The Master of DLC Unlocking -The Jill Valentine Thread

Thank you for the info, but I’m 99% sure this will not work in the final build.

Like I said there are loops already and none of them are infinites, unless one of the moves is not affected by hitstun decay, and that’s excactly what the guide says according to Jocelot.

So why would they intentionally leave two exploitable moves for Jill? I bet she’s balanced now, or at least there’s going to be a patch on March 15th (she’s on the disc, right?) that will fix this.

Maybe they intended for her to be broke? I guess we’ll find out when she is released though.

That’s why I included the note in the guide that says that it was subject to change, letting you know that it probably wouldn’t stay this way.

Well I just found an Assist only infinite with Chris (the point character has to stay on screen though), so it might actually be legit :lol:.

Care to share? My team of Chun/Wesker is looking to recruit a 3rd, with final cuts being Spiderman (favorite super hero/compliments my rush down style of play), Ironman (incredibly solid assist options for OTG/Rush down), Chris (love RE), and Phoenix (always love playing overly complicated characters with a huge gimmick).

Looking for any reason really to try to solidify that team for any of those guys, even Chris.

It’s no secret:
http://shoryuken.com/f357/boulder-punching-101-chris-redfield-thread-directors-cut-256568/index15.html#post10272501
http://shoryuken.com/f357/boulder-punching-101-chris-redfield-thread-directors-cut-256568/index16.html#post10272982

I still need to find some lockdown strings using assists to make the “infinite” part viable. Killing the point character works fine, but it is not an infinite that way (but with 4 Magnums it’s pretty close :lol:).

I’m pretty sure all DLC characters are going to be very strong… using SFIV for an example Super Makoto and Hakan would sell fuck all compared to the AE Twins. Than you look at the two Blazblue CS DLC characters in Makoto and Valk and they’re both very strong…

So it is confirmed then?
Shoryuken - Marvel vs Capcom 3 - Mining the Game Disc for Data

Jill is unfinished and the guide portion about her is likely useless.

Pictures: Index of /mvc3jill

P.S. :lovin::lovin: Dat Ass :lovin::lovin:

Lol, her ass is huge.

So, essentially her Mad Beast(level 3) is this game’s Bang Install for any of you who have played BB. Which means it should be broke as fuck in this game. The guide portion of her is likely useless and I’ll change the OP on her moves if it is.

Huh, it seems they kept her ass faithful to the series.

I approve.

EDIT: I’m a little disappointed at the lack of brunette haired Jill. I’ll be waiting for the S.T.A.R.S. costume pack DLC.

Did you PLAY Resident Evil 5?!?

Your choices for Jill were BSAA and DAT ASS.

Also the odds of her STARS outfit being DLC are next to nada. Remember, this game is built off of the RE5 Engine. As such, models for Chris, Sheva, Wesker, and Jill are already made…that’s why it’s so easy to port them over. Jill’s stance is even almost a direct port from the boss fight, as is Wesker & his walk animation.

Chris’s alternate outfit in RE5 is STARS.

Jill’s alternate outfit is BSAA, which is why its the most likely candidate.

If we get a Wesker alt, most likely going to be STARS as that’s the model that’s already finished.

Less work. More money.

Of course I played RE5. Otherwise I wouldn’t have made this thread. I don’t know about you, but I didn’t take time out to stare at her ass. :lol:

I’d also rather them include an alternate outfit along with the character at release, but it’s capcom after all.

I cry BS. It’s at eye level while you’re playing as her. It’s almost impossible to not see it.

I fixed it.

P.S. Better pic.

She’s actually going to look pretty odd in any other outfit, given how she moves and what the majority of her moveset plays out as. From playing her myself, I can tell you right now that if they ever do an alternate costume for her… it’ll take some work regardless to not make it look like the weirdest thing ever. (She’d require a modified animation set, which isn’t unreasonable or unrealistic, but… yeah, a lot of her animations wouldn’t make ANY sense in any other outfit at the moment. Especially her taunt.)

Thank you for the info about Jill. Can you answer a question? You said her gun hyper felt incomplete, how exactly?

It just seems incredibly ineffective. All she does is leap into the air, twirl, and fire her machine guns in a full 360 sweeping motion. She then lands some distance away from where she started. (I’d say roughly half the screen distance is how far her jump takes her, at most.) The machine gun fire and leaping animation is pretty fast though, and incredibly brief… If it were more drawn out or slower, I could see it doing more maybe… But as it is right now she’s lucky to make 7 hits with it, at best maybe I’ve seen her get 12 hits in on it, and in both those instances it did abysmal amounts of damage. (Even to Phoenix, of all characters.)

At the moment… It just seems a complete waste of a Hyper Bar for what little it does. At 7 hits it does about 65,000 damage, and at about 12 it does 106,000-ish or so.

Edit:
Oh, and she can actually MISS with it, to beat it all. Despite her firing in a full 360 motion, the bullets seem to come out in bursts rather than a spray… If she’s the right distance from her opponent, she’ll honestly just hop right over their heads without a single bullet ever connecting!

Wow, that’s not exactly what I was expecting :lol:.

I just had an idea of how her hyper might have worked, but I gues it is really unfinished.

Got the guide yesterday. Her assists actually aren’t too bad!
Cartwheel Kick ground bounces
Arrow Kick ground bounces
Somersault Kick knocks down

Her :f: H is an overhead too!