Jill Valentine is my 2nd most wanted Capcom character (As there is one Capcom character from a different series I want in first before her) and I would love for Jill to show up in the Smash Bros series, after playing the Resident Evil series over the years. I came up with a moveset that takes from all of Jill's appearances (and definitely from the recent remake of Resident Evil 3), from what I've seen from others, and the series in general. Also came up with a stage, and some suggested music tracks. Just wanted to share.
Jill Valentine’s Moveset
Neutral Special - MGL Grenade Launcher: Works similarly to Mii Gunner’s Grenade Launch, where it fires in an arc. You can use four different kinds of grenade rounds for different purposes. Only one grenade round can be shot out at a time. Explosive Rounds are the standard and are good for general knockback. Flame Rounds have an effect similar to Ness’s PK Fire and Simon/Richter’s Holy Water. Freeze Rounds have a chance of freezing opponents at higher percentages (Comparable to moves or items with an ice effect in the game). Mine Rounds work similar to Mega Man’s Crash Bomber and Isabelle’s Lloid Trap. If it hits an opponent directly, it’ll stay on them temporarily then shortly detonate. If a Mine Round lands on the ground or on a wall, it will stay there till someone goes over/nearby it and will detonate. Mine Rounds will eventually detonate on there own after a period of time like Snake’s C4. Freeze Rounds are from the original Resident Evil 3, while Mine Rounds are from Resident Evil 3 Remake. No Acid Rounds in this, to keep this moveset as family friendly as possible.
To switch to different types of grenande rounds, pressing and holding neutral special, and then an option where you can pick from the four types of grenade types will be available (similar to Shulk's Monado Arts). Tapping neutral special will just fire whatever grenade round you have.
Up Special - Hookshot: Based off the Hookshot that Rebecca & Billy use during the events of Resident Evil 0. Works similar to the other tether recoveries already in the Super Smash Bros series. Can also be used to damage enemies similarly to Joker’s Grappling Hook.
Side Special - Samurai Edge: Jill will take out her trademark handgun, she has used in the series and a reticule will appear in front of her, based off the one from Resident Evil 3 Remake. If you tap it, Jill will fire a shot directly in front of her. If you hold the side special, you can move the reticule around, and fire further, but this will leave her more vulnerable. If you manage to have the reticule stay on an opponent long enough, it will
“focus,” (just like in Resident Evil 2 Remake and Resident Evil 3 Remake) and will allow for a
"critical hit" (present in most entries of the series) and deal more damage if landed.
Down Special - Genesis: The handheld scanner used by Jill during the events of Resident Evil Revelations. A large green rectangular reticule will appear (larger compared to the Samurai Edge’s reticule) in front of Jill when used and if opponents are within its presence, a percentage will go up (near Jill’s character icon for her at the bottom). When this percentage reaches 100% for the Genesis, she will receive an herb which will be used immediately, to heal some of her damage, and the percentage meter will reset back to 0%, allowing her to fill it again for more herbs for health recovery.
Up Smash – Rocket Launcher: Jill will aim a Rocket Launcher upwards and fire a rocket. Will explode in the air and not return to the ground, and will move straight up, unlike Snake using his mortar cannon. It will not arc at all, while shot up. The longer you charge the up smash, the further the rocket will be shot out. The Rocket Launcher is based off the one from Resident Evil 1.
Side Smash - Rifle M40A1: Jill will take out the Rifle M40A1, which she obtains during the events of Resident Evil Revelations, and aims ahead of her. The longer you charge the smash, the farther and stronger the rifle shot will be fired in front of her. Comparable to the Staff item, except not as strong as that, and the actual shot will stop somewhere depending where it ends up being fired, and is not a beam.
Down Smash - M3 Shotgun: Jill will fire twice from her M3 Shotgun (Resident Evil 3 Remake). Jill will fire the first time in front of her, and then quickly turn around and fire the second time. The more charged up the down smash, the narrower and stronger the shots are. The less charged up the down smash is, the shots are instead wider and weaker. Comparable to Isabelle’s Side Smash where she uses the party popper, but the main difference being that you can affect how narrow or wide the shot is, and it’s done twice consecutively, once in front of her and and once behind her.
Grab - A simple reaching grab with one of her arms.
Pummel - Jill will stab the opponent repeatedly with her knife.
Up Throw - Jill will do an uppercut slash with her knife. This comes from Resident Evil 3 Remake, after performing a perfect dodge and using the knife right after.
Forward Throw - Roundhouse: Jill will do a roundhouse kick, that will send her opponent tumbling forward in front of her. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Back Throw - Reverse Roundhouse: Jill will perform a spinning roundhouse kick, that will send her opponent tumbling behind her. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Down Throw - Double Knee Drop: Jill will push the opponent straight to the ground in front of her, then she will leap into the air and fall on the enemy with both of her knees then backflip away. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Up Air - Flip Kick: Jill is leaping upward and hits the opponent with two kicks while rising and somersaulting away. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Neutral Air - Double Kick: Jill while leaping forward will kick twice with her legs in front of her. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Forward Air - Jill will take out one of her VZ61 Machine Guns (From her Boss Fight in Resident Evil 5, when playing as her in Desperate Escape, and when using her in the Battlesuit in Mercenaries) and fire multiple shots in front of her, for her forward air attack. Will not cause flinch/hit stun and is comparable to Fox’s Blaster, unlike Joker’s Gun.
Back Air - Jill will take out one of her VZ61 Machine Guns (From her Boss Fight in Resident Evil 5, when playing as her in Desperate Escape, and when using her in the Battlesuit in Mercenaries) and fire multiple shots behind her, for her back air attack. Will not cause flinch/hit stun and is comparable to Fox’s Blaster, unlike Joker’s Gun.
Down Air - Jill will take out both her VZ61 Machines Guns (from both her Boss Fight in Resident Evil 5 and when playing as her in Desperate Escape, and with her in the Battlesuit in Mercenaries) and will fire them both downward. Similar to Joker’s Gun attack when used downwards in the air. Will not cause flinch/hit stun and is comparable to Fox’s Blaster, unlike Joker’s Gun.
Jab - Knife Slashes: Jill will use slashes with her knife, which is how other characters tend to use the knife in the series, while she normally uses stabs with her knife.
Dash Attack - Cartwheel Kick: Jill performs a cartwheel and will kick the opponent twice. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Up Tilt - High Kick: Jill performs an upward kick to the enemy's face. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Side Tilt - Knife Stab: Jill will do a single stab with her knife, just like how she uses the knife in the series in general.
Down Tilt – Sweep/Rising Kick: Jill leans down and performs an upward kick. This upward kick will not be as high compared to the up tilt and will aim lower in comparison. Comes from Resident Evil 5 when using Jill in Mercenaries Mode.
Final Smash – Railgun: Jill will use the "Ferromagnetic Infantry-use Next Generation Railgun", which is a portable railgun as her final smash, from Resident Evil 3 Remake. Comparable to Samus’s Zero Laser (and other similar Final Smashes and such) in function, as it will fire an extremely powerful blast of electricity in front of Jill.
Stage - Raccoon City
More specifically, this stage will take place in the large Courtyard, in front of the St. Michael Clock Tower, which is in Raccoon City. This is based off the version in Resident Evil 3 Remake. Fighters will fight in front of the large Clock Tower, with the spotlights, that shine on the Clock Tower. The stage will occasionally have a shadowy silhouette of Nemesis show up, on the lights that shine on the Clock Tower, with him roaring “S.T.A.R.S.” as he makes his presence known (he himself won’t be actually shown otherwise to keep the game as family friendly as possible). Nemesis will have his rocket launcher, and a laser sight will show on the stage. The laser sight will start orange as it moves around, but when it turns red, Nemesis will fire a rocket at wherever he aimed at. Eventually after some time, Nemesis will go away, but will eventually reappear if enough time passes again.
Music
- Ride on Sea (Resident Evil Revelations)
- Heat on Beat 2012/The Mercenaries (Resident Evil 6)
- Heat on Beat 2015/Raid Mode (Resident Evil Revelations 2)
- A Warrior Filled with Hope (Resident Evil: The Mercenaries 3D)
- Reckless Driving of LMO (Resident Evil: The Mercenaries 3D)
- The Path for Fight (Resident Evil: The Mercenaries 3D)
- The Mercenary HUNK (Resident Evil 4)
- Live Evil (Resident Evil: The Umbrella Chronicles)
- Winds of Madness (Resident Evil 5)
- Metamorphosis (Resident Evil 3/Resident Evil 3 Remake)
- Blood Judgement (Resident Evil: The Darkside Chronicles)
- The Theme of Alexia Type 2 (Resident Evil: Code Veronica)