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

  1. Use Arrow Kick unless you feel you really need that cross-over counter. You probably don’t, but Jam Session at least gives you an alternative to leveling Frank should you choose somersault.
  2. Jam Session would scale her down like crazy, but maybe you can think of something. I wouldn’t use it outside of utility.
  3. If you’re running Frank, better keep him second so you can level him up right away. She can abuse his THC as well
  1. Run Arrow Kick.
  2. Jam Session allows the Tri-Arrow Kick like Missles and Eye of Agamotto; I’ll try to create an optimized combo for you when I get home.
  3. Run Frank Second. Jill can get him to 4 Easier and Dante’s a great anchor.

Learn 22S Dashing CONSISTANTLY.
Learn Paulo’s BNB :j.HS,H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow Kick,j.HS, H,4H,Cartwheel,22S,Somersault.
Learn Jump Loops and EVERY application
Learn Flip Kick Loops

I’ve been reading your archived guide on Gamefaqs to learn how to use Jill and what not. What did you mean by every application by the way? The only jump loop I know atm is Somersault j.HS [j.MMHS]x2 5H 4H 236M Somersault MGS/RS

Multi-Salts
Multi-Salt Applications–> Paulo’s BNB
Somersault–> TK’s.

You can do 3 Somersaults in that combo btw. The guide’s a bit dated so a lot of info I wish I could just put in but can’t :frowning:

Just make a new one for this site.

^ Really thinking about it. Only downside to that is SRK for me whether it is on my desktop or home or my Laptop at work is REALLY laggy, just posting for me either doesn’t work or takes a time to post.

Just put your guide on a word processor document and save it, copy and paste it to the site. That way if posting decides to be stupid, you don’t lose anything in translation.

Good idea. It’s a deal then, one of these days I’ll get cracking.

I’ve noticed that’s just SRK in general sometimes.

I have recently started picking up jill as I have always wanted to play her but didn’t have the execution earlier on to meet any of her potential. What are some of the more optimal assists to help jill with her nuetral game/combo potential?

The main characters I am up to par with at the moment are trish, dr. doom, vergil and rocket raccoon but I would not mind picking up one or two new characters for an assist that could really benefit Jill. Rocket raccoon’s spit fire asssist operates moderately like sentinel drones but I was also thinking that trish’s peakaboo assist could also be great for jill resets. Sadly rocket raccon needs a lock down assist to be even moderately effective, so I don’t think he will be on the team. I have heard mentions of strider vajra being good and of course beam assists are always good with teleport characters.

Perhaps something along the lines of one of these teams. Jill(arrow) Magneto (disruptor) Doom Missiles), Jill(arrow) Strider (vajra) Magneto (disruptor) or Jill (arrow) Dr. Doom (plasma beam) Ammy (cold star)

Reguardless what assists do you think maximize jill’s potential? Any advice or reasoning would be greatly appreciated

Copy-pasta from my old guide incomming. Also, for all those who care, I started working on the new and improved guide today!

characters at Jump height, but super jump height poses a large problem. Give Jill an Anti-Air assist, and not only does it improve her neutral game, but it improves her matchups and makes some of her worse machups better! (Trish being 9-1, effectively 5-5, she has NO option rather to rush Jill down, which is exactly what she wants!) . Not only does it improve your matchup, but it allows you to keep your opponent grounded and mixed up.

Not Only does she Need a Anti-Air assist, but she needs a Beam assist/Lockdown Assist./Projectile. Feral Crouch dashing is fine and all, but It’s not totally safe, adding a beam assist/ lockdown assist makes it ambigious as hell, and safe.

Iron-Man’s is your best choice for a beam assist due to the fact that it keeps them grounded, and in a nice blockstring or easy hitconfirm. However, it has a bit longer startup then Doom’s and much more than Magneto’s. Doom’s is stronger, but unlike Iron Man’s it doesn’t keep them grounded. Iron-Man’s allows Jill to lockdown her opponent and Overhead them for a nice mixup. Magneto’s however, is EXTREMELY fast and can be Very good for jill mixups at close range, but doesn’t benefit her movement from afar.

Lockdown Assists Benefit Jill from Midscreen to close Screen more than Beam Assists. However, they don’t necessarily destroy projectiles. Lockdowns however, Hold your opponent grounded enough to Overhead with her 6H or with her regular 22S 69S, they also allow tick throws, and Position Exchange setups. With Some, you don’t have to worry about the damage being scaled because you aren’t going to necessarily hitconfirm off them, it just puts your opponent in a position for VARIOUS resets with 6H, then 69S Which is going to be your main mixup starter. Here’s a list of Common Lockdown Assists that benefit Jill:
Shopping Cart: Extremely fast, and ample time to reset off it with 6Hxx69S. Great for Ticking throws and off hitconfirm you can 6H and go into the same shnazzy stuff as well. The huge scaling allows for beautiful american Resets as well. Jill and Frank have some sexy synergy that I will go into later. The only downside is that it moves the opponent backwards.

Tatsu: Great assist that destroys projectiles. Unlike Shopping cart it isn’t as long, and doesn’t keep your opponent grounded completely off hitconfirm. Tatsu,still goes through a myriad of things and can be used to combat certain projectiles. Normal 6H stuff isn’t that reliable with Tatsu.

Cold Star: Great assist that keeps them grounded and lasts a great amount of time. Allows for great resets and the normal 6H resets. Only Problem with Cold Star is it’s range isn’t as large as the others necessarily.

Projectile assist are a mix of Both Lockdown and a Beam Assist and allows for flexibility in it’s calls.

Greyhound: Fast and good hitstun, off hitconfirm and block you get normal Reset and Hitconfirm options.

Arthur Daggers (gold and non): In Golden Armor, Arthur’s daggers are one of JIll’s best assists, and can be used as an anti-zoning assist to get jill in and for your regular Blocking shenanigans. Without golden armor, the assist is a more midscren assist. Jill’s Command dashes work well with it.

Team Composition plays A LARGE part in Jill’s gameplay, and her good assists make her a strong team player. She also only needs the things other characters need as well.

Thanks for the reply rice. Would you suggest the assist like vajra or hidden missiles to keep people out of the air or do you use something else?

They’re both definitely doable, but I personally preferVajina. It’s faster and gives Jill reset opportunities and a little combo extension, and her other assist can cover lockdown if you want (and you probably do). Missiles is still great and can play a hand in very damaging combos as NSR has demonstrated, but I really don’t like having an assist out there for so long with a character that struggles to cover them. I also just hate Doom.

This. To me, Doom’s out for an eternity and gets bopped. I would use him as a combo extender if anything. I’ve used teams dedicated to kill Doom’s assist on reaction, so I know how risky a single missle call is.

Also, just hate doom too.

So does anyone think that Viper can be on the same team as Jill? I personally don’t, and have had to make two teams because of it. I had Jill/Vip/Dante, but I just don’t think the synergy is that great between the three of 'em. What do you guys think? Maybe find a new anchor like Mags? I’ve just started training with him.

I played with Viper + Jill for a couple hours and had some fun with cartwheel combo extensions. It was fun, but no good, and Viper doesn’t have anything that Jill really values. Jam Session is pretty good for both of them, though.

I use Jill/C.Viper/Strider as an actual Sub team. It was my “official” second Jill team after my first Jill/Frank one. It works and trust me, there’s alot of tech out there w/ Applying Jill’s wall bounce to strengthen combos and to cover stupidly ambiguous Viper Balls. The Teams one of the more execution demanding of the jill teams.

The problem for the team isn’t really in the team itself, but it’s with the lack of a true neutral game assist. Jill’s applications w/ C.Viper’s Seismo and TK aren’t as numerous as other assists unless you change it to Burning Kick. Burning Kick has more utilization (Mixups mainly and combo extension) but it’s still only decent and doesn’t do what jill really needs. The great thing about the Jill/C.Viper duo is that it mainly deals with setting up quick and hard to see unblockables into Damage.

Jill/Vipes/Strider can work no doubt, but the execution barrier and the restrictions stop it from being at the top echelon of Jill teams. It’s still pretty strong though.

Infact, I think Vipes’ burning kick can setup the Tri-Wall bounce. I’ll check it out at some point don’t know why I haven’t yet.

I don’t know man. I like a team that can deal with most situations pretty well, and feel like that team loses to zoning. Even with my old team of mine that I tried for a while (Jill/Vi/Dante) it’s true that Vi’s burn kick assist can set up some psuedo unblockables and stuff, and Jam Session provided me with an anti air but there isn’t much else. Without a beam assist jill won’t be getting in to easily, and she doesn’t really have a neutral game. Even when I decided to start Vi first, jill did nothing for VI outside of combos. Also, when I’m forced to play against a zoning team, I have no choice but to put Dante first, but Viper and Jill’s assists don’t help out Dante all that much. I could try to get safe teleports with Arrow Kick assist but that wasn’t nearly as effective as having a full screen beam. Maybe I’m just bad, but to me it just felt weak as a whole. I would like to think that Jill/Vi/Mags (basically two points and an assist) would be good, but I really want to have an anti air assist especially for viper so I can cover her blind spot while rapid seismoing for zoning.

Jill’s strongest facet against zoning is the start of the round gambit. Start pressuring from there and zoning becomes less of an issue. That being said, the fact that Jill’s always going to be in that ass and that Dante’s Jam session clears some projectiles should make zoning a bit easier to maneuver around.

I ended up testing it for you. Jill/Vi/Dante provides the Tri-Wallbounce and a DHC into 960K, and that’s without using dante’s Jam session in :tup:
The team offers Command Grab resets along with the BK
The team offers an actual use to her Somersault, TK Position exchange.
The team offers the traditional stuff you would be getting from a Jill team as well.

That’s not necessarily true. I play Jill/Frank/Strider and getting in is no problem. With my Jill/C.Vipes/Strider team, it wasn’t a problem either. It’s all about controlling your movement and getting around the screen effectively with her dashes in conjunction with your assists. The hardest zoning to get around with both teams was Magneto’s EM disrupter though. Hawkeye wasn’t a problem and Jill can gain momentum faster than Morrigan meaning that she can kill Morrigan before Astral Vision. With both Teams, MODOK can’t chill at the top of the screen, etc.

If you need help with a zoning matchup, you should head over to the matchup thread.

Use Arrow Kick as a semi-Pressure tool along with Rapid fire seismos and Laser glitch. If it combos at the right distance you can go into your BNB or staircase loop.
Use Arrow kick to cover viper Balls. Extremely ambigious
use arrow kick for some incomming mixups and 50/50’s.
etc.

You’re going to use Arrow kick as it was a mid-range projectile. Just so happens that it wall bounces and has a good hitbox as well.

Try Viper first. She’s much better against zoning. For jill not to suck against Zoning, it requires really proper spacing and decision making skills. Infact,

Yeah, the problem with this team is Dante doesn’t really benefit from the two. There’s still some synergy, but not as much as others (he still gets unblockables too though) However, he’s a pretty good anchor so the point’s kind of moot. The teams not really weak, it’s just setup-reliant.

I hope I cleared some stuff up for you!

Playing Jill without an anti-air assist is quite hard. There’s going to be matchups that’s uphill battles without one.

I struggle with this. Dante’s Jam Session is absolute garbage when it comes to clearing projectiles. He’s always getting hit. That assist is just an anti-air and mini lockdown, nothing more. That’s one reason I really hate this team. She needs an assist that clears space AS she approaches. I’m so sick of getting hit every time I try to FC 6 to approach. I’ve been trying to practice feral wavedashes, but I’m having trouble. What are your inputs? While in FC I input (f. df. d. d) S and I only sometimes successfully cancel back into FC. Why is it so inconsistent even though my inputs are the same? Is the timing that strict? Even if I when I do master it, I don’t think feral dashes alone is good enough to get in when ever. I’m always getting hit out of it by other assists.

Notations please? Also, how do I replicate the Tri-Wall bounce? And I guess it’s the lockdown from Jam Session that allows for command grab resets. And what do you mean by an actual use for som.salt? Are you talking about the assist or what? The setups are great and all but getting in is such a hassle all the time.

So how do you control movement? Should i be in Feral crouch at all times? Maybe I play Jill to defensively? There have been too many times where I know what my opponent is gonna do, and I go for som.salt and then get hit then die. 10 frames is just a bit too slow for my liking.

Yeah about viper balls: Can you do that consistently? Consistency with those seem way to impractical to be considering it for use as a constant mix-up tool.

Yeah. I’ll try to get familiar with those ambiguous setups you were talking about.

Wow. Thanks for all your advice. I really wanted J/V/D to work but I had the hardest time finding the synergy between the three. What i hate the most about this team is that Viper has garbage DHC options so I will never be getting jill out safely. And also the TCH between Viper and Jill isn’t as good as a Jill/Dante DHC, but Dante makes a better anchor than Viper so I just have to deal with it. But you’ve cleared some up for me. I just don’t spend enough time in the lab. Also, is the Tri-Wallbounce the glitch where her j.rh hits the back of the character and doesn’t cause a wallbounce? And can it be done consistently? If it can’t then I won’t bother. It’s the same reason I haven’t incorporated the Viper ball into my gameplay yet. Thanks again NSR.