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Jill Valentine (Resident Evil) (Read 22767 times)

Started by Sean Altly, January 14, 2013, 08:47:57 pm
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Jill Valentine (Resident Evil)
#1  January 14, 2013, 08:47:57 pm
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So I've started coding Jill so that the next update will have an even amount of main roster Capcom and The World characters (this doesn't count Cactuar and EX CM Punk).

I want to really differentiate my Jill from the other ones out there, and attempt to address the many complaints I've sometimes heard about her. I also have some plans for one or two other characters that are/would be helper-heavy like Jill, so I wanted to remove most of her reliance on helpers and make her more of a projectile character (like Chris from RE5, since he won't be in this game). I'm also doing this because I would still like to include the striker system in the game down the road.

I would like some opinions and REALISTIC suggestions (as in nothing that would require brand new animations done 100% by me, since the time I'm alotting myself for sprites right now is going towards Jango's Mario commission). Some stuff that might require some edits may be feasible.

I have worked out TWO movesets for her: one incorporates Barry into her moveset as the only helper she would have (like I said, I'm removing MOST of her reliance on helpers, not all), and one doesn't.

MOVESET 1 (w/Barry)

Spoiler, click to toggle visibilty

MOVESET 2 (w/o Barry)

Spoiler, click to toggle visibilty

***So Where's the Tyrant Super?***

I'm not going to use it here. I've decided that even if she has a few Barry helper attacks, I'd still like to remove all of her zombie/BOW related helpers. I don't have a problem with Jill's gameplay or design in MVC2. I'm not going to complain that it's unrealistic or silly that she "summons" monsters. I've just decided that this is how I want to differentiate my version.

***Did you consider MVC3 Jill?***

Nope, because I hate that version of Jill.

So, this is what I have planned. If I don't use the Barry moveset, I could have her coded in a week. The Barry set needs sprites (not a ton, just 3 or 4 animations, plus some gethits so he can be knocked away), but it would probably be cooler in the long run. We'll just have to see. Opinions and suggestions are welcome.     
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Last Edit: January 14, 2013, 10:23:38 pm by Sean Altly
Re: Jill Valentine (Resident Evil)
#2  January 14, 2013, 09:23:48 pm
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I like the dodge idea better for her. Your Jill sandwich idea sounds great but not sure if a counter super is too reliable..
Re: Jill Valentine (Resident Evil)
#3  January 14, 2013, 09:34:42 pm
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Barry-less moveset sounds better IMO, despite the fact that Barry is BARRY BURTON.

-Knife vs Shoulder Charge: Having both does seem a bit redundant, but If I had to pick one, I'd go with the Charge. Knives aren't particularly associated with Jill, IMO. If it were Chris or Leon a knife move would make more sense, I think.
Acid rounds: They don't really have any special properties in-game either, so you might want to replace them with freeze rounds or something. Jill was the first one to use them, after all!
Re: Jill Valentine (Resident Evil)
#4  January 14, 2013, 09:38:59 pm
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I'll say the one with Barry would be more appealing to fanservice, but neither specials involving him are game-changing enough to warrant his inclusion. That said I'd go with but some things could be changed around. Right now she'll end up playing very similar to Snake if she didn't have Barry also though...hm. I'd also argue that her supers are pretty run-of-the-mill. Not very unique functioning supers to say the least.

As far as the acid rounds go. I'd be creative. Like say it was a ground only move that does no damage but causes a crumple-to-knockdown state to activate. Think a distance version of Yoshimitsu's poison breath.
Re: Jill Valentine (Resident Evil)
#5  January 14, 2013, 09:41:38 pm
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Not all Supers have to be insanely creative. I'm also working with what Capcom made already. If Hyper Shoulder Charges, Rocket Launchers, and Ammo Unloads (like Chris') are good enough for Capcom, they're good enough for me. I want mine to be different but I'm not looking to revolutionize or reinvent the character. Long-range attack supers, a counter super (on one moveset), and projectile supers. How much more unique functioning do they need to be?

@JMM

I'd like to keep the Knife attacks because I like the animations, and it's something totally new. The Freeze Rounds are a good idea though, didn't really think of those. When did they first appear? RE3? Or REMake?

      Posted: January 14, 2013, 09:48:58 pm
Forgot to include in the first post, but I was also going to add a move using her "diving to the ground" animation (seen in her Tyrant super) as a dodge move. She'd hit the ground quickly and stay there until you release the button. She'd be very low to the ground, so it'd be a good way to avoid projectile supers altogether. Or would that be a useful enough UT?
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Last Edit: January 14, 2013, 09:49:20 pm by Sean Altly
Re: Jill Valentine (Resident Evil)
#6  January 14, 2013, 09:52:13 pm
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Re: Jill Valentine (Resident Evil)
#7  January 14, 2013, 09:53:29 pm
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They look better in-game.
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Re: Jill Valentine (Resident Evil)
#8  January 14, 2013, 10:06:07 pm
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I'm really liking your custom moveset for her. I would have reccomended the freeze round grenades myself, had I been here earlier. :P It is one of the things that was unique to Jill, being they were first introduced in RE3. That'd be awesome if you implemented them into your Jill. The diving low to the ground move sounds nice as UT. Something like that could definitely come in handy. Just like Chris' lying down special in MvC3. I do agree that knife combat is more Chris/Leon's area, but, it's not like it doesn't fit Jill at all. The edits look nice and it's an original take on her I like very much. Also, having Barry as a helper, BEST IDEA EVER.
Re: Jill Valentine (Resident Evil)
#9  January 14, 2013, 10:21:03 pm
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Well, I guess I'm just attached to the animations, plus I've already coded all parts of the series, and it looks nice in game. We'll see, I didn't personally make the sprites so if I get her coded and it doesn't fit her well, I can ditch it and it won't be a ton of wasted work or anything.

Definitely going to incorporate the freeze rounds though.

     Posted: January 14, 2013, 10:30:44 pm
Made this real quick, to show how the Knife Attacks would look/work in-game. Just a preview to see if you guys like it or if you think I should drop it. If I decide to drop it as a special, I may at least use the first Knife Attack animation as a command normal.

Son, the last thing you'll realize you need is what you've already got.

DW

Re: Jill Valentine (Resident Evil)
#10  January 14, 2013, 10:48:47 pm
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I like it. You're right, it does look better in game with the slash FX to accompany it and all. Also, it's nothing over the top or unbeffiting of her. Yes, Chris/Leon are more skilled with a knife than Jill is, but it's not like Jill doesn't have some skill with it herself. I vote you keep it. Looks great.
Re: Jill Valentine (Resident Evil)
#11  January 14, 2013, 10:50:54 pm
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Keep it. It looks good, but a few retouches could be done, but that's my opinion.
Re: Jill Valentine (Resident Evil)
#12  January 14, 2013, 11:48:54 pm
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I think the knife moves should stay. They look awesome, as well as practical.
Re: Jill Valentine (Resident Evil)
#13  January 14, 2013, 11:54:19 pm
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Still don't like the look of it, especially the first slash:it doesn't look much like Jill is slashing to me. :-\
Re: Jill Valentine (Resident Evil)
#14  January 15, 2013, 12:03:05 am
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Looks mad safe, but I'm sure it won't be that bad
Re: Jill Valentine (Resident Evil)
#15  January 15, 2013, 12:10:25 am
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Why don't you simply make her knife moves part of her UT and give her a knife stance? I imagine that the playstyle you're going for is going to be a lot more like your Snake.

That way UT + A/X = weak slash, UT + B/Y = Strong or something like that

Like Snake's C4, you may want to consider some explosive traps as well
Last Edit: January 15, 2013, 12:14:11 am by C-G-U
Re: Jill Valentine (Resident Evil)
#16  January 15, 2013, 01:24:20 am
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Sounds unnecessary and overly complicated IMO
Re: Jill Valentine (Resident Evil)
#17  January 15, 2013, 01:28:08 am
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The 3rd hit of the knife slash move is way too safe. The "bounce back" limits her opponents' punishment options.
Re: Jill Valentine (Resident Evil)
#18  January 15, 2013, 01:32:40 am
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Like Snake's C4, you may want to consider some explosive traps as well
Now you're actually trying to make her a full-on Snake clone which is completely unnecessary.

The triple knife attack is something I could see being her one tool against powerhouses like Mr. X. Fast, with good priority (no hurtbox on the knife slash), able to grind on the super armor quickly. Although making it a good evasion move on top of that could be too much, the dive down would be preferable. Although it would need to be made not useless against stomps and the likes, or she would need another evade move.
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Re: Jill Valentine (Resident Evil)
#19  January 15, 2013, 01:50:41 am
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Merely suggesting the idea, though I think I mistook the idea with Gears of Wars grenade that can be used as trip-explosives by mistake.

Hmm, what if her UT was an inventory slot that pops up above her screen, that allows certain items used based on corresponding button presses, and each one draining a chunk of her bar in the process. Allowing access to maybe 1 healing spray, ammo types, maybe grenades. Something as simple as her rocket launcher perhaps? Just brainstorming.

As for the knife attacks will they have to be input in succession like Rekkaken style attacks?
Re: Jill Valentine (Resident Evil)
#20  January 15, 2013, 02:03:05 am
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Still don't like the look of it, especially the first slash:it doesn't look much like Jill is slashing to me. :-\

Eh, I think it looks fine.

Why don't you simply make her knife moves part of her UT and give her a knife stance? I imagine that the playstyle you're going for is going to be a lot more like your Snake.

That way UT + A/X = weak slash, UT + B/Y = Strong or something like that

Like Snake's C4, you may want to consider some explosive traps as well

As far as a knife stance goes, that would require a lot more knife attacks, which is a lot more sprites. I probably won't get that far into it.

Hmm, what if her UT was an inventory slot that pops up above her screen, that allows certain items used based on corresponding button presses, and each one draining a chunk of her bar in the process. Allowing access to maybe 1 healing spray, ammo types, maybe grenades. Something as simple as her rocket launcher perhaps? Just brainstorming.

As for the knife attacks will they have to be input in succession like Rekkaken style attacks?

Not looking for anything as complicated as that for her UT.

The attacks are performed in succession like a Rekkaken, but you can do the finishing attacks (Valentine Special and Receding Slash) after the first OR second slash. The Receding Slash IS pretty safe, but that's the point. It's to get her out of danger if she misses the first attacks. It doesn't do much damage, doesn't knock down, and is only really safe if you're not anywhere near the corner. The grab move (Valentine Special) is blockable and has a lot of recovery if it whiffs (which I forgot to show in the video). I could remove the Receding Slash, but I wanted to have two distinct ways to finish the chain.
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