Heroine Villainess (When mind controlled by Wesker)
Vitality
850,000
First Appearance
Resident Evil (Mar,1996)
Game
Resident Evil series
Voiced By
Catherine Disher (ENG/MVC2) Kari Wahlgren (ENG/MVC3) Atsuko Yuya (JPN/MVC3)
Company
Capcom
"Chris... Raccoon City... S.T.A.R.S.... What are these memories?"
—Jill in MVC3
Jill Valentine is a video game character in the Resident Evil/Biohazard survival horror series. She is one of the protagonists in the original Resident Evil and the first Resident Evil character to appear in the Marvel vs. Capcom series. She appeared in Marvel vs Capcom 2 as a playable character, preceding Chris Redfield, Albert Wesker and Nemesis.
A skilled expert at close quarters combat and firearms use, and a piano player who memorized every Beethoven sonata, Jill Valentine was a member of the Alpha Team of S.T.A.R.S. , a special unit of the Raccoon City Police Department that was set out to deal with terrorism and increasing cases of violent and serious crimes.
On the night of July 23rd, 1998, S.T.A.R.S.'s Bravo Team went missing, sent to investigate several cases of cannibalistic homicides that occurred in the Arklay Mountains. S.T.A.R.S.'s Alpha Team was soon deployed to investigate. Upon arrival, Alpha Team was soon attacked by feral, mutated dogs, and Jill, Chris Redfield, and Barry Burton escaped to the nearby abandoned Spencer Estate. That night the was the beginning of "The Mansion Incident", where it would be discovered that illegal biological experiments committed by the Umbrella Corporation had founded the T-Virus, a dangerous, contagious virus used to breed biological superweapons.
After the Mansion Incident, Jill would find herself fighting to survive the aftermath of Raccoon City's outbreak and against Umbrella's Anti-S.T.A.R.S. weapon, Nemesis. Surviving that, she and other known survivors would band together and fight to bring down Umbrella.
Much like her partner, Jill is also currently a Special Operations Agent (S.O.A.) of the Bioterrorism Security Assessment Alliance (B.S.A.A.), a group dedicated to stopping the creation and usage of bio-weapons. However in Marvel Vs. Capcom 3, she is dressed in the battle suit she wore during the events of Resident Evil 5, indicating that she's still under the mind-controlled influence of Albert Wesker.
Personality
Throughout the Resident Evil series, Jill has been Chris' longtime partner (as well as the only female member of his S.T.A.R.S. unit and member of the B.S.A.A.), and, as a result, she and Chris have an extremely close relationship. She deeply cares him and his safety, which is demonstrated when she "sacrifices" herself to save Chris from Wesker at the Spencer Estate. Jill is also shown to be curious, caring and thoughtful to the other people, just like she was to the other S.T.A.R.S. members who were involved in the infamous Mansion Incident. She has devoted almost her entire adult life to stopping bioterrorism and Umbrella.
During the events of Resident Evil 5 when she was placed under Wesker's mind-control (which is carried over to her Marvel vs Capcom 3 appearance), Jill acts quiet and very calm. She also only speaks to her associates (Wesker, Excella and Ricardo Irving). Also during and before her fight with Chris and Sheva, she acts as a pragmatist, striking them without a moment's thought, warning or hesitation.
In the Resident Evil film series, Jill (portrayed by Sienna Guillory) is very sassy and hot-tempered. She uses strong vocabulary and is portrayed as a smoker.
Gameplay in MvC2
"I'm a member of the S.T.A.R.S."
—Jill in MvC2
Special Attacks
Charging S.T.A.R.S.: Jill charges forward hitting her opponent with a shoulder tackle. This move can be done in the air, and is chargable.
Grenade Launcher: This shoots a grenade out, Light Punch travels across the screen with a slight arc and Hard Punch flies nearly straight up and forward before coming down. Letting go of the Punch button pressed will cause the grenade to explode.
Return Fire: A counter attack. Jill will start flashing. If Jill is struck while she's flashing, she'll push her opponent forward and begin to shoot them with her gun. If you mash the Punch buttons, she'll hit them more times, doing additional damage.
Cerberus /Crow Escape: Light Kick summons a Zombie Dog that runs and attacks at mid level. Hard Kick summons a Zombie Bird which travels in an arc and hits pretty high.
Zombie Escape: Jill summons a zombie to attack her opponent. Light Kick summons a VERY slow moving zombie that you can hit in the back to make it attack your opponent's feet, or he's left to his own devices will attempt to grab them. If the zombie hits, you can combo after wards. Hard Kick summons a flaming zombie which tries to run walk into your opponent, this will knock them down.
Life-Up Herb: An assist-only attack. Jill will take an herb from the classic Resident Evil games for her teammate. When the teammate grabs it, he/she will recover a small amount of life.
Hyper Charging S.T.A.R.S. (Level 1): An improved version of Jill's regular Charging S.T.A.R.S. Can hit opponent even when he/she is lying on the ground and can be used in the air. Good for combos.
Rocket Launcher (Level 1): Jill pulls out a huge rocket launcher and fire multiple missiles at the opponent, falling on her back after the final shot.
Tyrant Escape (Level 1): Jill summons a big pit in front of her. If it hits, the giant zombie Tyrant comes out and attacks her opponent. After he's done hitting the enemy and they're falling down he'll stand there growling. By the cost of another power bar, Jill can do the + motion to pull out your rocket launcher and shoot them both with it to score extra damage.
Gameplay in MvC3
"Now you can become one of us."
—Jill's victory quote.
In a radical change from her MVC2 play style, Jill is now a nimble rushdown character with little keep-away capability. Exploiting the full potential of her new moveset primarily requires players to master her Feral Crouch technique, which is similar to She-Hulk's Runner's Start. This technique put her in an enhanced state that keeps her in a low stance and incorporates high-speed dashes and ruthless combo-based offense, but is considered difficult to control and leaves her defenseless. Her Level 3 Hyper Combo, Mad Beast, places her in a much longer period of Feral Crouch, heightening the risks and benefits of Feral Crouch to a much greater degree.
In addition, she can use various command grabs to break a stubborn opponent's defense, such as the heavy attack button that enables Jill to perform a cartwheel flip over an opponent that inflicts no damage, but immediately places her behind the stunned opponent, where her combo potential can be put to good use.
Special Attacks
Flip Kick: Jill performs a backflip. After performing this attack, she will automatically go into Feral Crouch mode.
Cartwheel Kick: Jill performs a cartwheel. Causes a ground bounce.
Arrow Kick: Jill does a kick in mid-air that lunges forward.
Double Knee Drop: An aerial attack in which Jill drops straight down from the air.
Ensnarement: Jill flings the opponent over her, causing them to swap positions.
Fallen Pray: A command grab that can hit OTG.
Position Change: A command grab in which Jill jumps over the opponent, causing them to switch sides.
Feral Crouch: Jill enters a crouching state and is unable to block while in this state, but grants her access to different abilities. Hitting light attack will cause her to perform a low sweep kick, medium attack will be a leaping kick, and heavy attack is a somersault kick.
Assist Attacks
Name
Type
Angle
Cross-Over
α
Flip Kick
Direct
Front
Machine Gun Spray
β
Arrow Kick
Direct
Front
Machine Gun Spray
γ
Somersault Kick
Direct
Tilt Up
Machine Gun Spray
Hyper Combos
Machine Gun Spray (Level 1): Jill jumps into the air, while she fires her machine guns in a 360 degree fashion.
Raven Spike (Level 1): Jill performs a deadly series of kicks in dark energy infused by the viurs, after launching her foe with a sweep to an upward kick, she then finishes it with a downward spear kick to shoot the opponent back down.
Mad Beast (Level 3): Jill enters a permanent state of Feral Crouch until the meter runs out, and she is left unable to guard high, or move around normally. Inputting any direction will cause her to quickly teleport in that direction. She is able to teleport in any direction, as well is in the air.
X-Factor
X-Factor Boosts
Damage
Speed
Level 1
125%
115%
Level 2
140%
130%
Level 3
155%
145%
Changes in Ultimate Marvel vs. Capcom 3
All attacks float a little higher.
Slightly decreased forward moving range of cr.M.
Slightly reduced hit box sizes of all jumping attacks.
Jill, much like Chris and Wesker, uses some of her melee attacks from 5 (namely her Sweep Kick, Double Knee Drop, Head Grab, Flip Kick, and Cartwheel), as well as her Double Kick grapple breakers. As she sports her Battle Suit look from RE5, she also uses her Scorpion submachine gun in a hyper.
Her profile states that she has "masterful unlocking abilities."
She has color schemes inspired by Saki Omokane from Quiz Nanairo Dreams, though better known as a Marvel vs. Capcom assist and Tatsunoko vs. Capcom character, and Vanessa's Intera Fusion suit. For Ultimate, she gets a second P.N.03 color scheme based off Vanessa's main costume.
Her DLC alt is her appearance in Resident Evil 3.
In Marvel vs. Capcom 2, Jill gets to use several weapons from her source game, including her combat knife, handgun, grenade launcher and even the endgame missile launcher.
Several of the game's iconic items are also seen during her intro or win poses, including the ink ribbon, small key and broken radio.
One of her Assists references the game's healing potion, the Herbs. It even brings up the ECG display used in the Resident Evil series to indicate the player's health status.
Jill is the only character in the Marvel vs. Capcom series to get a complete gameplay overhaul, retaining none of her attacks in her second appearance, as well her physical appearance.
Pictures showing Jill Valentine and Shuma-Gorath in game were released on February 3rd.
Jill's win pose in Marvel vs. Capcom 3 breaks the fourth wall with her trying to infect the cameraman with the Uroboros Virus before the screen changes to the win quotes screen.
According to Capcom developers, Jill is the fastest character in Marvel vs. Capcom 3.
Jill's ending in Marvel vs. Capcom 3 is possibly a reference to the Resident Evil 5 DLC, Desperate Escape, where she and Josh Stone escape the Tri-Cell facility and fight their way through hordes of Majini. Her ending may be similar to that when she and Blade escape and fight their way through Morbius, Man-Thing and the other Marvel monsters.
According to Capcom, Jill's P30 mind control device remains in her DLC costume due to her fighting style, stance, and dialogue still being taken from her Resident Evil 5 self.
Oddly, some of Jill's post-battle victory quotes contradict the mind-controlled state she's in such as when she defeats Wesker.
In the promo comic, even though she appears in her mind-controlled look (complete with the mind control device on her chest), she is fighting alongside Chris as if she was back to her old self, when she should still be on Wesker's side as the game shows.