"Target Sighted"! Jill Valentine Matchup Thread V2!

So I played a set against this yesterday. c.M is your friend in this matchup. It stops a lot of stuff and goes under plasma beam. You just need to figure out a hit confirm like, c.M, c.H, b.H, somersault or whatever. You kind of need to be a bit farther than 50% of the screen so you don’t get random berserker slash crossup. I think that’s the bulk of Wolverine’s game is to do that + plasmabeam. You still need to watch out for dive kicks, and you can’t somersault them fast enough. Just be smart with your c.Ms

No. I keep Jill in for every matchup unless I’m playing one of my side teams.

Of those characters, Jill eats Doom, Dorm alive and can tear the latter portion of Zero may Cry apart (The “May Cry” portion).

Jill has strengths over morrigan that many other characters don’t have, being that she doesn’t have to deal with some of morrigan’s shit.

For all the stupid shit that BouncingPippins did, he did mention one of the strongest advantages Jill has over Zero (her worst matchup).

Her walk speed trumps his meaning for the first ~2 seconds, the ball is in your court.

Besides Zero, most matchups aren’t poor. You just have to adapt a bit differently to each. Th

So I just played some set vs merc and he played his hulk team. The score was 10-8 or 10-9 and there was certain things that i did in that match. Sadly he didn’t record it but i guess i can tell about some mental notes i had.

Start of Round vs Hulk Drones i went for different ideas. Since most hulks like to go for the grab at the start of the round i tech the grab and did MH Flip kick now this wasn’t what i originally wanted. I want Tech throw Crlmh because since Hulks Stnd H has such long start-up the CrL will either catch hulk before the armor is active or the string will hit him out.One match i took the ground grab and tech rolled forward and call PB assist to stop the whole jump back S gimmick and back dash gamma charge.And lastly the thing i did was walk back and do snapback this help because it created a mind game of the fact that they thought that i was respecting them and then i end up creating the fear of going for the start of the round grab gimmick.

In Nuetral vs Hulk Drones I spent most of the match waiting for blocking and waiting out not really trying to contest with hulks ground buttons. Everytime i called a assist and hulk jump i either dashed under and did Stnd L or just go back mid screen where the nuetral game is easier to deal with.The greatest thing to do vs hulk is try to maintain a mid screen nuetral game so that if you see hulk do Gamma charge+drones you can low profile it with Cr LMH Flip Kick into a combo or if the drones can possibly hit Cr LMH Fallen Prey. The fallen prey will help you turn the nuetral game into your favor and put the fear of them doing gamma charge+drones to start offense. Also keeping hulk+drones midscreen allows you to call your assist in nuetral and not have to worry about the drones hitting them.

Quick tips* Avoid Doing MGS in this match-up unless the hulk doesn’t have meter,allow your assist to put them into blockstun before you try and go in for a mix-up,mix-up your opening gambits, and if you ever decided to go in make sure you call your assist to cover yourself.

Lol That’s Prozacstlyings right? That guy is hilarious trying to say Wolverine has a better Mix-Up game then Jill.

Yeh thats him and the only thing that i would say wolvy has better is normals and instant overhead aka Air L other then that Jill has way more options for mix-ups

Thats what I said. According to him, she is free to push block. lol

I wouldn’t say it’s a wrong statement. lol. Wolvie has too many better everythings. The biggest thing is that he works better with top tiers than Jill does. His buttons are better, ground bounce makes combos easier, double super does 1m easy, berserker charge makes mixups safe, and also berserker charge is level 1.

Jill has a lot of mixups, but you have to set them up properly, and she can almost never kill off of a hit.

I think as jill players we tend to overrate the fact that she attack from all directions and also has a command grab into combo and a uniquely invincible move. It really depends on what you’re trying to say…does Jill have more options? Of course! But as Lion implies, putting them into use is a different story. I’m sure if we did some comparison of the average damage and average number of chances that the character gets to do damage, Wolvie would have more potential.

That doesn’t mean we all need to stop using Jill though, we just have to find ways to shrink that gap and put ourselves in positions to win.

I dont know if we can say that its overrating because the thing is we put here so high on the mix-up pedastol because of her large amount of options that most other characters cant do on a constistent bases. Like Cross-up instant overhead do you know how many people would kill to have there characters have the ability to do that without having to make it obvious. The thing that i guess we should more realize is that wolvy and jill run in the similar fashion but it is true when we do say that jill has more options then wolvy for mix-ups. I mean you can train people to fall for the simpliest of things when you really understand mind games. I guess one of the greatest examples is if i call drones and dash forward go into feral and just do somersault. Most people are expection like od mix-ups that they would never think i would do something so plain and basic. The concept of this is similar to wolvy’s dash up cr L its so simple yet something so hard to block because its a mind game.

Pretty much what im saying is that your jill shouldn’t only have OD mix-ups but have a strong mind game. If u notice someone mashing launcher to get out of your resets do a feral dash back then plink dash back in. Make them think twice

I agree with this too. You need some basic mixups too. I was playing against a guy who thought he could get away with just mashing c.L against my mixups. But after eating one or two, I’ve been specifically timing them to get in between his mashes, and / or doing other movement options that would totally blow them up. Until he learns those, which, would allow me to do my initial mixups again.

Jill may have more mixups than Wolvie, but in a game where ToD is king, resetting is the worse of the two options. He has better access to that and his mixups are good enough to kill off any hit. It’s like playing rock paper scissors. Wolvie has those 3 options, Jill has the option of throwing those 3, but also 2 rocks, 2 papers, or 2 scissors. But you have to throw them twice to win a round. If we can make our mixups really airtight, then we could essentially throw rock and paper at the same time, but for me (and perhaps a lot of us) we haven’t figured out how to yet.

That being said, the fact that Wolvie works better with top tiers makes it that you don’t have to build a whole team around him. I think that’s where we’re going wrong too. Plus there’s a whole other side that hasn’t been explored yet - Mad Beast.

The only real potential I could see for mad beast would be putting Jill second on the team to take advantage of her infinite and then going into mad beast for the incoming mix-up/infinite. Personally I think mad beast is simply too expensive and too risky to be useful.

Maybe it might have some merit with resets/xfactor but honestly I rarely use it despite how cool it is.

The best thing about Jill having Mad beast on deck is the ability to run out peoples x-factor.Like since LH or cr MStnd H is a true blockstring in mad beast you can use it to run out people x-factor and make it easier on themselves.I mean if anything Jill having mad beast+X-factor 1 give you in a sense a X-23 type of situation. Like heres what i theorized.
1)Kill First Character with Infinite,Mad Beast+X-factor 1 the second character,hit the anchor into infinite or Reset
2)Kill 1st character by reset,Infinite 2nd Character,Mad Beast x-factor 1 third character
3)Infinite 1st Character,Reset second Character,x-factor 1+Mad beast last character

Just some theory set-ups that implament mad beast into it.

Quick question. What do you guys do for incoming mix ups? I know it is going to be different from team to team, but I want to hear what other Jill players have on deck. I Dante with jam session so my incoming mix ups are good at opening them up but bad at damage

LoL I asked that in the tech thread. So far all I have are spitfire + dash up knee drop, or, stay underneath and somersault for non airdashers. The first one is more like Spencer’s where the other one is kind of the reverse. Both you can get some pretty good combos afterwards, but I need better ways of handling this.

i’ll post my incoming stuff in the tech thread if you guys wanna know

HEllo fellow Jills. I am taking my Jill team to youmacon and I really need a good list of the following character/teams to play against and improve in the matchups. are there any good Morrigan/dooms, ZMCs, Viper players, and nova players here I can practice against? really wanna makes sure I’m ready for these guys. It would be sweet to get top 16 especially with Valentine. Team is Jill/Dorm/IM and GT is Kidigital if anyone is interested. :smiley:

I really wish I was good with Ironman. If you’re talking about setting up a match with you and those said teams, you’re probably not going to find it in the Jill forum. Almost everyone here mains Jill.