The Master of DLC Unlocking -The Jill Valentine Thread

Pardon my noobiness but could someone explain to me whats so special about jills medium DP?

It augments Jill’s crazy corner-carry. Should you find yourself with your back to the corner, it can move the fight there (or at least close) in your favor mid-combo. It can also be combo’d from if you’re close enough to the corner with L, M, S or a snapback immediately after. If not, it still puts you at perfect range to get the maximum damage from an OTG MGS, though Somersault-MGS is still of course way better.

cuz it looks fucking awesome

Ohhh Okay sweet. Thanks!

For instance you will see some uses of it in neo artisans vid…

[media=youtube]ZhUbmIZd-Yk[/media]

Jill can beat TAC-counter mashing by doing a delay j.C > j.S > j.236B. This will catch teching all directions, works midscreen (a bit tricky sometimes, but it works), and then you can hard tag into someone to kill because of the ground bounce from the knee drop. Based on the height, you can also just go straight from j.C into the knee drop.

Basically something like this: combo xx S > j.B > delay j.C (catch TAC counter mashing) > j.S > knee drop > delay hard tag into Doom > trijump > B > S > … combo

Oh and you can use Jill’s 623B for hilarious Sentinel specific loops, which people probably already know. 623B > (dash A > B > C > 623 B > ) * 5-ish reps > combo ender. And you can also use it to squeeze out a bit more damage before your ground bounce while in the corner.

old tech, but It’s good to bring this stuff back up every once in a while. :tup:

Yeah, I figured someone would have figured it out, it’s just pretty hard to locate good Jill tech sometimes.

I’ve been running Jill as a TAC touch of death character to compensate for general low-ish damage output, since she’s great at getting hits, and is able to convert them pretty well to a TAC. I could get more, but I like beam and cold star too much, although I should practice with missiles or an assist which lets me combo off of a throw without using assist+MGS. But in general I’ve been having some sorts of success, although I’m outclassed by a few of the local players skill-wise still.

Damn, Jill’s standing M has been bugging the shit out of me lately. It’s so annoying when I get the hit with crouching M at close range and cancel into standing M only to have it whiff on character’s like Zero. It seriously doesn’t even look like it should whiff sometimes and it does. :bluu:

And for that matter why is Zero even considered a small character? Gah sometimes this fucking game…

In short: I’m salty

lol, you can always use st.H after the cr.M. then go into cr.H, B+H, somersault, then into whatever.
On Zero when I get a teleport overhead on him I make sure to dash in for the st.m especially on small characters, otherwise I’m salty lol.

Especially if Zero lives…

Yeah I do go for cr. H on Zero (especially if it’s max range cr. M and both st. H and st. M whiff) but sometimes I just forget. It is really kind of annoying though because Jill’s st. M hit box is so weird. I wonder what it actually looks like. Anyone have a Vita? :razzy:

Then again Zero never really lives cause hulk is usually right in back of Jill healing waiting for the opportunity to gamma crush DHC somebody, lol. I use Hulk first so when he hits or throws, well… somebody is gonna die. Zero usually dies by one somersault, I guess they never learn.

OK N00b time. First of all, I feel like I should repost NSR’s Jill guide from Gamefaqs up here. Do you think it would be a good idea?

Secondly, what is a 96S overhead?

Third, for that “mini mad beast” flip kick, I can’t seem to get the flip kick to hit after the 2nd somersault after feral M. I doubt it’s a vanilla combo.

I posted it in another thread after I fought him for the first time haha!
96S= Up forward S. Basically after Feral Crouch press up forward and S and you hit an overhead that crosses up behind them.

The mini mad beast flip is really, really hard for me. It seems that you have to Cancel the first somersault kinda into the second then press Down Down s Really fast and go into the flip kick. I printed out the guide and practiced it for like an hour, and only got it once. Timing on it is pretty hard.

I meant like quote it, not just post the link, haha.

Wouldn’t 9S = upforward overhead? This is why I’m confused.

The mini mad beast flip is hard for me as well. I’ve gotten up to the point of the first flip kick, but if I do a cartwheel afterwards, they’re too high and I’ll miss. :frowning:

I still don’t understand some of the Frank combos because they don’t seem to work for me.

As an aside, anyone have the most recent video of NSR or high level jill play? I’m still not sure how I should be piloting her. Maybe I need better assists.

I assume he meant it as Up forward, thinking about it now it’s kinda redundant.

He was on PJS about two days ago, was hype as hell. Got like 3 perfects, got a 17 streak, then a 12 streak, then like a 5 streak with a double perfect haha.
He plays at 25:04:00, and then again at 27:40 and his last streak at 28:20 or so.

EDIT: I lied, his last streak ends somewhere at 29 minutes. Lost to gdlk morrigan and strider zoning.

this is more or less copy pasta from my post on the SRK: Commentary and stream board.

Thanks! I’ve been looking all over. LOL WTF @ 90 hours. D:

PJS stream is 24/7. Filled with alot of fun and great people to talk to! Sometimes the play can be meh but other times you can have like Jsoledout, Mr Fruit Punch, Cloud805er and all the other people in one lobby then it gets godlike. Even when the play is meh, everyone has a good time.

Well since you assholes already got a taste of my team, I was working on some new tech with Ammy, suffice to say the THC is unblockable and gdlk.

Nice to have you back, NSR :slight_smile: