"Target Sighted!" The Jill Valentine Matchup Thread Updated~!

jill-valentine

#1

As Jill players, we each have to look out for certain members of the cast to make sure we GET IN DAT ASS, and STAY IN IT! Jill’s a character that needs to know her opponents options and react in a way that’s best for her. To better ourselves as Jill players I created this thread on tactics to beat opposing cast members and things to watch out for against said characters. Once I figure out spoiler tags, I will put them in em. Feel Free to contribute, Nothing is written down as of now.

CAPCOM CAST:[spooiler] text text text [/spooiler]

Spoiler

Akuma

Albert Wesker-

Amaterasu

Arthur

C.Viper

Chun-Li

Chris Redfield:

Dante:

Felicia:

FireBrand:

Frank West:

Hsien-Ko:

Jill Valentine:

Mike Haggar:

Morrigan:

Nathan Spencer:

Nemesis:

Phoenix Wright:[details=Spoiler] An odd character to fight, and an even more odd matchup to fight. This matchup isn’t necessarily hard, but it’s different. Phoenix Wright takes three different forms which offer three different approaches to take the matchup. Like always though, Jill can pressure Phoenix wright easily and stop his Tournabout Mode, and his Courtoom mode from even appearing, but just for good measure I’ll cover how to handle all three matchups, offensively and defensively.

Investigation Mode: In Investigation, Phoenix is quite easy the character to beat. Infact, the matchup is so onesided for the most part (and for the reason that Phoenix main focus is gathering evidence and not playing offensively) that I will not cover how to defend against him in depth. The only thing you must look out for is Raw Dashing into his Long active frame normals, due to there speed and frame rate, it will sometimes be stuffed by his normal. You can easily Pressure him with normal Mixup and getting in options (feral dash,arrow kick,etc.), and he can’t do much about it. Although he can’t do much while being pressured, Phoenix can Someone Maya as a shield, which DOES present itself as a problem because jill can’t attack Wright through it. Along with the fact that Phoenix’s normals have a large amount of active frames, this might come off as a annoyance if anything. Jill can throw him out of his shield, and even command dash–>Position exchange on him to time it out. If you so choose too, Jill can also MGS+assist to take care of the shield. In most cases however, Jill’s going to pressuring him so much that the shield will not be an issue. Be Wary of his nightmare judge, it has about 54 Invincibility frames and will stuff MGS.

Courtroom: In this mode, Phoenix Wright becomes much more of a cautionary matchup. In general, he is now able to create an effective zoning game which can keep Jill out and has more offensive tools to play some sort of offense. Your best bet in fighting Phoenix wright is to remain mobile and pour on the offense. Rely more so on Feral Crouch and Somersault now that he can’t put on a shield and be sure to feral Crouch+Teleport the moment you see him activate a projectile. You can also Feral Crouch–> Your choice of Grab (Fallen Prey, Position Ex, Ensnarement) to reset the situation in your favour. In some cases with some of his projectiels, you can also hit confirm with a Crouch M to stuff the projectile.

Offensively: Offensively it’s the same deal as most characters. Pour on the pressure, moreso that he doesn’t reach Turnabout Mode. The only difference in this matchup is that you cannot use Assists as much because you run the risk of having him activate his TM. Be sure to Read his projectiles and react to them, or get in range inwhich he cannot use his projectiles. If his projectile game because much more of an annoyance, be sure to Feral crouchxxPosition Exchange–>L,Cr.L,M,6H for a dual Reset. This allows you to keep the pressure without having to deal with his projectile game off one swift feral crouch movement.

Defensively: BE CAUTIOUS. DO NOT ACTIVATE ASSISTS IF YOU CANNOT KEEP SAID ASSIST SAFE W/PRESSURE. Phoenix WILL use Objection and kill off both you and your assist off that one unsafe call. Wright can now kill you off/severely injure you off one hitconfirm, so play a bit more cautious. Also, his Paperwork can STILL hit you even if you hit him, so be sure to use his Fallenprey/Grabs to deal with it.

Tournabout Mode: This is a really hard matchup for jill and depends on how well you can read your opponent. Phoenix Wright has now become one of the best Zoners in the game and can bait you into Coming near him so he can TOD you off his long ranged normals. Jill has to play somewhat defensively here, and block accordingly. If you block accordingly, Phoenix Wright has no real “unblockable” so you can just time his mode out. Worst comes to worst, you can feral Dash your way to safety. Be wary though, His Fingers have huge range and can possibly hit you out of your dash before the invincibility sets in. Phoenix can now use all three of his hypers to reset the position in his favour (Smelting), reset the position completely (Nightmare Judge) but run the risk of looosing evidence, or kill you off the bat with his Level 3, Ace attorney. Two of the Three aren’t dangerous, but his Level 3 means you MUST stay on your toes ans continue to block for the duaation of his TM.

Most of the time however, Phoenix Wright will never make it past Investigation mode or even CourtRoom mode due to his inability to land a solid hitconfirmable Objection on jill. [/details]

Ryu: [details=Spoiler] Ryu’s a weird matchup for Jill. Due to his buffs in UMVC3 he can now stand toe to toe with Jill valentine, at a close range distance. Suffice to say, he can also play a semi-effective zoning game vs. Jill, so she’s now forced to go on the offensive. The most significant caveat of this matchup is to be wary of command dashing in “raw”. Ryu’s large Jamacian ass leg’s have huge priority and take up a great space, so you will probably be hit out of it. You’re much better off Arrow Kick feinting in then 22S into 69S overhead. The second problem of the matchup is that in UMVC3 Ryu could a buff very similar to Jill’s somersault, The Hado-Shoryuken. Hado SHoryuken has more invincibility frames then Jil’sl, but has a slow startup and is Extremely bad on block. Be sure to bait one out, or react to it effectively if you see one coming.
Also, Ryu’s j.Tatsu is a great offensive tool for him, however Jill can hit him out with a Flip kick, Cart Kick, Somersault, and even a s.L at right distances. Be sure to counter his offense and stay on yours, because Ryu offense can screw stuff up. He can also make his stuff safe with his Mashable hadoken to give himself room to zone Jill out. [/details]

Strider:

Tron Bonne: [details=Spoiler] Jill’s favorite matchup. In most situations, Jill can sit at a full screen distance and tron will have very few zoning options to hit her. If tron uses Her beacon Bomb, jill can dash past it and set up an offense on tron, If she uses a boulder Jill can teleport past it as well. Tron’s only option is to Drill, or to come in via her J.s/j.H which are all punishable by Somersault. If Tron is going on the offensive, you can 22Sx2369M for a Kara’d Cartwheel which can hit Tron out of her j.S and j.H at select distances.
This matchup is pretty straightforward and easy, Stay on the offensive and you shouldn’t have any problems. On the defensive side, tron has very minimal options to get to you, just somersault when applicable. [/details]

Trish: [details=Spoiler] Trish is a severely bad matchup for jill. This matchup, to be in JIll’s favour depends enitrely on the assists. If you ahve a good Anti-air assist, such as Vajira, it means that Trish has to play a Rushdown game, which Jill can deal with. If not, then Jill has no effective way to get in without baiting a dive kick (which is completely hard due tothe fact that it’s special Canceable). In the case that you do have a Anti-air assist, Focus on Making Trish Come down to the ground and reseting her off tech roll and killing her off that. IF she’s on the ground, her options aren’t that great and the matchup is much easier and directed in your direction.

If the Jill player does not have an anti-air assist, the matchup is extremely difficult. Jill’s traps have a bit of startup so you MGS to knock her out of the air, then attempt to reset her of the tech roll, however this setup can be avoided if the trish player has meter if the trish Player has meter, then The Sparda swing will deal Major damage to jill, and her high Voltage hyper will beatout the invincibility on Jill’s MGS. If the Trish Player is playing in the air at jump height/TK height, jill can attempt to peg her with a Cartwheel,or Flip kick, preferably a TK’d Cartwheel from a safe distance to get away from her ground trap. Play carefully, and play smart and you may find an opening to hitconfirm Trish. [/details]

Vergil:

Viewtiful Joe:

Zero: [details=Spoiler]Zero is by far the worst matchup in the game for Jill. Literally 1 hitconfirm, from either lightning, buster, or his huge normals will be the end for Jill. Not only is his rushdown a hinderance to Jill, but his Zoning is by far the hardest aspect of taking him down with Jill. To make matters worse, Zero’s hitbox is extremely odd, and sometimes even after a hitconfirmed f.H–> Overhead–>S.M the standing M will whiff, and Jill WILL be punished for it. In this matchup, assists play a huge role in

Literally, this matchup is a game of cat and mouse. Whoever gets the first hitconfirm wins. It jsut so happens that Zero is a god at getting quick and easy hitconfirms. Jill MUST watch Zero’s buster, and how he moves in the air. Master Zero’s movements and jill can know when to punish and how.

To beat a good Zero, Jill has to be Better than good, she has to be damned near amazing. Versing Zero is a test of your matchup knowledge, frame data, and knowledge of the game. Jill has to know when to Somersault without being punished and when to go defensive and offensive.

Zero’s Normals: Zero has huge, great priority normals that gaurantee a kill off a simple hit and he can cancel them into his command dash, and his Buster. His normals are so big, that in most cases against opponents you can easily feral crouch–> Somersault, but in his he has such a huge distance that he will punish you for entering Feral Crouch Stance. Keep your distance when your ready to somersault, and be sure to react if he cancels his normal into his Command Dash H. If he does, Jill can hit him out of it with a simple with a simple s.L if you so please, however it;s preferable that you do so with a Somersault and Punish his ass.

Buster and Zoning: Jill doesn’t have much options against his level 3 buster, however off his lightening Zero IS vulnerable. WATCH out for his LightningxxBuster Lightning, however, once you see it’s coming you can dash away from the buster and punish Zero’s Lightning. His zoning itself is hard to punish, but you’re best chance to kill Zero is depending on spacing. MGS+Assist For lockdown then put yourself in a advantageous position- or better yet MGS+Xfactor to kill him off. [/details]

MARVEL:

Captain America: [details=Spoiler]Oh god, One of the scariest American badasses who got buffed in UMVC3 rears his ugly head at Jill. CA isn’t a necessarily difficult matchup for jill, but ONE hit off of anything for him spells complete utter death. Captain America has some pretty nice zoning capabilities, but Jill is able to completely use them to his advantagem After a j. Shield throw, you can punish the recovery frames with a Feral Crouch into Somersault/ Cartwhwheel. Although Jill can fight through his Zoning abilities, Cap still has a decent rushdown game. His Normals are really good frame traps, so block accordingly. He can also Punish Jill’s somersault with his Charging StarxxHyper Charging Star. Fortunately, Jill is able to Counter that with a SomersaultxxSomersault, also Known as a double Somersault. Neither of Cap’s Hypers are safe on block, so be sure to punish him afterward.

The Key here is NOT to get hit, Cap still lacks a good air game, so bait out the double Jump and Reset him afterwards/off reset combo. Just be sure to watch out for regular Shield Slash because he can combo afterwards. Focus on watching his bars, and when he leaves cracks in his offense and use that to punish with a somersault.

Watch out for his Diasterous c.L, it’s safe, great range and can poke jill out of her Feral Crouch Dash if not spaced properly. [/details]

Deadpool:

Doctor Doom:

Doctor Strange:

Dormammu:

Ghost Rider:

Hawkeye:

Hulk:

[details=Spoiler] The thing with Hulk Matchup is that it really depends on two things.

  1. Is Hulk an Incomming character after the death of your opponent’s last character/snapback?
  2. 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]

Iron Fist: [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]

Iron Man:

Magneto:

M.O.D.O.K:

Nova:

Phoenix:

Rocket Raccoon:

Sentinel:

She-Hulk:

Spiderman:

Storm:

Super Skrull:

Shuma-Gorath:

TaskMaster:

Thor:

Wolverine:

X-23:


#2

*Sighted

I swear I was just going to start a match-up thread starting with Hulk.


#3

Fixed. Thanks dude, A friend of mine was talking about Bad matchups and the idea popped into my mind to make this thread. The main purpose right now is to get the opinions of other Jill players, accumulate the info, and determine the matchup. I will also take in account my Jill playing experience against the characters.


#4

this could end up being a very important thread for jill with the proper support. i look forward to seeing it evolve.


#5

Thank god for this, hopefully it’ll gain steam and more info will be posted. Zoning characters (especially Zero and Dormammu) are the bane of my existence.


#6

I’m curious how you some of you guys approach the Hulk matchup. Regardless of the very limited projectile game Hulk can employ, Jill has to obviously get right in his face and contend with super armor. It’s kind of the opposite of the “General Jill Problem.” She can basically get in at will, but a lot of her up close shenanigans are threatened by smart use of armor. dont wanna get hulk smashed into a jill sandwich.


#7

Great way to start the thread must I say!

The thing with Hulk Matchup is that it really depends on two things.

  1. Is Hulk an Incomming character after the death of your opponent’s last character/snapback?
  2. 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.

This is just my 2 cents on the matchup, like I said, everyone is free to contribute, and at a certain point after the accumulation of data, I’ll put it on the first post.


#8

This is all from my experience with one guy playing Shuma-Gorath, so feel free to correct me with contrary evidence.

I’m sure Shuma-Gorath is not a problem anyway since no one ever picks him, but I think he’s easy pickings for Jill regardless. Unless he decides to camp, I’ve noticed that his most common method of approach is Mystic Smash or some other aerial attack, which is generally pretty easy to see coming in my experience. Somersault any Mystic Smashes with you in its line of fire, and he just gave you your big-damage combo as a gift.

Shuma-Gorath has the most awkward hurtbox, and it still baffles me. Standing A misses a good chunk of the time when he crouches, which is really frustrating. It sucks, but in the rare instance you get close enough to him to start a combo off of normals, I think the best way to start is with cr. A, cr. B, st. C, 2C, 4C . . . I’d just avoid that approach altogether if possible, though, and capitalize on hit-confirms from assists to just start with C.

Shuma’s normals, especially his crouching ones, have deadly reach and speed that will reel you in for his combos. I’ve never had any luck crossing him up dry with the feral dash (not that it’s the best idea anyway). Pretty much all of them have reach and priority to completely beat yours. He doesn’t have any instant overheads, though, unless you want to count Mystic Smash. I always block low and push-guard to try and get him to Mystic Smash on reflex, and punish it with a somersault and then of course jump-cancel it with the whole shabang with the combos and what have you.

As for hypers, Jill can generally MGS Hyper Mystic Ray no problem if you want, considering he throws it out randomly for some weird reason, or just wants the startup invincibility. I’ve been unfortunate enough to get hit by it once, but a stray bullet still stopped it from continuing. The ending lag on it is so bad that you might be better off just blocking it and coming in for the kill, considering he doesn’t have meter to DHC, or X-Factor to catch you off guard. Sometimes, he might try to chip me really hard with Hyper Mystic Smash, to which the best response is to simply super jump up and forward if I’m far enough away, or try to MGS if I’m close enough to get over him with the invulnerability.

Chaos Dimension is big trouble, especially with X-Factor. Odds are it will kill you outright, and he may just use any old hit-confirm to get it off. It’s sometimes used in desperation, though, yet it’s still dangerous. It can cancel a Mystic Smash and can’t be blocked. Best I’ve come up with is to constantly feral dash away, and MGS if he’s close enough to leap over and I’m in the corner. I always have to put up with it while he’s in Level 3 X-Factor, though, so it becomes a challenge. Thinking about trying to punish those crazy fast X-Factor Mystic Smashes with a somersault, though. Haven’t tried it yet, but I’m sure it can be a direct counter to that tactic.

This matchup taught me to adore the somersault

I think here and now is the best time and place to discuss Jill vs. Haggar. That guy’s lariat flips Jill upside-down and requires a very specific strategy to beat, I think.


#9

Chaos Damage is only useful in combos, if it’s not being used in a combo, Shuma gorath will more or less never hit jill with it.

In the case of Shuma gorath, there’s no reason to start a combo with Light in the first place, on most of the cast you’re going to be starting it with a j.S–>S.M or S.H. Sometimes even a crouched c.M is a good plan. Light’s not a good combo started because it scales Damage SO Much. The only reason you will ever use light is for flip kick Combo shenanigans, and even then with nice execution you can substitute a s.H or S.M instead.

The problem is that a Good shuma gorath doesn’t throw Mystic Smashes out randomly, now a days, they plink Dash in and start with a cr.M (which has outrageous range).

The matchup isn’t as even as you think it is however. A good Shuma can abuse his Mystic Ray and Mystic Stare to Zone jill out, and his Mystic Ray is one Hell of an abuseable move. He can also Counter Jill’s MGS with his Hyper Mystic Smash which has a huge amount of durability and a small amount of invincibility.

The only “real” trouble with this matchup however, is that Shuma will be able to kill jill off one solid hitconfirm (so can alot of the cast though!) , easily and has a full screen Projectile to lure her in. Since the startup of it is pretty big Though, you can easily just pressure him straight off the bat to keep in that ass. Jill shouldn’t be more than a midscreen disince away from her opponent anyway. Shuma’s stand H also has obscene priority and can catch a jill who is waiting if Feral crouch or dashed at the wrong moment.

In closing, the matchup isn’t really hard for jill and isn’t something that’s new to her. Stay in that ass, and watch out for his Standing H and Cr.M.


#10

Dormammu forces me to throw in the towel nearly every time. I’ve got nothing on this guy.
Flame carpet shenanigans, goofy cross-ups with the projectile, his outrageous standing S, and of course the deluge of projectiles that scrape the ground and can’t be dashed under. I’ve got no opportunity to punish him, let alone touch him.

Does anybody have any clues as to how to open his ass? His ass is sealed and I can’t climb inside of it.


#11

Anyone have tips for Zero? My brother plays him and I constantly find myself getting caught by his normals. It’s really hard to approach him or get close to him.


#12

Dorm is a pretty good matchup for Jill. His Shenanigans have no real effect on jill, if you know what you’re doing. Staying in his ass isn’t a hard task, so I’ll address all the problems you have with it.

Flame Carpet: I don’t see why this affects you so much, Use Arrow kick to Fly over it, on hit, this stops Dormmamu’s momentum and can put you in a position to hitconfirm with your choice of special or normal, or reset him on Tech option. If you space it right, you can also easily just 22S, Overhead Dormmamu to get rid of the flame carpet on hit. Watch the distance and how many Invincible frames you have though, you might space it wrong and get hit by the Flame carpet. Jill doesn’t need to respect flame carpet, Pressure Dormammu and hit him and it goes away. The more you respect flame carpet, the more Dormammu is going to attempt to zone you out.

50/50 with DarkMatter: Just because Jill’s Slide got nerfed doesn’t mean it’s not useful! If you see Dark Matter comming, you can assume that he’s going to teleport, you can easily cr.M underneath the dark matter–> 22S Somersault to catch Dormamu coming out of his teleport. IF he has already came out of his teleport, you can 22S–> left/right–> 22S–> overhead S and combo off there.

Standing S: I don’t see why his standing S is a probably, it’s ludicrously unsafe on block. Punish it with whatever you want. You can Go safe and punish it with a Jab–> Full combo–>4H, Overhead S,S.M,H,2H,4H,22S…etc Combo for maximum damage output off a overhead reset from a scalled Jab.

The real kicker when Fighting dorm his Nice anti-air when Crouching that you MUST watch out for. I believe it’s his cr.M that’s able to hit jill out of her Overhead. This can lead up into huge damage, so if you see a Dormammu attempting to bait one out, I like to cancel jill’s overhead into a Double Knee Drop H to cause his normal to whiff and Follow up with a regular combo.

Projectiles: his Projectiels aren’t that bad if you know what you’re doing. Do safe assist calls, and be cautious of Dormmamu’s meter. If he has a bar, and you’re more than a midscreen distance away, he’s going to chaotic flame you, and Jill has no option besides block against chaotic flame (chaotic Flame is able to Punish a MGS as well). Not only is he going to Chaotic Flame you and your assist if you call one out, but he’s going to Xfactor–> Purification and kill off your assist. Best way to prevent this is by only using your Lockdown assist/ beam assist when you are near dormmamu, close enough so that that you can punish a Raw Chaotic Flame if he chooses to call one out at the wrong time.

Dark Hole isn’t that bad, he’s only going to use it in combo strings. if he tries to use it in anywhere besides combo strings, he’s going to have to predict exactly where Jill is, and if he doesn’t predict her movement exactly, he’s going to be punished for it.

Dorm’s Mobility: Jill doesn’t have to respect His Mobility options like she does to Magneto. You can hit him out of all his Tri-dash S shenanigans, even if they do Crossup with Somersault or cartwheel. If your spacing is correct you can also punish it with a s.L and Flip kick. Don’t be affraid to Somersault–> Jump loop–> Drop Jump loop–> Feral Crouch Reset. Dormammu’s tend to fall for it because they go for his Tridash–>j.S.

Unfortuantely Jill doesn’t have many options for dorm’s Stalking Flare unless you have certain assists (VAJIRA!). Jump into it and block to stop any stupid Mixups from happening.

The main problem your going to have versus doom is combatting his zoning, which isn’t something that Jill can really handle. The upside however is that Dormammu needs momentum, like Morrigan, to start his zoning game just be sure to rush his ass down before he has a chance to Start it up. Once he start’s his zoning game up, it’s a very uphill battle for Jill.

I apologize for taking so long to answer, I was busy. Zero’s comming up soon.


#13

Thanks much, and no worries. I’m kind of in love with you right now anyway for all the immense help you’ve already given me.


#14

No prob, Jill players gotta stick together =D. with Zero it’s probably her worst matchup I’ll cover it ASAP.


#15

Zero is by far the worst matchup in the game for Jill. Literally 1 hitconfirm, from either lightning, buster, or his huge normals will be the end for Jill. Not only is his rushdown a hinderance to Jill, but his Zoning is by far the hardest aspect of taking him down with Jill. To make matters worse, Zero’s hitbox is extremely odd, and sometimes even after a hitconfirmed f.H–> Overhead–>S.M the standing M will whiff, and Jill WILL be punished for it. In this matchup, assists play a huge role in

Literally, this matchup is a game of cat and mouse. Whoever gets the first hitconfirm wins. It jsut so happens that Zero is a god at getting quick and easy hitconfirms. Jill MUST watch Zero’s buster, and how he moves in the air. Master Zero’s movements and jill can know when to punish and how.

To beat a good Zero, Jill has to be Better than good, she has to be damned near amazing. Versing Zero is a test of your matchup knowledge, frame data, and knowledge of the game. Jill has to know when to Somersault without being punished and when to go defensive and offensive.

Zero’s Normals: Zero has huge, great priority normals that gaurantee a kill off a simple hit and he can cancel them into his command dash, and his Buster. His normals are so big, that in most cases against opponents you can easily feral crouch–> Somersault, but in his he has such a huge distance that he will punish you for entering Feral Crouch Stance. Keep your distance when your ready to somersault, and be sure to react if he cancels his normal into his Command Dash H. If he does, Jill can hit him out of it with a simple with a simple s.L if you so please, however it;s preferable that you do so with a Somersault and Punish his ass.

Buster and Zoning: Jill doesn’t have much options against his level 3 buster, however off his lightening Zero IS vulnerable. WATCH out for his LightningxxBuster Lightning, however, once you see it’s coming you can dash away from the buster and punish Zero’s Lightning. His zoning itself is hard to punish, but you’re best chance to kill Zero is depending on spacing. MGS+Assist For lockdown then put yourself in a advantageous position- or better yet MGS+Xfactor to kill him off.

This is all I’ve came up with Zero, and he’s by far his hardest matchup. I encourage everyone who has any info on Jill Matchups to contribute whatever they so please on whatever matchup they please!


#16

I don’t have too much trouble with zero’s, but he is super annoying (especially a good one). I use hulk first on my main Jill team so i never have too much of a problem with zero’s (Hulks health allows me to play more patient). As soon as I grab them there dead, Modok (modok with drones even more so) also out zones zero all around, so if you have a character that is better equipped for that match up use him first.


#17

I’m having the most trouble when a Zero player uses Sent drones to cover himself. It’s usually some form of drones + lightning / teleport -> buster or something like that and it makes it stupid hard to deal with. Also, if he just sits back and starts throwing Hadangekis + charging buster, there’s really no way in. A super jump to lightning + pizza cutter + buster makes it stupid hard and annoying.


#18

Thanks for the advice man! Yeah I’ve noticed how weird Zero’s hit box is. I have a BnB that should be able to 1 touch kill him, but thanks to his weird hit box, I’ve had to leave out one H attack, which leaves Zero with a tiny sliver of heatlh. It’s super annoying haha. It’s funny how my combos work on Viewtiful Joe who’s even smaller than Zero, but Zero still drops out more often. Ah well, practice makes perfect I guess. And thanks Dunamis, I have been considering starting Wesker on my team and changing the order around so that I don’t have to face against an on point Zero. I’ve tried to get adjusted to the matchup a lot, but it’s very difficult to do so with Jill. I usually don’t like taking the cheap way out with things, but I just think that Zero is way too well equipped for Jill to be able to approach him.


#19

Quick explanation, Zero floats higher than regular folk. So it doesn’t matter how small, he just floats weird. Much like how Taskmaster floats funky too. In Vanilla I could do the shield slash loop vs. Zero only because he floats high enough for it to work.


#20

It’s still possible to win, it’s just that the matchup is Really assist heavy. If you can pin him to the ground with a lockdown assist, the matchup is yours.

IT’s much easier said then done however.

The MINUTE said Zero player is on the ground Calls Sentinel, MGS xfactor Full Safe Combo.

The thing with Jill and happy birthdays is that she gets them alot, mainly because her combos are EXTREMELY safe. If you happen to catch an assist and not the character, the character doesn’t have many Opportunities to punish JIll while Comboing.