Jill Strategy

StrangevisionStrangevision cxnt of cxntsJoined: Posts: 479
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!
Star light, star bright
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Comments

  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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.
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  • SystemSystem Joined: Posts: 508,676 admin
    jill intresting

    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....
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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.;)
    Star light, star bright
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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
    Star light, star bright
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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!)
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    Jill stuff

    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......
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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:
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    Or

    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 StriderDark Strider Joined: Posts: 104
    Jill's crow can guard break if timed correctly. Just thought i'd note that out.
    this coo was made up incognito....
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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
    Star light, star bright
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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:
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  • SystemSystem Joined: Posts: 508,676 admin
    typo

    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..
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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.
    Star light, star bright
  • Dark StriderDark Strider Joined: Posts: 104
    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.
    this coo was made up incognito....
  • SystemSystem Joined: Posts: 508,676 admin
    ???

    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.??
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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.
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    Doom

    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
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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?
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    I tend to use Jill in teams of Jill[a or b] - Cable/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.
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • HuStLeMaN17HuStLeMaN17 #2O gArY pAyToN... tHa-GlOvE Joined: Posts: 1,313 ✭✭✭✭✭ OG
    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 :)
    Love, Marvel vs Capcom 2 - Hate, Ultimate Tatsunoko vs Capcom 3

    UMVC3/TVC FOREVER AND ALWAYS TRASH TIER!!!!
  • SystemSystem Joined: Posts: 508,676 admin
    yes, my friend, candy corn is the shizzle. Iono about them camel/emu/llama things though
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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!
    Star light, star bright
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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:
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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:
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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?
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    JILL

    JILL'S INFI PLEASE
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    As of now, I don't think Jill has an infinite. :depress:
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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!
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • SystemSystem Joined: Posts: 508,676 admin
    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
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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:
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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....
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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?
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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?
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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....
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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.
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    True, but the mashable Psi-Blade (which adds considerable damage - much more than a canceled LP Elbow Tackle from Jill) is not.
    Star light, star bright
  • SystemSystem Joined: Posts: 508,676 admin
    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.
  • demulixdemulix Play Smash Brothers Joined: Posts: 283
    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 shadowwhite shadow WHAT'S MY NAME NYUKAH?!!! Joined: Posts: 13,441 ✭✭✭✭✭ OG
    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.
    It could be Esther Baxter vs. Pat Morita in drag and half of this board would be like "black chicks don't really turn me on sooo..." - Randomnigga

    " Is Wayne Brady gonna have to choke a bitch?!!!"- Wayne Brady from Chappelle's Show. LOL!!!
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 808 ✭✭✭✭✭ OG
    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.
  • SystemSystem Joined: Posts: 508,676 admin
    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!
  • HuStLeMaN17HuStLeMaN17 #2O gArY pAyToN... tHa-GlOvE Joined: Posts: 1,313 ✭✭✭✭✭ OG
    Hey sam this is Jesse, we should practice together sometime man!

    P.S. Suikan's Jill is the truth!!!
    Love, Marvel vs Capcom 2 - Hate, Ultimate Tatsunoko vs Capcom 3

    UMVC3/TVC FOREVER AND ALWAYS TRASH TIER!!!!
  • StrangevisionStrangevision cxnt of cxnts Joined: Posts: 479
    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.
    Star light, star bright
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