Now you can become one of us. The Jill Valentine Team Building Thread

the standard backflip whatever combo. It’s just super easy since you have a lot more time to do the moves.

for anyone playing Jill+Frank

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I have been running Jill as a point character and having Iron Man/Doom as the projectile assist…However, after watching FlyingVe vids, it shows that Jill’s somersault kick is a really good anti assist when used as a crossover counter. So I just wanted to know people’s opinion if this team is viable. Chris/Jill/Doom. Chris as a point character can chip and wear the team down as well as build meter pretty good. His problem is that he has no true anti-air options and that’s where Jill comes in with her somersault crossover counter to act as a true anti air. And Doom is there for level 3 xfactor comebacks and his projectile assist…The only thing that seems to be a problem is that this team needs meter but I think Chris can make that situation manageable. So what do you guys think???

Who would be a good character to DHC into, particularly from a Machine Gun Spray OTG (or just random/raw MGS to catch people doing stuff)? I’ve been using Sentinel but I’m sick of putting that robot on every one of my teams, I don’t care how good drones are. I was using Doom for a while, but getting Sphere Flame to hit properly is kind of iffy, and finger lasers does shit damage.
Also is just throwing out that super even a good idea? Sometimes I get really frustrated with people who like to stay in the sky and I don’t really know what else to do :confused:

Well Chirp, I think any character that has a hyper that hits the upper side of what side you are facing is good. For example, hypers like Iron Man’s Angled Unibeam hits people after machine gun spray, Storm’s Hailstorm, Thor’s Mighty Hurricane just to name a few…Well Thor I really won’t recommend unless you enjoy that character…Most people are able to be dhc into machine gun spray to be honest

Ve what are your opinions on Jill/Viper/Dante??? I just picked up Jill today and I have been fooling around with this in training mode. I really like it but the big problem I see is no assist really to get Jill in (Weasel shot works I suppose but I don’t want to give up Jam Session for Viper). Really like the OTG though from Viper and the Shenanigans you can do with Jill in team supers with Dante.

I for sure want to pair Jill/Viper together so If I were to get rid of Dante what are optimal assists for Jill to get in?

By the way thanks again for making that Jill video. Im basically in the lab and watching that video non stop haha.

It works great actually. Though I think Weasel Shot is your best bet for this team. Also, change the order to Jill/Dante/Viper as it opens up stronger combo options for Jill.

Actually, I’ve been messing around with my Jill teal alot and here are my notes (for a team modeled after my Jill approach anyways):

Eligable OTG assists:
Wesker (gun) - Best OTG, and a stupid anchor, can’t go to wrong here. Bad DHC synergy and bad matchups though.
Felicia (Sand) - Still learning her, but I really like her on Anchor and DHC into Helper after Machine Gun approach is hilariously cheap.
Viper (Seismo) - Timing is harder here, but Viper is beast. Still I really prefer Viper on point, and that makes Jill synergy harder
Ghost Rider (Spike) - Timing can be really stupid here, and to be honest, I don’t think the two have much synergy.

Middle Man:
Dante (Weasel) - It’s Dante, and this assist is great for Jill’s mixups and doesn’t scale much. Great options for raw tag combos
Doom (any, beam prefferred) - Pretty much the same as Dante. Plasma beam takes some getting used to.
IM (Beam) - Amazing beam, shitty character
Frank (Cart) - Very good option and Jill’s raw tag and DHC glitch options help too
Ammy (Cold Start) - Same as Dante, but not good for Raw Tag stuff. Still you can Just DHC.
Hawkeye (Kamikaze, Greyhound) - Greyhound is a great beam, and Kamikaze gives us air control and some really neat combo options.
Raccoon (Spitfire) - Pretty much the same as Dante to be honest. I like the Coon better.

I’m sure I’m forgetting something, but those are the main ones I’ve been playing with.

you know, i always wanted to pair jill and rocket and i figured i’d theme it by throwing chris in there (team rcpd harhar). i’d figure jill would benefit from log trap air control, but without actually owning the game i can’t deny the theory potential of jill + spitfire.

my big question would be, in a team like jill spitfire and felicia, how do you impose your will without air control (a weakness that chris would share)?

Lol wow put me on board for Jill and Rocket. After Jill thats the character im learning next because his double blast assist seems like a really good drones like assist to help get Jill in. Your team V of Jill/Rocket/Felicia seems pretty amazing. Assist to help get Jill in and an OTG to extend her combos. Another great character right behind her (who I think benefits for Felecia as well) and an amazing anchor just in case everything goes wrong.

Well, I always try to follow those team building tenants I posted a while ago.

Yeah, the thing that did it for me was when I took Rocket off of Log Trap and put him on spitfire. I lose the air control a bit, but spitfire is just so much better for Jills mixup game.

My Felicia is still pretty sad though. Mostly just DHC into helper and go nuts as opposed to having any real plan. And I like plans…:slight_smile:

My current pairing is Jill/RR/Felicia (this is very subject to change). And to be honest, I just deal with the air control thing. I’ve tried very hard to find a good solution to it but it always winds up hurting my ground game as you pretty much need an OTG assist. So I made the decision focus on my characters strong suits instead of the weak ones. You can use THC’s to great effect to deal with jerks who like to move around too much.

Lol sounds like my Firebrand. X Factor level 3 and just hit a ton of buttons with 0 thought of how I go about it.

Im excited to see your video on RR. Also pumped to see what you bring to the table with Jill/RR.

For now though im just going to focus on Jill until I feel at home with her. My experience its not a good thing to learn too many execution heavy characters at once.

Well my first RR vid (probably out later today) will be low on flash. High on usefulness though.

ive gotten my jill to a point where i dont need assist to get in , so this allows me to run morrigan as anchor…i put jill in the second slot n have mags on point to soften up the load…its a beautiful thing when u dont need assist…i advice you all to try the same…jills not on my 2nd or 3rd team…shes on my MAIN team.

I was actually thinking of having her on as the second slot which allows for the crossover counter with somersault…Nice to see others using her in that slot too ^___^

yea…i get to abuse her cross counter becuase i always have meter to do it…i love when im up against zeros vergils dantes basically ne1 with long block strings or slow normals

Yeah I know, the only problem I have with her being in the second slot is that I find it difficult for any point character to take advantage of any of Jill’s DHC options…Maybe I just have to find better point characters cause I do have an identity crisis in that regard…Any suggestions???

So how would Jill be set up in a Chris-B/Wesker-B team?

IMO i would point chris, followed by jill. Then have dark wesker on deck. This game is revolved around too much zoning to point jill. Also her cross counter is too godlike , and should be added to all jill players game!

So… Jill-Y assist? Awesome, I was thinking about that. I’ve been trying out my team and it is decent but I need to train hard with this team, my main problem has been with people who constantly super jump or teleport while calling assists. Got any advice? Thanks.

Yea, jill y assist…the last place u want to be is on the floor during a mixup, so either super jump when they do or just keep jumping n be ready to switch blocking directions if u feel it coming. You can also hit the lab n record the mixups that give u trouble n learn to block them.