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
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
I'll post more info later. Ciao!
Star light, star bright