"Target Sighted"! Jill Valentine Matchup Thread V2!

jill-valentine

#1

Due to the dis-organization of the first one, I created this one to Keep everything orderly and compact.
As Jill players, we each have to look out for certain members of the cast to make sure we GET IN DAT ASS, and STAY IN IT! Jill’s a character that needs to know her opponents options and react in a way that’s best for her. To better ourselves as Jill players I created this thread on tactics to beat opposing cast members and things to watch out for against said characters. O. Feel free to contribute once everything is back up, now that I have spoiler tags it should be much more orderly and organized.

Albert Wesker

Spoiler

Amaterasu

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Arthur

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C.Viper

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Chun-Li

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"Target Sighted!" The Jill Valentine Matchup Thread Updated~!
Ultimate jill 2.0 video thread
#2

Chris Redfield

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:

Dante

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Felicia

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FireBrand

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Frank West

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The Master of DLC Unlocking -The Jill Valentine Thread
#3

Hsien-Ko

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Jill Valentine

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Mike Haggar

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Morrigan

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Nathan Spencer

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#4

Nemesis

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Phoenix Wright

[details=Spoiler]An odd character to fight, and an even more odd matchup to fight. This matchup isn’t necessarily hard, but it’s different. Phoenix Wright takes three different forms which offer three different approaches to take the matchup. Like always though, Jill can pressure Phoenix wright easily and stop his Tournabout Mode, and his Courtoom mode from even appearing, but just for good measure I’ll cover how to handle all three matchups, offensively and defensively.

Investigation Mode: In Investigation, Phoenix is quite easy the character to beat. Infact, the matchup is so onesided for the most part (and for the reason that Phoenix main focus is gathering evidence and not playing offensively) that I will not cover how to defend against him in depth. The only thing you must look out for is Raw Dashing into his Long active frame normals, due to there speed and frame rate, it will sometimes be stuffed by his normal. You can easily Pressure him with normal Mixup and getting in options (feral dash,arrow kick,etc.), and he can’t do much about it. Although he can’t do much while being pressured, Phoenix can Someone Maya as a shield, which DOES present itself as a problem because jill can’t attack Wright through it. Along with the fact that Phoenix’s normals have a large amount of active frames, this might come off as a annoyance if anything. Jill can throw him out of his shield, and even command dash–>Position exchange on him to time it out. If you so choose too, Jill can also MGS+assist to take care of the shield. In most cases however, Jill’s going to pressuring him so much that the shield will not be an issue. Be Wary of his nightmare judge, it has about 54 Invincibility frames and will stuff MGS.

Courtroom: In this mode, Phoenix Wright becomes much more of a cautionary matchup. In general, he is now able to create an effective zoning game which can keep Jill out and has more offensive tools to play some sort of offense. Your best bet in fighting Phoenix wright is to remain mobile and pour on the offense. Rely more so on Feral Crouch and Somersault now that he can’t put on a shield and be sure to feral Crouch+Teleport the moment you see him activate a projectile. You can also Feral Crouch–> Your choice of Grab (Fallen Prey, Position Ex, Ensnarement) to reset the situation in your favour. In some cases with some of his projectiels, you can also hit confirm with a Crouch M to stuff the projectile.

Offensively: Offensively it’s the same deal as most characters. Pour on the pressure, moreso that he doesn’t reach Turnabout Mode. The only difference in this matchup is that you cannot use Assists as much because you run the risk of having him activate his TM. Be sure to Read his projectiles and react to them, or get in range inwhich he cannot use his projectiles. If his projectile game because much more of an annoyance, be sure to Feral crouchxxPosition Exchange–>L,Cr.L,M,6H for a dual Reset. This allows you to keep the pressure without having to deal with his projectile game off one swift feral crouch movement.

Defensively: BE CAUTIOUS. DO NOT ACTIVATE ASSISTS IF YOU CANNOT KEEP SAID ASSIST SAFE W/PRESSURE. Phoenix WILL use Objection and kill off both you and your assist off that one unsafe call. Wright can now kill you off/severely injure you off one hitconfirm, so play a bit more cautious. Also, his Paperwork can STILL hit you even if you hit him, so be sure to use his Fallenprey/Grabs to deal with it.

Tournabout Mode: This is a really hard matchup for jill and depends on how well you can read your opponent. Phoenix Wright has now become one of the best Zoners in the game and can bait you into Coming near him so he can TOD you off his long ranged normals. Jill has to play somewhat defensively here, and block accordingly. If you block accordingly, Phoenix Wright has no real “unblockable” so you can just time his mode out. Worst comes to worst, you can feral Dash your way to safety. Be wary though, His Fingers have huge range and can possibly hit you out of your dash before the invincibility sets in. Phoenix can now use all three of his hypers to reset the position in his favour (Smelting), reset the position completely (Nightmare Judge) but run the risk of looosing evidence, or kill you off the bat with his Level 3, Ace attorney. Two of the Three aren’t dangerous, but his Level 3 means you MUST stay on your toes ans continue to block for the duaation of his TM.

Most of the time however, Phoenix Wright will never make it past Investigation mode or even CourtRoom mode due to his inability to land a solid hitconfirmable Objection on jill. [/details]

Ryu

[details=Spoiler]Ryu’s a weird matchup for Jill. Due to his buffs in UMVC3 he can now stand toe to toe with Jill valentine, at a close range distance. Suffice to say, he can also play a semi-effective zoning game vs. Jill, so she’s now forced to go on the offensive. The most significant caveat of this matchup is to be wary of command dashing in “raw”. Ryu’s large Jamacian ass leg’s have huge priority and take up a great space, so you will probably be hit out of it. You’re much better off Arrow Kick feinting in then 22S into 69S overhead. The second problem of the matchup is that in UMVC3 Ryu could a buff very similar to Jill’s somersault, The Hado-Shoryuken. Hado SHoryuken has more invincibility frames then Jill’s, yet has a slow startup and is Extremely bad on block. Be sure to bait one out, or react to it effectively if you see one coming.
Also, Ryu’s j.Tatsu is a great offensive tool for him, however Jill can hit him out with a Flip kick, Cart Kick, Somersault, and even a s.L at right distances. Be sure to counter his offense and stay on yours, because Ryu offense can screw stuff up. He can also make his stuff safe with his Mashable hadoken to give himself room to zone Jill out. [/details]

Strider

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Tron

[details=Spoiler]Jill’s favorite matchup. In most situations, Jill can sit at a full screen distance and tron will have very few zoning options to hit her. If tron uses Her beacon Bomb, jill can dash past it and set up an offense on tron, If she uses a boulder Jill can teleport past it as well. Tron’s only option is to Drill, or to come in via her J.s/j.H which are all punishable by Somersault. If Tron is going on the offensive, you can 22Sx2369M for a Kara’d Cartwheel which can hit Tron out of her j.S and j.H at select distances.
This matchup is pretty straightforward and easy, Stay on the offensive and you shouldn’t have any problems. On the defensive side, tron has very minimal options to get to you, just somersault when applicable. [/details]


#5

Trish

[details=Spoiler]Trish is a severely bad matchup for jill. This matchup, to be in JIll’s favour depends enitrely on the assists. If you ahve a good Anti-air assist, such as Vajira, it means that Trish has to play a Rushdown game, which Jill can deal with. If not, then Jill has no effective way to get in without baiting a dive kick (which is completely hard due tothe fact that it’s special Canceable). In the case that you do have a Anti-air assist, Focus on Making Trish Come down to the ground and reseting her off tech roll and killing her off that. IF she’s on the ground, her options aren’t that great and the matchup is much easier and directed in your direction.

If the Jill player does not have an anti-air assist, the matchup is extremely difficult. Jill’s traps have a bit of startup so you MGS to knock her out of the air, then attempt to reset her of the tech roll, however this setup can be avoided if the trish player has meter if the trish Player has meter, then The Sparda swing will deal Major damage to jill, and her high Voltage hyper will beatout the invincibility on Jill’s MGS. If the Trish Player is playing in the air at jump height/TK height, jill can attempt to peg her with a Cartwheel,or Flip kick, preferably a TK’d Cartwheel from a safe distance to get away from her ground trap. Play carefully, and play smart and you may find an opening to hitconfirm Trish. [/details]

Vergil

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Viewtiful Joe

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Zero

[details=Spoiler]Zero is by far the worst matchup in the game for Jill. Literally 1 hitconfirm, from either lightning, buster, or his huge normals will be the end for Jill. Not only is his rushdown a hindrance to Jill, but his Zoning is by far the hardest aspect of taking him down with Jill. To make matters worse, Zero’s hitbox is extremely odd, and sometimes even after a hitconfirmed f.H–> Overhead–>S.M the standing M will whiff, and Jill WILL be punished for it. In this matchup, assists play a huge role in deciding who has the advantage.

Literally, this matchup is a game of cat and mouse. Whoever gets the first hitconfirm wins. It just so happens that Zero is a god at getting quick and easy hitconfirms. Jill MUST watch Zero’s buster, and how he moves in the air. Master Zero’s movements and jill can know when to punish and how.

To beat a good Zero, Jill has to be Better than good, she has to be damned near amazing. Versing Zero is a test of your matchup knowledge, frame data, and knowledge of the game. Jill has to know when to Somersault without being punished and when to go defensive and offensive.

Zero’s Normals: Zero has huge, great priority normals that gaurantee a kill off a simple hit and he can cancel them into his command dash, and his Buster. His normals are so big, that in most cases against opponents you can easily feral crouch–> Somersault, but in his he has such a huge distance that he will punish you for entering Feral Crouch Stance. Keep your distance when your ready to somersault, and be sure to react if he cancels his normal into his Command Dash H. If he does, Jill can hit him out of it with a simple with a simple s.L if you so please, however it;s preferable that you do so with a Somersault and Punish his ass.

Buster and Zoning: Jill doesn’t have much options against his level 3 buster, however off his lightening Zero IS vulnerable. WATCH out for his LightningxxBuster Lightning, however, once you see it’s coming you can dash away from the buster and punish Zero’s Lightning. His zoning itself is hard to punish, but you’re best chance to kill Zero is depending on spacing. MGS+Assist For lockdown then put yourself in a advantageous position- or better yet MGS+Xfactor to kill him off. [/details]


#6

Captain America

[details=Spoiler]Oh god, One of the scariest American badasses who got buffed in UMVC3 rears his ugly head at Jill. CA isn’t a necessarily difficult matchup for jill, but ONE hit off of anything for him spells complete utter death. Captain America has some pretty nice zoning capabilities, but Jill is able to completely use them to his advantagem After a j. Shield throw, you can punish the recovery frames with a Feral Crouch into Somersault/ Cartwhwheel. Although Jill can fight through his Zoning abilities, Cap still has a decent rushdown game. His Normals are really good frame traps, so block accordingly. He can also Punish Jill’s somersault with his Charging StarxxHyper Charging Star. Fortunately, Jill is able to Counter that with a SomersaultxxSomersault, also Known as a double Somersault. Neither of Cap’s Hypers are safe on block, so be sure to punish him afterward.

The Key here is NOT to get hit, Cap still lacks a good air game, so bait out the double Jump and Reset him afterwards/off reset combo. Just be sure to watch out for regular Shield Slash because he can combo afterwards. Focus on watching his bars, and when he leaves cracks in his offense and use that to punish with a somersault.

Watch out for his Diasterous c.L, it’s safe, great range and can poke jill out of her Feral Crouch Dash if not spaced properly. [/details]

Doctor Doom

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Doctor Strange

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Dormammu

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[spoiler=Deadpool] [/details]


#7

Ghost Rider

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Hawkeye

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Hulk

[details=Spoiler] The thing with Hulk Matchup is that it really depends on two things.

  1. Is Hulk an Incomming character after the death of your opponent’s last character/snapback?
  2. Is Hulk being played on point?

In the first scenario, Jill has the clear advantage. Hulk’s Options on incomming are very limited, so most when coming from the air tend to do a j.S/J.H to hit jill on incomming. Bait this and Somersault and go from there. I really recommend ending your combo with a Raven Spike but NOT Dhcing out of it. When out of the Raven Spike, quickly 22S and backdash to follow his roll out of the corner and go for her Throw. Works if they tech in the corner This SHOULD work and allow you to combo a light off of it, and preform another combo, which should do enough damage to kill him. Another option is to let him fall off incomming and

In the second scenario, Jill has a much harder time in it. This matchup is very unique in the fact that Jill cannot simply, Overhead j.S, or Somersault a grounded Hulk into full combo since Hulk’s Huge armor will give him the hitconfirm. To play this matchup effectively, you have to rely on her rapid fire L, and Cr.L and her throws before Hulk’s able to throw out a standing H. Even though the Rapid Fire L and Cr.L Kill her damage output, it allows for one of the safest ways to land a Solid hitconfirm on HUlk. Don’t be afraid to take advantage of Hulk’s large hitbox and use her Kara’d throw. Two L combos or even one can guarantee a dead hulk.

For her Special moves, Get used to abusing the high priority Arrow Kick to deal Damage to hulk and sometimes bait out a Standing H. If you see one coming Feral Crouch THEN FERAL CROUCH TO GET OUT OF FERAL CROUCH (or Press S) and Punish the whiffed Standing H with any form of attack. Jill Cannot play an MGS game on Hulk either, his Meteor Hyper will eat it up. Mixups here are going to be used sparingly, his Standing H also has a back hitbox.

Against a Gamma Charge+ Assist, Jill can play a bit more agressively, especially if that assist is Drones. Work on getting the hitconfirm on the Assist, and baiting out a reaction on the Hulk Player. Usually, they will use a Gamma Tsunami if From a fullscreen distance to interrupt the combo, based on how you attack the assist, the gamma tsunami can completely whiff, For example, if you are attacking Sentinel with a j.MMHS,j.MMHS, the tsunami will tend to whiffthen you are free to Call an assist+ MGS and put hulk in a bad Position/ This results in an almost dead hulk, and an almost dead Assist character. IF you aren’t in a position to punish the assist, you can also MGS. Once you see the Meteor hyper being activated, you can Xfactor. If hulk activates Xfactor anywhere during his hyper, jill can punish it.

Like stated earlier, against Gamma Charge And assist Hulk, you can mainly throw them on reaction, or even jab them after the second (Cr.L works too!), just be a bit mindful if they have meter. Contrary to popular belief, gamma charge is NOT safe on block. The last bit of information on this matchup I can provide for the moment is that you shouldn’t be scared to play a Street Fighter 4 ish game on hulk. If you see a H coming, Don’t be scared to use her safe normals, or even (depending on your assists you can combo afterwards) just using her Fallen Prey!

This is definitely a harder matchup for jill, and it’s one that’s going to be based on the reactions of the hulk player. Jill can’t play a mixup game here, but rather revert to basics (hitconfirming with L,cr.L, Arrow Kick footsies) and is definitely one jill has to watch out for. The problem with Fighting Hulk with a Jill who is having a hard time is that they can lay down the pressure, and even command grab you for large, and possibly a death hit confirm.
However, Hulk still has the flaws he has against other characters. On block or whiff, his launcher and s.H aren’t safe on block, along with some of his specials. Use this to your advantage, and play it safe- safe enough to cause the hulk player to let out an unsafe move that will be his last. [/details]

Iron Fist

[details=Spoiler]Iron Fist packs a punch, and one hit gaurantees death. However, he has No projectiles and No effective way to get in besides a wavedash+his Kara’d normals. Specifically, Iron Fists’ Kara’d s.M goes a huge distance with insane priority, one hitconfirm of that and Jill is subject to death. Iron Fist also has a very effective Anti-Air hyper that can pelt Jill out of the air (this is a nuisance due to jill using hitconfirming off her command dash overhead).

With that being said, What’s new? This matchup is nothing unlike any other usual matchup for Jill. Jill can effectively lock him out from a full screen distance with her somersault, and Iron Fist has very little options to deal with it solo. However, if you’re playing the full screen Feral Dash+Somersault way, be mindful of the nice range on his normals, Jill cannot block in Feral Crouch so stay on your feet.

Offensively, Jill maintains the same options as she usually does and probably some more. Once you learn to respect the range of his normals, the matchup stays in her favor, greatly. Jill maintains the same mixup and reset options and much more due to IF’s low amount of options in his air game. Infact, she can still Hitconfirm from her overhead, but be somewhat caucious of the range in which your doing it. To far and IF will be able to use his Volcanic Roar. Also, Jill will not be able to use her Double Knee Drop Medium and Heavy for the same reasons. Be sure to use resets more often then just killing him outright if he has his Blue Chi on; instead of taking one hitconfirm to kill him, use an American reset and take two and keep the meter.

Defensively, jill has some pretty good ways to escape his Throw Resets and American Resets. Jill’s Light and Crouching L are extremely fast and can allow her to escape from IF’s dangerous High Low empty cancel game.
Iron Fist’s momentum can get dangerous however, and fast. Unfortunately, one hitconfirm with Red Chi, and even without, usually means Death. Avoid being hit and you should be fine. Use Jill’s feral Dash to maintain mobile and keep out of the reach of his kara’d normals, and keep using Somersault as a pressure tool. This isn’t a hard matchup for Jill, and is infact, one of her easier ones. [/details]

Iron Man

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#8

Magneto

[details=Spoiler]Magneto’s a real tough matchup but can be alleviated with many different things. Due to his air mobility and frequent air dashes you can constantly get him out of the air with a MGS. In all honestly, you REALLY want magneto to Rush you down instead of trying to zone you out due to the fact that you have more options to go on the offensive if he zones you. Your strongest position in this matchup is actually magneto’s as well: The start of the round gambit, if you can rush-him down and cause him to be on the defensive you are in a much stronger position. However, if Magneto gets his start of the round grab and rushes you down, your in big trouble. Another cause for trouble is with Magneto’s choice of Rush/Zoning (which I already mentioned) with his zoning being far more diasterous then his Rush-down.

  1. If you see him attempting to come down with a j.L or j.S you can somersault him/flip kick him/Cart him on reaction.
  2. With anti air assists, you can Counter his rush-down with your own and mixup him up after your assist call. Arrow Kick feints will get you in much faster on a airborne mags.
    3)Like said before, MGS deals with his shit since he relies on air dashing. Depending on your assists, you may be able to combo after a raw MGS and take him out.
  3. DO NOT try to get in FC if he’s all over you, generate some space first THEN Get in FC.
  4. This matchup is going to require alot of “Triangle Dashes” to Hit him through the air. Pretty much a Triangle dash is going to be a 22S–>6–>22S–>9/7S.
  5. Feral crouch passed his Mag blast attempts, and attempt to punish them. They aren’t completely safe. If you’re in a position where you cannot FC dash passed it, try to Slide or arrow kick–> 22S–>Dash–>Slide underneath it.

If he’s Zoning you out, your options are much more limited. His EM disrupter pretty much kills any attempt at Jill rushdown, and his Magnetic Shockwave counters MGS+Assist. The best thing you can attempt is to attempt a slide and call out your fastest start up assist in an attempt to cause mags to block; allowing you to move in. [/details]

M.O.D.O.K

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Nova

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Phoenix

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Rocket Raccoon

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#9

Sentinel

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She-Hulk

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Spiderman

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Storm

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Super Skrull

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#10

Shuma-Gorath

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TaskMaster

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Thor

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Wolverine

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X-23

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#11

Sorry for the delay and wait, your free to post in this one now.


#12

Could anyone give me some insight to the magneto and captain america matchup its something i struggle with as i feel any mistake jill makes up close ends up with her death due to their pretty good priority and if you fall back too far you have to play their game which can easily end up with a dead jill too

What do pls?!


#13

The only advice I can offer against Magneto may not even be good advice since I’ve only played scrubby ones, but I believe that MGS is a bar well-spent just to get the hell out of the corner.


#14

Capt matchup isn’t too bad. Jill can punish any of his j. Shield Throw’s because they have such massive recovery with your choice of Somersault,Flip,Cart,etc. Get used to Somersaulting from alot of distances to punish his Charging Starxx HCS attempts. The only problem you may have is that his c.L is REALLY good, so you have to space yourself along with a nicely called assist to get in and mix him up appropriately. There’s a post with Captain america in this MU thread too.

Magneto’s a real tough matchup but can be alleviated with many different things. Due to his air mobility and frequent air dashes you can constantly get him out of the air with a MGS. In all honestly, you REALLY want magneto to Rush you down instead of trying to zone you out due to the fact that you have more options to go on the offensive if he zones you. Your strongest position in this matchup is actually magneto’s as well: The start of the round gambit, if you can rush-him down and cause him to be on the defensive you are in a much stronger position. However, if Magneto gets his start of the round grab and rushes you down, your in big trouble. Another cause for trouble is with Magneto’s choice of Rush/Zoning (which I already mentioned) with his zoning being far more diasterous then his Rush-down.

  1. If you see him attempting to come down with a j.L or j.S you can somersault him/flip kick him/Cart him on reaction.
  2. With anti air assists, you can Counter his rush-down with your own and mixup him up after your assist call. Arrow Kick feints will get you in much faster on a airborne mags.
    3)Like said before, MGS deals with his shit since he relies on air dashing. Depending on your assists, you may be able to combo after a raw MGS and take him out.
  3. DO NOT try to get in FC if he’s all over you, generate some space first THEN Get in FC.
  4. This matchup is going to require alot of “Triangle Dashes” to Hit him through the air. Pretty much a Triangle dash is going to be a 22S–>6–>22S–>9/7S.
  5. Feral crouch passed his Mag blast attempts, and attempt to punish them. They aren’t completely safe. If you’re in a position where you cannot FC dash passed it, try to Slide or arrow kick–> 22S–>Dash–>Slide underneath it.

If he’s Zoning you out, your options are much more limited. His EM disrupter pretty much kills any attempt at Jill rushdown, and his Magnetic Shockwave counters MGS+Assist. The best thing you can attempt is to attempt a slide and call out your fastest start up assist in an attempt to cause mags to block; allowing you to move in.


#15

Thanks again Diek. :slight_smile:


#16

I’m assuming that with non-stop rushdown characters like Wolverine, Jill can just sort of wait around and let him do his thing while she fishes for a somersault.


#17

Pretty much, Anti-air his Dive kick, and rush him down and you should have no problems.

Pretty much, X-23 with no Beam assists is a near 10-0 matchup (probably 9.5-.5) against X-23. She can literally just Go from a full screen in feral crouch and somersault whenever she pleases.


#18

how about firebrand any thoughts on that matchup?


#19

The firebrand matchup is pretty even, if anything I would give it to a slight advantage to Firebrand depending on several factors.
1)If Jill is second and is incoming, the match-up is completely in Firebrand’s favor. Jill does not have any incoming options to escape FB’s Death loop.
2)The assists can change the match up accordingly.

Jill is able to punish one of FB’s Best tools; his Kidnap. If you see your opponent going for one, you can easily Somersault him out of it. Also, with an anti-air assist like Vajra, Jill can halt FB’s zoning game and gain momentum and punish him or go for a mixup.

FB’s Zoning is pretty good since it covers many angles, but Jill is fast enough to track him down on the ground and go for anti-airs in most occasions.

I would say the matchup is probably 4.5-5.5 or 5-5.


#20

Chris is proving to be an interesting case. Mines and incendiaries just poop all over Jill’s superior ground game, shutting her down almost completely if they ever make it out. Feral stance ducks under his magnum at least, but you’re still susceptible to machine gun fire. Jumping over seems to be extremely moronic given Chris’ amazing air grab and follow-ups. I guess you better have the assists to stand up to him.