The Master of DLC Unlocking -The Jill Valentine Thread

Going to see if she fits with my main team in place of C.Vper. If not, I’ll stick to C.Viper. She looks fun though.

Considering both require decent execution, people who play Viper should be able to work with her better.

I love her. I’m trying to get to get used to the hunter series she monopolizes in. But I actually love her hypers. That machine gun spray is also good for a combo ender if u use the somersault kick, where then it can bumps u the damage by nearly 200k or so. And if u want to connect raven spike to a wall bounce I was able to get it in by=
arrow kick -> double knee drop-> magic series -> cartwheel kick -> somersault flip -> raven spike.

God it felt good to say that.

And as for the teleport, I use it to get into enemies if there far away or If they are continuously blocking, then I move away and recuperate with it.

I just really need to get combos down by heart before I can reallllllly get into using her.

Then as for the people calling her an poor man’s weaker, I have no words for. She’s not him. (may have some “elements” but that’s loosely said).

Aaaaaanf her air dash and her not having it is pretty weird to me too. I always want to triangle jump whenever she superjumps with the way she is twirling in the air.

If you actually go on the xbox.com website, you can queue the d/l online and it’ll transport the download to your console.

once i get both characters
I’ll try and see which one best fits alongside arthur/sentinel

Jill Shuma Or the character i currently roll with" Akuma

Cartwheel to teleport + call assist=cross-up shenanigans

So I did a little testing (Nothing extensive) but like Wolvie, she has an instant overhead that hits on the whole cast with her jumping medium. This does not hit everyone crouching though, as the short characters you would expect (Arthur, Joe, Ammy) and maybe some you wouldn’t (Trish, Hsien-Ko, Felicia), it doesn’t. On some standing characters, you can get a full combo out of them with j.mmh, although I didn’t test anyone. Best I could get off of instant j.m was about 521 k with 1 meter, 430 k with no meter. Not bad.

I should also mention that the instant overhead really works well at carrying people to the corner if you use the arrow kick after your followup ground magic series, since Jill has some real damaging stuff in the corner.

its even worse if u combine that w her throw

does the instant overhead lead into her jump loop?

Well, again, nothing extensive, but I could do one loop of j.mmh, then do another instant j.mmh on some characters. The timing was REALLY tight though, so I dun know if I would consider it viable…

The main combo I would do is one loop of instant overhead j.mmh, s.mh c.h b+h arrow kick/cartwheel kick into flashkick into machine gun super.

haha funny you mention that

yea instant overhead m is awesome! air chain into heavy to cancel into L dive kick is what I just figured. Was mad beast. this jump loop though, I need to look for it.

Edit: nvm I see it now.

got u. ill do some testing in the lab wed for a combo you can do off of her overhead ans her command throw. also i havent seen any that use flip kick really

If it doesn’t work on crouching characters it is not an instant overhead then, this is really imporant. Can she cancel it into :l: Double Knee Drop and still continue the combo?

flip kick seems mostly for the mix-up. Although it might have a corner combo off of her Somersault follow up.

Edit: Also, j.M is definitely an instant overhead. Not everyone can crouch under it. You can cancel into dive, but it won’t combo so you need an assist to hold them there for it to connect.

Oi??? you can continue a ground combo from a L knee drop???
I thought the only ones you could really combo off of were the M n H versions

Scratch that. For some reason I thought flip kick could be blocked low. so yea nvm. Brain must be tired from waiting for her.

Cancel Somersault Kick or Arrow Kick into it, maybe Knee Drop ground bounce will work too?

:f::h: is pretty sick.

That’s not quite what he meant. To be an instant overhead it needs to hit crouching characters, otherwise it isn’t quite instant and your opponent can block low all day long with no threat. I don’t think he was doubting that j.M was in fact an overhead. Though from the sound of it it does work on some characters (at least more than just sentinel).

On an unrelated note, is Jill’s Mission 10 even possible? Every time I get to the flip kick cartwheel loop it drops because of the one ground bounce per combo limit. What am I missing?

Edit: NVM. Figured it out, you just have to do it fast enough that they all juggle rather than ground bouncing.

Oh it hits on crouching characters, just not all of them. Sorry, it’s late (early?) ^^;

I did check teh double knee drop, and no, you can’t combo into it after instant jump medium. On most standing though, since you can hit the j.mmh, cancel into the knee drop after the h and I’m pretty sure that works.

However, on BIG characters (Sent, Hulk) you can do instant overhead j.mmhxxknee drop, and it’ll hit them crouching for a meaty combo.

no no I understand he meant an instant overhead, was just stating that it’s definitely an instant overhead(Although I didn’t put instant in so meh). Reworded it to sound how it should sound. Case in point, it doesn’t work on smaller characters when crouched.

I’ve tried it on a crouching cap so far, and it works just fine(spencer as well). Definitely works on more then few characters.

Ah, got it, sorry then.