The Master of DLC Unlocking -The Jill Valentine Thread

Theres no such thing as wasting time if your asking an honest question. :slight_smile:

but seeing as raven spike is -19, that simply shouldn’t work. Ill assume that your pressing wesker’s :d: :m: a bit late, since Jill’s :l: Does have a faster start up time than 5 (4) so if the two were competing, im sure Jill would win. so id blame the lag and/or late response because wesker should be able to hit since RVN spike is -19 as you say.

Ok thank you.
I studied the guide after what I thought I was seeing and the math tells me it can’t be right.
Good old human error. I guess I should get into the lab.
Either that or smash my friends PS3 so he gets the game on 360. :rofl:

You can cancel her feral moves back into feral anytime - NO NEED TO HIT = ), FC is supposed to be 10 frame start up but she is so low in feral and the move will launch or push back the opponent so the not many perhaps not many punishes w/o instant raw supper, and at 10 frames it wont be a reaction. So is a cool 10-11 frame invincibility and launcher

Is wiff punish and random assists hypers will hit it but it is cool and makes it safer to throw out raw. On block it should be neutral 10 frame guard for opponent and 10 frame cancel so are better enders, FC A gives more frame advantage when canceled,for her FC but with push block it probably wont mater as will need to dash to get back to opponent.

sowait

does that mean you can do

…fer. c fc fer. b fc

for a potential xup that has startup invul on the hop?

I don’t think I’ve seen this mentioned, but it’s possible to cross up with Raven Spike. It’s easiest to see against Sentinel, just push right up next to him midscreen, standing or crouching, and activate it. You’ll wind up on the other side by passing through him and he will have had to block it as a cross up. Other characters you need to find the exact right spacing so that you’ll clip them on their top-back corner. I’ve gotten it to work with both Ryu and V. Joe, standing and crouching, but it requires a lot of precision.

Actually I’ve found a way for crouching magic series to hit smaller characters in the corner. The trick is delaying c.:h:, since the movement on c.:m: will slide you closer for the c.:h: to hit. I’ve found delaying it slightly makes a huge difference.

It was mentioned a long time ago. It was shown in one of the leaked videos, and Desk even did a cross-up Raven Spike mid-combo in his Jill day one combo video. I don’t think it is really usefull because it is way to get yourself killed, if you missjudge the distance it also depends whether opponent is crouching or standing (with exception of Sentinel of course), making it even more dangerous to use.

By crouching chain you mean :d:+:l:, :d:+:m:, :h:, :d:+:h:, :b:+:h:, Flip Kick, right (because the “:d:+:l:, :d:+:m:, :d:+:h:, :b:+:h:, Flip Kick” one works fine)?
I would definitely try this again once I get home, but as far as remember it was the :h:, :d:+:h:, :b:+:h: chain that failed on them, so I’m not sure if it would help.

I mean just a crouching magic series. Although I’ve been able to Feral Cancel the Flip Kick, cancel the Feral and launch on Amaterasu in the corner. I might have to try that.

I assume Jill isn’t too popular. The few times I played her and people were saying how it was their first time playing against her.
Can’t wait to get my system back to play her more in detail.

I think Jill is horrendous and I mean horrendous against the zoners like Dormammu.

HATE Dormammu.

Doesn’t help that her health is so garbage and her chipping game is almost non existant. I’m tempted to say Jill is Low Tier but it is too early and she does punishes aggression well but against good turtles, she is fucked. :sad:

Her tp goes through things. Get an assist that helps you close the distance (cold star), and it’s pretty easy. Or put her second, build up 3 meter, and mad beast that shiz.

Chris land mine >>> Jill

That seems to be the case. Jill can beat other rush down characters. (I do have trouble against zero though) But a good zoner you have almost no chance of ever getting in. I have only ever seen one other jill player online and it was while I was playing hsienko/storm/trish which never gave her a chance to get in.

Jill takes a lot more work to get good with than most characters. Especially with her mad beast being so difficult to control.

I’ll talk about the little i know about Mad Beast, personally I think it is awful, but it does have some interesting uses. Mad Beast is actually frame advantage regardless of when you do it and she does build meter during this mode. The meter building is pretty hype because of her infinite and comboing into Mad Beast pays for itself and I believe it’s around 700k? I can’t remember by the time I end up ever using it I either drop it or the guy dies. As for getting in… if you are REALLY suffering just do a blind super, they can’t really do anything about it and you get in that way. I cannot stress how damn good that super is for getting in and out of situations, but in all honesty a properly timed assist + Feral Dash is all you really need because as Jill gets meter (most likely your assist getting hit, or you blocking) you can threaten any random full screen projectile with a super into a DHC, or better yet if if they find her super damage laughable and assist + do a projectile you can x factor that super and kill them both, fun fun for everyone.

I just find that it is important to be sitting on a bar to make them aware that you can in fact punish what they do from anywhere on the screen.

Fun stuff:
Feral Stance B -> dash forward is complete frame advantage and deprives people of jumping. Something to think about.

Can someone list jill’s pro’s and con’s can the list be non bias and legit please

Sure ill give it a shot.
Pros:
Fast
Amazing mix ups
Invuln super
DHC glitch
Easy hard to see overheads
Doesn’t need much meter.

Cons:
Below average health
No ranged attacks
Difficult to control level 3
Very reliant on assists.

Can somebody go in depth about jill’s assist because im thinking about buying her (even though i hated mvc2 jill) she seems different

I miss mvc2 jill. :(((((

Arrow kick - wall bounces, pretty much only for combos
flip kick - same deal, but ground bounces instead
somersault - srk type assist with no invul

Her assists are pretty much garbage, imo.

How do people deal with people spamming cr.l when you’re in mad beast mode? The only solution I can think of is to use mad beast only when you’ve already put them in blockstun.

Flip Kick comes out slightly faster than Arrow Kick and is a little harder to punish, but is still unsafe on block. It also seems to have fewer vulnerable frames before becoming active. It’s easier to combo after a ground bounce than a wall bounce, as well.

Arrow Kick is pretty good if you are being careful with it. It’s unsafe on block as an assist, so you’ll need to make sure you are covering her properly. I use it the same way I would use a projectile assist, though, because it covers a lot of horizontal area. The wall bounce with hard knockdown is nice if you are in the corner, want to OTG afterwards, or are trying to push your opponent away midscreen. You usually catch up to to combo afterwards with a dash or two.

Somersault Kick covers a really small area and isn’t invincible besides when she jumps in. It does have less start-up than the other assists and it pushes opponents back far enough to make it difficult to punish, but also has the most recovery frames. It does pop a hit opponent up at just the right height where you can go for an air throw/launch mix up, though.

I tough you guys may appreciate some Jill pictures:

http://img715.imageshack.us/img715/6901/jill3.jpg

http://img13.imageshack.us/img13/3788/jill2x.jpg

http://img198.imageshack.us/img198/4237/jill1o.jpg

from RE: Afterlife