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Jill Valentine(Resident Evil) (Read 17654 times)

Started by Lost_Avenger, July 17, 2012, 05:43:38 am
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Jill Valentine(Resident Evil)
#1  July 17, 2012, 05:43:38 am
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Info:
Name: Jill Valentine
Hp: 950(below average)
Stun: 60(below average)
Progress: Released with the beta1 pack
Dash type: Dash
 
-------(Movelist)-------
Specials:
Kintetsu:

Command: qcf+p
Notes: hitcount and range vary on input. Ex is 4 hits.

Grenade launcher:
Command: DP+p
Notes: Hp input points it upward. Pressing p after pulling out the grenade launcher fires it. Pressing kick will cancel it. Ex fires 2 rounds automatically.

Return Fire:
Command: Hcb+p
Notes: it counters moves attacks. Pressing qcf+p as she pushes her opponent back causes her to pull out her handgun. Ex is a full clip and its automatic.

Emergency dodge(crow):
Command: dp+k
Notes: kick button changes the angle. Ex is harder to dodge.

Emergency dodge(cerberus):
Command: qcf+k
Notes: Input determines speed of the dog. Ex version is the flaming dog. Its faster and hits harder. Both forms jump as it hits you.

Emergency Dodge(Zombie)
Command: qcb+k
notes: lk version doesnt move. Ex is on fire and can extend combos too. Lk grabs your leg, mk/hk grab your upper body. Non ex version traps your opponent in place, setting up a free juggle.
-
Supers:

Super Kintetsu Sentou:
Command: 2qcf+p
Notes: multi level. Input changes hit count.

-
Rocket Launcher:
Command: 2qcf+k
Notes: projectile and the first hit can juggle.

Code T-002:
Command: 2hcb+k
Notes: Lv3 only.
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Additional notes:

Her c.hk can pass under a lot of projectiles.

Sample Combos:
Legend:
- = link
, = chain/rapid fire
xx = cancel(special/super)
S.lp - S.mp
c.lk - c.mk
c.lk,c.lp - c.mk
c.mk xx hp kintetsu
c.lp - c.mp xx kintetsu xx Rocket Launcher
s.lp - c.hp xx Super Kintetsu Sentou
c.mk xx ex grenade launcher - Rocket Launcher
jump in - c.lk(x2) - c.mk xx kintetsu xx Super Kintetsu Sentou
Emergency Dodge Zombie(pause) - jump in - c.lk(x2) - c.mk (zombie grabs p2) - jump in - c.lk(x2) - c.mk xx kintetsu xx super kintetsu sentou
(corner) Emergency Dodge Zombie(pause) - jump in - c.lk,c.lp - c.mk (zombie grabs p2) - jump in - c.lk, c.lp - c.mk xx kintetsu xx Super kintetsu Sentou - Rocket Launcher

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: April 29, 2013, 01:53:34 am by Lost_Avenger
Re: Jill Valentine(Resident Evil)
#2  July 17, 2012, 10:18:19 am
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I think I'll be using this format for my individual character topics. Any additional character changes would be posted after the basic info first post. Example:
-
I may lower Jill's hp from 950 to 925, but we'll see

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#3  July 17, 2012, 10:38:03 am
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For emergency dodge cerebus and zombie: in the original game depending on the button pressed the dog/zombie acted in a different way, not only in a different speed. Do you plan to add all the variations?


Re: Jill Valentine(Resident Evil)
#4  July 17, 2012, 10:58:41 am
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Flaming dog and flaming zombie are ex moves. I just showed a pic of the lk zombie was all. Jill's already out lol.

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#5  July 17, 2012, 03:08:56 pm
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Yes, I know jill is out but I don't have my PC right now...

I asked about the alterations cause in the moves description the cerberus move doesn't have the ex version listed.

What about the jumping dog?


Re: Jill Valentine(Resident Evil)
#6  July 17, 2012, 03:25:35 pm
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My bad. Cerberus jumps when it gets to you. Making you either have to guard it outright, parry, or jump long before it gets to you(if you jump too late, it can still catch you)
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The regular dog just has different speed changes based on input. I split the crow and cerberus specials into their own specials(adjusting the angles for crow).
-
Ex zombie is a free juggle if he hits you. Same for the crow too iirc.
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Im not sure if she's too strong or just right. She has a lot of useful things, but is kinda lacking on invincible moves(except supers). She makes up for it with her normals and specials a little.
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Do you guys think she's OP? I cant give a whole lot of context with just 6 characters out(4 having large changes affecting gameplay).

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#7  July 17, 2012, 05:41:17 pm
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I actually believe shes fairly balanced, not too many attacks that you can just throw out without strategizing.
Re: Jill Valentine(Resident Evil)
#8  July 18, 2012, 12:22:23 am
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I don't think she is OP, actually I think you need to be a good player to use her effectively!


Re: Jill Valentine(Resident Evil)
#9  July 18, 2012, 07:12:40 am
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She also lacks a cross up. I use her zombie traps + links mostly. Her anti airs arent all that great either(You can air guard crow and hp grenade). Her RL first hit doubles as an anti air though.
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I think I'll leave her health at 950 for now. Karin was just too strong so I lowered it. Just for comparing purposes.

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#10  November 03, 2012, 02:24:47 am
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New Stuff:
-File and snd size reduced
-New sparks
-Several stun values were adjusted/fixed
-Either S.hp or S.Hk had a damage reduction of 7(and stun reduction of 1)
-Some clsn were adjusted(some normals mostly)
-Has her herb for her assist and ex zombie for Ex Assist.
-AI is scaled now

     Posted: December 14, 2012, 07:21:29 am
Some tweaks:
-Zombies can grab dashing players(hop types passed through before)
-Command inputs were tightened

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#11  January 30, 2013, 07:01:22 pm
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Hey Lost_Avenger, do you have any plans to make Zombies and Cerberus' blood red instead of green?
The Dragon is here!
Re: Jill Valentine(Resident Evil)
#12  February 15, 2013, 06:11:41 pm
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Werent they green in mvc2 also? They arent shared on her palette, but I could consider it later or something

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#13  March 12, 2013, 07:42:21 pm
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I adjusted some of Jill's frame data. Slowing down her s.hp and s.hk(slowing their start up too). C.lk-s.hp is only possible on counter hit now

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Jill Valentine(Resident Evil)
#14  June 24, 2014, 06:15:48 pm
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Stuff:
-Added 3 additional normals. A cl.hp, f.hp(knocks down), and a f.hk(for cc purposes)
-s.mk is no longer special cancelable
-now color separated(I stole DW's sff)
-ex kintetsu can juggle into rocket launcher in corners now
-rocket launcher animation was adjusted
-new fx
-Added ice and acid rounds. Press mp for acid and hp for ice while she has her launcher drawn
-new portraits from DW's Jill

Ill be adding the other moves shortly. I'm not 100% sure what I want yet.

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!