UMVC3/Jill: Difference between revisions

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Jill Valentine and Chris Redfield were the first two characters introduced in the cult classic Resident Evil. Jill's prowess as a police officer in Raccoon City allowed her to survive the nightmare of the T-Virus and earned the respect as an elite bio hunter. Though she's had many different looks throughout her career, in this game she takes on the role of the captured Jill from Resident Evil 5 who is controlled by Albert Wesker. Also known as "Feral" Jill, she's able to access abilities that allow her to move so fast that she seemingly teleports to her opponents to take them down with close quarters combat. Eventually she becomes free from Wesker's grasp thanks to the help of her original partner Chris Redfield and vows to take revenge on the mad scientist.
Jill Valentine and Chris Redfield were the first two characters introduced in the cult classic Resident Evil. Jill's prowess as a police officer in Raccoon City allowed her to survive the nightmare of the T-Virus and earned the respect as an elite bio hunter. Though she's had many different looks throughout her career, in this game she takes on the role of the captured Jill from Resident Evil 5 who is controlled by Albert Wesker. Also known as "Feral" Jill, she's able to access abilities that allow her to move so fast that she seemingly teleports to her opponents to take them down with close quarters combat. Eventually she becomes free from Wesker's grasp thanks to the help of her original partner Chris Redfield and vows to take revenge on the mad scientist.


{{Nutshell|A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed.  Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents.  She also possesses a command throw in the Position Exchange which can potentially open up a lot of defensive opponents.  And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Ultimate Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.}}
{{Nutshell|A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed.  Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents.  She also possesses a command {{throw}} in the Position Exchange which can potentially open up a lot of defensive opponents.  And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Ultimate Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.}}


=== Alternate Colors ===
=== Alternate Colors ===
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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Cartwheel Kick | {{#motion: direct front }} | 80,000 | groundbounce <br> softknockdown | Machine Gun Spray
   | Cartwheel Kick | {{ {{direct}} {{front}} }} | 80,000 | {{groundbounce}} <br> {{softknockdown}} | Machine Gun Spray
   | Somersault Kick | {{#motion: direct tiltup }} | 90,000 | strk <br> Invincible Crossover Counter | Machine Gun Spray
   | Somersault Kick | {{ {{direct}} {{tiltup}} }} | 90,000 | {{strk}} <br> Invincible Crossover Counter | Machine Gun Spray
   | Arrow Kick | {{#motion: direct front }} | 100,000 | wallbounce <br> softknockdown | Machine Gun Spray
   | Arrow Kick | {{ {{direct}} {{front}} }} | 100,000 | {{wallbounce}} <br> {{softknockdown}} | Machine Gun Spray
}}
}}


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{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{#motion: l }} | 33,000 | rpdfire }}
{{MoveListRow | Standing Light | {{ {{l}} }} | 33,000 | {{rpdfire}} }}
{{MoveListRow | Crouching Light | {{#motion: d + l }} | 30,000 | low rpdfire }}
{{MoveListRow | Crouching Light | {{ {{d}} + {{l}} }} | 30,000 | {{low}} {{rpdfire}} }}
{{MoveListRow | Standing Medium | {{#motion: m }} | 45,000 | }}
{{MoveListRow | Standing Medium | {{ {{m}} }} | 45,000 | }}
{{MoveListRow | Crouching Medium | {{#motion: d + m }} | 43,000 | low }}
{{MoveListRow | Crouching Medium | {{ {{d}} + {{m}} }} | 43,000 | {{low}} }}
{{MoveListRow | Standing Heavy | {{#motion: h }} | 63,000 |  }}
{{MoveListRow | Standing Heavy | {{ {{h}} }} | 63,000 |  }}
{{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 60,000 | low softknockdown }}
{{MoveListRow | Crouching Heavy | {{d + {{h}} }} | 60,000 | {{low}} {{softknockdown}} }}
{{MoveListRow | Reverse Roundhouse | {{#motion: b + h }} | 63,000 |  }}
{{MoveListRow | Reverse Roundhouse | {{ {{b}} + {{h}} }} | 63,000 |  }}
{{MoveListRow | Jumping Axe Kick | {{#motion: f + h }} | 65,000 | high Ends with Jill in Feral Crouch stance }}
{{MoveListRow | Jumping Axe Kick | {{ {{f}} + {{h}} }} | 65,000 | {{high}} Ends with Jill in Feral Crouch stance }}
{{MoveListRow | Standing Special | {{#motion: s }} | 70,000 | launch nocancel }}
{{MoveListRow | Standing Special | {{ {{s}} }} | 70,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Jumping Light | {{#motion: air l }} | 35,000 | high }}
{{MoveListRow | Jumping Light | {{ air {{l}} }} | 35,000 | {{high}} }}
{{MoveListRow | Jumping Medium | {{#motion: air m }} | 50,000 | high }}
{{MoveListRow | Jumping Medium | {{ air {{m}} }} | 50,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | {{#motion: air h }} | 65,000 | high }}
{{MoveListRow | Jumping Heavy | {{ air {{h}} }} | 65,000 | {{high}} }}
{{MoveListRow | Jumping Special | {{#motion: air s }} | 68,000 | high aircombofinisher }}
{{MoveListRow | Jumping Special | {{ air {{s}} }} | 68,000 | {{high}} {{aircombofinisher}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 50,000 + 30,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 50,000 + 30,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 50,000 + 30,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 50,000 + 30,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 50,000 + 30,000 | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 50,000 + 30,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 50,000 + 30,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 50,000 + 30,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Flip Kick | {{#motion: qcf + l }} | 70,000 | strk Ends with Jill in Feral Crouch stance }}
{{MoveListRow | Flip Kick | {{ {{qcf}} + {{l}} }} | 70,000 | {{strk}} Ends with Jill in Feral Crouch stance }}
{{MoveListRow | Cartwheel Kick | {{#motion: qcf + m }} | 80,000 | groundbounce softknockdown <br>Ends with Jill in Feral Crouch stance }}
{{MoveListRow | Cartwheel Kick | {{ {{qcf}} + {{m}} }} | 80,000 | {{groundbounce}} {{softknockdown}} <br>Ends with Jill in Feral Crouch stance }}
{{MoveListRow | Arrow Kick | {{#motion: qcf + h }} | 100,000 | wallbounce hardknockdown }}
{{MoveListRow | Arrow Kick | {{ {{qcf}} + {{h}} }} | 100,000 | {{wallbounce}} {{hardknockdown}} }}
{{MoveListRow | Double Knee Drop | {{#motion: aironly qcf + atk }} | 70,000 l <br> 80,000 m <br> 90,000 h | high l version hardknockdown against airborne opponents only;<br> m and h versions groundbounce + hardknockdown against airborne opponents only }}
{{MoveListRow | Double Knee Drop | {{ {{aironly}} {{qcf}} + {{atk}} }} | 70,000 {{l}} <br> 80,000 {{m}} <br> 90,000 {{h}} | {{high}} {{l}} version {{hardknockdown}} against airborne opponents only;<br> {{m}} and {{h}} versions {{groundbounce}} + {{hardknockdown}} against airborne opponents only }}
{{MoveListRow | Fallen Prey | {{#motion: dp + l }} | 98,000 (35,000 + 70,000) | low otg last hit does minimum of 20,000 damage regardless of scaling}}
{{MoveListRow | Fallen Prey | {{ {{dp}} + {{l}} }} | 98,000 (35,000 + 70,000) | {{low}} {{otg}} last hit does minimum of 20,000 damage regardless of scaling}}
{{MoveListRow | Ensnarement | {{#motion: dp + m }} | 98,000 (35,000 + 70,000) | hardknockdown last hit does minimum of 20,000 damage regardless of scaling }}
{{MoveListRow | Ensnarement | {{ {{dp}} + {{m}} }} | 98,000 (35,000 + 70,000) | {{hardknockdown}} last hit does minimum of 20,000 damage regardless of scaling }}
{{MoveListRow | Position Exchange | {{#motion: dp + h }} | 0 | throw }}
{{MoveListRow | Position Exchange | {{ {{dp}} + {{h}} }} | 0 | {{throw}} }}
{{MoveListRow | Feral Crouch | {{#motion: d d + s }} | n/a | Ends with Jill in Feral Crouch stance;<br>Exit Feral Crouch with s }}
{{MoveListRow | Feral Crouch | {{ {{d}} d + {{s}} }} | n/a | Ends with Jill in Feral Crouch stance;<br>Exit Feral Crouch with {{s}} }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Low Sweep | {{#motion: During Feral Crouch, l }} | 45,000 | low Ends with Jill in Feral Crouch<br>stance; Can cancel into any Special<br>Move or s }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Low Sweep | {{ During Feral Crouch, {{l}} }} | 45,000 | {{low}} Ends with Jill in Feral Crouch<br>stance; Can {{cancel}} into any Special<br>Move or {{s}} }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Jumping Roundhouse | {{#motion: During Feral Crouch, m }} | 85,000 | wallbounce softknockdown }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Jumping Roundhouse | {{ During Feral Crouch, {{m}} }} | 85,000 | {{wallbounce}} {{softknockdown}} }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Somersault | {{#motion: During Feral Crouch, h }} | 90,000 | jcancel startupinv strk }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Somersault | {{ During Feral Crouch, {{h}} }} | 90,000 | {{jcancel}} {{startupinv}} {{strk}} }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Teleport Dash | {{#motion: During Feral Crouch, b or ub or u or uf or f }} | n/a | Invincible near the end <br> Can pass through opponent; Can cancel<br>at any point with a Special or a Hyper Move }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Teleport Dash | {{ During Feral Crouch, {{b}} or {{ub}} or {{u}} or {{uf}} or {{f}} }} | n/a | Invincible near the end <br> Can pass through opponent; Can cancel<br>at any point with a Special or a Hyper Move }}
{{MoveListFooter}}
{{MoveListFooter}}


===Hyper Moves===
===Hyper Moves===
{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Machine Gun Spray | {{#motion: qcf + atk + atk}} | 303,100 for 40 hits (11,000 per hit) | otg startupinv <br> Damage scales by 0.98 <br> softknockdown against airborne opponents only }}
{{MoveListRow | Machine Gun Spray | {{ {{qcf}} + {{atk}} + atk}} | 303,100 for 40 hits (11,000 per hit) | {{otg}} {{startupinv}} <br> Damage scales by 0.98 <br> {{softknockdown}} against airborne opponents only }}
{{MoveListRow | Raven Spike | {{#motion: dp + atk + atk}} | 290,800 (50,000 x 6, 150,000) | First hits scale by 0.9 <br> Last hit scales by 0.85 <br> hardknockdown  }}
{{MoveListRow | Raven Spike | {{ {{dp}} + {{atk}} + atk}} | 290,800 (50,000 x 6, 150,000) | First hits scale by 0.9 <br> Last hit scales by 0.85 <br> {{hardknockdown}} }}
{{MoveListRow | Mad Beast | {{#motion: qcb + atk + atk}} | n/a | Jill enters Mad Beast stance;<br>Cannot walk, jump or dash, only Teleport<br>Dash in all 8 directions, can dash twice in air,<br>can only block low;<br>All Normal Moves and qcf + atk <br>Special Moves (including Double Knee Drop)<br>can be canceled into Teleport Dashes<br>which are also Special Move cancelable | level3 }}
{{MoveListRow | Mad Beast | {{ {{qcb}} + {{atk}} + atk}} | n/a | Jill enters Mad Beast stance;<br>Cannot walk, jump or dash, only Teleport<br>Dash in all 8 directions, can dash twice in air,<br>can only block low;<br>All Normal Moves and {{qcf}} + {{atk}} <br>Special Moves (including Double Knee Drop)<br>can be canceled into Teleport Dashes<br>which are also Special Move cancelable | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}


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== Strategy vs. Jill ==
== Strategy vs. Jill ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]

Revision as of 23:14, 8 December 2020

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Jill

Umvc3 jill face.jpg

Jill Valentine and Chris Redfield were the first two characters introduced in the cult classic Resident Evil. Jill's prowess as a police officer in Raccoon City allowed her to survive the nightmare of the T-Virus and earned the respect as an elite bio hunter. Though she's had many different looks throughout her career, in this game she takes on the role of the captured Jill from Resident Evil 5 who is controlled by Albert Wesker. Also known as "Feral" Jill, she's able to access abilities that allow her to move so fast that she seemingly teleports to her opponents to take them down with close quarters combat. Eventually she becomes free from Wesker's grasp thanks to the help of her original partner Chris Redfield and vows to take revenge on the mad scientist.

In a nutshell
A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed. Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents. She also possesses a command Throw.png in the Position Exchange which can potentially open up a lot of defensive opponents. And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Ultimate Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.

Alternate Colors

Jill colors.jpg

Players to Watch

Paulow3b, Alukard, Jsoledout, Windzero

Character Vitals

CHARACTER DATA
Health:
850k.jpg
Double Jump:
No
Air Dash:
Yes (only in Mad Beast)
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25.0 %
40.0 %
55.0 %
X-Factor Speed Boost:
15 %
30 %
45 %
X-Factor Duration:
12 s
17 s
22 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %

Video Walkthrough



Technology

avoiding spiral swords with somersault
jill and modok set up

TAC Infinite

Hit/Hurtbox Guide


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Cartwheel Kick
{{ Direct.png Front.png }}
80,000
Groundbounce.png
Softknockdown.png
Machine Gun Spray
Beta2.png Arrow Kick
{{ Direct.png Front.png }}
100,000
Wallbounce.png
Softknockdown.png
Machine Gun Spray
Gamma2.png Somersault Kick
{{ Direct.png Tiltup.png }}
90,000
Strk.png
Invincible Crossover Counter
Machine Gun Spray

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{ L.png }}
33,000
Rpdfire.png
Crouching Light
{{ D.png + L.png }}
30,000
Low.png Rpdfire.png
Standing Medium
{{ M.png }}
45,000
Crouching Medium
{{ D.png + M.png }}
43,000
Low.png
Standing Heavy
{{ H.png }}
63,000
Crouching Heavy
{{d + H.png }}
60,000
Low.png Softknockdown.png
Reverse Roundhouse
{{ B.png + H.png }}
63,000
Jumping Axe Kick
{{ F.png + H.png }}
65,000
High.png Ends with Jill in Feral Crouch stance
Standing Special
{{ S.png }}
70,000
Launch.png Nocancel.png
Jumping Light
{{ air L.png }}
35,000
High.png
Jumping Medium
{{ air M.png }}
50,000
High.png
Jumping Heavy
{{ air H.png }}
65,000
High.png
Jumping Special
{{ air S.png }}
68,000
High.png Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
50,000 + 30,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
50,000 + 30,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
50,000 + 30,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
50,000 + 30,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Flip Kick
{{ Qcf.png + L.png }}
70,000
Strk.png Ends with Jill in Feral Crouch stance
Cartwheel Kick
{{ Qcf.png + M.png }}
80,000
Groundbounce.png Softknockdown.png
Ends with Jill in Feral Crouch stance
Arrow Kick
{{ Qcf.png + H.png }}
100,000
Wallbounce.png Hardknockdown.png
Double Knee Drop
{{ Aironly.png Qcf.png + Atk.png }}
70,000 L.png
80,000 M.png
90,000 H.png
High.png L.png version Hardknockdown.png against airborne opponents only;
M.png and H.png versions Groundbounce.png + Hardknockdown.png against airborne opponents only
Fallen Prey
{{ Dp.png + L.png }}
98,000 (35,000 + 70,000)
Low.png Otg.png last hit does minimum of 20,000 damage regardless of scaling
Ensnarement
{{ Dp.png + M.png }}
98,000 (35,000 + 70,000)
Hardknockdown.png last hit does minimum of 20,000 damage regardless of scaling
Position Exchange
{{ Dp.png + H.png }}
0
Throw.png
Feral Crouch
{{ D.png d + S.png }}
n/a
Ends with Jill in Feral Crouch stance;
Exit Feral Crouch with S.png
    Low Sweep
{{ During Feral Crouch, L.png }}
45,000
Low.png Ends with Jill in Feral Crouch
stance; Can Cancel.png into any Special
Move or S.png
    Jumping Roundhouse
{{ During Feral Crouch, M.png }}
85,000
Wallbounce.png Softknockdown.png
    Somersault
{{ During Feral Crouch, H.png }}
90,000
Jcancel.png Startupinv.png Strk.png
    Teleport Dash
{{ During Feral Crouch, B.png or Ub.png or U.png or Uf.png or F.png }}
n/a
Invincible near the end
Can pass through opponent; Can cancel
at any point with a Special or a Hyper Move

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Machine Gun Spray
{{ Qcf.png + Atk.png + atk}}
303,100 for 40 hits (11,000 per hit)
Otg.png Startupinv.png
Damage scales by 0.98
Softknockdown.png against airborne opponents only
Raven Spike
{{ Dp.png + Atk.png + atk}}
290,800 (50,000 x 6, 150,000)
First hits scale by 0.9
Last hit scales by 0.85
Hardknockdown.png
Mad Beast
{{ Qcb.png + Atk.png + atk}}
n/a
Jill enters Mad Beast stance;
Cannot walk, jump or dash, only Teleport
Dash in all 8 directions, can dash twice in air,
can only block low;
All Normal Moves and Qcf.png + Atk.png
Special Moves (including Double Knee Drop)
can be canceled into Teleport Dashes
which are also Special Move cancelable

Mission Mode

Strategy

Tips and Tricks

  • Jill has some of the most friendly Chain Combos on the ground of any character, easily allowing her to score 7 hits before her Launcher.
  • Learning to use the Feral Stance will be key, especially since she can cancel Teleport Dashes into Special Moves. This allows her to Teleport Dash forward into a Fallen Prey for a surprise low attack. Better yet, the Teleport Dash can easily be canceled into a Position Exchange for an unblockable throw that leads to a full combo with 0.7 Damage Scaling. Even from a full screen away, she can perform a Cartwheel Kick, Teleport Dash forward, and still reach you with a Position Exchange!
  • The Machine Gun Spray seems useless at first, but if you can catch the opponent in mid-air with it, it will do a lot more damage. Cancel a Somersault Kick, for example, into the Machine Gun Spray for much better damage. Also, try to utilize the machine gun spray as a punisher, as it not only contains many frames of invincibility, but the arc allows you hop straight over a number of other character's hyper combos, even if you just input the hyper as soon as you see they are about to activate theirs.
  • Mad Beast is extremely tough to use, but learning how to use it can allow you to play a very strong mix up game. You have to be extremely precise with your Special Move inputs to prevent yourself from doing backwards Teleport Dashes, so make sure to hit the Training Mode to get your Mad Beast combos down!

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Jill