The Master of DLC Unlocking -The Jill Valentine Thread

[JSW] sounds fine. To make it clear to people first seeing it, tell people this refers to the DP attacks done during the Jill Sandwich teleport vortex if you’re going to put this in the combo thread. Also, mention this for how to pull these off:

To pull off the Jill Sandwich attacks, you must either press the :atk: button at nearly the same time as :df: or a little bit after.

So I say notate each of them like this:
[JSW1]-[JSW6] to identify with of the six versions you can do. I can see the late M one [JSW4], being especially nasty in the corner with Wesker.

Now that I think about it, [JSW3] and [JSW4] would be the only ones you can combo into. The other 4 function more like a regular vortex, but they can be evil against blockstrings.

I now about this but I woudn’t call it a vortex, it is simply a crossup, besides the :l: and :m: 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 :coffee:.

hmmm it is a nice sequence, but i do remember that being said as well about the Jill sandwich I think its significant enough to be implemented into any Jill’s games. sure there are different versions so ill just name them off as they are made. one is to do as Ku said, and to :dp: :h:. Then we have assist Unblock-able set up sandwich.

You’re probably right, Carpark. I think I got overly excited with it. Good thing I didn’t post this theoretical corner combo:

Wesker-b>:d::d::s:>:dp: delayed :m: because I just checked and found it it doesn’t work. Still I want to explore the potential of this and maybe even make an okizeme thread for Jill.

chris just has so much synergy with jill. Wanting to get really good with jill is forcing me to learn chris who I am terrible with.

hey, im sure you could learn his combos by metronome. they have a steady rhythm that pretty distinct once you’ve got it down

What’s the synergy? I think I might know, but I want to see if you know something I don’t.

heres the funny thing he whines and complains about jill not being like she was in MVC2
yet the only resident evil he’s played and beat was RE4

he’s never played RE5 but keeps saying it’s a garbage game he will never mess with
and acts like MVC3 Jill was something that capcom came up with at the last minute just to make fans angry…

How goes the Jill progress going? Can’t wait to see her in tourneys.
I can’t play her for a while but I looking to pick her up.

One of the main reason is her version of the FRZ from Bang lol.(level 3)

[media=youtube]-RVYkhEADLI[/media]
listen to how hyped free1up gets when talking about jill

you DEF can play her. she has some VERY simple combos that almost hit the 500,000 k mark. and when i say easy, I mean redonculously so.
but yeah shes not even that bad, and the FRZ super isn’t that bad, because she AUTOMATICALLY places you behind your opponent.

Due to the fact im testing and breaking down all these combos, I personally am very warped with her cuz in a match i forget which combo im trying to do, and end up breaking it. after i finish the combo thread ima make a personal set of bnbs that i will only use

and yeah, I LOVE that hype. and LMFAO i can’t stop laughing at this vid

Jill’s Hypers kinda kill his hype though(saying her machine gun spray is worthless to him)

Has anyone been able to do that infinite loop the MvC3 guide wast talking about? QCF::l: xx QCF :m:? I don’t know what I’m doing wrong…

I’ve only managed to get three hits. It’s all a matter of timing the juggles. My problem is trying to not do :db: by accident.

Thats what happens to me too but due to frustration I barely get 1-2 reps. Apparently you can get 700K+ damage from it. Aside from infinites im trying to find a decent way to make this level 3 work in terms of teleporting all over the place for mixups. Also a very nice thing is that forever reason you need to tag her out while she is has Mad Beast, she will keep it as an assist. Although I don’t think she gains a speed boost or a power boost so I think its just fluff. >_<

You know, I have yet to do that which is ironic because I’d probably move around with her like Fuerte.

I do have a question though. Is her teleport an ACTUAL teleport like Akuma’s? Or is it lame like Captain America’s Somersault? Haven’t played against anyone, been mostly in the lab so just curious what to expect.

it IS invincible during some of its animation frames, so it can be used as an antifireball machine if you time it correctly. it was said that using :uf: instead of :f: might be a better idea, since some beams and waves will last longer than the invincibility provided by the tele

First off, I’d like to say I just won my first tournament in MvC3… with Jill! OMG that was so much hype. Team was my beloved She-Hulk, Jill and Haggar, all alpha assists. Let me just state for the record that She-Hulk’s BnB combo (combo, launch, :h::s:, Senton, TACc, relaunch, magic series, OTG Torpedo XX Emerald Cannon + both followups) DHC’d into :dp:+:atk::atk: into Haggar’s :dp:+:atk::atk: does over 1 million damage.

The finals were insane. I faced against a really good player who used Sentinel, Phoenix, Doom (missiles). Extreme keepaway… to which Jill answers :qcf:+:atk::atk: to approach. Highlights include:

  • catching a Doom hyper startup with :dp:+:atk::atk: with one pixel of life left to win the game in an earlier round
  • seeing people react to each She-Hulk hit, followed by Jill’s dive kick, followed by “Here comes the mayor!” and random yellings of “Fuck the Knicks!”. I don’t think people liked Sentinel that much.
  • catching both Sentinel and Doom with She-Hulk’s crouching :h: to start the madness of combo, launch, :h::s:, Senton, TACc, c.:h:, relaunch, magic series, OTG Torpedo, Emerald Cannon, all followups… then seeing Doom assist almost dead, decided to try for Jill DHC with :qcf:+:atk::atk: to kill Doom and almost secure my win.

Tanion, her teleport is invincible for a few frames, but invincibility starts after the move’s startup. So DURING the actual thing she can travel through fireballs, but before and after she cannot. She can, however, cancel her teleport into :qcf:+:atk::atk: which has a great bit of initial invincibility in case you see a punish attempt.

yo, who ever knows jill’s assist real well, which one would you say is her best? what are the uses for each in ur opinion?