View Full Version : Jill Strategy
Strangevision
08-28-2003, 04:15 PM
Hey,
I new to the Shoryuken boards so I am going to start by posting strategies for Jill. I would consider her a lower second tier character who can easily tear through legions of scrubs. The only thing she really lacks is Anti-Air, but that can be remedied with assists, right:cool: ?
My thoughts on Zombies:
A lot of people don't like zombies, but I think they are essential to Jill's gameplay. First, you must avoid the grabbing 1K zombies. They are worthless (contrary to popular belief). They can be easily destroyed and *never* connect except after a ground roll (maybe). The flaming zombies have some unique properties, though that you should take advantage of. As you know, they are a bit tougher to dispatch and serve as a distraction. A Jill player should do anything to distract a player in hopes of (1) landing a crouching 1K, (2) landing her launcher, or (3) nailing them with a Hyper Elbow tackle if they attempt anything stupid. Most players don't realize that they can simply block the Flaming Zombie, and will try their best to avoid it and/or kill it. After you summon the zombie, dash in and throw out a flurry of quick attacks and combo if any one of them connect. As the zombie closes in summon a good pressure assist (such as Tron's Proj., Doom's rocks, or Sentinel Ground) and quickly jump to the other side to perform a cross-up. The objective here isn't exactly to hit with the zombie, but to pressure the opponent into attempting costly stunts. If they put on an overwhelmingly good defense, the chip damage should be well worth it.
When to summon zombies? Only when an assist covers you. Ideal partners should be Storm Proj. or Sentinel Ground (never use both - that would be cheap:lol: ).
I'll post more info later. Ciao!
Strangevision
08-28-2003, 06:14 PM
I forgot to mention that Jill's Flaming Zombie can pass through some HC's. Case in point: Shuma's Hyper Mystic Smash - The zombie will simply wade through the projectiles. Cool, huh? There are probably others, but I can't think of any off hand. Anybody?
My Jill Team:
Jill(Dash)/Tron(Proj.)/Psylocke (AAA) - This is my personal fave. Tron and Psylocke compliment just about everyone, and Jill is no exception. These 3 have tremendous damage potential (esp. Tron) and have above par mobility. Just be careful when you summon your projectiles, because these assists won't cover you all that well. There's always a catch.:bluu:
Other Good Team Members:
Sentinel (Ground) - Awesome coverage and lockdown properties
Blackheart/Cable - Good AAA's against flyers
Storm - Mobility, Runaway, Chip, DHCs, everything....
Felicia (Expansion) - Like Jill? You'll love the kitty girl. They play very similar.
Roll - Aww..C'mon! Who doesn't like Roll?! Great priority on that throw.:p
Side notes:(1) Does anyone use Jill's Baretta Counter? I can't seem to find any use for it. Or her grenade launcher for that matter...(2) Try using Jill's HP elbow charge as a ghetto air dash. It is really quite useful since it travels the entire length of the screen.
Neo Odin
08-28-2003, 07:10 PM
Ive always liked jill but i could never find her affective
vs top tier characters..
ive also tried using her ghetto air dash but it can be
easily stopped by the opponents assist...
I think she is best used on a fun team or something like that...
if I were to use her it would be
Cable/Doom/Jill or IronMan/Doom/ Jill
but those teams probally both suck...
And any team suffers using her suffers because her assists
are horrible....
But ive found that her anti air can stop magneto rushdown
sometimes...(wierd huh)
I would use Magneo psylocke/ jill
But im having trouble using magneto to his full potential,
most probally because my joystick moves too dame much
when im hyper grav, mag tempest...
My real team is: Cable/Doom/Ironman
Working on: Mag/psy/ironman
PS: I find her counter okay when stopping magneto rush down
just predict....
I read something about her counter into a super or something
like that but im not sure....(read it a while ago)
C.america might be a better choice, he anti air assist is okay and
his dash assist goes though projectile crazy character,
he takes damage well, has a super that goes through beam supers,better to have last than capcom WHY??
He fights better:
Double jump
Strong
Takes Damage well
long range attacks
Good OTG and air combo
Somersault goes through anything accept throws...
Anyway if you can find anymore ways to make jill a better
character more power to you, ill be checking out this thread now
and then, so I give you props for using characters you like
instead of being forced to use sentinal storm shit...
Late....
Strangevision
08-29-2003, 09:31 AM
Another interesting fact about the flaming zombie is that Jill can summon other creatures (such as crows and dogs) without knocking it down. This gives your opponent quite a few things to put up with. Adding assists to the mix makes things even crazier.
Don't forget to pushblock! Summon a zombie and jump over to the other side of the opponent (use assists for cover). If he jumps, call out a good AAA and forget the zombie ever connecting. However, if he sticks out an attack, block and push him into the zombie. This is one of the few instances where the 1K zombie proves more useful. Nail you opponent with a combo into the Hyper Elbow Tackle if the Zombie connects. Don't even try to attempt the Tyrant HC. Upon activation, the zombie will *immediately* fall to the ground.
Jill's Assists:
Okay, everyone knows that heal type is worthless. If you don't, you will as you start playing more of the game. It is simply too slow and risky. On the plus side, it is the best Heal type in the game. That's good, right?
Some people have tinkered with her AAA (actually I think it's called projectile type for some reason). Jill comes out and shoots her grenade launcher. The only plus for this assist is that since it is a projectile, the priority is unmatched. I don't really know much more about it. Anybody?
I prefer the dash type. Sure it only hits once, but it goes full screen and isn't entirely useless. The priority is good. This is the only type which will allow Jill to perform her Hyper Elbow Tackle in a THC. Of course if you use Psylocke AAA like I do, THC's are pretty useless.
Random Semi-Pointless Jill Fact 1: Jill's back dash shows the same animation as her baretta counter.;)
Strangevision
08-29-2003, 02:32 PM
Correction: In my first post, I mentioned that it was possible to block the Flaming Zombie but not the 1K Zombie. Well, it seems (now that I've actually paid attention to the undead creatures) both zombies cannot be blocked. I can't believe I've played as Jill so long, but didn't know that until now...Well, at least it's good info. Let the mind games begin ;)
My Feelings on Jill's Zombie Dogs:
Well, this is Jill's projectile, but I must say that this may be one of the worst in the game. What's the point of a projectile if it can be detroyed?! Especially if it has horrid recovery (on par with Roll's Mega Buster). I cannot believe Jill even has this move! Ah well...avoid dogs at all costs unless (1) You want to show off or (2) Your opponent has no HC gauge or far reaching normals/specials. Capcom could have done much better with this move, but sadly Jill must rely on assists for far-reaching projectiles and/or beams.:depress:
Random Semi-Pointless Jill Fact 2: During Jill's Baretta Counter, aim for 9 hits instead of ten. It takes a bit more damage surprisingly. Thanks to the Kao Megura Guide over at gamefaqs.com for this semi-pointless info.
Next up: The Crow
Strangevision
08-30-2003, 06:40 AM
Jill's Crows:
Unlike the dogs, this special is very useful. Jill will summon a crow (ducking in the process) that will cross the screen in a "u" shaped arc. This is a good anti-air and the hit area is unconventional and surprising. Since it covers the entire expanse of the screen, the crow can be used to knock annoying flyers from the sky. The crow can also be used vs. grounded opponents because it swoops incredibly low. Of course, don't pull this move against a grounded Roll or Servbot for obvious reasons.
Crows work well in conjunction with zombies, too. Summon a 1K zombie and summon a crow just before it comes in contact with the opponent. The crow will knock the undead creature down face first, allowing it to chew the ankles of whoever it comes in contact with. Very cool:p
Crows + Flaming Zombies = Devious Jill. Since the crow will not destroy the flaming zombie, and it is an AA of sorts, it forces the opponent to either (1) jump away and/or block, (2) waste an HC and destroy them both, or (3) take a hit since the F. Zombie cannot be blocked. Why not just destroy the F. Zombie instead without the use of HC? Well, since the Crow's arc is so low, it puts a lot of pressure on your opponent to simply do away with one without being hit by the other. Remember, Jill will be calling out assists as well, and Jill needs but one clean hit to land a devestating combo into her Hyper Elbow Tackle HC.
Random Semi-Pointless Jill Fact 3: Jill's d/f+HP launcher takes 14 damage while her d+HP launcher takes 13 damage even though the animation and properties are the same. Whatever... :rolleyes:
*Bonus* Random Semi-Pointless Jill Fact 4: During Jill's starting animation, she will sometimes toss a key in her hand before saying "Come On!" Other times she will toss an ink ribbon like the ones in RE instead.
Next up: Jill's HCs (Comments are very welcome!)
Neo Odin
08-31-2003, 12:50 AM
Jill doesnt need keys, she the master of lockpicking,
but I think she should save the ink ribbon, incase tyrant
turns on her when she calls him out...:lol:
The flame zombie cant be blocked huh?
If this is true than she could be better than I thought
I got to try it out later...
I dont think that the crow hitting the zombie down will
help any, inless someone is trying to rush you down,
most advanced players know this and they will
not fall for this tactic, to tell you the truth I think
Cable owns jill, I mean one placed beam and it takes
out the little trap you were trying to set up..:lame:
Dame I wish jill had what it takes to be a top tier character
but at least shes better than hayato in terms of strategy,
I got to find an infinite for jill some how, some way,I mean
if sabertooth has a infinite now than she's gotta have one some
where...
One thing did work well though that you mentioned,
when they tech roll, calling the zombie out to catch them helped out a lot(had the oppenent looking like this after->:mad:
as a side note your thread is going pretty well
putting her in with someone like doom is pretty good
in my opinion c.lkX2, c.fk, OTG with doom AA, into tyrant....
(Very sweet:cool: )
Thats all for now ill check in a little later......
Strangevision
08-31-2003, 05:11 AM
Yeah, Cable proves to be a difficult opponent for Jill. First of all, it forces Jill to avoid all her projectile based summons because of thier tremendous lag. However, I have heard her Grenade Launcher has been able to knock Cable out of his AHVB (assuming the round has already left the gun before Cable performs the HC) . The second disadvantage for Jill is that she is forced to close the distance for any of her combos to work. Sure, she can wavedash, but Cable's s. HP will take care of that. This is where Jill fails where other dialers (such as Felicia) do not. Felicia, for example, has her wall cling, delta kick, rolling buckler, and Hyper Sand Slash which allow her to not only play safe (with the right assists) but also allow her to quicly close and punish mistakes. This is not to say Jill cannot do anything. She can superjump and hope for the best, and try her best to close the distance as she lands If all else fails, she can DHC...;) Plus, finding Cables that will constantly do the AHVBx3 with the right timing is fairly rare.
Random Off-Hand Jill Combo 1:
j.lk, j.mk, cr.lk, cr.mk, cr.hk, Elbow Tackle (or Hyper Elbow Tackle)
Random Semi-Pointless Jill Fact 4: The round from Jill's grenade launcher hits twice upon contact. Shrapnel perhaps?:confused:
Neo Odin
08-31-2003, 07:23 PM
any jump in combo, land, dash in s.lk, s.lk, c.fk,
fierce or light elbow tackle (1 Hit), Rocket Launcher Super...
(Sorry I just realized that its the same combo you posted,
I guess in my old age of 18 altimers is catching up with me:lol:
I'll experiment with her combo ability a little more and
hope fully ill be able to post some resets and or devestating
combos...
Maybe a good counter team for cable would
be Jill/Doom/Cable/ Or Jill/ Doom/ Magneto(rush that shit down)
using mag first to take out cable....
Another one might be some type of jill/Blackheart type
team, only because his AA assist would keep cable locked down
if done correctly, allowing Jill to maintain or pursue her
crow, dog, zombie trap, while still trying to combo or attack
cable phsically so you wont eat the AHVB, and Blackhearts
assist usually hits the other assist thus stopping Cable in
his tracks....
( besides the only one I see giving jill the biggest
problem is Cable, in my opinion.:bluu: )
I have another team that i am currently working on:
Blackheart/Ironman/Cammy
This team is actually pretty good because I have 2 assists
for BH to set up his infinite....
But, I have been thinking to try BH/IM/Jill,
just so I could play better against cable...(+ I like BH )
Ironmans AA would help both BH and Jill set up combos
and possibly tyrant:evil: ...
+ jill combo into magic series, elbow tackle, HET, than Armagedon.
I havent tried this yet but im already positive it works, trust me...
Or Jill ground combo into HET, Proton Cannon, Judgement Day.
Or Judgement Day into tyrant <-(but I dont know if that one
will work yet but ill try it out later...
BH also helps IM out with his assist....
Then again Blackheart himself might give jill a little bit of
trouble......:eek: :o :lol:
Bye for now....
Dark Strider
09-01-2003, 06:11 AM
Jill's crow can guard break if timed correctly. Just thought i'd note that out.
Strangevision
09-02-2003, 10:36 AM
I'll try the guard break. I had no idea she could do that. Great!
Neo Odin - Blackheart may be a rough match for Jill as well, but not nearly as bad as Cable. I've never met a really good BH player. Strategies?
Jill's HCs:
I won't be too specific here as you are probably familiar as to how Jill's HCs behave. I will say that I use only her Hyper Elbow Tackle. It is perfect in air combos as well as OTG. The rocket launcher HC looks cooler, but I find it less practical (even though it can be worked into a few combos).
And then there's the Tyrant HC...:cool: Well, it may just be the worst HC in the game. Yes, that's right. The damage is great, but landing it is near impossible. Scrubs don't even fall for it! However, I have heard that certain assist related setups make it easier to land (Servbots Grab assist perhaps LOL?) ;) Any comments would be greatly appreciated.
Random Semi-Pointless Jill Fact 6: The Tyrant HC can OTG for 1 point of damage.
Random Semi-Pointless Jill Fact 7: Pressing QCF+any kick during the Tyrant HC will result in Jill getting up and blasting the thing with her rocket launcher. It adds a few more points of damage, but wastes an extra bar of meter. Avoid unless you want to impress the crowd.
Feel free to comment and add your favorite combos to the thread.
Next up: Character-specific strategies and combos
Strangevision
09-03-2003, 12:40 PM
Did you know you can be hit OTG if your opponent happens to block Jill's Rocket Launcher HC? It seems that when Jill falls onto her back, she is in for a world of hurt even at extreme range. This is yet another reason to stick with the Hyper Elbow Tackle - exclusively. I have been hit recently with both Cable's Viper Beam and BBHood's Cool Hunting super after failing to combo the Rocket Launcher. Sad but true. :depress:
Try this combo:
s.LP, s. LK, Launch sj., LP, LK, Elbow Tackle (1 hit), Hyper Elbow Tackle.
This combo hits 16 times for 67 damage. Not too shabby...Be sure to quickly cancel the Elbow Tackle into the HC though. The Elbow Tackle should only hit once.
Random Semi-Pointless Jill Fact 8: Jill's Rocket Launcher HC takes more damage if she doesn't launch her opponent as she pulls it out. Of course, don't expect it to connect... :lol:
Neo Odin
09-03-2003, 05:23 PM
About the flaming zombie, it can be easily blocked, and
is not unblockable.
I recently tried it on the computer in training I put the CPU
on gaurd all, and it was able to easily block it...
Another thought though, I know that you can blow up tyrant
for extra dmg, but is it possible to DHC after into another combo..
Strangevision
09-03-2003, 06:04 PM
Actually, it cannot be blocked under some strange circumstances. Take your opponent of of guard-all and simply walk backwards with him. Summon the zombie with Jill and wait - do not press any attack button. It will not be blocked. What causes the flaming zombie to be blocked is this: Jill throws out an attack (say a HP) and her opponent will go into a blockstun (even at full screen). If the opponent is in this blockstun as the zombie approaches him/her, it will be blocked. Try it out.
Dark Strider
09-05-2003, 01:48 PM
Weird...I did not know that. Actually, Jill can OTG after the Tyrant super by doing a dashing c.lk, c.fp into any ariel combo.The timing is a bit tough, but it's easy to land once you try it enough times, as long as they don't roll.
Neo Odin
09-05-2003, 03:45 PM
so if you throw out a crow or somethig like that while they are blocking can they still block the flamming zombie or do you have
to throw out nothing at all in order to make it unblockable.??
Strangevision
09-05-2003, 06:35 PM
Yeah, I have heard that it is possible to OTG after the Tyrant HC, but I haven't been able to make much use of it. I can't even get the Tyrant to connect at all...any assist related setups?
Concerning the Flaming Zombies: If Jill does *any* attack her opponent will go into a temporary blockstun making your effort useless. This includes your assists as well (but not Healing/Power Up Assists). However, you are still free to move around, superjump, and (believe it or not) taunt. I really haven't found any applications for the unblockable Flaming Zombie just yet, but I'll keep everyone posted.
Here's some Snapback combos off the top of my head if anyone needs some:
1) Jump in LK, MK (land), s. LK, s. MK, Snapback
2) s. LK, s. MK, s. HK, Snapback
3) s. LP, s. MP, Snapback
Please contribute any Jill info/strategy if you've got it.
Neo Odin
09-05-2003, 08:48 PM
s.lk, s.lk+Doom, c.fk (OTG off doom rocks ) , Tyrant,
Jump in FP, Sentinal Ground Assist, Dash in s.lk,s.lk, s.fp,
Drone Assist Hits, Tyrant
(I used the one above when i used to play sentinal/Jil, but
I stopped using sentinal long ago cause I really didn't like him)
You could also OTG after the combo above into magic series
Hyper Elbow Tackle, Blackheart Armageddon or C.Commando
Captian Sword, Into Sentinal Force and that = overkilled character.
Hope this helps but i dont think jill can cut it anymore,
so I've moved on to Rogue...
But i still like jill
Strangevision
09-07-2003, 11:00 AM
Oh no! A Jill fan has been converted to Rogue! :lol: Ah well, Jill's not on my main team either. Currently, I am playing Felicia/SonSon/Psylocke and it works pretty well. Of course, I am planning on starting another team with Jill on point, but still haven't decided on my partners just yet. Maybe Sentinel with Cammy or Psylocke....
On a side note: I need an avatar! Would anyone be willing to create me one? Since I'm representing Jill around here, I guess I should have an av. that concerns her. Nothing really flashy. As Felicia would say, Please Help Me! :cool:
Please post some combos! Can Jill take out 100% with the right partners via DHC?
j1lLFaN
09-07-2003, 01:28 PM
I tend to use Jill in teams of Jill[a or b] - Cable[b]/Cammy[a]/Tron[y] - Juggy [a]. Juggy does CRAAAAAZY damage when glitched, 100% jump hp, c.lk, c.lk, Earthquake (or FP Jugg. Punch, which I prefer)XX Headcrush = dead on EVERYBODY except sent. sets up the easiest, imo, Tyrant combo. lp+juggz[a], lp, hp, Tyrant, which you can otg of the combo. Most other assists otg for the tyrant super. So you cant combo after. Other assists that go well with Tyrant super are Tron[y], Silver Samurai[a], Iron Man[a]. Ummm.... her snapback combos after a HK. so you can go lk, lk, hk, snap and it'll connect. ummm....dude, Lk zombies are good. they roll, you call, they get it. but the bad thing is you have to predict their roll and cancel almost immediately for it to work. Lucky for you, if you have cammy, you can do what I do.
c.lk,c.lk,c.hk+cammy[a],lk zombie.
if they rol, they catch the zombie
if they dont, cammy otg's and you launch and AC.:D
Jill has an 100% with glitched Juggz [who doesn't?]
lp,lp,hpXXhyper elbow tackle, cancel to headcrush at 12 hits.
cant think of anything else right now, Jill is my favorite though, and she was my first. . . .Magz is my second LoLz.
j1lLFaN
09-07-2003, 01:33 PM
sux that she can only airthrow in one direction though. Just think of the possibilities we couldve had. . . or not. dont try to frame cancel with her, she's got some lag on just about everything.
!!!!!!!!
this just in. grenade stops AHVB [kinda]. if you toss a grenade, and cable AHVB's, the grenade will stillpass and hit him. stoppin the hvb at about 2 hits. waste of meter. and we all know an empty cable is a dead cable in the right hands. I just read this, i dont know who said it though.
HuStLeMaN17
09-07-2003, 01:59 PM
Originally posted by j1lLFaN
sux that she can only airthrow in one direction though. Just think of the possibilities we couldve had. . . or not. dont try to frame cancel with her, she's got some lag on just about everything.
!!!!!!!!
this just in. grenade stops AHVB [kinda]. if you toss a grenade, and cable AHVB's, the grenade will stillpass and hit him. stoppin the hvb at about 2 hits. waste of meter. and we all know an empty cable is a dead cable in the right hands. I just read this, i dont know who said it though.
Yea I was the one who posted bout that gernade thing with jill :)
j1lLFaN
09-07-2003, 02:08 PM
yes, my friend, candy corn is the shizzle. Iono about them camel/emu/llama things though
Strangevision
09-07-2003, 02:32 PM
Wow, so many posts in such little time. Thanks for the info concerning the Cammy/LK Zombie as well as the Juggs instant death combo. I'll give it try. However, I still stand firm that Flaming Zombies are more useful in the heat of battle because of their unique properties. Especially if the opponent is not adept to rolling (and an assist like Cammy's is not available).
Oh yeah, I thank the llama for the grenade launcher information.
:cool:
Keep the info coming. If you can make me an avatar please speak up!
Strangevision
09-08-2003, 09:59 AM
OK, I have begun experimenting with a Jill/Cammy team and I must admit that I like it. I have never been a big Cammy fan (however, I played a mean Juni in SFA3), but I can't deny the potential the girl's got. Plus, as Jillfan poitned out, Cammy's AAA will OTG after Jill's slide allowing for some nasty air combos. Plus, Cammy's AAA is invincible which is always a plus.
Currently playing: Jill (Dash) Cammy (AAA) Psylocke (AAA):
This team is awesome, because everyone complements each other. Psylocke, for example, can perform one of her air combos, end it in Butterflies, and DHC into KBA before the opponent hits the ground. The timing is a bit tricky though. If you wait too long, Cammy's KBA will only hit once. Cammy's Spin Dive Smasher can DHC into Jill's Tyrant while Jill's Hyper Elbow Tackle will DHC into the KBA or Butterflies. So as far as HCs are concerned, this team can wreak some serious havoc.
Psylocke has awesome mobility and a wonderful assist that allows for some nice OTG potential. Her Psi-Blasts are insanely fast, chip nicely, and can pass through beams too. I can actually shoot Psi-Blasts faster that Mega Man's Buster Shots. The teleport is okay, but I use it only to escape corners when Cable's not around. And her air combos are among the most devastating in the game.
Cammy's great simply because she has the potential to deal insane damage. Her speed and the auto-tracking KBA help a lot too.
And Jill...well you know about her, right? In closing, what do you think? Try the team out and see if it suits you. Post your Jill team, and any thoughts you may have. :cool:
ProximaCentauri
09-08-2003, 11:56 AM
Originally posted by Dark Strider
Weird...I did not know that. Actually, Jill can OTG after the Tyrant super by doing a dashing c.lk, c.fp into any ariel combo.The timing is a bit tough, but it's easy to land once you try it enough times, as long as they don't roll.
A really good way to combo into Tyrant is: c. short, c. short + Tron Y XX Tyrant then follow it up with that OTG, but yeah the timing is very tricky. I find Jill/Sent/Tron to be very effective as a rushdown team (the drones and rings really add to her game). Another team I like to use that is better for zoning would be Jill/Sent/Capcom.
Strangevision
09-10-2003, 09:41 AM
Here's yet another use for Jill's crow:
d+HK, Summon Crow, Hyper Elbow Tackle
The crow will swoop down and hit during Jill's HC adding a good bit of damage to the Hyper Elbow Tackle. You must cancel the HC immediately after the crow to OTG after the slide. This is a very useful tactic as it takes more damage than the Tyrant HC (even with the Rocket Launcher finish).:cool: Also, if your opponent likes to roll, it isn't necessary to perform the slide first. Simply cancel the crow into the Hyper Elbow Tackle when an opportunity presents itself.
Jill vs. God Tier: Any thoughts on how to take them down with the right team? Cable completely owns Jill (outside the Grenade Launcher tip posted earlier in the thread) while the others have superior runaway (esp. Storm), power/chip (esp. Sentinel), and combo prowess (esp. MSP - yikes). Any Top Tier+Top Tier+Lower Tier team suggestions. How about a 2nd tier only arrangement? Jill can survive, right? :depress:
ProximaCentauri
09-10-2003, 07:55 PM
Jill versus Magneto would probably be the match that Jill has a good chance of winning. She can't do much against Cable's keepaway or Storm's runaway. Flying Sent pretty much kills her too. To beat them, you have to fight them when there's a hole in their patterns.
But versus Magneto: it's all about limiting his movement. Mags needs to get close to dish out the damage unlike Storm/Sent/Cable. So this is where Jill's lockdown comes into play. Pair her with Sent Y and Capcom B. Here's a pattern I like to use:
flaming zombie, Sent Y, dog, crow, rushdown with c. shorts*
*if they block the rushdown attempts, dash back and call Capcom AAA with a crow (if you're playing MSP anticipate Psy AAA each time you go in with those c. shorts). If you opt for Capcom AAA/crow, follow it up with flaming zombie, dog, Sent Y, jab grenade launcher (time the grenade so that it makes physical contact with Mags whether he blocks or not).
That's it for now
Strangevision
09-11-2003, 03:56 PM
Yeah, out of all the God Tier, Magneto seems to be the one lower-tier teams can try their luck against and actually have a chance of winning with careful planning. Thanks for the lockdown tips and strategies. Feel free to supply more strategies.
Here is an oddity I have recently found about Jill. If I'm not mistaken (though chances are I might be), isn't it true that most characters are only allowed to perform one HC while in the air before they must return to the ground? Well, Jill can perform her Hyper Elbow Tackle (henceforth known as HET) twice in the air after a single superjump! Strange, no? It makes me wish Jill had a double jump. I'm not sure if this application of the HET has any great use, but try this:
Opponent in corner: Launch sj., LK, MK, HET-->HET before the opponent lands.
The second HET won't combo but chances are an opponent won't expect two HC's in one air combo. Land it and the crowd will definitely have a newfound respect for Jill.:cool: Again, I'm not sure if other characters can perform two HC's in a single air combo (other than Flyers such as Storm and Magneto), but I know that's something my Psylocke/Cammy can't do. Thoughts?
Sidenote: To stop Cable's AHVB with the grenade launcher, should I use the LP (horizontal) version or the HP (vertical) one?
shadownumberO
09-11-2003, 04:32 PM
JILL'S INFI PLEASE
Strangevision
09-11-2003, 04:40 PM
As of now, I don't think Jill has an infinite. :depress:
ProximaCentauri
09-11-2003, 06:02 PM
There's a pseudo infinite in the corner with Juggernaut B:
(After Jill's standard AC and on the way down) call Juggs B, FP throw, Juggs hits, OTG into AC again. Of course, people can roll out of this and they can tech the throw or throw you first. Do it to someone who hasn't adapted to your style of play. It's a decent trick you can use to see how well your opponent pays attention.
Strangevision
09-13-2003, 04:39 PM
Thanks for the semi-infinite! I'll try it out ASAP.
Now, I'm going to explain all of Jill's normal moves. Yeah, it's a bit late, but other character threads have them so I'm doing it anyway. I won't bother explaining medium attacks since they serve but one purpose for Jill: combo filler.
Standing LP: Quick/standard jab. Weak but starts combos.
Standing LK: Short kick to the shins. Same properties as the jab.
Standing HP: Great overall poke. It is very fast, and recovers quickly. The priority is great, too.
Standing HK: Think the s. HP, but with a bit more range and longer recovery. This kick is the same animation as her snapback.
Crouching LP: Starts combos, but isn't nearly as useful as...
Crouching LK: Quicker than the c. LP with better recovery and priority.
Crouching HP: Jill's launcher. One of the better launchers in the game (IMO). Fast startup and recovery. Good priority, and it launches the opponent straight up (instead of off to one side). Plus, it can OTG.
Crouching HK: Jill's slide. Awesome move that travels across roughly 1/3 of the screen. This sets up Jill's nasty OTG combos. This is your main poke along with the s. HP and jumping LK.
Jumping LP: Worthless move. Use the...
Jumping LK: Great poke that starts some seriously devestating combos.
Jumping HP: Not *too* bad. Still, it's not that great either. Good priority but lackluster range.
Jumping HK: Use the jumping LK instead. This has range but nothing else is worth mentioning except it makes an average air-to-air.
Jill can combo a LP Elbow Tackle off of any of her normal moves. Her Hyper Elbow Tackle can be combo'd off of any medium or high attack. Causing damage with Jill is so easy that it must be a sin!
:lol:
Up next: The HP Elbow Tackle - Is it worth the effort?
Oh yeah, post whatever info you may have. I have thrown out a lot of questions, but haven't really followed through on getting them answered. Remember: This thread needs strats vs. the God Tier, combos, recommended teams, strats vs. any character (take your pick- there's a lot of them), infinites, etc. Thanks!
j1lLFaN
09-13-2003, 05:07 PM
Originally posted by Strangevision
Yeah, out of all the God Tier, Magneto seems to be the one lower-tier teams can try their luck against and actually have a chance of winning with careful planning. Thanks for the lockdown tips and strategies. Feel free to supply more strategies.
Here is an oddity I have recently found about Jill. If I'm not mistaken (though chances are I might be), isn't it true that most characters are only allowed to perform one HC while in the air before they must return to the ground? Well, Jill can perform her Hyper Elbow Tackle (henceforth known as HET) twice in the air after a single superjump! Strange, no? It makes me wish Jill had a double jump. I'm not sure if this application of the HET has any great use, but try this:
Opponent in corner: Launch sj., LK, MK, HET-->HET before the opponent lands.
The second HET won't combo but chances are an opponent won't expect two HC's in one air combo. Land it and the crowd will definitely have a newfound respect for Jill.:cool: Again, I'm not sure if other characters can perform two HC's in a single air combo (other than Flyers such as Storm and Magneto), but I know that's something my Psylocke/Cammy can't do. Thoughts?
Sidenote: To stop Cable's AHVB with the grenade launcher, should I use the LP (horizontal) version or the HP (vertical) one?
Good stuff, Im gonna try to fumble with that tonight, since i got my dreamcast back now. anduse he lp one, if you use hp, it has to make that high ass arc before it knocks cable out, the whole time costing you life. lp goes almost straight to him, saving you many hits, and many pixels.
remember kids, when all else fails, lp.lp.hp.H-E-T, H-E-A-Dcrush. 100%:D
ProximaCentauri
09-13-2003, 06:17 PM
Originally posted by Strangevision
Jumping HP: Not *too* bad. Still, it's not that great either. Good priority but lackluster range.
Up next: The HP Elbow Tackle - Is it worth the effort?
Jill's J. FP is actually quite useful. The thing about it is that you can delay it during a jump-in attack, which will throw your opponent off because they'll think that you're just jumping in without attacking (you can literally do a J. FP just as you land). It's a good tactic, try it.
Her Fierce Charging STARS isn't something you want to depend on entirely since people will know what you're trying to do, but it's one of the "odd" types of moves that Jill has in her arsenal that is worth using. When you're charging this special, you're game should switch from offensive to defensive. Essentially, you're waiting to capitalize on a mistake that your opponent might make. Most people are going to keep attacking you when you do this so be patient and if you see an opening on a whiffed normal or special, inflict the damage. I try and wait until they both screw up on a move and have one of their assists out.
Note: You can OTG after you connect with this move.
My Jill teams:
Jill-Y/Sent-Y/Capcom-B
Jill-Y/Sent-Y/Tron-Y
Jill-Y/Colossus-B/Tron-Y
Jill-Y/Cammy-A/Iceman-A or Y
Strangevision
09-17-2003, 04:56 PM
OK, I'm back to posting. I have been sick the past few days.
The jumping HP does have its uses, but then again, Jill can land much better combos off the jumping LK. If you do connect with the HP, try to land her launcher ASAP.
My sentiments exactly concerning the HP Elbow Tackle. It is definitely an "odd" move that is best used sparingly. It really isn't necessary to play a good Jill, but is fun to throw out to punish mistakes.
I'll start posting strategies versus the various characters now. I have not fought all the characters at an advanced stage, though, so please post your strategies (and comment/critique mine). Let's start from the beginning of the alphabet....
Name: Amingo
Threat: 2/5
Really, this match is very much in Jill's favor. It's not that Amingo isn't a solid character, but the fact that his arsenal of moves is easily punishable by Jill (even if he has decent assists). What you should be aware of is Amingo's range. His s. HP, c. HP, and HP Onion Roll cover app. 3/4 of the screen and have nice priority. However, since he cannot punish you at extreme range (except with a few assists), feel free to summon zombies at your leisure.
If Amingo takes to the air, stay grounded and summon an assist. His j. HK has very nice priority and Jill lacks AA and air-to-air normals. Upon landing, he may call a friend to stall you while he brings out his cactus buddies. He can call up to two at a time and they hop fairly quickly. Since they can grab Jill, you need to hop away and pressure Amingo. This brings me to this point: Amingo is extremely slow. Painfully slow. And he lacks what I call Reverse Pressure. All he can do aginst Jill is pushblock! Wavedash back in and Amingo's finished.
Amingo can combo both his supers fairly easily and has some pretty painful DHC's via the vine super. For example, combo Vine Super->Gamma Crush->Hailstorm . The problem is Amingo is hard pressed to build those stocks of meter, and Jill doesn't leave him many opportunities.
IMO, Amingo's best asset is his enhance assist which raises the defense of his comrades by 50%. I've seen a few Storm/Amingo players before who've utilized this. It isn't *that* big a deal, but no doubt annoying.
Wrap-up: Amingo's best assets are his range and air priority. Close and pressure Amingo. If he pushes you away, bring out the zombies.
Post your character strategies! :cool:
ProximaCentauri
09-18-2003, 08:52 AM
I'm a firm believer in that each character in MVC2 has some sort of purpose and can be good if played properly, but there aren't that many Amingo players that are good. I think if we're going to discuss match-ups, we should go over the most frequently played characters. I enjoy this thread and I'm hoping for everyone's sake as well as mine that we're discussing Jill in terms of high-level play. Unless someone is feeling very inspired or knows what they're doing, the chances of an Amingo sighting in tournament level play are slim to none and you can just as well bunch Jill into the same category. I apologize for offending you in any way, but I definitely think we should cover the ideal match-ups first:
Storm
Sentinel
Cable
Magneto
Blackheart
Doom
Spiral
Ironman/War Machine
Strider
Tron
Silver Samurai
Guile
Omega Red
Colossus
Marrow
Dhalsim
Wolverine/Bonerine
Cyclops
Juggernaut
Rogue
Cammy
Psylocke
Captain Commando
*BTW my list doesn't really correspond to the proper tiering list asides from the Big 4, which are in bold.
I'm not knocking bottom/mid-tier play. I mean I am posting in a Jill thread plus Joe Zaza, Julius Jackson, Bonesaw, and VDO are some of my fave MVC2 players!! I'm going to PM Dasrik to see if he can chime in during these discussions.
More later....
Strangevision
09-18-2003, 10:01 AM
Agreed. I believe all characters should be eventually covered but let's start with more common tournament threat. I'll tackle Psylocke first since I have been an avid fan of hers since the day this game was released. Feel free to post any of your strategies for other characters as well.
Let's break Psylocke down. Here's her advantages over Jill:
(1) Mobility is where Psy shines. Tri-Jump, Teleport, and dash speed outclass Jill completely. Her backdash is *fast* - second only to Magneto's.
(2) Damage Capability - While Jill gives more damage punch per punch, Psylocke's ACs will dish out tremendous pain. Basic AC's ended in Butterflies take app. 60 damage while more advanced ones easily top 85 points of damage. And her tri-jump combos...geez
(3) Chip - Psylocke's Psi-Blasts are extremely fast, can travel through beams, and have less startup and recovery than Mega Man's Buster Shots. No kidding.
(4) When Psy comes out to play, expect MSP (or Magneto, Storm, and Psy AAA). This will be covered more in Magneto's Strategy section, but you should realize Psylocke's AAA is extremely fast and serves as a buffer for Magneto's insane combos that can outright kill Jill. For the following strategy, I will assume Psy is on point though so don't worry just yet.
(5) Priority - Yep, Psylocke takes this crown from Jill as well. Her Fierces are tough to counter as Psy isn't exactly hitting with her hands (but instead, a weird sort of energy). Psylocke will mainly poke with her HPs.
Well, what does Jill have over the mobile ninja?
(1) OTG - You know this right? Capitalize after a connected slide.
(2) Speed of normals - All of Psylocke's normals have noticeable lag, and you will see she often cancels a blocked punch or kick with a LP Psi-Blast. Jill, since she has very little startup on her moves, she can surprisingly pressure Psylocke a bit. But expect a teleport or tri-jump if you leave her open for half a second.
(3) HC damage - Well, this may be considered an advantage, but Psy can easily even the odds with her ACs.
(4) Defense - Psy can't take much pressure, but Jill has some incredible defense b/c of her police vest. This evens the odds a bit.
Name: Psylocke
Threat: 4/5
Psylocke holds the definite advantage in this fight. Be prepared for a long fight. Jill needs a nice arcing AAA in this fight (such as Cable or Cammy) to hit Psy out of the air. Don't bother chasing her as she will teleport to the bottom of the screen. Jill also needs a full screen assist like Storm Proj., Sent. Ground, or perhaps Doom's rocks to lock Psy in place and allow Jill to wavedash in.
Punish Psylocke if she attempts her Psi-Blade if she is on the ground. This move is strictly used in ACs. If thrown out otherwise, combo her immediately. This also goes for any of Psy's HC's or a mistimed teleport.
If Psylocke takes to the air:
(1) Use Crow
(2) Employ AAA
(3) Watch your place. Because of her Tri-Jump, it is rather easy for her to cross-up and land an AC.
If Psylocke attempts a rushdown:
(1) Pressure her. Jill has less lag on her normals. All you need to land is a c. LK into a HET AC.
(2) Pushblock if cornered.
If Psylocke attempts to chip at you with her Psi-Blasts:
(1) Her Psi-Blasts are annoying. Moreso than most beams. This is the only time it is to Jill's advantage to superjump and attempt an air to ground assault. Most Psy's don't have a decent AAA guarding them b/c in most cases she *is* the AAA on a team (such as MSP).
If Psylocke attempts to run the clock:
(1) *Sigh* This is very common tactic, and it works (unfortunately) well against Jill. The crow and any AAA may help a bit.
(2) Or you could try to hit her with a air Hyper Elbow Tackle.
(3) However, the best thing to do is DHC and knock Psy out of the sky with another HC such as Hailstorm. That's all I have ever been able to do.:(
Moves to avoid when fighting Psylocke:
(1) Grenade Launcher
(2) Zombie/Dog Call
OK, so what else should you be aware of? Good Psylocke players are few and far between. Even some of the great tournament players play a fairly weak Psy b/c they are so accustomed to her a being an assist only. No videos even here at shoryuken display a mastered Psy. They simply show basic ACs that end in Butterflies, and decent runaway.
In a Jill vs. Psy match always go for the most damaging combos you are aware of. The psionic ninja has little vitality so this match will end quickly one way or the other. Any thoughts?
ProximaCentauri
09-18-2003, 12:22 PM
My take on Psy:
It's obvious that she's more of a concern when she's playing behind MSP and Ironman/War Machine. It's a fact that her value is greater as an assist as opposed to being played on point.
The thing with Psylocke is that she's doesn't do a lot of damage and in actuality, Jill can dish out more damage. I actually see this as being more even if not already in Jill's favor. The things that she has over Jill are as you mentioned...speed and mobility. She has ways of getting around via triple jump and teleport.
Most Psylocke players don't even use her teleport. It's actually fairly easy to see where she's going to go, but sometimes you can pull out a teleport to catch your opponent off guard, but like I said...most don't even go for it. The only thing you really need to worry about when dealing with a Psylocke player would be two things:
1. Kinetic Butterfly AC
2. DHC into Hailstorm, Tempest, etc.
You can lump the two together because as long as good DHC possibilities exsit (i.e. XX Hailstorm, Tempest, HSF, HVB, Proton Cannon) they'll more than likely go though with the DHC. Her Maelstrom super (vertical super) is another super to DHC out of, but it's mostly Kinetic Butterly.
Honestly, Jill can take Psylocke. From my experience, it's better to make it a 1-on-1 type match. I say this because I'll call out an assist at the wrong time and they'll get punished by a DHC, which is what they want you to do. It's kind of the same thing when you're going against a compotent Capcom player. I've had assists killed by his Captain Sword DHC. You're better off taking her 1-on-1 if you have characters playing behind you. It's less costly and it's a fight that Jill doesn't have to shy away from. But this is all coming from my own personal experiences. I'm trying to get a little better at not calling out assists over every little thing.
Note: fire zombie/dog/fierce grenade launcher isn't a bad thing to do against her. She's not Cable.
Strangevision
09-18-2003, 03:23 PM
The reason I avoid Zombies/Grenade Launcher is because they are far from practical against a Psylocke who either stays in the air or attempts to rush you constantly.
Yeah, calling out assists in excess is a bad thing but Jill must at least have a good AAA versus Psylocke. How else is she supposed to catch her? One on one, I still see this match very much in Psy's favor simply because she plays so safe. Granted, as an assist she is more useful. MSP seals that. However, sometimes I think people are quick to scoff her point game. Against Jill, I would see her as a bigger threat than the other mainly assist oriented characters, Cammy and CapCom.
Also, how exactly does Jill go about causing more damage than Psy? I'll try to find a link to some vids, but I remember seeing ACs in which Psy took well over 100+ points of damage without the aid of a DHC. Sure, Jill can play mean OTG games, but what if Psy rolls? As I said in my previous post, Jill gives more damage punch per punch but lacks the combo prowess that Psy has. Jill needs to use her assists carefully to have a chance of winning.
Psy's teleport is rarely used as you said. But I have seen it thrown out simply as an annoyance tactic when I attempt to superjump after her...:lol:
Edit: The link to the Psy vids is http://www.vidness.rrcol.com/ . Watch the combos at the end of Videos 1 and 4. Very scary...
Thoughts?
ProximaCentauri
09-18-2003, 05:05 PM
Jill and Psylocke AC Damage Specs (launcher, standard magic series, super)
Vs. Magneto
Jill- 67 pts
Psylocke- 59 pts
Vs. Cable
Jill- 68 pts
Psylocke- 57 pts
Vs. Sentinel (c. short added before launcher)
Jill- 46 pts
Psylocke- 47 pts
Vs. Storm
Jill- 67 pts
Psylocke- 60 pts
More damage specs later....
Strangevision
09-18-2003, 05:39 PM
Psy will never attempt land a standard magic series combo into a HC. Her options are so much more vast than that. As I said in my last post (and the one before that), Jill is more damaging punch per punch but Psy has longer (and more painful) combos.
This is a fairly simple Psy combo which is thrown out a lot:
jump in HP, c. HP, superjump, LP,LK,MP,MK, Psi-Blade->Butterflies
Against Cable: 70-79 damage
Against Storm: 72-81 damage
Against Sent: 55-63 damage
The damage is a bit random since Psy can mash the Psi-Blade for more hits and delay the HC slightly to hit more times.
Here's another Psy AC that doesn't use an HC:
Launcher, superjump, LP, LK, MP, MK, u+HK, Psi-Blade
Against Cable: 48-50 damage
Against Storm: 50-52 damage
Against Sent (with c. LK added before launcher): 32-34 damage
Easy yet effective. Again, mashing the Psi-Blade is what causes the random damage factor.
Psylocke has many more damaging combos at her disposal and an array of options when it comes to comboing her launcher, but these are the ACs you will see most often.
ProximaCentauri
09-19-2003, 03:47 AM
Originally posted by Strangevision
This is a fairly simple Psy combo which is thrown out a lot:
jump in HP, c. HP, superjump, LP,LK,MP,MK, Psi-Blade->Butterflie
The LP,LK,MP,MK is a magic series.
Strangevision
09-19-2003, 04:09 AM
True, but the mashable Psi-Blade (which adds considerable damage - much more than a canceled LP Elbow Tackle from Jill) is not.
Dasrik
09-19-2003, 11:27 AM
I really don't know anything about Jill but the various cool tricks.
Slide xx zombie, do that a few times then do the OTG combo when they get the idea...
do the air combo ending in super in the corner, you'll land next to them but they won't be knocked down, then low short and try again. Sometimes works, but it's better if you can throw in an overhead option (try Jill/Psy, jump fierce w/Psy then otg).
Drones + dog for keepaway. Works best when the opponent is coming down from a jump.
IIRC, S.fierce is a good "Get off me" move.
demulix
09-25-2003, 04:31 PM
heres the combo i use
after lock down (ae storm proj, sent ground)
jump in deep, j.lk, j.lk, c.lk, c.lk, c.hk, c.lk, c.hp, superjump, lp, lk, lp, lk, qcf hp (single hit), elbow super
more than half their life...
white shadow
09-25-2003, 06:05 PM
I'm glad to see that people have an interest with Jill, unfortunately no matter how hard I try I can't find anything exceptional or truly unique with her to exploit.
That's why I use Rogue, Venom, and Sakura because they have potential. And since Strangevision said he uses Rogue you should check the Rogue and maybe the Sakura section out. :)
One thing cool about Jill though is that once people catch on the the roll into Zombie special they begin to be afraid of rolling which leads to getting OTGed anyways.:evil: :lol:
Oh and last but not least Jill's LP Dashing Elbow has Zero recovery time when blocked. BTW anyone try SJ canceling her C.HK slide?:confused:
Pleez check out Sakura/Rogue sections if you can I can tell you some really good strats and combos with her. :( I'll make a new Sakura thread soon.
Magnetic Hail
10-06-2003, 05:13 AM
Originally posted by white shadow
One thing cool about Jill though is that once people catch on the the roll into Zombie special they begin to be afraid of rolling which leads to getting OTGed anyways.:evil: :lol:
LMAO SO TRUE !
Does anyone know where i can find Jill videos in a match, not combo vids but match or tourney vids of her in action ? Can anyone also redirect me to any place where i can find JWong using storm ? I tried forgo.net already.
Suikan
10-20-2003, 03:42 PM
not sure about the video but there should be some from the previous tourney b/c I was using Jill doing some crazy combo on them. I love using her. she is one of my best character.
Keep checking
Didn't do to bad. out of 41 people got 17th.
Maybe LUCK haha!
HuStLeMaN17
10-20-2003, 04:21 PM
Hey sam this is Jesse, we should practice together sometime man!
P.S. Suikan's Jill is the truth!!!
Strangevision
12-06-2003, 07:13 PM
Wow, it's been a long time since I've posted, and I apologize. Call it Soul Calibur fever...;)
I have a few misc. things I've found out about Jill:
1. Servbot can actually stand under Jill's zombies. Seriously
2. A Tiger-Knee'd LP Elbow Tackle from Jill is a nice lockdown tool. Nice recovery, and (with assists) can pin an opponent to the ground. Plus, if it hits, you get a free HET!! This is definitely a tool worth using.
3. After a failed Rocket Launcher HC, Jill can be hit with OTG attacks. Case in pont: BB Hood's Cool Hunting can counter it on block. HET is the only HC worth using...
More character specific strategies to come. I still stand firm that Jill vs. Psylocke is most definitely in the latter's favor. Any last thoughts on the match before I move on? Any suggestions as to who should be covered next? I'm thinking about Tron or Spiral.
Adam*Warlock
03-03-2004, 09:36 AM
Originally posted by ProximaCentauri
There's a pseudo infinite in the corner with Juggernaut B:
(After Jill's standard AC and on the way down) call Juggs B, FP throw, Juggs hits, OTG into AC again. Of course, people can roll out of this and they can tech the throw or throw you first. Do it to someone who hasn't adapted to your style of play. It's a decent trick you can use to see how well your opponent pays attention.
I'll have to try that. Doesn't seem like it would work because I thought you couldn't call assists while in superjump mode.
c 4x4
03-09-2004, 12:53 PM
the other day i was playing with Jill Storm and psy against spiral sent and blackheart....i put up the best fight too.
- jill's Lp elbow stike is somewhat useful if done in the right time
- the crow + storms ass. + the raging dog (at the same time) is useful against flyers and telaporters.
- overall, jill is quick and useful when dashing back then sliding ( d. Hk) . but i still needs more expermenting
using jill against magneto must be used very presice.
- counter with jill's baretta with caution and watch for mags AD to catch him.
- Using assi A with strom and bring out and assult of dead animals is also well for gettting a chance to jump and Lp elbow strike in the air to catch them as you fall with a jab..so on
*I've heard of catching the Elbow strike HC twice, in the corner. but i've never caught it.
- also.....sometimes using firece punch elbow strike can throw people of if you hold down hp for a sec. then release. (not everytime, but you can explore more with that)
reactor
03-27-2004, 09:47 AM
im not sure if anyone posted this yet..but jill can do her HET like cable does his AHVB..you can do the tiger knee and seeing that jill's HET comes out extremely fast..you can make it even faster with the tiger knee motion and 3xpunch..once again im not sure if anyone posted this..and if so i apologize for posting again..
wipeout2049
03-27-2004, 01:46 PM
I remember when I first started playing Marvel vs Capcom 2, Jill was my favorite character. My entire strategy involved pressuring until I land a sweep, then OTG cr.lk, cr.hp, sj.lp. sj.lk, sj.mp, sj.mk, hp elbow tackle (1-hit) XX Hyper Elbow Tackle. I even mastered the timing for OTG after the Tryant super for a nastly air combo into super. After a while, the newbs playing at my arcade hated me Jill so I stopped playing her.
Time passed and I got interested in other stuff. Also, I started watching tourney videos and my brother started catching on on top tier cheapness (e.g. total lockdown with Cable with AHVBx3 if you whiff, Magneto 100% life combo with multiple hypergravXXmagnetic tempest in one combo). I got introduced to the true cheapness of using assists. It also became impossible to OTG anymore because opponents finally learned to roll.
Now, after a long time, I think that I should try to play Jill again, if I don't get too hooked up with work, Warcraft III, and RPGS (which I desperately want to play but don't have the time). Now I like Jill especially since she has that sweep, wait, and zombie if they roll or cr.lk if they dont. Free combo both ways.
Yes, it is possible to combo two air Hyper Elbow Tackle in the corner.
The follow-up to the Tyrant super does not require an extra meter. Use it if you already had an OTG in you combo (you cannot OTG twice in one combo). Otherwise, go for the OTG. They connot roll out of it. It is sort of like after Commando's Captain Storm.
B. D. Xebo
04-08-2004, 10:51 PM
hey what is that double h.e.t. combo in the corner??
also my jill team has been jill proj./cammy aaa/sent ground i've been thinking about changing cammy for capcom to help my struggling sentinel, but how can he help jill? do you guys know any setups ect. i like sent. b/c he helps me set up the tyrant super after the lk zombie (call sent), lp,mp,hp,(sent hits), tryant.... on second thought maybe i should try psylocke? what do you guys think?
Double HET: Do a TK'd HET in the corner, then juggle with s.LP... then combo into another HET however you like. The timing on the s.LP is VERY strict, though. You might be able to combo straight into another tk'd HET, but I've never been able to.
I think psy goes very well with Jill. Any assist that OTGs adds alot to her game, though I personally preffer IM-B... Jill and IM have some crazy lk zombie setups.
Still, commando is good enough and helps Sent enough that capcom will probably give you a stronger team altogether. Even though Jill/psy is better than Jill/CapCom (IMO), Sent/CapCom is WAY better than Sent/psy.
B. D. Xebo
04-10-2004, 12:08 PM
what do you guys think about jill/bison(the scissors kick)/storm (pro.)
bison helps jill to set up her otg game, and actually jill can juggle (unrollable) after bison, and you can combo into storm's assist unlike sent. ground assist, bison can use storms assist to keep crap on the screen and bison has a (relatively) safe DHC in the psycho ball super, and then of course there's storm....
what are those IM/jill setups you were talking about earlier, and i've noticed that you guys talk about the zombies a lot but i've found (almost) no use for them against the top four, actually just cable, if you could post some strats for that matchup that would be great.
Strangevision
08-22-2004, 08:43 AM
OK, reviving an old thread.
I'm still playing as Jill despite the fact the game has moved into the realm of top and God tiers only. She's still a blast to play and lots better than she gets credit for. Anyway, just a few random thoughts:
My current team is Jill/Storm (proj.)/Psy (AAA). I call it JSP. Yeah, pretty lame. Anyway, I've liked this team the best. Jill plays offensively and can pressure well with Psylocke and her wavedash. Land that cr. LK and do some damage! ;) Storm is there for what she does best. Runaway, meter building, and ACs. I'm still in the process of learning Storm/Psy. Basically, I just call Psy and launch my opponent. Also, Storm earns a spot on your team simply for the safe DHC.
I've actually been using Jill's summons more often. With Storm on Proj. Assist, you can call your pets and win just about any projectile war. Obviously, I wouldn't do this against someone like Cable, but it works well against non-beam characters. Also, Storm's Projectile assist will not knock down or destroy the zombies. So at full screen, I may summon flaming zombie -> call assist -> summon dog in order to pressure. I use Crows periodically, but I find them useless. Just don't forget about cr. HK -> summon crow xx HET. It causes more damage than her Tyrant HC IIRC.
And, as stated earler, TK'd Elbow Tackles are awesome. I use them a lot. I've also been fooling around with Jill's j. HK. It comes out kinda slow but has great range and priority.
More Jill stuff to come...
Yang1210
09-04-2004, 08:28 PM
Hiya
Jill's my main Character in MvC2, only because that's like how she plays (in other words, i felt extremely comfortable playing with her).
I've gota combo i don't think has been mentioned.
Jump in lp. lk. c.lk, c.lk, c.mk., c.hk, otg c.mk xx Rocket Launcher
the otg c.mk pops them up high enough for the Rocket Launcher to launch them into the air and combo. So as long as your opponent doesn't roll out of it.
If i may mention my Jill team
Jill (Dash)/ SonSon (AAA)/ ????
The ????'s are for the fact that i don't really have a 3rd character. I use Cammy's AAA and Sak (Dash) sometimes, but they're not really permanent. I use SonSon for the same reason i use Jill, even though her AAA isn't the best, it still can beat out a lot of other assists.
Can any of you give me a suggestion of a 3rd Character, maybe i can use Psy for the reasons the guy with the Karin avatar was saying. I just don't know if she would benefit SonSon in anyway
Strangevision
09-05-2004, 09:17 AM
Hey,
Always nice to see Jill fans.
First, I would hesitate using the Rocket Launcher HC even if it's combo'd. The reason being that if Jill launches her opponent with the Rocket Laucher, only the top row of rockets will connect. The damage isn't that hot and Jill recovers a full screen away (thus forcing her to close the distance again). Stick with the Hyper Elbow Tackle. Cr. HK -> Summon Crow xx HET is your friend. Also, the HET can be combo'd from any of Jill's normals.
Second, I'm glad to see you use SonSon. She's a lot of fun and her AAA can set up midair HETs (among other things). Personally, I use Psy instead of Sonson. I wouldn't use both. They play similarly and don't really compliment each other. Psy is an overall greater character, but don't let that discourage you. There's alot of fun to be had with SonSon. Gotta love those monkeys. :lol:
As far as your third character is concerned, think about Storm. You get ground coverage from her Proj. assist, safe DHC, meter building, and 2 lower tiers + God tier gives you a rather formidable team.
Strangevision
06-11-2005, 05:16 PM
Bumping an old thread. It's still got some good info in it. And I made my first post in this thread so let's keep it alive, OK? :sweat:
The single largest advancement I've made with Jill is leaving her strong OTG game behind me. Rolling kills so I've made a few adjustments. Jill's best damage comes from her launch -> magic series -> LP Elbow Tackle (cancel after first hit) xx HET. Or, if you prefer to stay grounded, you can add on a HET after any normal (preferably a ground chain ending in her s. HP). That being said, her slide is still one of her best assets because of it's range and you can add a LP Elbow Tackle without fear of retaliation.
Another discovery: Her summons aren't that bad actually. Her zombies have some weird properties.
Normal Zombie (NZ)
Summon Zombie -> Superjump Over Opponent -> Pushblock. Everyone is familiar with this, but it's nice. At full screen, for example, call Storm's Proj. assist, summon the zombie, and superjump. If they block the assist, they should be in blockstun long enough for you to get on the other side.
It should be noted that HCs should not immediately be activated if the zombie connects. You must combo into them. Otherwise, upon HC activation, the zombie will immediately fall off.
Another interesting thing about the NZ is that Jill can knock it down allowing for the foot grab. It's basically is a immobile mine of sorts for a few seconds.
Flaming Zombie (FZ)
As mentioned before in this thread, the flaming zombie cannot be blocked under certain circumstances. The move itself is unblockable - what causes it to be blocked is the blockstun from another move. For example, suppose you summoned a FZ and proceeded to rush down your opponent. Your opponent is turtling and in blockstun from your flurry of attacks. The zombie approaches, and it is blocked. Now, had you been sitting still when the zombie approached, it would connect.
Is the FZ the only true unblockable in MvC2? Besides throws obviously.
Jill cannot destroy the FZ and neither can assists. This is key because it allows Jill to cover her ass while summoning. Again, Storm is a valuable asset.
Just a side note: Another great way to get zombies on the screen is making use of the slide. Just trip and summon. If your opponent rolls, they get hit. If they don't roll, just jump over their bodies.
Superjumping and the j. HK
Lol, welcome to Jill's offense. Or my personal offense at least. The girl needs to jump a lot. The reason being that she lacks any real range on her normals (other than the j. HK) and with assists like Tron's Proj. and Psy's AAA, closing in from the ground is a pain. And beam characters? Air travel is the only way to go.
The j.HK is awesome. Connect and you het a free HET. It's got nice range too.
Of course this isn't necessary vs. all characters. Just the good ones. =P
I'm too tired to go into more depth, but do any other Jill players find themseleves superjumping constantly? Whether you're trying to connect with your Zombies or trying to close a gap, it's all about covering the ground with an assist while you take to the skies. I guess a lot of pixies work in a similar manner.
Team JSP - For those of us too stupid to use Magneto. :tup:
BB Hood
08-22-2005, 07:26 PM
Great Jill Thread :)
BB Hood
08-25-2005, 02:13 AM
I have just started using Jill a few days ago. My current team is Jill(proj)/Tron(proj)/Morrigan(AA). I try to keep it as low tier as possible since Id rather not play the top 4. The team needs work and i might switch out Morrigan for Psylocke but Morrigan has rush down + Tron so its all good. I was also thinking of changing the Proj type of Jill since it comes out so slow but I might not. I will post what new info I find on Jill later on.
Blackestheart
08-25-2005, 06:48 PM
Her dash assist is a pretty good counter assist, personally I use heal. Her projectile assist is horrible.
DrumlinerJoe
08-26-2005, 04:43 AM
I used to use Jill a while back and can still crack some heads with her if I play it right. The only team I'm effective with though is Jill/Storm/Cyke. Here are some of my strats:
1. Cyke sets up Jill pretty well. You can catch them in the air after his assist hits and to light hits into super.
2. Of course there's the chk mix up game where you can make them roll into the zombie.
3. I try to use the bird against sent if all else is failing. It dips a little too low to be useful sometimes though and it can be hit.
4. It's easy to launch, dash, launch on the other side with her since she's so quick, always good to tag on a little extra damage with her.
5. If I get a combo before I have two meters I usually won't end with a super. I always try to wait till I have two for that so I can DHC into storm for big damage.
6. On the ground I try to use lp elbow tackles that are covered by storms assist to build meter and do chip. Use a combo of slides xx into tackles with storm backing you up and you might land a hit.
7. Jill/storm reset: launch and call Storm, sjlk sj hk, the sjhk should throw them into the assist after the flying screen, right before you land do a sjlk which pops them up a little, then dash to the other side and launch again, free reset that's quick, damaging and hard to anticipate.
8. Solo Jill reset: launch sjlp sjlk sjlk, do them kind of slow so you can fall to the other side then sjlp xx into lp elbow tackle xx into super. Timing is a little tricky sometimes so watch out.
9. Jill can slide uner Cyke and Psy assits, she can also slide under Sent's rocket punches (on point) and Cable's standing fp.
ducdoh
09-04-2005, 04:55 AM
great thread strangevision, im utilizing more of that overhead j.hk and her projectiles more often. Thanks! im currently using either jill/ruby/doom or jill/silver samurai/tron. both teams set up real punishin dhcs and both have great assists to complement jill. Dang!
C-team434
10-12-2005, 03:57 PM
well obviously cable presents bad matchups for dam near every one but my team is
Jill-dash Doom-AA Cyclops AA
i start with flaming zombie and rock then then dog and normal jump in and maybe even repeat the crow cause the zombie is still coming ...(NOTE FLAMIN ZOMBIE CAN BE BLOCKED)
i also abuse her charged up elbow tackle using zombie and rocks to give it time to build and cover me when i get close land it or not i release the charged up beam canel into the super elbow tackle then cancel to Mega OB then to Electric cage or photons for crazy chip damage ......cyclops also builds meter crazy fast so that helps with chip from him and doom
ingrid cold
10-13-2005, 03:34 PM
Jill storm doom all the way
c.lk, c.lk, c.hk, Doom asist (anti air) tyrant super, cancel into hail storm, and if you time it right lightning attack, lightning storm. full bar
jae hoon
06-05-2006, 05:50 PM
I am ressurecting this thread, been playing Jill/Sent/Cable or Jill/Cable/Tron or Jill/Sent/Cable. All of them seem to work pretty well together. Jill Dash assist sets up AHVB perfectly. You can also call Sent drones and try to jump to the other side and either pressure them or try to pushblock. So far I have been trying to experiment with how good standing lk,hk, qcf+p, qcf2+p super is.
Tigerboi
06-19-2006, 05:19 AM
Very awesome Jill thread.
Jill <b> Doom <B> Cable <B> is what I run with.
Agianst characters that don't rain projectiles all day (Cable, sent) I always try to have a HK zombie on screen with doom rocks. Making getting close on most characters pretty easy as in maximizes her safety. Agianst Cable, screw the HK zombie or you'll obviously get AHVBed in the face.
I use Cable AAA as a counter assist for her. Works great. Just don't forget to dash in after it's landed or you'll have to fight to get close again.
I love her crouching HK. I use it to get past some of sent's lockdown tactics (LK drones). And if your opponent has weird habit of not rolling, comboing c. HK into HET will drive them insane.
Jill with Doom AAA is fucking great. Maximizes her mobilty safety and makes it alot easier for her to apply pressure.
As Jae said, Jill's dash assist sets up the AHVB perfectly. It works well as a counter assist as well, espcailly if you want to get rushers off of Doom's nuts.
As for the tyrant super, I think I was able to land it off of Doom's rocks once. Or it could just be that the guy I was playing didn't block. I'll play around with it later.
I use Doom's QCF+PP to DHC into it. Other than that, I use the Tyrant super for shits and giggles
SammyJ
06-19-2006, 10:09 PM
Jill and Tron... quick, ugly damage.
Note: All damages are done on 100% stamina.
:lp:,:lp:,:hp:,:assta:,lpElbowTackle
63 damage, 0 supers, non-rollable, and Tron's last ring goes to waste.
:lp:,:lp:,:hp:,:assta:,HET
82 damage, 1 super, non-rollable
:lp:,:lp:,:hp:,:assta:,T:002
87 damage, 1 super, non-rollable
:lp:,:lp:,:hp:,:assta:,T:002.....dash in, OTG c.:lk:,c.:hp:sj.:lp:sj.:lp:,lpElbowTackle,HET
106 damage, 2 supers, rollable after Tyrant
Combos give you plenty of time to enter, come out fast, and pretty damaging. You so rarely see T:002 used, so I'm glad it not only has a home for style, but for practicality as well.
Also, about Jill's sweep... I can only guess whether they're going to roll or not. If they are, I'm going to want to call a LK Zombie. If they aren't, I'm going to want to OTG them. I found out that if you use her cr.:hk:, call Tron and call a LKZombie at the same time, they're going to be hit no matter what-- Zombie or Tron's rings. It's either a chunk of their life from the rings, or a free combo for you because of the LKZombie grab.
I use her HPElbowTackle as a cheap air-dash... only if I know it's safe.
Know when to toss out Zombies, dogs, and crows. Jill's equipped to have several playing styles, so use them accordingly. I tend to immediately kick my zombies over, then maybe call a crow or a dog, or block and hope they dive in so I can pushblock them into the fallen Zombie. All the crap on the screen limits someone who wants to rush you down, just don't go crazy with it---
Also-- it appears a zombie grab cannot be mashed out of. Is that right?
Tigerboi
06-19-2006, 11:37 PM
Jill and Tron... quick, ugly damage.
Note: All damages are done on 100% stamina.
:lp:,:lp:,:hp:,:assta:,lpElbowTackle
63 damage, 0 supers, non-rollable, and Tron's last ring goes to waste.
:lp:,:lp:,:hp:,:assta:,HET
82 damage, 1 super, non-rollable
:lp:,:lp:,:hp:,:assta:,T:002
87 damage, 1 super, non-rollable
:lp:,:lp:,:hp:,:assta:,T:002.....dash in, OTG c.:lk:,c.:hp:sj.:lp:sj.:lp:,lpElbowTackle,HET
106 damage, 2 supers, rollable after Tyrant
Combos give you plenty of time to enter, come out fast, and pretty damaging. You so rarely see T:002 used, so I'm glad it not only has a home for style, but for practicality as well.
*writes them down* Thanks for posting those. Makes me tempted to swap Doom for Tron on occasion.
Also, about Jill's sweep... I can only guess whether they're going to roll or not. If they are, I'm going to want to call a LK Zombie. If they aren't, I'm going to want to OTG them. I found out that if you use her cr.:hk:, call Tron and call a LKZombie at the same time, they're going to be hit no matter what-- Zombie or Tron's rings. It's either a chunk of their life from the rings, or a free combo for you because of the LKZombie grab.
That is....beautiful.
As for mashing out of the LK zombie, I don't think you can. I don't use it enough to be perfectly sure.
Also, the zombie stays onscreen ALOT longer than it usually does if Jill knocks it over.
I'm not sure if people here already knew this or not, but the Rocket Launcher cancels the LK zombie....even if it has already grabbed the opponent....and gives them a HUGE window to escape. So yeah, don't try it.
SammyJ
06-20-2006, 01:02 AM
Also, the zombie stays onscreen ALOT longer than it usually does if Jill knocks it over.
The way I see it-
Either you can knock it over yourself and have a zombie on the ground-- that can't be killed, and can grab-- or you can have your opponent knock it over and immediately kill it. I'd rather have it on the ground where I know it's safe for a few seconds (before disappearing) than walking around waiting to be projectiled, assisted, beamed, or kicked to death.
Tigerboi
06-20-2006, 02:00 AM
Definatly. I never call it in without knocking it down. One exception being, that I predict my opponents landing spot after they SJ and leave it there waiting for them. The only way they can possibly realize it's there is if they hear the summon SFX. And if the screen is full of shit, they just might not even notice that.
And that's about the only time I don't knock it over. I feel that if it's up and walking around while they're in the upper half of the screen, it has a better chance of hitting them when they land.
Honestly though, I still hardly ever LK Zombie. Before I knew about your awesome Tron assist trick, I only used it when my opponent rolled just about EVERYTIME I swept them. (Because I would try and make them afraid of getting HETed after being knocked down early on)
Wow, Jill is extremy dangerous after landing c. HK isn't she?
SammyJ
06-20-2006, 10:56 AM
Also, if you're against Sentinel and you think he's going to rocket punch...
Call a crow. Jill's ducking motion make the rocketpunch miss Jill, and the crow will sometime trade hits with Sentinel's fist...!
You can also use her slide as a dodging tool. It goes pretty low.
The only time I've utilized flaming zombies is against a very melee character like Rogue or Zangief. Call a HkZombie, crow, dog, crow, dog, etc. Does okay chip and it's a good staller. Time your helpers according to what they're doing... Jumping, crouching, etc. Also, Jill's AA helps here to go over the flaming zombie for some overhead protection, while the flaming zombie covers the front. This is her version of keepaway.
If you need to stall, get at the other end of the screen and summon like crazy and use your AA. Don't be too predictable, though. They'll find gaps in your slow patterns and come through. If they have a habit of breaking in, block and pushblock, or use her Baretta Counter... but be careful. This move has costed me Jill's life a couple times. It's tricky and hard to anticipate. As said in an earlier post, aim for 9 hits. That does the most damage for the Baretta Counter.
Against characters that I know I'll lose against if I try to out-rush them (Magneto, Psylocke, Cammy-sometimes-, Storm) or just lack projectiles, I play Jill sort of as a keepaway, while trying to land a fallen zombie grab and calling helpers to keep them again and narrowing their points of entry. If anything, they do a small amount of chip, so yay. Also- I believe her sweep trades hits with a lot of Magneto's stuff. Her sweep and Magneto's sweep trade hits, and stuff like that.
Against slower characters, Jill has her fast and furious combos to use. You know how these go, Jill will be halfway done with a combo before Juggernaut has time to say "AAARRRWWOOOo." Just be careful. Her LpElbowTackle has a little lag on the end of it, but against really slow guys, you can get away with it.
Against keepaways are a bit harder, you're going to either call an occasional helper if there's no hope of getting close. Jumping overhead and using her HpElbowTackle as an air dash helps her move in a bit. In my experience, keepaway gives Jill the most trouble. However, her 1on1 with Cable isn't so bad, I've found myself not having as hard of a time as anticipated, as long as he doesn't have a crazy good AA. I've been guilty of using her "HpElbowTackle airdash" to get closer to him, but ONLY WHEN I KNOW IT'S SAFE. This move is so agonizingly vulnerable when it comes to Mr.AHVB. But if it works, you're closer to the guy who doesn't want to be close to you (ESPECIALLY JILL). Cables love to roll to get to the other side of the screen, so remember your LkZombies, and sick your nastiest combo on 'im.
Tigerboi
06-21-2006, 06:03 AM
Cable and sent are horrible match-ups for jill. Period. Especailly if they have a good AAA.\ to back them up.
Yeah, pretty much the only way to reliably get in close to Cable is to ghetto air-dash over him after he misses you in an air-to-air. (tigerkneed VB for example)
Because that's when you're prefectly safe from his assists.
Crows, Zombies, Dogs....all summons are worthless agianst Cable and Sent. (and any other projectile heavey character. Like doom) Sent can simply just c. HP and stop anything Jill summons at him. To make matters worse, seeing as you more than likely had to block the c. HP, he just locked you in a corner by forcing you to block that. I'd imagine that the crow could stop the rocket punch, but it honestly doesn't sound that reliable of tactic.
Bet hey, it does work. And any tactic that works is useful agianst that asshole Sentinel.
Oh, and if Sent starts drowning Jill in chippy stomps in fly-mode, there's not much she can do. If you try to dash under him, you risk running into an assist. I guess you could push block and jump away from him....but then agian, he could just frying-pan you and then you're right back where you don't want to be.
Agianst Cable, Jill has to be EXTREMLY careful. None of her specails are safe agianst AHVB. Just get ready to take some chip damage and play reactively. Cable is all about forcing or waiting for the enemy to screw up. If you sit still, there's a chace that the Cable player would get impatient and try to force you to move by chipping you or calling an assist on you. The ghetto dash is your best friend agianst Cable.
But here's the best Anti-Cable and Sent strat for Jill: Don't use her agianst them. Just try to create an opening to call in a chacter that has an easier time with those two that might be on your team. IMO these are easily her most difficult match-ups in the game.
But yeah, about the summons, fantastic keep away for melee types. They've saved me from a certain friend's Guile several times.
SammyJ
06-25-2006, 10:12 PM
Recently found out--
If you have a LkZombie out and you are thrown, that Zombie is completely USELESS until it disappears. It won't grab upon contact with the opponent, nor can it be blocked by an opponent. It just goes through everything until it leaves the screen. You may be able to knock it over, but it still won't grab!! :arazz:
Tigerboi
06-26-2006, 05:32 AM
That glitch has come up several times while I was playing before. I had no idea why it did that though, but I know it had something to do with me taking damage during the summon.
Oh, do you have any effective ways to help out Jill's throw game? Because her throw is complete shit.
SammyJ
06-26-2006, 09:54 PM
To be honest, since Jill's throws aren't her strong point, I don't use them with her. At point-blank range I'd rather try out a sweep or go for the baretta counter if they've got a jab-happy character. The sweepXXcounter gets people at first. They wise up quick though.
Her throw only goes one way and it's priority doesn't seem to be anything near impressive, so I've stayed clear of it.
Tigerboi
06-27-2006, 08:17 AM
Well, I feel better about giving her Doom's AAA. :) She needs SOMETHING to make her opponents shy away from blocking.
Neo Odin
08-04-2006, 06:13 PM
Yeah jills throw is whatever. If u use jill with ironman though and u are in throw range call ironman and, then use a immediate throw. She will throw them into repulsar blast. I usually go for a jump FP, HCE, then DHC into HSF. Not super practical, but not useless and damaging.
SammyJ
08-08-2006, 10:28 PM
Ahhh you know what. About my sweep to Tron AND LkZombie trick...
If they DO roll, and call out Tron, and have a Zombie out, they can block the Zombie because they can go into block-mode because of Tron's rings, so uhh.... You can use one or the other, not both at the same time.
kurtsky
08-25-2006, 10:28 AM
Hi Does Jill have an infinite? if so, may I ask how its done? Thanks!
Mixup
11-26-2006, 10:56 PM
4 frame snap-out+4 frame launcher= ridiculous numbers.
Tigerboi
06-13-2007, 10:01 PM
Well, I'm bored so I'll post some of my random personal Jill knowledge. All tof the following are things I've developed as I play as her.
j.hp has good speed and decent priority. I use it when building meter and keeping the opposition out of my face. (it's saved my countless times from my arcades best cammy player.)
c lk is a fun scrub killer. It's a good move if you want to force someone to start rolling. It connects after her c. HK for a quick OTG. It makes for a pretty hilarious "When should I roll!?" mindgame. (to scare them from rolling, call a LK zombie after the sweep, but make sure you have an assist covering you (preferbly tron) to avoid being punished if they don't roll.)
using her to fill the screen with shit with the help of doom assist gives alot of characters a hard time. Kind of worthless agianst good zoning characters though. :(
Based on my experience, Jill needs meter to land any damage that's worth half a damn without tron. Tigerkneeing the HET works in certain situations but it's kind of unreliable. I think you're better off using it to end an air combo.
Throws do nothing for Jill offensively IMO. I only use them to show off or when the enemy is in the corner having trouble gettign me out of thier face.
Jill has a fast enough launcher to kill an assist that's left on the screen alone. But she has to take one step backward everytime she lands it because her c. hp moves her foward a little. (does any other character's launcher do that?)
That's all I've got for now.
Tigerboi
07-12-2007, 09:03 PM
I recently got the idea to do this: When waiting for the next character in the corner, use the crow to gaurdbreak. Haven't tried it yet.
EDIT: It works.
APimpNameServBot
07-18-2007, 09:43 AM
Jill is actualy imo I like her summon but they aren't good at all the Dog she summons is an obvious and the zombies are to they moan when they come out and she alway has to do a motion I dunno about the crow though the Crow is the only decent/coolest summon she has other then summoning Nemsis that is over all she is an ok char but can never compare to someone like for example *cough cough* Magneto what a bitch....FUK YO MAGNETIC SHOCK WAVE SON.
Tigerboi
07-20-2007, 01:47 PM
Uh....yeah.
New team I'm trying...and stuff.
Jill (b)/ Storm (A)/ Tron (A)
It's like MSTRON but worse! hooray!
I've already said what tron and Jill do together so let's do jill and storm.
Storm greatly helps jill's summon game (almost as much as doom)as well as her rush down. It 's no secret what storm can do with tron so I'll say this:
c.lk, c. mk, c.hk, drop tron, launch, magic series X et XX HET, DHC into hail storm = insane damage to just about any character.
This is my new main jill team for obvious reasons. The damage this team does is just stupid.
Tigerboi
07-31-2007, 04:06 PM
hmm, well it would seem that the HET has invincible startup. Don't see how I missed this before. this is going to be funny.
Earlier today, I used it to pass through doom's air super. Great stuff.
UPDATE: I've kind of gotten the habit of using it to pass through things getting thrown at Jill in mid range. I always tigerknee it.
Tigerboi
08-10-2007, 09:24 PM
More Jill silliness.
Now, I don't think that the Tyrant super is worth the time or effort of even TRYING to learn to land. Jill can do enough damage without this fan-service super with some pretty easy HET combos.
But if you insist, here's some shit with storm and tron:
tron's assist gets you a free Tyrant. Let him do a few swipes then hail storm. Damage is great.
I haven't really found a practical use for the Rocket launcher when on point. If it's blocked, Jill dies. Plus if you do it the safer way (hitting them with the startup) then some of the rockets miss. And at the range needed to land this, you my as well launch.
So what about DHC?
Well, no. If the enemy gaurd cancels, Jill dies. If you miss, Jill dies.
So what is a safe DHC with Jill? Het?
No. It's retardly easy to punish.I hardly ever do this super on the ground.
So WTF do I do?
At my current expereince level, I don't reccomend DHCing her in unless it'll hit. She has no safe DHCs otherwise. This further supports this belief I have: Jill adds little to nothing to a team unless played on point and used as a counter-asisst. (with asisst <b>) After she's served her purpose as the point character and get's swapped out the only way she comes back is if the moment is right for a standard tag in.
Eh, and here's an undeveloped short Jill vs. Storm strat.
Jill wants storm to rush her. That means gaining an early lead then building a defense.
Wait what? Is tigerboi crazy?
Well, let me ask you this, What can Jill do to catch a fleeing storm? eaxctly. When the match starts, YOU HAVE TO LAND SOMETHING BIG. Once you do that, you can get chipped by her and still keep the lead. Basically, you have to get good at blocking tri-jumps and punishing her. the best asissts for Jill in this match are Doom and CapCom IMO. Capcom to get her away from you. Doom to keep her away. A while timed crow can stop the hail storm.
This is not an easy matchup but I think Jill can win. I'll add more later. Right now I'm at work and I have to keep it short. Plus, again, this strat is undeveloped.
xxphilopiaxx
10-09-2007, 06:04 PM
i play jill/storm/tron or cammy.
c.lk, c.fk + storm, then c.fp if storm OTGs or grab zombie if they roll. Surprisingly, this still works, even though the zombie can be avoided.
s.lp, s.lp + storm, s.fk xx tryant super. if they roll, you get a free grab zombie > tyrant super setup again.
sealhunta
10-10-2007, 05:34 PM
yo, is jills c.hk unrollable, at my arcade some low tier user kept spamming this shit and it was soo annoying/ridculous and none of us could roll out of it, well maybe it was her c.mk or c.lk but either way it was a sliding move similiar to mags c.hk
TheFoot
10-12-2007, 12:50 AM
yo, is jills c.hk unrollable, at my arcade some low tier user kept spamming this shit and it was soo annoying/ridculous and none of us could roll out of it, well maybe it was her c.mk or c.lk but either way it was a sliding move similiar to mags c.hk
of course it's rollable, any move that knocks down is rollable once you hit the ground. Nobody's c.lk will knock down.
xxphilopiaxx
10-13-2007, 02:37 PM
Jill/Juggs ground or spiral ground or Tron proj or any assist that'll hold the opponent in place...
In corner: c.lk, c.lk, s.fk + assist [I prefer juggs ground] xx grab zombie, dash in c.lp, c.fp, sj. [slowly] lp, lk, lp, lk, lp tackle. Opponent falls into arms of zombie, dash in...repeat.
...newbie strats, but it works...sometimes.
Tigerboi
10-25-2007, 07:53 PM
O_O omg, people are actually POSTING!
Jill/juggs sounds great. Have to try it.
Shin_Shinyuken
11-05-2007, 06:38 PM
Yeah, Cable proves to be a difficult opponent for Jill.
I did VERY well against Cable players with my Jill team
Felicia
Jill
Captain Commando
try using her crouching FK. It's fast, and she gets REAL low to the ground, under cable's lasers.
Tigerboi
11-07-2007, 08:27 PM
I did VERY well against Cable players with my Jill team
Felicia
Jill
Captain Commando
try using her crouching FK. It's fast, and she gets REAL low to the ground, under cable's lasers.
That will get you killed. Like, seriously.
Shin_Shinyuken
11-07-2007, 11:30 PM
Hasn't done any harm so far.
In fact, cable doesnt touch me with Jill. Even though I've only faced three Cables. STFU! Haha :p
Does anyone know any combos for Jill's QCB + KK super?
Tigerboi
11-08-2007, 03:10 PM
well, let me explain why: four letters.
AHVB.
You do the slide infront of a good cable at any point and Jill dies. Even without the super, a standing mashed VB from cable hit jill in the middle of her slide. If cable blocks the slide, he can kill her for free.
In higher levels, the c.hk does nothing to get Jill closer. Her best option is to wavedash when he goes up for grenades.
Jill gets raped by anyone who can outzone her. Cable outzones everyone.
re: tyrant super.
honestly, I don't think this super is worth the time. Jill can do massive without this super in much safer and easier to land ways.
However, if you must, Tron scores her one for free.
And if you're stupid, like me, and actually use Doom's qcf+PP super, then it easily DHCs from that.
Mixup
01-28-2008, 07:02 AM
jill should only slide on cheap chars when she has the opportunity to hit/slide under their helper.
like vs cable only if he called drones in close(but still not close enough to make contact) and he did a s.fk or something stupid.
vs storm if she did an early s.fk+drones, i'd try to wait for the fk to animate and then i'd slide under the drones+tron
it can still be used, but only with respect to positioning and options vs the cheap chars.
her launcher is incredibly stupid. just wavedash up to your opponent and use your plus frames over and over(clp,cmp) vary the plus frames with a dashing c.fp to hit them as they jump. kick them low if they are dumb, throw them if they are really dumb.
when ur opponent runs away from you, get the stupid lk zombie out, knock it over midscreen then position yourself so that they deal with your zombies position. dash after them and go for launcher as they avoid the ankle biter. you can also just shoot dead creatures+ tron as they try to land and avoid the muncher on the floor. alternately if you call out the flaming zombie(they are sjing and running around), you can just shoot a bird-> dash twice jump and go basic mode.
she's ridiculously ghetto but she has really good priority and really good crap to force that issue with.
Ichigomilk
03-15-2008, 10:27 PM
Keep in mind i'm still a noob, so i dont know most of the lingo/ move names :P
Ive been using Jill a lot at my arcade (or should i say college) lol
I used to have her as my 1 person army and have 2 people as a team after shes dead... But lately ive found great team mates for her
So ive been using
Jill, Storm, (depending on who the other player has i decide on the other)
Sakura (cable) her dash assist negates the projectiles allowing you to get close (risky)
Cammy (good if you really wanna kill some1 now)
Dr.Doom (can get the tyrant off some what easily)
Felica (added otg/combo)
Servbot(practicing, but i think i can get a semi infinite off (dont have my ds anymore and my arcade just got rid of the game)
So yeah, here i go
If you just read the 5 pages worth i dont really need to mention anything about jill :P
Storm is a great top tier player and if your Jill has low hp, just do the aerial rave finally into the HET, followed by DHC into hail storm (and with cammy Qtb2p HC)
Now you have storm out and enjoy her annoying traps/keepaway
I find sakura great w/ jill vs cable players cause of sakura's dash... cancels through them so have jill go behind her, and when the beam is done rush em (be careful of cables jump beam, if sakura is too far it wont hit him and sakura is as good as dead... To prevent her from dying all you can do is HC w/ rockets... But that could just kill jill... So thats why sakura is risky)
Felica is alot like jill in movement speed, and such, so for those new to the game and using jill... Shes a good addition to the team... using DHC to cat pile is always great, but hard to pull off)
Its been a while but you can do a DHC to neko rush HC (i think that the name :P) and then switch into a Hyper catsplash and do another DHC into another... So potential for a 5 super w/o being cheap with cable :P lol)
Servbots assist can come out at pretty much anytime, so if you can time it right im pretty sure it will grab/hit the opponent, but like i said i dont have access to the game anymore (could some 1 try this plz :P)
And sorry for bringing up and old thread...
But i can usually kill high tiers w/ my jill teams :P
Ephidel
03-16-2008, 04:02 AM
I use jill and tron, but I'm searching for that third guy or whatever so that's why I'm in here. :p
I love jill's sweeps but with low projectiles I tend to get beat up at times depending on who's left. I thought about giving cammy a run as a third helper, drones are nice of course and allows the rush in...could go with them I guess.
Kireek
07-03-2008, 06:28 AM
Jill/Morrigan/sonson seems to work well for me...thoughts
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