 meterless from an overhead.

Also if you start with overhead and end with Wesker Assist > :qcf::l: xx :dp::2p: you get 685,900 which is pretty nice.

Also I’m sure it would deal more with an opening other than cr.:m: st.:h:, but this one just has the most range while being reliable.

very nice everybody. Ill Cipher through all the combos, see which ones are reliable BNBs and more complicated, and try to list them all by damge output n similarity. If some are too similar, then ill probably just have an extra section for them as well

My combo ive been doing is:
:l:,:m:,:h:,:b::h:,:qcf::l:,:l:,:qcf::m:,:l:,:qcf::l:,:qcf::atk::atk:
490,000-ish

In the corner you can do:
:l:,:m:,:h:,:b::h:,:qcf::l:,:l:,:qcf::l:,:l:,:qcf::m:,:l:,:qcf::l:,:qcf::atk::atk:
540,000-ish

and if you are super 1337 you can try
:l:,:m:,:h:,:b::h:,:qcf::l:,:l:,:qcf::l:,:l:,:qcf::m:,:l:,:s:, JC, j.:m:,j.:m:,j.:h:,j.:s:,:a1:,:d::d::s:,:m:,:qcf::l:,:qcf::atk::atk:
need an otg assist (wesker gun is what I used)

Also note all :qcf::atk::atk: can be replaced with :dp::atk::atk: as far as I know. Probably will net more DMG!

Edit: I didnt see any combos like this in the first post hmmm. I think I will make a vid tonight for these combos. They ar kinda flashy with Jill spinning around and what not!

I really like having my opponent in the corner, so what I’ve been doing sometimes instead of finishing a midscreen combo with a super is doing launcher -> air combo -> Wesker OTG -> raw feral crouch -> dash through -> :dp::m:

This can put your opponent in the corner even if you start the combo in the other corner.

You can combo off of an Air Grab with She-Hulk (Torpedo) assist. I’ve been doing:

Air grab, Assist, Wave Dash, j.H, j.S, land, j.M, j.M, j.H, j.S, land, j.M, j.M, j.H, j.S, b+H, qcf+M, feral crouch H, dp+2ATK (or qcf+2ATK)

It does over 500k which is alot more than she can get off of her airgrab normally.

Some general uses on Jill’s gun hyper, nothing fancy:
[media=youtube]_NFPGl-eQLA[/media]

THANK you =DDDD i JUST reached this part of the thread after combo surfing. thanks for making that machine gun guide =D

so expect the combo thread to actually start getting revamped in about an hour.

Im going through all the mid screen combos and putting them in order of usability and practicality. Next ill do corner combos, then Situational combos, and then lastly partner combos

why are people posting combos with j.MMHS as starter

that isn’t really practical…

anyway, for most characters if you’re going to do cartwheel>somersault>super, delay the somersault until they’re just about to touch the ground for more dmg

actually, against certain opponents that you constantly see, “hulk” “sent” “mag”, the KJL will hit and it will work just like any other combo, also it is quite the meter builder in times where you think you need it.

and as for the delay somersault, thanks, Ill be sure to mention that

Dude, I was thinking of the same exact way to organize the combos. I found Dustloop’s combo listings to be hard on the eyes so I came up with something similar to what you have for Valkenhayn. Very nice and it makes it more about putting parts of the combos into muscle memory than learning the entire combo as a standalone pieces.

And you might want to mention this for the first midscreen BNB. You can combo into either Machine Gun Spray or Raven Spike from it. If you’re doing the BnB in the corner, use Raven Spike for more damage and to use the DHC exploit. On the other hand, if you’re doing this where the opponent is midscreen, go into Machine Gun Spray for more damage, but Raven Spike still connects.

Just going off of doing one Flip Kick into Machine Gun Spray, I got 350k damage at most. Raven Spike got me 328,900. In the corner, Machine Gun Spray got me 313,500 where as Raven Spike was the same at midscreen.

Thanks =D

There was one more sequence that is debatable for a used notation, and thats the

:qcf: :m: :h::s: string. i’ve seen this about every combo in the beginning, and it still shows up every now and then.right now i think its SC3 for now

THANK YOU!

I better see ALL my combos in hat post just because it would make my e-peen feel ginormous! :rofl: