DIE ALREADY! The Jill Valentine Combo/Strategy Thread

jill-valentine

#1

THINGS TO LEARN AND KNOW FIRST

NOTATIONS

[details=Spoiler]There are some things you need to know before you go on the combo list below. There are a number of repeated techniques that should be ‘mastered’ if you really want to utilize jill to her full potential.
These Techniques, and their Shortcuts are displayed below along with other notes in the spoiler right under them. However, the main idea here is that you can do ANY one of these ON command. On command means that out of 5 times you try it, you should get it at least three times no problem. Once you have them all down, try to mix and match the Techniques to make a combo that you’re comfortable with, or scroll further down for a list of combos based off what they require you to do in order to perform them.

[media=youtube]pacrJYleWIs"[/media]
[LIST]
[]Kurushii Jump loop [KJL]
:uf: :m::m::h::s:
[
]Small Jump loop [SMJ]
[/LIST]
:uf::m::h::s:
[LIST]
[]Feral Cancel [FC]
:d::d::s:
[
]Feral Cancel Technique [FCT
:d::d::s:~:s:
[]Raven spike [RVN]
:dp::atk::atk:
[
]Machine Gun Spray [MGS]
:qcf: :atk::atk:
[/LIST]
LOOP Chart
These are the characters that the loops work on.
O means it will work, X means that it will not. try to get a general idea for who is hit by what.
Keep in mind that the timing on many of the women of the game is awkward (*), so practice on them.

The FL refers to the :qcf::l:…:qcf::l: loop. if the number is above 3, it is relatively easy to link two of them together, so you may want to keep that in mind if you are utilizing that loop in your combos. desk utilized this against Ammy, where you can see within his video where he used the [FL] twice.
[/details]

Jill Basic/Command/Special attacks (For extended info, see post 4)

Spoiler

Basics
:l: = light attack
:m: = medium attack
:h: = hard attack
:s: = exchange/special
:atk: = any attack button
:atk::atk: = any 2 attack buttons
:a1: = Assist 1
:a2: = Assist 2
[SJC]= Super jump cancel
[SMJ] = Small Jump Loop
[F.C.] = Feral Crouch

Command Attacks
:b::h: = Back + Hard Attack
:f::h: = Forward + Hard Attack {OVERHEAD + [F.C]}

Special Moves

:qcf::l:= Flip Kick
:qcf::m:= Cartwheel Kick {Floor bounce}
:qcf::h:= Arrow Kick {Wall Bounce}
[Air]:qcf::l:= Double Knee Drop L
[Air]:qcf::m:= Double Knee Drop M {Floorbounce airborne opponents}
[Air]:qcf::h:= Double Knee Drop H {Causes Stagger}
:dp::l:= Fallen Prey {OTG}
:dp::m:= Ensnarement
:dp::h:= Position Change {Throw + Stun}
:d::d::s:= Feral Crouch { [F.C] }
[F.C]:l:= Low Sweep
[F.C]:m:= Jumping Roundhouse {Wall Bounce}
[F.C]:h:= Somersault Kick
[F.C] + Direction= Teleportation {Invincible}

Hyper Combos
:qcf::atk::atk:= Machine Gun Spray {OTG}
:dp:atk::atk:= Raven Spike
:qcb:atk::atk:Mad Beast

Combo Notes

Spoiler

[LIST]
[]:b::h: Tends to Whiff from a distance so omit it if you don’t feel that you are close enough.
[
]{#} indicates difficulty. {1} = easy, {2} = Medium, {3} = Tricky
[*]Although the combos may end with :dp: :l: you can always use an OTG assist -> Hyper
[/LIST]
Bread N Butters Formula

Try to personalize and make 2+ with the following criteria:
-Only Jill can be utilized. (in the case she is your last woman standing)
-shoot for near 500k damage
-Have one for damage and one more so for meter building
-can you perform it comfortably 3 out of 5 tries

[LIST]
[]:d::m: :h: :b: :h: :qcf::l: :l: :qcf::m: :l: :qcf::l: (Hyper Combo) {1}
[
]:m::h::b::h::qcf::m::h::uf:j.:h:j.:s:[KJL]:m::h::b::h::dp::atk::atk:{1.5}
[]XXX :qcf::m::h::h::s:[KJL]:h::s::u:[KJL]:dp::l: {2}
[
]XXX (the XXX must end with :h:) [FC]:h:[SMJ]x2:m::h::qcf::m::h:(hyper combo) {2}
[*]XXX :m::h::qcf::m:[FCT]:m::h::s:[KJL] :dp::l:{3}

XXX Can be:
[BC2] (if you do this option, you can do the first [KJL] Twice
[KJL] (x 1 or x2)
[SMJ]
(air) :qcf::m:/:h: :m::h:
[FC] :u: / :uf: :s:
:f::h: :qcf::l:
etc (Be creative)
Choose your opener based on who you are fighting and if you want meter build or damage.
For people that [KJL] can not hit, do two [KJL]s after the qcf::m::h::h::s: instead
[/LIST]

600+ combos
[LIST]
[]:f::h: :qcf::l: :h::d::h::b::h: :qcf::l: :l: :qcf::l: [FC] :m: [FC]:f::h::b::h::qcf::m::h::qcf::atk::atk:
[
]:d::l::m::h:[FC]:h::uf::h::s::h:[FC]:h::uf:j.:h:j.:s:[KJL]:b::h::qcf::m::h::qcf::atk::atk:
[/LIST]
Jill Valentine Combo Playlist
Here, you will find all of the vids found or submitted that contain at least a single Jill combo within them. Some of them are mid-screen, some of them are corners, some of them require Assists. watch them and find out.


#2

Midscreen COMBOS
These combos are to be done as presented, and have been tested by their respected creators. Their requirements are presented along with the transcripts. % refers to meter gain, NOT life taken off.

[details=Spoiler]
|No requirements|
581k
[SMJ]:m::h:[FC]:h:[SMJ]x2:m::h::qcf::m::h:[MGS]

550k 100%
[SMJ]:m::h:[FC]:h::uf:[SMJ]x2:m::h::qcf::m::l::qcf::l:[RVN]

549k
j.:s:, :m:, :d::m:, :h:, :d::h:, :b::h:, :qcf::l:, :l:, :qcf::l:, :l:, :qcf::m:,:h:, jump cancel, :qcf::m:, [RVN]

540k
:d::l::d::m::h:[FC]:h:[SMJ]x2:m::h::qcf::m::h:[MGS]

513k
:l:, :m:, :h:, :b:+:h:, :qcf:+:l:, fc :l:, :qcf:+:m:, fc :h:, JC, j.:h:, j.:s:, :h:, :qcf:+:l:, :dp:+:atk::atk:

502k 75%
:d::l::d::m::h:[FC]:h::uf:[SMJ]x2:m::h::qcf::m::l::qcf::l:[RVN]

500k
[SMJ]x2:m::h::d::h::b::h:::qcf::m::h::uf::h::s: :m::h::b::h::s::m::h::s::dp::l:

455k
:m::h::qcf::m::h::uf::h::s: [KJL]:h::s:[KJL]:dp::l:

454k
:m::h::d::h::b::h::qcf::m::h::uf::h::s: :m::h::b::h::s::m::h::s::dp::l:

396k
:d::l::d::m::h::qcf::m::h:[FC]:m::f::d::m::s:[KJL]:dp::l:

261k 40%
[KJL]x2

j.H, j.S, j.H, j.S, M, 2M, H, 2H, 236M, 22S, fc.M, forward dash, M, 4H, 236L, 623AA

236L, 22S, fc.6, L, M, H, 236L, 22S, fc.6, L, M, H, 236M, fc.H, snapback

S, j.M, j.M, j.H, j.S, L, M, H, 236M, 22S, fc.S, M, 4H, S, j.M, j.M, j.H, j.S, 236AA

j.S, 4H, 22S, fc.H, jump cancel, j.H. j.S, (j.M, j.M, j.H, j.S) * 3, S, j.M, j.M, j.H, j.S, dash forward, :qcf::l:

X-Factor
1,286,900 [XFC2]
[XFC] j.:h: j.:s: :m: :h: :f::h: on hit j.:qcf::m: :m: :h: :f::h: on hit :qcf::l: :m: :s: j.:m:j.:h:j.:qcf::h: relaunch w/ :h: :s: j.:m:j.:m:j.:h:j.:s:

988,200 [XFC1]
j.:h:, j.:s:, :m:, :h:, [MGS], [XFC1], dash , :m:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :l:, :m:, :h:, 236:m:, [FCT] :m:, :h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :dp::l:

|Feral Crouch Cancel required|
[KJL] x2 :m: :h:, :qcf:+:m: [FCT] :m: :h: :s: [KJL] :dp::l:

[FC]:uf: :s: :m: :h: qcf:+:m: [FCT]. :m: :h: [FC] :l: :qcf::h: (dash):m: :h: :s: [SJC] [KJL] :dp:
:l:[/details]


#3

|CORNER REQUIRED|

[details=Spoiler]
XFC (air) :qcf::h: [:qcf::uf::h:] x Infinite

602k

573k
[KJL]:h::qcf::h::s:[KJL]x3[RVN]

571k
:uf::h::s:[KJL]:h::s::u::h::qcf::m::b::h::qcf::h::s::m::h::qcf::l:[RVN]

536k
:d::m::h::b::h::qcf::l::l::qcf::l::l::qcf::h::qcf::h::h::b::h:[RVN]

500k
j.:h:, :h:,:d::h:,:b::h:, Arrow Kick, [delay] j.:s:, :h:,:d::h:,:b::h:, Flip Kick, Feral Stance :l:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::l:

489k
[KJL]x2:m::d::m::h::b::h::qcf::h::qcf::h:[RVN]

417k
:l::m::h::qcf::h::h:[KJL]x2:s::u::m::h::s::dp::l:

[KJL]x2:m::h::qcf::h::h::s::qcf::m::h:[MGS]

[KJL]x3 :s:[SJC] :h::qcf::m: H, j.H, M, 4H, S, j.M, j.M, j.H, j.S, :qcf::l:

back to corner
j.S, M, 623M, M, H, 22S, fc.H, jump cancel, 236M, fc.6, M, 623M, M, 2M, H, 4H, S, j.M, j.M, j.H, j.S, :qcf::l:

back to corner M, 2M, 623M, M, H, 236H, j.S, dash forward, M, H, 623M, 623M, 236AA

j.S, j.H, j.4H, 214AA, M, 236L, fc.6, M, 236L, fc.6, H, 236H, jfc.6, jfc.6, j.S, M, H, 236M, fc.6, M, 623AA

|Crouching opponent required|
484k
:d::l::d::m::h::b::h::qcf::h::m::h:[KJL]x2:m::h::qcf::m::l::s::u:[KJL]:dp::l:

Crouching opponent
M, 2M, H, 236H, j.H, j.S, M, H, 236H, j.S, M, 4H, 236M, 22S, fc.M
Note, arrow (wall bounce kick) must connect meaty)

|Feral Crouch Cancel required|

[FC]:uf: :s: :m: :h: :qcf::m: [FCT] :m: :h: :dp::m: (dash) :l: :m: :h: :s: [SJC] :m: :m: :h: (air) :qcf:+:m: :dp:+:l:

[KJL] :m: :h: :qcf:+:l: [FCT] :m: :h: :qcf:+:m: [FC] :m: :m: :h: :qcf::l: [RVN]

[KJL] x2:m::h: :qcf:+:m: [FC] :m: [KJL] :m: :h: :s: [SJC] [KJL] :dp::l:

[KJL] x2 :m: :h: :qcf:+:m: [FCT] [KJL] x2. :m: :h: :s: [SJC][KJL] :dp::l:[/details]


#4

|Team Combos|

[details=Spoiler]1 mil Wesker Gun
:l:, :m:, :h:, :b::h:, :qcf::l:, :l:, :qcf::m:, :h:, JC, j.:h:, j.:s:, :h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :a1:, :qcf::l:, :dp::atk::atk:, DHC
(Wesker) :qcb::atk::atk:, :df::h:, :d::m:, :h:, :qcf::m:, :h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :df::h:

1 mil Wesker Gun XFC 4 bars Shuma corner needed
[MGS] [XFC] [KJL] :m: :h: :qcf:+:m: [FCT] :m: :h: :s: :u: [KJL] :a1: :s: [SJC][KJL][MGS] (1 hit) (chaos dimension) :h:

900k
c.:l:, c.:m:,c.:h:,:s:, j.:m:,j.:m:,j.:h:,:qcf::m:, [land] :h:+:a1:, :s:, j.:m:, j.:h:, j.:s:,[land, otg shocking pink hits], :dp::2p: xx w.:qcb::2p:, :h:, :s:, j.:m:, J.:h: JC j.:m:, j.:h: JC j.:m:, J.:h: xx j.:qcb::m: xx j.:qcf::2p

800k Wesker Gun Corner needed
[KJL] m: :h: :qcf:+:l: [FCT] :m: :h: :qcf:+:m: [FCT] :m: :h: :qcf::h: :qcf::h: :a1: [FC] :m: [RVN]

994k Shuma 4 bars (corner needed)
[KJL]x2:l::m::d::m::h::d::h::b::h::qcf::h::m::h::h:[RVN][Chaos Dimension]:s:[KJL]

908k Shuma 4 bars
[KJL]x2:l::m::h:[RVN][Chaos Dimension]:s:[KJL]

600k wesker shot
:l:, :m:, :h:, :b::h:, :qcf::l:, :l:, :qcf::m:, :h:, JC, j.:h:, j.:s:, :h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :a1:, :qcf::l:, :qcf::atk::atk:

597k Chris Mine (corner needed)
(air):s::l::m::h::d::h::qcf::m::h::uf::h::s: :m::h::s:[KJL]:a1::dp::l:[RVN]

589k wesker shot
:l:, :m:, :h:, :b:+:h:, :qcf:+:l:, fc :l:, :qcf:+:m:, fc :h:, JC, j.:h:, j.:s:, :h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :a1: :qcf:+:l:, :dp:+:atk::atk:

580k Wesker shot
:m::h::qcf::m::h::uf::h::s: [KJL]:h::s:[KJL]:a1:[RVN]

Shuma gorath assi corner needed
[KJL]:m: :h: :qcf:+:l: [FCT] :m: :h: :qcf::m::h::uf::h::s: [SMJ] [SJC] [KJL] :a1: [MGS]

Corner Chris Mine Viper Seismo
S, j.M, j.M, j.H, j.S, Chris assist, S, j.M, j.M, j.H, j.S, (mine hits), j.H, 4H, S, j.M, j.M, j.H, j.S, Viper assist, 623AA
[/details]

Tips and Tricks

[details=Spoiler]

Command Attacks
:b::h: = Back + Hard Attack
:f::h: = Forward + Hard Attack {OVERHEAD + [F.C]}

Special Moves

:qcf::l:= Flip Kick
:qcf::m:= Cartwheel Kick {Floor bounce}
:qcf::h:= Arrow Kick {Wall Bounce}
[Air]:qcf::l:= Double Knee Drop L
[Air]:qcf::m:= Double Knee Drop M {Floorbounce airborne opponents}
[Air]:qcf::h:= Double Knee Drop H {Causes Stagger}
:dp::l:= Fallen Prey {OTG}
:dp::m:= Ensnarement
:dp::h:= Position Change {Throw + Stun}
:d::d::s:= Feral Crouch { [F.C] }
[F.C]:l:= Low Sweep
[F.C]:m:= Jumping Roundhouse {Wall Bounce}
[F.C]:h:= Somersault Kick
[LIST]
[]has Good invincibility
[/LIST]
[F.C] + Direction= Teleportation {Invincible}
[LIST]
[
]can Teleport through beams and projectiles. :)u: or :uf: seems a safer bet to utilize, however :f: DOES work)
[]can Teleport through opponent, where you can go for a instant :dp: :atk: throw
[/LIST]
Hyper Combos
:qcf::atk::atk:= Machine Gun Spray {OTG}
[LIST]
[
]When you see a slow starting beam, or another form of projectile super, activate Machine gun for chip damage clearance, since it has numerous frames of invicibility
[]The Supers that are speculated to get through this punish are
-Hyper Sentinel Force
-Hailstorm
-Grab Supers
[
]Surely beats
-Plasma Storm
-Beam Supers
-Cinematic Supers (levels 1or 3)
[*]Cancel into from Flip Kick or Somersault kick for most damage
[/LIST]
:dp:atk::atk:= Raven Spike
:qcb:atk::atk:Mad Beast[/details]


#5

Frame data and move info from the guide (may not be 100% correct):

Normal moves

Spoiler

Normal moves:
Command: standing :l:
Hits: 1
Damage: 33,000
Startup: 4
Active: 2
Recovery: 12
Advantage on hit: 0
Advantage if guarded: -1
Notes: rapid fire

Command: standing :m:
Hits: 1
Damage: 45,000
Startup: 7
Active: 3
Recovery: 20
Advantage on hit: -4
Advantage if guarded: -6
Notes: -

Command: standing :h:
Hits: 1
Damage: 63,000
Startup: 9
Active: 3
Recovery: 21
Advantage on hit: 0
Advantage if guarded: -2
Notes: :qcf:+:a1:/:a2: is snap back

Command: :s:
Hits: 1
Damage: 70,000
Startup: 8
Active: 3
Recovery: 24
Advantage on hit: -
Advantage if guarded: -5
Notes: not hyper or special cancelable

Command: crouching :l:
Hits: 1
Damage: 30,000
Startup: 5
Active: 2
Recovery: 11
Advantage on hit: +2
Advantage if guarded: 0
Notes: low, rapid fire, chains into standing :l:

Command: crouching :m:
Hits: 1
Damage: 43,000
Startup: 8
Active: 12
Recovery: 16
Advantage on hit: -9
Advantage if guarded: -11
Notes: low, chains into standing :m:

Command: crouching :h:
Hits: 1
Damage: 60,000
Startup: 9
Active: 3
Recovery: 26
Advantage on hit: -
Advantage if guarded: -7
Notes: low, knockdown

Command: air :l:
Hits: 1
Damage: 35,000
Startup: 5
Active: 7
Recovery: 6
Notes: overhead

Command: air :m:
Hits: 1
Damage: 50,000
Startup: 8
Active: 3
Recovery: 20
Notes: overhead

Command: air :h:
Hits: 1
Damage: 65,000
Startup: 9
Active: 4
Recovery: 21
Notes: overhead

Command: air :s:
Hits: 1
Damage: 68,000
Startup: 9
Active: 6
Recovery: 21
Notes: overhead

Command normal moves

[details=Spoiler]
Command normals:

Command: :b:+:h:
Hits: 1
Damage: 63,000
Startup: 11
Active: 4
Recovery: 21
Advantage on hit: -1
Advantage if guarded: -3
Notes: chains from any normal

Command: :f:+:h:
Hits: 1
Damage: 65,000
Startup: 23
Active: 3
Recovery: 12
Advantage on hit: +9
Advantage if guarded: +7
Notes: overhead, recovers in Feral Crouch[/details]

Special moves

[details=Spoiler]
Special Moves:

Flip Kick
Command: :qcf:+:l:
Hits: 1
Damage: 70,000
Startup: 13
Active: 10
Recovery: 13
Advantage on hit: -
Advantage if guarded: -1
Notes: knockdown, recovers in Feral Crouch, cancelable into Feral Crouch

Cartwheel Kick
Command: :qcf:+:m:
Hits: 1
Damage: 80,000
Startup: 15
Active: 10
Recovery: 21
Advantage on hit: -
Advantage if guarded: -7
Notes: ground bounce, recovers in Feral Crouch, cancelable into Feral Crouch

Arrow Kick
Command: :qcf:+:h:
Hits: 1
Damage: 100,000
Startup: 20
Active: 9
Recovery: 21
Advantage on hit: -
Advantage if guarded: -11
Notes: Wallbounce, unrecoverable knockdown, cancels into Feral Crouch

Double Knee Drop
Command: air :qcf:+:l:
Hits: 1
Damage: 70,000
Startup: 18
Active: until ground
Recovery: 11
Advantage on hit: +10
Advantage if guarded: +8
Notes: unrecoverable knockdown against airborne opponents

Double Knee Drop
Command: air :qcf:+:m:
Hits: 1
Damage: 80,000
Startup: 23
Active: until ground
Recovery: 11
Advantage on hit: +15
Advantage if guarded: +13
Notes: ground bounce against ariborne opponents, unrecoverable knockdown against airborne opponents

Double Knee Drop
Command: :qcf:+:h:
Hits: 1
Damage: 90,000
Startup: 30
Active: until ground
Recovery: 14
Advantage on hit: +34
Advantage if guarded: +5
Notes: staggers grounded opponents, ground bounce against ariborne opponents, unrecoverable knockdown against airborne opponents

Fallen Prey
Command: :dp:+:l:
Hits: 2
Damage: 98,000
Startup: 8
Active: 2
Recovery: 31
Advantage on hit: -
Advantage if guarded: -11
Notes: low, OTG, unrecoverable knockdown

Ensnarement
Command: :dp:+:m:
Hits: 2
Damage: 98,000
Startup: 10
Active: 3
Recovery: 28
Advantage on hit: -
Advantage if guarded: -9
Notes: unrecoverable knockdown

Position Exchange
Command: :dp:+:h:
Hits: 1
Damage: -
Startup: 10
Active: 1
Recovery: 25
Advantage on hit: +4
Advantage if guarded: -
Notes: throw, switches sides with the opponent

Feral Crouch
Command: :d::d:+:s:
Hits: -
Damage: -
Startup: 10
Active: -
Recovery: -
Advantage on hit: -
Advantage if guarded: -
Notes: cannot block, press :s: again to cancel, cancelling takes 5 frames to complete

Low Sweep
Command: (during Feral Crouch) :l:
Hits: 1
Damage: 45,000
Startup: 8
Active: 5
Recovery: 26
Advantage on hit: -7
Advantage if guarded: -9
Notes: low, recovers in Feral Crouch, cancelable into Feral Crouch

Jumping Roundhouse
Command: (during Feral Crouch) :m:
Hits: 1
Damage: 85,000
Startup: 20
Active: 3
Recovery: 23
Advantage on hit: -
Advantage if guarded: -4
Notes: wall bounce, cancelable into Feral Crouch

Somersault Kick
Command: (during Feral Crouch) :h:
Hits: 1
Damage: 90,000
Startup: 10
Active: 10
Recovery: 41
Advantage on hit: -15
Advantage if guarded: -29
Notes: frames 1-14 invincible, knockdown, jump cancellable (hit or block), cancelable into Feral Crouch

Teleport
Command: (during Feral Crouch) :b: ,:ub:, :u:, :uf:, :f:; (during Mad Beast) any direction
Hits: -
Damage: -
Startup: 9
Active: -
Recovery: 7
Advantage on hit: -
Advantage if guarded: -
Notes: frames 9-14 invincible, can pass through opponents, automatically re-aligns to face the opponent, canclellable into specials and hypers at any time.[/details]

Hyper moves

[details=Spoiler]
Hyper Moves:

Machine Gun Spray
Command: :qcf:+:atk::atk:
Hits: -
Damage: 11,000 per bullet
Startup: 10+9
Active: 38
Recovery: 23
Advantage on hit: 0
Advantage if guarded: -7
Notes: frames 1-20 invincible, OTG, each projectile has 3 high priority durability points

Raven Spike
Command: :dp:+:atk::atk:
Hits: 7
Damage: 290,800
Startup: 8+1
Active: 5
Recovery: 36
Advantage on hit: -
Advantage if guarded: -19
Notes: unrecoverable knockdown

Mad Beast
Command: :qcb:+:atk::atk:
Hits: -
Damage: -
Startup: 10+1
Active: 600
Recovery: 1
Advantage on hit: -
Advantage if guarded: -
Notes: frames 1-10 invincible, in Feral Crouch during the duration without its signature attacks, Flip Kick and Cartwheel Kick become cancelable into Teleport on hit or guard, able to crouch block only, able to Teleport in the air up to two times[/details]

Assists

[details=Spoiler]
Assists:

? - Alpha
Cartwheel Kick
Team Hyper Combo: Machine Gun Spray
Damage: 80,000
Startup: 39
Active: 10
Recovery (this crossover assist): 117
Recovery (other parnter): 87
Notes: ground bounce

? - Beta
Arrow Kick
Team Hyper Combo: Machine Gun Spray
Damage: 100,000
Startup: 44
Active: 9
Recovery (this crossover assist): 120
Recovery (other parnter): 90
Notes: wall bounce, unrecovarable knockdown

? - Gamma
Somersault Kick
Team Hyper Combo: Machine Gun Spray
Damage: 90,000
Startup: 34
Active: 10
Recovery (this crossover assist): 134
Recovery (other parnter): 104
Notes: knockdown[/details]

Vitality: Jill has 850,000 HP

Chain Combo archetype: Hunter Series

X-Factor:
level 1
Damage 125%
Speed 115%
level 2
Damage 150%
Speed 130%
level 3
Damage 175%
Speed 145%


#6

why thank you. and do you know how to use spoiler tags? im trying to shrink the page so people dun have to scroll too much


#7

Done. You should probably leave the first post as it is (fixing some descriptions like “TELEPORTATION! {Invincible}” into something less over the top, and some typos (hyper notation at the end)). There’s no need for the frame data to be listed first in the combo thread, so why not leave it as it is?


#8

no, i wasn’t going to put that in the first post, I referred to the fourth post if one wanted more info, but when i said "do you know how to use spoilers, I was actually asking, how do you actually use them so i can go back and put things in spoilers myself. lol. the code isn’t [Spoiler ], so i have no idea what to do to hide the text


#9

M H c.H b.H combos easily on some characters at least.
You can easily do M H c.H b.H qcf.M, H, j.H j.S, land, M H b.H S j.M j.H j.S dp.L for 454k damage. You can also hyper instead of dp at the end, but her hyper is weird, it deals more damage at mid-screen.

She also has an instant overhead start against Tron with j.M j.H j.S land…
j.M j.H j.S j.M j.H j.S M H c.H b.H qcf.M, H, j.H j.S, land, M H b.H S j.M j.H j.S dp.L for 500k+, no meter :slight_smile:

Her instant overhead works on Wesker, Skrull, Tron, Sentinel… either 0, 1 or 2 j.M before j.H, j.S.


#10

Random starter against medium to large sized characters which can combo into most strings:
j.:m::m::h::s:, j.:m::m::h::s: (261,500)[~40% meter gain]
*More than two loops is possible…

Example of:
[CORNER] j.:m::m::h::s:, j.:m::m::h::s:, :m:, c.:m::h:, :b::h:, :qcf::h:, j.:qcf::h:, :dp::2p: (489,700)


#11

I need some help with something. I’m the doing the missions for Jill and I’m stuck on one. It’s where you go :d::m::h:,:b::h:,:qcf::m::h:, air :h::s:, st.:m::s:

My problem is where you do the somersault kick. I do the jump cancel, get :h::s: but st.:m: I can’t get. The enemy is always still in the air. I don’t know how to time that part right so I can land the:m: right after the air:s: I don’t know if anyone has tried it yet. I can’t figure it out. I tried for a good while getting the timing but I just couldn’t find it.


#12

Some simple stuff I came up with.

[media=youtube]ffpLvt9825Q[/media]


#13

Her machine gun super seems to do the most damage off her double knee drop.

and yeah, the above combo by pwere seems to be the most damage I can get out of her, atleast while dead tired at 5 in the morning. Will just wait for tragic to come up with everything. :coffee:


#14

I was messing around with jill for a bit and here a combo i’m not sure where to go with.

Basically it’s any basic combo into cartwheel/somersault kick, J.H, J. S, M, H, B.H xx Ensnarement.

Put the opponent on the ground, but not sure where to go with it.


#15

She definitely requires a corner for her more damaging options. Luckily with her speed, positioning the opponent shouldn’t be too hard.


#16

Well Im preeety sure to monopolize on the machine gun hyper u use somersault kick into instant jacking gun spray, because by doing so, it puts you RIGHT next to them. I’ll try out some combos a little later but for now I’ll put up that jump loop combo mentioned a little earlier in about an hour or so


#17

j.MMHS j.MMHS s.mh qcf+h j.h s.mh qcf+m h xx guns is the best corner combo I could come up with. Pretty good damage.


#18

ill test some combos out wed n see what i can come up with for midscreen combos. but does the loop push them into a corner?


#19

So I’ve been trying to make her midscreen feral crouch loops from the guide work but it looks like they’re gone. However you can do a slightly short corner variant of the guide combo for 536,900 damage which isn’t character dependent:

:d::m: :h: :b::h: :qcf::l: Feral :l: :qcf::l: Feral :l: :qcf::h: air:qcf::h: :h: :b::h: :dp::atk::atk:
(536,900)

Also it looks like her simple infinite may still be in but I lack the execution to see, it’s just
:d::d::s: :l: (x n)

I got 3 in a row, but I’m not sure if scaling affects it now or not. It’s very RSF you just do it as fast as possible.


#20

Tried this, kept on dropping once I hit 5. I kept it going for about 25 in a row but each time it hit 5 it stopped. So it’s probably not there.

However, the :d::df::f::uf::h:, :d::df::f::uf::h: corner loop does work in any level of X-Factor. I call it the DIE loop.