[details=Spoiler] The thing with Hulk Matchup is that it really depends on two things.
- Is Hulk an Incomming character after the death of your opponent’s last character/snapback?
- Is Hulk being played on point?
In the first scenario, Jill has the clear advantage. Hulk’s Options on incomming are very limited, so most when coming from the air tend to do a j.S/J.H to hit jill on incomming. Bait this and Somersault and go from there. I really recommend ending your combo with a Raven Spike but NOT Dhcing out of it. When out of the Raven Spike, quickly 22S and backdash to follow his roll out of the corner and go for her Throw. Works if they tech in the corner This SHOULD work and allow you to combo a light off of it, and preform another combo, which should do enough damage to kill him. Another option is to let him fall off incomming and
In the second scenario, Jill has a much harder time in it. This matchup is very unique in the fact that Jill cannot simply, Overhead j.S, or Somersault a grounded Hulk into full combo since Hulk’s Huge armor will give him the hitconfirm. To play this matchup effectively, you have to rely on her rapid fire L, and Cr.L and her throws before Hulk’s able to throw out a standing H. Even though the Rapid Fire L and Cr.L Kill her damage output, it allows for one of the safest ways to land a Solid hitconfirm on HUlk. Don’t be afraid to take advantage of Hulk’s large hitbox and use her Kara’d throw. Two L combos or even one can guarantee a dead hulk.
For her Special moves, Get used to abusing the high priority Arrow Kick to deal Damage to hulk and sometimes bait out a Standing H. If you see one coming Feral Crouch THEN FERAL CROUCH TO GET OUT OF FERAL CROUCH (or Press S) and Punish the whiffed Standing H with any form of attack. Jill Cannot play an MGS game on Hulk either, his Meteor Hyper will eat it up. Mixups here are going to be used sparingly, his Standing H also has a back hitbox.
Against a Gamma Charge+ Assist, Jill can play a bit more agressively, especially if that assist is Drones. Work on getting the hitconfirm on the Assist, and baiting out a reaction on the Hulk Player. Usually, they will use a Gamma Tsunami if From a fullscreen distance to interrupt the combo, based on how you attack the assist, the gamma tsunami can completely whiff, For example, if you are attacking Sentinel with a j.MMHS,j.MMHS, the tsunami will tend to whiffthen you are free to Call an assist+ MGS and put hulk in a bad Position/ This results in an almost dead hulk, and an almost dead Assist character. IF you aren’t in a position to punish the assist, you can also MGS. Once you see the Meteor hyper being activated, you can Xfactor. If hulk activates Xfactor anywhere during his hyper, jill can punish it.
Like stated earlier, against Gamma Charge And assist Hulk, you can mainly throw them on reaction, or even jab them after the second (Cr.L works too!), just be a bit mindful if they have meter. Contrary to popular belief, gamma charge is NOT safe on block. The last bit of information on this matchup I can provide for the moment is that you shouldn’t be scared to play a Street Fighter 4 ish game on hulk. If you see a H coming, Don’t be scared to use her safe normals, or even (depending on your assists you can combo afterwards) just using her Fallen Prey!
This is definitely a harder matchup for jill, and it’s one that’s going to be based on the reactions of the hulk player. Jill can’t play a mixup game here, but rather revert to basics (hitconfirming with L,cr.L, Arrow Kick footsies) and is definitely one jill has to watch out for. The problem with Fighting Hulk with a Jill who is having a hard time is that they can lay down the pressure, and even command grab you for large, and possibly a death hit confirm.
However, Hulk still has the flaws he has against other characters. On block or whiff, his launcher and s.H aren’t safe on block, along with some of his specials. Use this to your advantage, and play it safe- safe enough to cause the hulk player to let out an unsafe move that will be his last. [/details]
[details=Spoiler]Iron Fist packs a punch, and one hit gaurantees death. However, he has No projectiles and No effective way to get in besides a wavedash+his Kara’d normals. Specifically, Iron Fists’ Kara’d s.M goes a huge distance with insane priority, one hitconfirm of that and Jill is subject to death. Iron Fist also has a very effective Anti-Air hyper that can pelt Jill out of the air (this is a nuisance due to jill using hitconfirming off her command dash overhead).
With that being said, What’s new? This matchup is nothing unlike any other usual matchup for Jill. Jill can effectively lock him out from a full screen distance with her somersault, and Iron Fist has very little options to deal with it solo. However, if you’re playing the full screen Feral Dash+Somersault way, be mindful of the nice range on his normals, Jill cannot block in Feral Crouch so stay on your feet.
Offensively, Jill maintains the same options as she usually does and probably some more. Once you learn to respect the range of his normals, the matchup stays in her favor, greatly. Jill maintains the same mixup and reset options and much more due to IF’s low amount of options in his air game. Infact, she can still Hitconfirm from her overhead, but be somewhat caucious of the range in which your doing it. To far and IF will be able to use his Volcanic Roar. Also, Jill will not be able to use her Double Knee Drop Medium and Heavy for the same reasons. Be sure to use resets more often then just killing him outright if he has his Blue Chi on; instead of taking one hitconfirm to kill him, use an American reset and take two and keep the meter.
Defensively, jill has some pretty good ways to escape his Throw Resets and American Resets. Jill’s Light and Crouching L are extremely fast and can allow her to escape from IF’s dangerous High Low empty cancel game.
Iron Fist’s momentum can get dangerous however, and fast. Unfortunately, one hitconfirm with Red Chi, and even without, usually means Death. Avoid being hit and you should be fine. Use Jill’s feral Dash to maintain mobile and keep out of the reach of his kara’d normals, and keep using Somersault as a pressure tool. This isn’t a hard matchup for Jill, and is infact, one of her easier ones. [/details]