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Jill Valentine
OriginalRemakeMarvel vs. Capcom

I'm a member of S.T.A.R.S.!
~ Jill Valentine

Even three of you can't take one of me down.
~ Jill Valentine

You don't scare me at all.
~ Jill Valentine

Summary

Jill Valentine is a protagonist from the Marvel vs. Capcom series. She formerly worked for S.T.A.R.S. before becoming an agent for the organization known as the BSAA alongside her partner, Chris Redfield. At some point, the sky pirate known as Ruby Heart would enlist her as well as several others from Marvel and Capcom's worlds to aid in the battle against Abyss.

During a mission with the BSAA, Jill tackled Albert Wesker off of a cliff to save Chris, disappearing with assumption of dying afterwards. However, she came back as a puppet soldier under Wesker's control. Jill would go on to regain control of herself to continue serving the BSAA, eventually being faced with the threat of Galactus.

Powers and Stats

Tier: High 6-B, higher with rocket launchers, even higher with X-Factor

Name: Jill Valentine

Origin: Marvel vs. Capcom

Gender: Female

Age: Unknown

Classification: Human

Powers and Abilities:

Superhuman Physical Characteristics, Marksmanship (Jill boasts expert marksmanship,[1] known for wielding handguns, sub-machine guns, shotguns, grenade launchers, and rocket launchers[2][3]), Weapon Mastery (Skilled in the use of military knives[2][3]), Martial Arts, Acrobatics (Often performs several agile maneuvers, such as flips and double knee drops. All Marvel vs. Capcom characters can pull off a Super Jump, which involves leaping high into the air in a single bound), Energy Manipulation (Charging S.T.A.R.S. allows Jill to attacking opponents with a burst of energy[2]. Can strike opponents with blows imbued in a purple energy[4][3]), Damage Boost (Capable of charging up energy before releasing it when attacking for greater damage when performing Charging S.T.A.R.S.[2]), Fire Manipulation (Can imbue her body in fire before charging into an opponent[2]), Limited Flight (Charging S.T.A.R.S. or Hyper Charging S.T.A.R.S. allows Jill to briefly propel herself forwards when performed aerially[2]), Self-Sustenance (Type 1: Could fight in space undeterred[4][3]), Enhanced Senses (Could tell that Blade was not human by sensing his heart rate and body temperature[4]), Analytical Predication (Simply by observing how one's muscles tense in battle, Jill can accurately predict their attacks[3]), Explosion Manipulation (Carries rocket launchers and a grenade launcher), Health Recovery (The Life-Up Herb recovers a small percentage of damage[2]), Afterimage Creation (Jill can move fast enough to leave behind afterimages[4][3]), Summoning (Can call in zombified humans, zombified dogs, zombified birds, and Tyrant[2]), Aura (Produces a dark purple aura when in her Feral Crouch), Statistics Amplification and Healing (Activating X-Factor temporarily increases its user's strength and speed while healing them at a rapid pace[5][3]. Blocking attacks in this state also prevents chip damage[3]), Resistance to Mind Manipulation through Supernatural Willpower (Certain quotes from Jill make it clear she has been fighting against the mind-control forced upon her by Wesker[4][3]. At some point, she was able to wear the P30 while retaining her personality and acting on her accord[4][3]), Fire Manipulation (Remains unharmed when covered in fire during Hyper Charging S.T.A.R.S.[2]), Perception Manipulation (Capable of viewing Shuma-Gorath's "default" form,[4][3] a being who takes the appearance of one's worst nightmare should they ever encounter him[6][3]), Cosmic Radiation (Capable of fighting in space unharmed[3]), Death Manipulation (Was completely unaffected when traversing Ruby Heart's Earth and encountering Abyss,[2] the latter of which caused global winds that inflicted death onto inland life, animals, and plant life just by existing[7][8][9][1]), Disease Manipulation (Was completely unaffected when traversing Ruby Heart's Earth and encountering Abyss,[2] the latter of which spread a mysterious illness to SonSon's village just by existing[8][1])

Speed Amplification and Aura (Granted by the P30, Mad Beast highly increases Jill's speed, allowing her to move as a blur compared to her base speed[4][3]), Sleep Manipulation (Was armed with sedatives when under Wesker's control[4][3])

Power Bestowal (Each card grants a certain ability or buff to whoever holds it[3]), Statistics Amplification (Certain cards have the ability increase health, power-up hypers and X-Factor time, movement speed, flight time, and defense[3]) Absorption (Certain cards have the ability to absorb an opponent's vitality or hyper meter[3]), Damage Boost (Many cards offer an attack boost[3]), Attack Reflection (The Ms. Marvel card reflects damage received from attacks[3]), Invisibility (The Demitri, Nightcrawler, and Spider-Ham cards give the user the ability to turn invisible[3]), Poison Manipulation (The Rathalos, Rathian and Red Skull cards may poison an opponent[3]), Healing (Certain cards have the ability to recover health or Hyper Meter[3]), Limited Healing Negation (Certain cards have the ability to decrease the amount of recoverable health their opponents have[3]), Limited Invulnerability (Certain cards have the ability to grant invincibility to projectile attacks[3]), Resurrection (The Astaroth card can revive the user with full health when defeated as the last member of their team[3])

Attack Potency: Large Country level (Comparable to Zangief, who could create an explosion that could be seen from space with his Red Cyclone.[10] Fought Wesker[3]), higher with rocket launchers (Capable of one-shotting Tyrant T-002[2], a type of B.O.W. that Wesker claims is above the likes of Nemesis[3], who is portrayed as superior to Jill as well as Chris Redfield[4][3][11]), even higher with X-Factor

Speed: Supersonic (Has fought Wesker in the past, who can dodge bullets[3][1]), higher with Mad Beast, even higher with X-Factor

Lifting Strength: At least Class 5 (Comparable to Gustaff, who can rip chunks of the terrain from the ground.[4][3] Can wield a rocket launcher as large as herself[2]. Fought with Wesker, who can casually carry and toss a missile with one hand[4][3])

Striking Strength: Large Country level, higher with X-Factor

Durability: Large Country level, higher with X-Factor

Stamina: Superhuman

Range: Standard Melee Range; Extended Melee Range with knives; Hundreds of Meters with firearms

Standard Equipment:

  • Handguns[2][3]
  • Sub-machine guns[3]
  • Shotguns[3]
  • Grenade launcher[2]
  • Military knives[2][3]
  • Rocket launchers[2][3]
  • Life-Up Herb: A healing item Jill carries, which she can also use to heal her allies in the midst of combat.[2]
  • Handheld transceiver[2]
  • Optional Equipment:
    • P30: A device attached to Jill's chest, originally implemented by Albert Wesker for the sake of his own experiments as well as utilizing her as his own underling.[4][3] The P30 grants the ability to tap into state which highly increases one's speed.[4][3] Jill could eventually use the device while controlling her own actions.[4][3]
    • Sedatives: A injection based drug given to Jill to retrieve subjects for Albert Wesker.
    • The Heroes & Heralds Cards

Intelligence: Gifted (As a federal agent, she started out as a valued member of the Special Forces unit known as S.T.A.R.S., where she was known to be an expert in trap handling and possessed excellent decisiveness[8]. Because of her American military training, Jill is proficient at unlocking, bomb disposal, hand-to-hand combat, and expert marksmanship[3][1]. Went on to earn more experience through her work in the BSAA, an anti-bioterrorism organization[3][11]. Albert Wesker viewed her as a skilled enough fighter to use her as a mind-controlled soldier for Umbrella[3]. Capable of analyzing and reacting to an opponent's attack simply by watching the tensing of their muscles, to the point where she could consider an enemy predictable[3])

Weaknesses: Previously, the P30 caused her to operate under Wesker's control. However, she's broken free of his control completely and has even removed the item at times.[12][4][3] Jill can only equip up to three card effects at a time.

Notable Attacks/Techniques:

  • Kick Slide: Jill slides forward on the ground, kicking at her opponent.
  • Reverse Roundhouse: As the name implies, Jill performs a reverse roundhouse kick.
  • Sickle Kick: Jill performs a front flip, bringing her foot down as an overhead attack on the opponent. After performing this attack, she will automatically go into Feral Crouch mode.

  • Knife Throw: Jill grabs the opponent, placing a foot on their waist to slightly pull herself up, where she takes out a combat knife and slashing them away.
  • Air Knife Throw: While airborne, Jill grabs the opponent before taking out a combat knife and slashing them.
  • Throw: Jill jumps at her opponent, trapping their head between her legs before shifting them to snap their neck, finishing off by kicking them away in the desired direction. An also be performed aerially.
  • Air Throw: While airborne Jill jumps at her opponent, trapping their head between her legs before shifting them to snap their neck, finishing off by kicking them away in the desired direction.

    • Charging S.T.A.R.S.: Jill charges forward hitting, her opponent with a shoulder tackle. This move can be performed in the air, as well as charged for extra hits and damage.
    • Grenade Launcher: Jill fires a grenade out of her grenade launcher. The grenade can be fired in varying ways, ranging from a slight arc to being shot straight up and coming down on an opponent. Jill can also choose for the explosion to go off sooner.
    • Return Fire: A counterattack. If Jill is struck while this move is active, she will push her opponent forward and begin to shoot them multiple times with a handgun.
    • Emergency Double A: Jill summons a zombie to attack her opponent. If the zombie can be left to attack on its own, or be struck down by Jill as to make it attack the opponent's feet. Alternatively, a flaming zombie can be summoned.
    • Emergency Double B: Jill summons a zombie dog to attack the opponent.
    • Emergency Double C: Jill summons a zombie crow to attack the opponent. The crow moves in an arc, attacking fairly high.
    • 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 performs 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 where Jill sweeps the opponent using both legs before performing a front flip and landing a double knee dropping into them, striking them into the ground hard enough to leave a large crack.
    • 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.

    • Hyper Charging S.T.A.R.S.: Jill shoulder charges into the opponent with her entire body imbued in fire. This attack can hit opponents who are on the ground, as well as be performed in the air.
    • Rocket Launcher: Jill takes out a large rocket launcher, firing multiple missiles at the opponent.
    • Code: T-002: Jill summons a pit of sorts in front of her. If it hits, the Tyrant comes out and attacks her opponent. Should she choose to, Jill can finish off this attack by firing from her rocket launcher, destroying the Tyrant along with the opponent.
    • Machine Gun Spray: Jill jumps into the air and spins around while firing a pair of Škorpion vz. 61 machine guns.
    • Raven Spike: Jill performs several jumping kicks, sweeps her opponent, launches them in the air with a flip kick, and smashes them in the ground after kicking them with both feet.
    • Mad Beast: Enhanced by the P30, Jill's speed is greatly enhanced until for a duration. This allows her great combo potential, being able to land attacks in succession as well as change her position much faster than before.


    Note: Although Jill became capable of wearing the P30 without being mind-controlled, she has also been shown during the events of Marvel vs. Capcom 3: Fate of Two Worlds/Ultimate Marvel vs. Capcom 3 to operate while not having it attached to her.[12] This suggests that she may have a preference for the device in specific situations.

    Notable Matchups

    Victories:

    Losses:

    Inconclusive:

    References

    1. 1.0 1.1 1.2 1.3 1.4 Marvel vs. Capcom: Official Complete Works
    2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 Marvel vs. Capcom 2: New Age of Heroes
    3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36 3.37 3.38 3.39 3.40 3.41 3.42 3.43 3.44 Ultimate Marvel vs. Capcom 3
    4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 Marvel vs. Capcom 3: Fate of Two Worlds
    5. Ultimate Marvel vs. Capcom 3 Manual
    6. Marvel Super Heroes Manual
    7. Marvel vs. Capcom 2: New Age of Heroes Manual
    8. 8.0 8.1 8.2 Marvel vs. Capcom 2: New Age of Heroes Official Site
    9. Monthly Arcadia Issue 002
    10. Marvel vs. Capcom: Clash of Super Heroes
    11. 11.0 11.1 Marvel vs. Capcom: Infinite
    12. 12.0 12.1 Marvel vs. Capcom 3: Fate of Two Worlds Comic

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