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

Hey all. I’m very interested in throwing together a Jill-based team for a B-team. I’ve read the thread from first to last but just looking at Jill I’m really not sure what she needs from a team to work, aside from a good lockdown/beam assist to help her get in. If you guys could gimme a hand sifting through the characters I can play, then maybe we can come up with something that’ll be semi-decent? (Just for reference, my A-team is Wesker(Gunshot)/Magneto(Disruptor)/Skrull(Orbital Grudge)).

So I can play:
Nemesis, Chris, Frank West, Vergil, Wesker, Haggar, Amaterasu, Nova, Captain America, Sentinel, Super-Skrull, Magneto and Taskmaster.

I’d rather avoid Doctor Doom if I can help it - it’s a personal grudge thing, and I know it’s stupid because Hidden Missiles are so good but that’s just how I roll, for better or for worse. I watched the videos and there’s some really nice Jill/Dante stuff going on there but to be honest, my Dante is fraudulent as all hell - tried learning how to Bold-Cancel properly for weeks and I just cannot do it for the life of me. :frowning:

I love what she can do with an OTG assist in terms of damage potential, but the only OTG character I can reliably play is Wesker, and to be frank Wesker’s DHCing after Jill doesn’t look too hot, plus Anchor Wesker doesn’t hold up too well. Maybe I should pick up Felicia for anchor/second and go with Sand Splash? I don’t know, I’m pretty confused by the whole situation, haha!

I don’t really believe Jill needs an OTG assist. It’s useful for damage, but there are ways around it. Anyways there are two things that I believe the optimal point-Jill team should have: Horizontal and Vertical space control.

Horizontal control obviously for the mixups and vertical control so that the opponent cannot simply super jump over all of the horizontal mixups.

Those two ideas can help give you an idea of what you’re aiming for when you’re creating a Jill team. However, those two things aren’t really necessary to be successful. From that list, I can tell you that Frank West and Jill have really amazing synergy.

[media=youtube]cL9SOXWXihQ[/media]

And even though anchor Wesker isn’t the best, I think that a properly leveled up Frank can be terrifying on his own without any assists.

8ndroid thank you so much for getting back to me so quickly. I’ve generally noticed that looking at who I can play I’m desperately missing someone who can control the vertical space.

I love that Jill/Frank level 3 video. I was bumming around in another thread here in the Jill sub-forum (I forget which one) and someone helpfully linked to a really great Gamefaqs (I know! Shock-horror!) thread about Jill that outlined a nice combo that gets Frank to level 4 for 2 meters. That’s terrific, in my opinion - there really is some strong synergy between the two, so I think there’s definitely potential to put those two together on a team.

Now I just gotta find me something to help control the air space - especially important since my most frequent local match-up is against a Deadpool/Taskmaster/Trish setup who just loves to play keepaway all day. How do you feel about Strange’s Bolts of Balthakk to dissuade jumping/super-jumping against Jill? It comes out very high and blocks off a nice part of the screen for people who aren’t teleporters. Shame it’s attached to Strange. :frowning:

I have an interest in Jill. I like her moves. I like the way she feels and the flow of her Teleports. that said. I want to use her with a team. here’s who I use. whom would fit best making a ateam with her on point?

Haggar, Dormammu, Magneto, Chris, Dante, Stride Taskmaster, Sentinel, Vergil.

I’m considering picking up Trish.

Eh, I love Strange, but he’s kind of ass. If you were willing to learn Strider, I think he would go amazingly with Jill and Frank. The hard knockdown on Vajra really helps keep people grounded. Frank can convert off of hard knockdowns at higher levels too.

Jill can’t really use it to convert into combos, but Vajra can be used for combo extension to lead into the double bounce set up. At the end of the standard jump loop combo, go with: :a2: (Strider Assist), :h:, :b::h:, :s:, :qcf::h:, :qcf::h:

Of course after that last double knee drop, you can hard tag in Frank just like in the video and level him up. Not sure if that first fireball motion has to be tiger kneed because I haven’t experimented with it too much but I know it’s certainly possible.

As for Densuo, you should look at some of these vids by Ika:
[media=youtube]CelJoHgo71s[/media]
Jill has some dirty resets with Sentinel, it’s pretty mindblowing how good they are. I know Ika also plays Magneto and his channel shows some crazy stuff with that too. If only my Magneto weren’t so fraud-like I would pick him up too, but I don’t have the execution… :frowning:

Dante is also amazing with Jill. Dante’s THC with Jill is amazing and lets her convert into huge damage. Dante can also hard tag after the double bounce ender to do Volcano into Beehive into Million Dollars for big damage. I also personally believe that Weasel Shot is one of the best assists for Jill due to it’s (longer) horizontal range compared to most lockdown assists and its ability to leave people standing. It’s really good for Jill.

As for Haggar, Dormammu, Taskmaster, and Vergil, I don’t know if they work super well with Jill, but there’s always undiscovered tech so I wouldn’t leave them out. Just try out characters and see what works. I’m only showing you what’s been found, but there’s always awesome stuff with lots of different teams.

I recently picked up Jill for a refreshing change of pace. Just looking for some honest feed back on a Jill team im trying to formulate.
Jill (Arrow Kick) , Chris (Landmine) , Sent(Drones) /Ammy (Cold Star).

Im a long time Chris player, so that pairing with Jill is just comfortable with me, and I find landmine at least up front to be pretty useful. I can call him before doing Fallen Prey, and it’ll otg for some nice follow ups. So the bigger question I have is which is better for Jill, Drones or Cold Star. I like how they both play, but I don’t have the Jill insight yet to know which is actually better.

Jill/Dorm/Doom and Jill/Vergil/Doom are pretty decent as well.

They are both good assists for Jill, imo I think sentinel drones is better for both Jill and Chris, especially since I used to play that team a while back.

I forget if I posted this a while ago or not but I really like Jill(Cartwheel Kick), Frank West(dat cart), Wesker(OTG).

They work really well together as a lot of the time Jill has to go for a reset or something but with frank you also have the option of going into him and leveling up. If you can’t kill then just level up instead!

My normal combo with jill is pretty basic, but I’m working on what I can do with frank to get the most out of leveling up.
usually hit confirm with down M or jump in or something into somersault, jump M H S, jump MMHS, jump MMHS, jump MMHS, launch, MMHS(you TAC to frank here instead if you want to take a picture and keep your meter), call wesker, arrow kick into knee drop ground bounce into either hard tag from the ground bounce(it works but its a bit finicky, still practicing getting the right timing and distance from the corner on the ground bounce) into frank and snap-shot hyper or raven spike into frank whiffed bottle hyper and then picture. I’m experimenting to see if after a long combo if jill can get in another TAC, because after if you DHC glitch into raven spike while they are really high in the air from frank’s DHC glitch hyper(idk the name), you can launch or go for a reset with jill, because if so you could potentially go into hard tag frank after the gound bounce from jill’s QCF M or H in the air and then DHC glitch into whiffed raven spike. After you whiff the raven spike you can launch and possibly TAC back into frank a second time but I’m still trying to figure out if that works as there is a lot of scaling and they usually just flip out.

Wesker also lets jill and frank go into decent combos off of an air throw, and lets not forget dark wesker. Also has good synergy with frank.

I also like how some things about their combos is similar. With frank I go into launch and then air string into down H into wesker gun shot and jump MMHS similar to jill combos.

Vergil’s dimension cut assist…?

Its almost the same team as Noel Brown with the exception of Jill in place of Wolverine.

Rapid slash is his best assist even with Jill imo. You can extend combos and create some good mixups as well.

I figured as much. I thought block string into feral with cut leaving them in place to force a guess or allow a teleport for better positioning

Yeah but I’ve been trying it more and more and they really work well together. There are a ton of different ways of going about getting snapshots in combos off of jill.

I found a combo off of an up exchange that does just over 900k damage. You start with the 1 bar at the beginning of the match and build pretty much exactly enough for a third bar at the end of the combo, the combo also needs the corner but you should carry them to it throughout the combo. You do you basic combo with jill, you need to do 3 of the jump juggle loop to build enough meter, then launch and up exchange into frank, frank does the juggle with his QCF L where he hits them with tools a bunch then you down H into snapshot DHC glitch hyper, then when they are really high up in the air DHC into whiffed raven spike and use your wallbounce QCF H kick into heavy double knee drop. Hard tag into frank west and snapshot hyper again for over 900k damage and level 4! You don’t use wesker’s assist in this combo as well so there might be a way to extend this even further.

Also there’s a better way of using wesker’s otg with jill. Instead of using your ground/wall bounce there instead just flip kick into raven spike and whiff frank’s hyper. Then snapshot and call out jill and then use the DP M kick that causes hard knockdown with frank and take another snapshot.

Also for hard tagging into frank after the heavy double knee drop, just take a small step backwards to make sure you won’t hit them with the hard tag, you have lots of time.

I never said it was a bad team, I just mentioned It’s almost the same team and they both get similar damage.

Hey FlyingVe (or anyone else this may apply to). I know you’ve done some work with the Jill/Dante/viper composition, and I’ve just picked up jill and really like her. I’m pretty much know viper inside and out and my Dante is getting there. As for my jill, well I’ve got quite a bit to learn still (metagame-wise). Anyway, do you really think that this team has good synergy? I’m really having trouble. I currently run Viper first then jill then dante. Sometimes I put jill first but I don’t like not being able to DHC into viper safely. As for assists I have weasel, arrow and burn kick. I did use jam session, because of how it covers Jill and viper, but the more I play and watch vids the more I realize that lockdown is more important than anti-air. I use Dante as anchor because he’s decent in X-factor(I’m sure you saw Nini Hearts vid) and I can’t see how the assists I’ve chosen to use will help out Dante in the neutral game anyway. As for the burn kick assist: In the corner I can end with the double bouncer, although I can’t to much more damage after it. I can also get a decent reset opportunity midscreen. Also with burn kick I have hard-to-blockables and triple overhead shenanigans. Also in matchups where it’s necessary to use Dante first[mainly Trish(why don’t more people use her? she’s really strong) and Zero] burn kick can help dante extend his combos a bit. I use jill arrow cause it’s sort of like a projectile and can help dante’s teleport game a bit. Anyway, what do you think of this team order and the assists chosen? Another thing I don’t like is the lack of incoming mixups I can do to oncoming characters. Am I just missing what makes this team really strong? Any advice would help me a lot, especially coming from an expert. I don’t have a console right now to put in some labwork time so that might be another contributor to my frustration with this team.

I want to make a team with Jill and Ammy but not sure who my 3rd character should be. I have Jill on point with Ammy as anchor or possible second.

It’s really a personal choice for your third slot, it’s up to you really.

I don’t really see flyingV in this forum anymore, so I doubt he’s maining Jill imo. I don’t really like that team much, Viper on that team really doesn’t help anybody on your team. I don’t really like the synergy of Jill/Viper either it may as well be Jill/Wesker, I don’t know why people think that Jill/Wesker is a good combination anyway (they have horrible synergy and you would have 2 bad assists). Even Magneto would be so much better than Viper on that team imo for both Jill and Dante.

Personally I’ve been learning a lot of Dante lately and I use Jill/Dante/Doom, and they have stupid good synergy, even Dormammu has better synergy with Jill than Viper does imo. A good zoning team would keep Jill/Viper out all day, you would need to use Dante more so to deal with that.

Isn’t a character with an OTG necessary though? That was one of the reason why I held out on maining her for awhile. And the lack of air options >.>