I now about this but I woudn’t call it a vortex, it is simply a crossup, besides the :l: and
DP attacks are unsafe, and there’s no real vortex if you go for Position Exchange. You also can’t call assists during the dash. I actually suggest doing Flip Kick during the dash, simply perform the :qcf: motion and delay the button press, you’ll do a dash into it, you can’t use it for the full lenght of the dash (the buffer window is not long enough), but at least it is safe on block. Now Jill’s overhead combined with an assist (which was already suggested to be called a Jill Sandwich by DeltaKyaku BTW http://shoryuken.com/f368/master-dlc-unlocking-jill-valentine-thread-257021/index51.html#post10402795) is more like it. Depending on the assist your options are different, but not limited to those few options. A lot depends on the team you’re facing. If I use Wesker’s low shot, I usually go for an “unblockable” or Position Exchange, Chris’s Gunfire usually alllows for a surprise cross-up or a frame trap ending with Position Exchange.
Oh, by the way the latest broken thing about Jill I’ve been using to get in, call in Chris’s gunfire assist, fullscreen Arrow Kick, cancelled into FC right before the opponent, if Assist connects> Cartwheel Kick> w/e, if not, I use either Somersault (if I’m close enough), or cancel the FC, sometimes I even go for a second Arrow Kick (obviously I cancel it too). Works surprisingly well for me. Don’t do this too often though.
A few more random things.
It is possible to connect Machine Gun Spray in the corner (for example, after throw) without an OTG assist, just call in any projectile assist, and slightly delay the hyper. With Chris’s Gunfire, throw+assist+Hyper did like 320,000, not much, but there might be a situation where you need this. At least I don’t think any other ways (besides maybe Chris’s mine) to combo off a ground throw.
I’m still looking for easy reliable bnb’s (mostly for possible newcomers to the subforum) with variuos success, but I have also tried using X-Factored Jill for a long time, just to see what’s the difference. Level 1 X-Factor isn’t that different, besides the :h: Knee Drop loop, the only major difference (besides speed and damage boosts of course) is Jill’s Jumping Roundhouse, it actually links off Cartweel Kick, no need to Feral Crouch cancel. In fact doing this is quite difficult especially during level 3 X-Factor. I had some serious problems connecting anything after Somersault. It seems that it is almost impossible to do anything after it, Jill just falls way too fast. On the plus side, Machine Gun Spray becomes fast enough to connect after pretty much any combo. Couldn’t find an anti-Sentinel combo without using DHC reset. But, maybe, it is because I played the game a little too much today
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