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

Viper is a blast. Would it be viable to put her second to Jill with Burning Kick for mean cross-up overheads? I haven’t actually played the game in about a month now, and don’t have anyone to really try it on.

Jill/Viper/(Strider, Iron Man) might be good, yeah, but that team is so ridiculously front-loaded it’s not funny. I’m firmly of the belief that two (mostly) point-exclusive characters should not be in the same team, ever.

I play J/V/S as my main time and it’s stupid as hell. The execution is *a lot *more demanding, so I REFUSE to play it online. I would rate the team for really advanced JIll players who know their spacing and know when to use Whiffs and the such since you’re playing without a “real” lockdown assist.

I use Burning kick for pressure strings and unblockables with Jill’s F.L, along with utilization of the 1frame Assist “feral call” stuff I mentioned earlier. You could use BK as a combo extender as well, and it should allow you to get about 950K off a hitconfirm or go for a Tri Ground bounce reset. There’s BK–> Arrow kick feint stuff that’s ridiculously hard to block as well.

With Viper, I utilize Jill’s BK to cover my VB’s and add an extended hitbox when I rapid fire somersault. On hitconfirm I could usually convert from midscreen, it’s hard but possible. Arrow Kick is also a neat combo extender and I always have strider to setup unblockables and the like.

Try it out dude, it’s a great team and it should be up your alley. :tup:

Nope, my team is currently in the order you put it in. Unfortunately the places that I play don’t have Jill so I have to substitute w/ Chun. I’ve been working on a ton of resets with Jill / Spitfire though. TBH, I think arrow kick is the best assist for teleporters. Burrow + arrow kick or even just reverse DP+M w/ Strider + arrow kick is dirty as hell.

Plus I don’t have a portable recording device, so I would record if I could. Sorry :frowning:

Arrow kick is SOOO dirty! I’ve been using incoming mixups w/ it with Strider and I feel bad just doing it haha.

My main team is Jill/Dante/Arthur, but i’ve been working on my mags lately. So with the new tac infinite, I think i’m gonna try Mags(em disrupter)/Jill(arrow kick)/Dante(Jam session)… With Mags crazy resets for people mashing to break tac’s i think it would be a good team. Plus it still has the amazing Jill/Dante shell. What do you guys think?

I’ve just got out of training with Jill (Arrow kick), Spencer (Slant shot) and Hawkeye (Triple arrow). Really good potential. Awesome mixups and resets with Slant shot, raw tag combos… Pretty nice. Guess I’l swap Dante for Spencer.

The infinite isn’t going to really change much. Jill is still a point character through and through.

There’s a whooole lot of Reset potential with that team! I like it, but you’re loosing out on a true Anti-air assist which I’m big on :slight_smile:

I may be losing out on my anti air too. After playing some longer sets with Clockw0rk and Y2Jay, my Strider is more of a liability than anything, since everyone and their moms knows how to fight against it. I’ll stick it out for a while, and I’m thinking of switching to Ammy, but she hates me more than Strider does.

I used an opportunity to finally spend some extended hands-on time with Jill’s assists at work in the field. There is almost no reason to not use Arrow Kick unless you need a combo extender for whatever reason and don’t have a groundbounce of your own, suggesting the use of Cartwheel. Not bloody likely, though, especially since if you don’t have a wallbounce or either, Arrow Kick does more damage anyway and gives you that corner carry.

Somersault being a useful assist is also nothing more than a pipe dream. As nice as an invincible cross-over counter to save your ass and maybe go into 712k can be, that is pretty much all it can do and is just not worth missing out on Arrow Kick. Personally, playing someone like Frank, who has a hard enough time closing the gap in the first place AND has the roll, Arrow Kick is just too valuable to give up. Besides, it’s not like CC’s freeze time; the other guy can block or invincible hyper on reaction and probably will, which in Jill’s case probably means you die, and your next character has to face the horror of incoming and may very well also die. You just spent a bar to kill or severely injure anywhere up to all three of your own characters.

A crying shame, really.

So I ended up loving the Mag/Jill/Dante team because of how versatile the team is… Depending on match-ups you can switch the team order to what you like and is still effective.

Magneto/Jill/Dante- against zoning heavy teams, Also i hate playing jill on point against teams with beam assists(plasma/uni), but thats just me
Jill/Magneto/Dante- I definitely use this team vs any ground-based characters
Jill/Dante/Magneto- This is the order I’m most comfortable with because its closest to my original team(Jill/Dante/Arthur), plus has mags as anchor
Dante/Jill/Magneto- Only use this order if dante has great match-up against a certain character

I believe all of these are viable, and its nice to be able to use the same characters in different match-ups

-Also arrow kick has a ton of start up and is easy to punish, so i switched back to somersault

I really disagree about Somersault being useless. For my team I’d much rather have it than arrow kick - I run Jill (Somersault) - Doom (beam/missiles depending on matchup) - Amaterasu (cold star). Jill is for all intents and purposes a glass cannon to open people up and TAC into Doom’s infinite. Once doom is out and kills, I tag Jill back in for welcome mixups (and in the future plan on Mad beast setups, but not quite there yet with MB). If for whatever reason I screw up Doom’s infinite or someone snaps in dog, I want a good option to get them out and pull back in Jill. Sure, I can use arrow kick to an extent at neutral with doom, but he’s fine at neutral. I could also use it as a combo extender, but if you need a combo extender for doom you’re doing it wrong.

Sure, people can block, but you’re still safe due to SS being hilarious. Not too much of an issue if they block. All in all, there’s not a ton of invincible supers amongst the cast, and even less invincible specials. Most of the time you can cross over counter and be safe at worst, at best you get a happy birthday or 75% chance to get a kill combo. It gives you a very solid defensive option that your opponent HAS to be aware of while pressuring you unless they want to instantly lose the game. In no world is this not a good option to have.

Basically it boils down to this - I don’t want or need Jill’s assists with either Doom or Ammy. The last thing I want is for Jill to NOT be the first person to die on my team, that’s her job. Jill cannot be in the 2nd or 3rd slot due to having absolutely nothing she can do on incoming other than pray she hits the ground safely and emergency MGS (good luck with that against any of the top or high tier characters with proper team configurations). Her job is to open people up, get Doom and Ammy meter so I get 4 frame full screen kill punishes / mixups that build the meter I just spent. And if needed, she will die (and in doing so make my THC better).

I may not have been 100% correct in my assessment, but I do very much enjoy the discussion it started. I may have to play around with it more against different adversities.

Arrow kick isn’t bad for coon after all. Still I’m currently trying to come up with some nasty resets/mixups using spitfire assist. I know its possible, but I haven’t come up with anything particularly ambiguous yet though :frowning:

Regardless I think this is now my favorite team to play with now :smiley:

There are **SOME **instances I would advocate Somersault as the main assist, for example with Dante since he uses both bounces but most of the times I’ll advocate Arrow kick.

The problem I have with Somersault as an assist is that you’re wasting One full bar to get an opportunity to actually use the assist. It’s eh in the neutral game and doesn’t offer the extended hitbox of Arrow kick. Many assists offer invincibility as an CC so it’s not really much different (yet barring the safety that SS provides)

I use Somersault to get Hawkeyes’s or Skrull’s asses out of the screen (LOL) and extend Hawkeye’s combos into net arrow loops…
But I’m changing to Arrow Kick now that I’m running Spencer/ Hawkeye. Spencer has his legendary Bionic Lancer so he doesn’t need a defense assistance… And Arrow kick really helps Hawkeye’s defense and attack.

I was zoned out pretty hard today by Taskmaster, which made me realize that Jam Session has pretty much no horizontal range and is surprisingly unsafe to call despite that flaw. I decided either to replace Frank with Arthur, or go back to trying to learn anchor Strider instead of anchor Dante.

The choice was clear. As nice as Jam Session is as an anti-air, I’d much rather have a safer call that can hard knockdown for a reset opportunity as well as locked-on forced defense from full-screen with Vajra. Using Jam Session for lockdown was kind of redundant behind Frank’s shopping cart anyway, especially since it never helped me much as Jill even on the incoming game. I’ll definitely miss Frank+Dante, but Jill+Strider will hopefully keep the game far more in my favor than Jill+Dante.

My biggest problem behind having to learn Strider, though, is that I just don’t know when to call Vajra. It misses so often, especially when trying to use it as an anti-air against an angled super jump or fast ground movement or something.

Everything NSR says and does makes more and more sense every time I try to deviate from it.

I don’t know when to call Strider either. VS. Taskmaster, it’s just one of those matchups that isn’t in Jill’s favor. Shield Skills is an option select throw and feral counter. I played a long set against Rayzyrbyrn and it’s almost hopeless. I couldn’t find any way to get in. Although I feel one of the answers is to wave dash more and feral less, until you are certain you are in prime position to get him to commit to a move. It’s like vs. a Captain America but with arrows instead of shields. Just gotta be more patient, and I’m guilty of not doing this as well.

As much as I love Strider, I don’t feel in control of him, no matter how much I try to learn him. I’ve had him on point for the longest time, and I still don’t know what to do. The thing that sucks is that after Vajra knockdown, you don’t get any followup. Sure you get a nice Okizeme, but lots of players, especially offline, are able to either get out of it by calling their own assists, or just fly away. I must not be playing it right. Ammy, on the other hand, coldstar lasts for a really long time, and masks the things you are doing, leaving them there for you to fuzzy them. It would definitely help out my team, with RR. The only problem is learning her, as your problem with Strider.

I really hate Jill+Chris. The only reason I could think to have him around is to combo from :dp::l: with the mine since the machine gun is way too slow to come out and too quick to leave to really help her out, and even then, that’s two point characters on one team which severely limits your usefulness. I also don’t think Jill has really anything to offer Chris in terms of anything, so I assume you’d be stuck with Somersault assist for lack of anything better.

Even if you stuck by that duo, that means your third character would have to be someone capable of making Chris useful while still helping Jill. So your third character will be Doom. There’s unfortunately no real wiggle room for that combination since Chris is so codependent, even more so than Jill.

That’s very true, IMO Chris/Jill may work but jill/chris is probably bad. Chris/Jill because that means chris gets a gtfo me assist, and that crossover counter. Also, chris builds a lot of meter for jill