

Jill
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 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
Players to Watch
Paulow3b, Alukard, Jsoledout, Windzero
Character Vitals
Video Walkthrough
Technology
avoiding spiral swords with somersault
jill and modok set up
TAC Infinite
Hit/Hurtbox Guide
Move List
Assist Types
Normal Moves































Throws
















Special Moves







Ends with Jill in Feral Crouch stance








80,000

90,000





















Exit Feral Crouch with



stance; Can

Move or













Can pass through opponent; Can cancel
at any point with a Special or a Hyper Move
Hyper Moves




Damage scales by 0.98



Last hit scales by 0.85



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


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!