I am clearly too excited for this, so I decided to make a tentative moveset for Jill (and Leon). I really enjoyed the enemy "summoning" mechanic of Jill in MvC2, so I tried incorporating that into Smash along with resource management. The idea would be to make a keepaway character that keeps opponents busy while restocking on resources.
Jill Valentine / Leon Kennedy
Logo: Umbrella Corporation logo
Appearance: Jill's default is her RE1 S.T.A.R.S. uniform. She gets her RE3 outfit as an alternate costume. She gets alt colors inspired by Claire Redfield and Rebecca Chambers.
Leon's default is his RE2 RCPD uniform. He gets his RE4 outfit as an alternate costume. He gets alt colors inspired by Chris Redfield and Albert Wesker.
Mechanic: Jill and Leon have ammunition and grenade counters next to their stock icon. They start the fight with 10 ammo and 5 grenades, which is the maximum. Ammo is used for Neutral Special, grenades are used for Smash attacks. These attacks cannot be used if the corresponding stock is at zero.
Normals:
Jab: Swipes with knife. Fast and short-ranged. Three-hit combo with no finisher.
Dash Attack: Dashing slide. Carries Jill a bit farther.
Up-Tilt: Somersault kick.
Side-Tilt: Roundhouse kick.
Down-Tilt: Low sweep.
Smash Attacks:
Up-Smash: Jill tosses a grenade upward, which explodes on impact. Leon tosses an incendiary grenade, which deals less knockback but sets foes on fire.
Side-Smash: Jill throws a grenade forward, which explodes on impact, or bounces once before exploding. Leon tosses an incendiary grenade.
Down-Smash: Rolls a flash grenade along the ground, which explodes on impact or shortly after. Deals damage and stuns, but no knockback.
Jill and Leon's Smash attacks have extraordinary range while retaining their power, but have limited uses. Attempting to use a Smash attack with no grenade stock locks the character into a "searching pockets" animation that leaves them open.
Aerials:
Neutral-Air: Two quick knife swipes.
Up-Air: Crescent moon kick. Hits above and to the sides.
Forward-Air: Spin kick. Hits in front and behind.
Back-Air: Pivoting knife slash.
Down-Air: Dive kick.
Grab: Holds onto the enemy by the shoulders, as if trying to make them back off.
Pummel: Jill shocks the enemy with a taser. Leon slashes them with a knife.
Up-Throw: Collapses backward and pushes enemy upward with a donkey kick.
Forward-Throw: Pushes the enemy off and delivers a roundhouse kick.
Back-Throw: Suplexes the enemy into the ground, which bounces them upward.
Down-Throw: Throws the enemy down and stomps them twice.
Neutral Special: Fire
Hold to retrieve and point weapon. Tilt D-pad to point diagonally up or down. Release to fire.
Handgun: Default equipped weapon. Good range, decent damage and stun. Consumes 1 ammo per shot.
Shotgun: Lackluster range, high damage and knockback. Consumes 2 ammo per shot.
Flamethrower: Short range, continuous stunlock damage. Can move while using. Consumes 2 ammo per second.
Magnum: Good range, slow start-up, crazy damage and knockback. Breaks shields. Consumes 4 ammo per shot.
Attempting to use this attack with zero ammo makes Jill/Leon point their weapon before realizing it's empty, locking them into a "puzzled" animation that leaves them open.
Up Special: Hookshot
Fires hookshot diagonally upward. A tether recovery with good range. Intercepted enemies are mildly damaged, but not grappled like Joker does.
Side Special: Enemy Approaches
Jill looks back in terror as a zombie appears behind her and shuffles along the stage. The zombie is an independent enemy that can be easily damaged and KO'd. If the zombie intercepts Jill, she will struggle with it briefly and then force it off her, taking no damage, and the zombie will continue on its way. If a zombie intercepts an enemy, it bites them, dealing damage and holding them in place momentarily. The zombie continues to shuffle along the stage until killed, or collapses after 15 seconds. Leon's version summons Ganados from RE4 instead, who behave identically.
You can charge this move for a second to summon a zombie dog instead. These move much faster than human zombies, but attack enemies by passing through them instead of holding them down, and continue running until they fall off the stage. Leon's version summons zombie wolves.
In the air, this move summons a pair of zombie crows that fly past you and hit enemies like minor projectiles, then disappear shortly after.
This move cannot be used to summon a zombie if a previous one is already active, but it can be used to summon a dog and/or crow while a zombie is out.
Down Special: Switch Weapon
Opens an icon-based menu for choosing your equipped weapon, which affects your Neutral Special.
Shield + Special: Search
Searches the ground for ammunition. Replenishes grenades and ammo for as long as it's held, roughly at a rate of 1 ammo per .75 seconds and 1 grenade per 1.25 seconds.
Final Smash: Grenade Launcher
In a cutscene, a black helicopter flies by and drops a silver case. Jill/Leon opens it, assembles the rocket launcher inside, and mounts it on her/his shoulder. The cutscene ends. You can now point a cursor anywhere on the stage to fire a grenade at that location, similar to Snake's original Final Smash. Jill/Leon is invulnerable while the Final Smash is active.