The Master of DLC Unlocking -The Jill Valentine Thread

It was just a question guys get off me. Plus when I started messing with her that’s what i was using I didn’t use the forums to get any BnB’s until i decided i was going to stick it out with her. So on that note thanks for the answer i guess.

He didn’t mean any offense by it imo, he just stated that there good a starting point (staple) to get things going which might help you. You said you were practicing your bnb’s, so maybe he thought that might help you out with the question you asked. We don’t wanna elbow drop you, so sorry for any misunderstanding bro.

Happy Jill Labing, Cheers!

My intent was not to be mean, but that was the best answer to your question. It’s one of those things that’s kinda hard to say without coming off as an ass, and I favor directness over nuance.

Stupid caps lock on my iPhone…

That was supposed to be 22S if anybody didn’t follow… :frowning:

okay okay i guess i aint have to take it that way, guess i had a little troll in me, whatever though, now i just got to learn the proper way to do it. Appreciate the advice.

I have a related question involving Jill’s BnB’s, as I usually see people who know what they’re doing, skipping the QCF+L and just stance-cancelling their last attack to go directly to the somersault kick and start the regular air loops or what have they.

Why is this? Does it do more damage, is it easier to connect the rest of the hits, or is there something else I’m missing?

THere is no 236A in Jill’s BnB’s. Almost all of them lead off with A,B,C,22S~C. This does more damage in the long run and is safer and more stable.

Thanks. Dang, I’ll have to devote that to muscle memory now, because I’ve been using 236A, 22S~C this whole time, hoping it was helping because of how much easier it was to pull off in the middle of a combo than just 22S~C.

2C and 4C are still all well and good on the lead-in, though, right? Or is their tendency to displace Jill and/or miss the bad guy too taxing to regularly include?

I’d always do it off 5C or 4C. 2C makes things wonky too often for my taste. But thankfully Jill has 4C to give her clean hitconfirms.

This, it might not seem like a big deal but 2C makes a lot of difference if used in the starter, a lot of combos get a lot harder or arent even possible if you use it, partly because it forces you to follow it up with 4C (you cant connect somersault after a 2C) + it gets them in the air sooner and both of these add more HSD to the combo.

Imo for starters you should stick to a maximum of 4 normals/specials before the somersault and avoid using 2C.

sigh, the more i try mad beast the more im convinced that its not practical or worth 3 bars. The flip - cartwheel kick loop (which is the strongest mad beast combo AFAIK) doesnt seem to break 700K without burning a 4th meter, ending it with raven spike will do about 830K and the combo only builds 1.4 bars. Considering how hard it is to do consistently + its huge cost you would think that it would do more damage.

Just seems like jill loses more than what she gains in mad beast, removal of walking/jumps and all FC specials is a pretty big hit to her gameplay imo.

jill mad beast is like a pandora mode cameo

99% of its global use is some kind of last resort emergency scenario…but you’re gonna die anyway

it also is by far the least used level 3

on paper it seems like you could do some serious hurtin with that thing but if the enemy is not in at least permanent blockstun before and during the move, you basically just lost your character. the loop combo is “easy,” but in a game where top players drop wesker abc combos, being charged 3 bars to get one attempt at it and losing the character if you fail is a steep price to pay.

Poke+Assist>level 3>Do 750+ k chip

It’s really not that hard to do. The problem is, Jill is really a pure point character, so having your point burn 3 bars for a situation that gets blown up by XFC is kinda iffy.

fact is its not an install hyper worth 3 bars, hell even some of the lvl1 buff hypers could be arguably about as good or better than mad beast. IMO they should have made it a lvl1 (maybe with less duration) and left her normal movement as it is but just replaced her normal dash with the command dash (also possible in the air like it is now).

The fact that they take out Somersault makes it not worth it.

Somersault is her best move hands down.

or certain 1 bar crossover counters

Ran into Dunamis for the second time tonight and got, yet again, blown up. Good games bro. Seems like I got better against you but you still have a solid team.

GG’s, did you use captain america?

or was that someone else, i recognized your name this time.

Yeah that was me lol/

Your mags got better, love me some mags.

Too bad my mags is hot garbage.

Hey guys, I just picked up Jill a little while ago and was wondering what the ideal teams for her would be. So far I have 3 options:
Jill (Arrow) Dante (Weasel Shot/Jam Session) Strider (Vajdra)
Jill (Arrow) Dante (Weasel Shot/ Jam Session) Doctor Doom (Hidden Missiles)
Jill (Arrow) Doctor Doom (Hidden Missiles) Strider (Vajdra) LOLMAXIMILLIAN

If any other ideal options exist, please let me know. I was also at a loss for what to do at a neutral position with her, ideally, should I
a) Call assist>Arrow kick (blocked)>Feral crouch>Mix-up
b) Dash in>Normal attacks (blocked)>Call assist>Feral crouch>Mix-up
c) Or a combination of the two?

Because so far the whole “Wesker” thing of calling assists and then teleporting straight away has gotten me nothing but killed. Unlike Wesker it’s not really the teleport that’s the mix-up but what you do afterwards. Thanks for your consideration.