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

Have any of you tried tatsu assist for Jill? I was theorycrafting a bit yesterday and my PS3 just died, so I can’t test anything. :\

I have been curious as to how good of an assist this might be for jill, I’m not an akuma player though so I’ve never tested it :frowning:

I finally got my shit straight. After I picked viper back up my Jill skyrocketed, I rarely lose anymore. I have two broken teams for my characters and I believe gangie and nonsexualrice should try this out. Jill/strange/strider. I confirm from any hit into 1.25mil meter positive. Not only that but It gives Jill full screen lockdown, safety, and antiairs, as well as strider assist being good for strange.

My other broken team is Viper/strange/Ammy. Unblockables, guard breaks, and fucked up mixups in the corner, and insane pressure and neutral midscreen. As well as the combo extensions that they give to viper giving me 1.1mil+ with one meter, killing any character with a dch to strange. This shit is fucked up

That was my insight for today, I’m sure ull all prove me wrong but that’s okay.

-Hououin

I’d be all over Jill / Strange / Strider except that I just really don’t like Strange.

Those teams are pretty solid. Maziodyne has videos for both of those teams it seems. They’re both capable of DHC glitches.

Tatsu’s assists are great, they work like were used with berserker charge for that “teleport + assists” stuff. But you have to call them near to the adversary, which is often a problem. That’s why a prefer Cold Star: you can call it far from the opponent and avoid happy birthdays (not mentioning its huge lockdown).

Because I’ve fallen in love with Kasugano’s Chun + Tatsu. I may try out Jill / Chun / Tatsu in the future.

I recently had to play an excellent magneto player recently. Mind you my friend is a better player than me, but with his proper use of Magneto’s mobility, Magneto’s keepaway and assists I couldn’t ever get near the guy. Magneto is a harsh matchup for Jill, but generally I have been able to get in on most magnetos if the do try to zone.

Part of the problem I felt was my team (Jill, RR spitfire, Strider vajra). Spit fire just seemed too slow to lock him down, generally this isn’t a problem as I would use MGS+Spitfire to get in (which btw this works quite well). However this isn’t an option against magneto when magnetic shockwave will easily counter this.

I was considering playing Jill, Strange (bolts), Strider (Vajra). I already know of the synergies between Strange and Jill but I have no idea if strange really gets much from strider. Any opinions would be appreciated on team order/team composition

Strider/Strange or strange/strider works.

off a Impact palm; you can go into a Jump Loop type of thing with Vajra extension–> Eye of Agamotto–> Impact or FoF ender.

Admiral, I feel your pain. That’s my team exactly and I’ve had trouble getting in. Doom Missiles + zoning is annoying, because it blows up Strider, and Spitfire is too slow to do anything with. Which is why I switched to Unibeam and it solved many of my problems. Although since the switch, I haven’t fought any hardcore zoning, so I’ll have to get back to you on that. Raccoon should have a beam >_>

In terms of Strange / Strider, he doesn’t get anything off of Vajra, I don’t think, but neither does Jill. Not in the sense like Wesker can shoot his gun and convert to a full combo.

Maybe not as stupid good as with characters who can pick up with their own OTG, but I’ve come to adore Jill’s tech chase game, which she gets if Vajra knocks them out of the air. Having a fast assist that tracks and likely goes unpunished and probably won’t miss has a lion’s share of all kinds of benefits like being allowed to rush recklessly and still get a pick, or just get inside. Just be careful against players looking for it, or characters with sword normals that might accidentally clip him like Zero, Vergil or Dante.

Yep, His magneto had strange bolts and missiles behind it and I just didn’t feel like I could ever get the momentum on my side. I could still get strange’s hyper to OTG or the glyphs to OTG if I already have them set up though.

I guess the only way to figure it out is to test it

Just saying, evil toaster believes that strange/strider is the future of strange (evil toaster is one of the best stranges around)

According to him, he can confirm off of strider assist, and kill any character, also off of call strider and SOV, he can get 1mil.

Strider gives Strange Double Vishanti pretty easily.

along with lightning fast 50/50’s that combined with glyphs cause about 4f left/rights.

A great friend of mine thinks Strange/ Strider has horrible synergy, and I agree with him. You’ll only be able to do a double Vishanti and will have a poor lockdown. Your neutral game will suffer a lot. Strider/ Strange is better because of the bolts for Strider rushdown.

And I particularly think Jill doesn’t depend on an antiair assist so bad as she needs a lockdown and a projectile/beam assist. Her game is on ground, so I’d rather go with assists that allow me to come closer to the opponent and lock him down than use an assist just to avoid people from jumping and flying. Jill can easily prepare a mixup when they are coming down and a input confusion with her teleports.

They don’t have horrible synergy, and in no way are you blocking 50/50’s coming at the speed of Vajra+Strange teleport. off a hit, you get the momentum needed for Strange to setup his gameplan (EoA+Glyphs/Daggar of Denak wakeup mixups.etc.). You get double Vishanti, Mixups and combo extensions out the ass, and unlike many characters, Strange can actually cover Strider’s Vajra. As already mentioned Strider/Strange is a MUCH stronger option that is perhaps one of the best strider shells.

Jill Depends on an anti-air assist because it deals with troublesome matchups. Covering the horizontal axis is good and all, but it’s pretty much useless of you’re opponent covers the Vertical axis.

Without an anti-air assist; Jill c**cannot deal with many matchups, such as the Modok, Trish, Magneto and FireBrand MU. An anti-air assist makes troublesome MU’s like Doom completely in her favour

All of those characters are able to use the X AND Y axis to their advantage and are significantly faster then Jill in the air. Covering the X axis for a mixup for when they touch ground is good, but it doesn’t mean much if they’re faster then you and cover both axises more than you.

Basically, you WANT your Lockdown assist to be a projectile; or something with good enough range and a hitbox to function as one.

I actually hate Strider because he’s a char that works only in Level 3 Xfactor. And sometimes he doesn’t even ToD in Xfactor. He’s like a weaker Phoenix.

Of course, those assists with double function are the best. That’s why everyone loves Hidden Missiles and Jam Session, because they work as antiair and lockdown simultaneously. My advice is: go on with an antiair that has a double function. But no way you should chose Vajra (this one has little lockdown, but it’s not worthy for Jill in my opinion), Purification and others.

But, leading with the ONE-TYPE assists ONLY, Jill will play effectively with assists that allow her to get in.

She just play on ground, so switching one horizontal assist for a vertical assist is to take power away from her. Some chars have high defensive tools and assists, when even a lockdown assist with huge covering (the best one is possibly Cold Star) will not work. A beam/ projeticle with high priority as Task’s arrows and Doom’s beam is great because they clean your horizontal advance and wins of several complicated assists for Jill, hitting Doom’s missiles, Tatsus and even other projectiles.

I’ve got the opinion of prefer increasing Jill’s potential (horizontal rushdown), than choosing an assist to deal with problematic matchups (antiair ones). Not mentionting that, in my opinion, her WORSE matchups are zoning, not strictly flying. And beams/ projectile will help you far better in this. Jill also doesn’t have great air conversions, so even taking a clean advantage of an antiair assist is pretty complicated.

Besides, the bad matchups for Jill are really bad, so why not changing the order and starting the battle with another char?

That’s what I have to say with the experience I’ve had.

I personally never liked having two assists that were too similar. It feels like a redundant waste of space. I also don’t think you’re giving Strider enough credit, which I can sympathize with because he is admittedly pretty hard. He can ToD in X-Factor just fine, and his tools also service him fine without X-Factor. His Cheerios are also basically a less expensive Dark Phoenix to use your own example.

If you break down Strider and look at everything he has, you’ll notice he’s rather amazing, and he comes with one of the best assists in the game. Suffice to say he’s not without his weaknesses.

That’s not what I mentioned. You could have Cold Star and Task’s arrows, for example. I even prefer an assist for extend Jill’s combos/mixups than an antiair assist.

About Strider, I’ve already tried to play him. All that I played, all that I ACTUALLY see in tournaments/ casuals hasn’t shown me yet that he’s worthy.

I guess Vajra just turns the whole fight around so well against characters like Trish and Doom that I just can’t bring myself to let go of it. The next best course of action, I think would be to switch out to someone more fit to fight that kind of tactic.

As for Strider, yeah, he never gets the publicity he deserves since a lot of players just use him for the assist and never learn to play him outside of Cheerios nonsense. Check out BT.ClockW0rk, he’s pretty crazy with Strider and plays him in any position.