- This article is about Jill's appearance in Super Smash Bros. Infinite. For other uses, see Jill Valentine
“ | This police officer is no stranger to tricky situations. With a pistol in hand, she can take care of her self. This is especially true when she gains her Final Smash, Reach for the S.T.A.R.S. . | ” |
—Description from the Super Smash Blog. |
Jill is an upcoming newcomer from the series Resident Evil. She is the fourth Capcom character to be included in Super Smash Bros. She previously appeared in a Resident Evil Spirit Theme event in Super Smash Bros. Ultimate. She was revealed alongside Leon Kennedy at the Game Show Awards 20XX.
Nicole Tompkins, who was provider of voice to Jill in Resident Evil 3 Remake, reprises her role as voice provider in international versions of Infinite, while Atsuko Yuya reprises her role in Japanese versions of the game.
Attributes[]
Jill is a tanky fighter who relies on brute force and suppression to wear down and defeat her opponents, just liker her home series. Despite her mediocre weight, she can absorb damage reasonably well and has excellent knockback resistance stats. She can take a lot of hits and keep on fighting relative to her stats. Her weapons of choice pack a punch making her a character that hits often and hits hard. Much like in Resident Evil, she utilizes various weaponry and items in combat which can be accessed via her Specials. This includes pulling out her trusty Handgun to using her Survival Inventory. Resource management is extremely important for the character and learning how to use these items without depriving yourself an escape plan is a sure way to lose a stock. Jill does great against defensive characters as her attacks focus on dealing a lot of damage and penetrating those defenses. In addition, her attacks deal quite a lot of damage over a widespread area thus making larger characters excellent targets.
She isn't without weaknesses because, despite her excellent knockback resistance, she has very poor air speed and has trouble getting herself out of a launched trajectory compared to other fighters. Once she has been damaged enough, a well-placed Smash Attack will usually end her stock. Getting into this situation isn7t partly difficult as Jill's main damage dealers lie with her Specials while her neutrals may deal decent amount of damage; its no where near the strength they need to be to close out stocks. That's where another glaring weaknesses are the killing potential of her moves. She has a few excellent kill moves and a few subpar moves. This makes players having to switch between her damage-racking moves followed by her killing moves.
Gimmick: Survival Inventory[]
Jill can open an inventory filled with consumables that are available once a stock, heavily mimicking the survival side of her own genre, being survival-horror. Once one of these items have been used, they leave an empty spot, not replenishing till your next stock. So you better make those items count during that stock and survive with only these 6. I will explain what these items specifically do in my explanation of her Down Special. But the items are: Handgun Ammunition, Grenade Shells, Acid Shells, Incendiary Shells, Green Herb and Red Herb. These items will stay consistent between stock and the amount of ammo always stays the same.
Important to note for QOL-reasons, players will able to go from the first row to the third one by merely inputting up, same applies to the first and second column by inputting left, vice-versa too of course. Though for the sake of the move still being inherently risky, you'll not be able to move diagonally within the Inventory. Only vertically and horizontally.
Moveset[]
Tilts, Smashes, Aerials & Throws[]
Normals | |||||
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Jab | S.T.A.R.S. Combo | Damage 2.5% (punch) 2.5% (second punch) 7% (knife) | |||
A three-hit attack that starts off with Jill sending out a left punch, followed by a right punch which ultimately ends in a slice from her knife. | |||||
Dash | Shoulder Dash | Damage 7% | |||
Jill performs a tackle with her elbow. This does average damage and knockback. It kills very late, but it’s an alright tool for keeping opponents away. | |||||
Forward Tilt | Spin Kick | Damage 12% | |||
Jill spinkicks her right leg swiftly. It’s a mid-level kick that is relatively fast. It doesn't deal much in terms of knockback though. This move is directly taken from Marvel vs Capcom 2. | |||||
Up Tilt | Killing Strike | Damage 13% | |||
Jill puts all her weight into one swift uppercut, jumping a bit by doing so. This move's startup is decent, but it has some endlag weighing to it. Though luckily it deals quite the damage and knockback. | |||||
Down Tilt | Strategic Slide | Damage 7% 5% (late) | |||
Directly inspired by her slide in Marvel vs Capcom 2. Like Cloud’s and Simon’s slide, Jill’s slide launches foes up and loses strength during the late hitboxes. It has some endlag accompanied to it as well. A fast up-tilt or up-air could follow it up however. | |||||
Smash Attacks | |||||
Forward Smash | Shot Gun | Damage: 15% 21% | |||
Jill takes her trusty shotgun and shoots in front of her. Unlike Snake’s Forward Smash, she aims it right in front of her while standing and having a bit of a hesitant emotion on her face. Out of this shotgun comes quite a blast, so you better don’t get caught in that range. | |||||
Up Smash | Tactical Grenade | Damage: 14% 18% | |||
Jill throws a grenade right above her, exploding with a big blast while Jill ducks down having both hands on her ears. There’s something a bit special with this move of hers however; the longer you charge, the higher the grenade gets thrown. | |||||
Down Smash | Silencer | Damage: 13% 17% | |||
Jill performs a double-sized kick, like Snake’s but with a faster first hit. This launches opponents at horizontal angles, with the back hit being much stronger in terms of knockback. This is one of her faster ground moves, but lacks in knockback compared to her other smashes | |||||
Aerial Attacks | |||||
Neutral Aerial | Flying Tiger | Damage 10% 7% (late) | |||
A flying “sex” kick. This move has a short startup, good horizontal range, decent damage output and a lingering hitbox. Although, it lacks KO power and has a bit of ending lag. It would commonly be used as a vertical combo extender. | |||||
Forward Aerial | Extraction Point | Damage 6% | |||
Jill throws a punch right in front of her. Despite this move being her fastest aerial, it is her weakest in terms of damage. Though still a bit stronger than her Neutral Aerial when it comes to knockback. | |||||
Back Aerial | Deadly Blossom | Damage 11% | |||
Jill turns around and performs a swipe with her knife. Jill’s strongest Aerial in her arsenal. This move contains quite the vertical reach, decent startup, short ending lag and high knockback (being able to KO middleweight at around 120% at the ledge). | |||||
Up Aerial | Anti-Air Assault | Damage 8% | |||
A somersault kick. Quite similar to Terry’s, it has low ending lag and can combo into itself or other moves at low percents. This move is directly inspired by her (annoying) somersault in Marvel vs Capcom 3. | |||||
Down Aerial | Hell Heel | Damage 9% | |||
Jill looks down and launches a stomp with both of her feet. Its startup is decent compared to the many other Down Aerials in the game. It is also able to Meteor Smash opponents above 45%. | |||||
Throws | |||||
Pummel | Need Answers! | Damage 3.5% | |||
As she has the opponent in her hands, she knees them in the gut. | |||||
Forward Throw | Exedcution Technique | Damage 10% | |||
Jill slashes the opponent with her knife and launches them forwards. This is her kill-throw. | |||||
Back Throw | Training Session | Damage 8% | |||
Jill shifts the opponent towards her, trips them and throws them behind her. Slamming them on the ground. This move allows Jill to combo into her Dash Attack. | |||||
Up Throw | Tactical Shoulder Rush | Damage 9% | |||
Jill tackles the opponent with her shoulder strongly, launching the opponent upwards. | |||||
Down Throw | Point Blank | Damage 11% | |||
Jill throws the opponent under her and shoots them with her shotgun, knocking them back. | |||||
Misc Attacks | |||||
Floor Attack | Get Up! | Damage 5% | |||
Jill kicks both sides when getting up. | |||||
Ledge Attack | A Way Out | Damage 10% | |||
Jill climbs up on the stage and performs a sweep kick. Very similar to Snake's. |
Special Moves[]
Jill’s Special Moves | |||
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Standard Special | Handgun | ||
Jill takes her handgun from her hip and fires it once with a tap of the special move button, consecutive taps will make Jill keep firing it. If you hold the Special button and input any horizontal movement she will slowly walk to that direction while having her gun in her hands. | |||
Side Special | Grenade Launcher | ||
Jill takes out her Grenade Launcher and fires a Grenade in an arc in front of her. You gain some aim of the launcher by holding the Side-Special instead of tapping. It starts out with 3 normal Grenade Shells, but once depleted you’ll have to reload by picking one of the Shells in your inventory. This powerful weapon exclusive to Jill can be loaded with three different varieties of shells; Grenade Shells, Acid Shells and Incendiary Shells. | |||
Up Special | Hookshot | ||
Jill Shoots out a Hookshot at an upward angle. It functions as your typical tether recovery. As an attack however, the grounded version can grab opponents, dragging them towards Jill. | |||
Down Special | Survival Inventory | ||
Jill swiftly goes into a crouching pose, low enough to avoid mid-level attacks and projectiles. Once in the pose an inventory appears over her character UI. You’ll consistently be able to make the choice between 6 iconic consumables from the Resident Evil franchise. The inventory closes once you’ve either made a choice by pressing B on an item, if you’ve been hit or shield out of it. | |||
Final Smash | Reach for the S.T.A.R.S. | ||
Jill takes out her trusty Rocket Launcher and shoots once in front of her, everyone caught in the initial blast gets sent into a cinematic. The opponents seem to be in some... Mansion? Then suddenly behind them a Tyrant appears! Though luckily, Jill wasn't done with her Rocket Launcher just yet as she starts to fire consecutive rockets exploding the entire place in the process. |
Taunts[]
- Up Taunt: Jill radioes for help by holding a communicator and says "Anyone there?"
- Down Taunt: Jill kneels down and looks to the right and then to the left cautiously.
- Right Taunt: Jill raises her pistol with both hands close to her face.
- Left Taunt: Jill adjuts her beret and says "Enemy is still on the loose..."
On-Screen Appearance[]
- Falls from the top while landing and performing a roll as debris rains down.
Idle Poses[]
- Jill stops moving and rests her head on her hand and goes into a thinking position, with her eyes looking up as she's thinking of a plan on how she'll be surviving the on-going battle. A reference to her Idle animation in Resident Evil.
- Jill suddenly stops moving and slowly looks behind herself with a little visible sweat drop on her face. Hey, who knows, there just might be a zombie behind you right now!
Victory Poses[]
- Jill sets off a flare for a rescue helicopter and signals for help.
Classic Mode: My Last Escape[]
Fights characters on a 2:00 time limit, referencing the series’ staple escape sequences
Palette Swaps[]
Blue | Based on Jill Valentine's original appearance in Resident Evil. |
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Green | |
Orange | Slightly based on Jill's yellow/orange palette swap from Marvel vs Capcom 2. |
Grey | Slightly references Sherry Birkin from Resident Evil 5. |
Purple | |
Red | Based on Claire Redfield. |
Blue | An alternative costume of Jill Valentine in the original Resident Evil 3. |
Red | |
Cyan | An alternative costume of Jill Valentine in the original Resident Evil Revelations. |
Pink | |
Dark Blue | An alternative costume of Jill Valentine in the original Resident Evil 5. |
Black |
External links[]
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