m (fix motion tags) |
|||
(12 intermediate revisions by 5 users not shown) | |||
Line 5: | Line 5: | ||
{{MvC3HyperGuideCharacterBox | jillface.jpg }} | {{MvC3HyperGuideCharacterBox | jillface.jpg }} | ||
{{Nutshell|A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed. Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents. She also possesses a command throw in the Position Exchange which can potentially open up a lot of defensive opponents. And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.}} | {{Nutshell|A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed. Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents. She also possesses a command {{throw}} in the Position Exchange which can potentially open up a lot of defensive opponents. And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.}} | ||
== Video Walkthrough == | == Video Walkthrough == | ||
Line 15: | Line 15: | ||
{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Flip Kick | {{ | | Flip Kick | {{ {{direct}} {{front}} }} | 80,000 | {{groundbounce}} <br> {{softknockdown}} <br>Though called Flip Kick,<br>this is actually her<br>Cartwheel Kick | ||
| Arrow Kick | {{ | | Arrow Kick | {{ {{direct}} {{front}} }} | 100,000 | {{wallbounce}} <br> hardknockdown | ||
| Somersault Kick | {{ | | Somersault Kick | {{ {{direct}} {{tiltup}} }} | 90,000 | | ||
| AlphaSuper=Machine Gun Spray | BetaSuper=Machine Gun Spray |GammaSuper=Machine Gun Spray | | AlphaSuper=Machine Gun Spray | BetaSuper=Machine Gun Spray |GammaSuper=Machine Gun Spray | ||
}} | }} | ||
Line 24: | Line 24: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | {{ | {{MoveListRow | Standing Light | {{ {{l}} }} | 33,000 | rapidfire }} | ||
{{MoveListRow | Crouching Light | {{ | {{MoveListRow | Crouching Light | {{ {{d}} + {{l}} }} | 30,000 | {{low}} rapidfire }} | ||
{{MoveListRow | Standing Medium | {{ | {{MoveListRow | Standing Medium | {{ {{m}} }} | 45,000 | }} | ||
{{MoveListRow | Crouching Medium | {{ | {{MoveListRow | Crouching Medium | {{ {{d}} + {{m}} }} | 43,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | {{ | {{MoveListRow | Standing Heavy | {{ {{h}} }} | 63,000 | }} | ||
{{MoveListRow | Crouching Heavy | {{ | {{MoveListRow | Crouching Heavy | {{d + {{h}} }} | 60,000 | {{low}} {{softknockdown}} }} | ||
{{MoveListRow | Reverse Roundhouse | {{ | {{MoveListRow | Reverse Roundhouse | {{ {{b}} + {{h}} }} | 63,000 | }} | ||
{{MoveListRow | Jumping Axe Kick | {{ | {{MoveListRow | Jumping Axe Kick | {{ {{f}} + {{h}} }} | 65,000 | {{high}} Ends with Jill in Feral Crouch stance }} | ||
{{MoveListRow | Standing Special | {{ | {{MoveListRow | Standing Special | {{ {{s}} }} | 70,000 | {{launch}} }} | ||
{{MoveListRow | Jumping Light | {{ | {{MoveListRow | Jumping Light | {{ air {{l}} }} | 35,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | {{ | {{MoveListRow | Jumping Medium | {{ air {{m}} }} | 50,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | {{ | {{MoveListRow | Jumping Heavy | {{ air {{h}} }} | 65,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | {{ | {{MoveListRow | Jumping Special | {{ air {{s}} }} | 68,000 | {{high}} {{aircombofinisher}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 42: | Line 42: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Flip Kick | {{ | {{MoveListRow | Flip Kick | {{ {{qcf}} + {{l}} }} | 70,000 | Ends with Jill in Feral Crouch stance }} | ||
{{MoveListRow | Cartwheel Kick | {{ | {{MoveListRow | Cartwheel Kick | {{ {{qcf}} + {{m}} }} | 80,000 | {{groundbounce}} {{softknockdown}} <br>Ends with Jill in Feral Crouch stance }} | ||
{{MoveListRow | Arrow Kick | {{ | {{MoveListRow | Arrow Kick | {{ {{qcf}} + {{h}} }} | 100,000 | {{wallbounce}} {{hardknockdown}} }} | ||
{{MoveListRow | Double Knee Drop | {{ | {{MoveListRow | Double Knee Drop | {{ {{aironly}} {{qcf}} + {{atk}} }} | 70,000 {{l}} <br> 80,000 {{m}} <br> 90,000 {{h}} | {{high}} {{l}} version {{hardknockdown}} against airborne opponents only;<br> {{m}} and {{h}} versions {{groundbounce}} + {{hardknockdown}} against airborne opponents only }} | ||
{{MoveListRow | Fallen Prey | {{ | {{MoveListRow | Fallen Prey | {{ {{dp}} + {{l}} }} | 98,000 (35,000 + 70,000) | {{low}} {{otg}} }} | ||
{{MoveListRow | Ensnarement | {{ | {{MoveListRow | Ensnarement | {{ {{dp}} + {{m}} }} | 98,000 (35,000 + 70,000) | {{hardknockdown}} }} | ||
{{MoveListRow | Position Exchange | {{ | {{MoveListRow | Position Exchange | {{ {{dp}} + {{h}} }} | 0 | {{throw}} }} | ||
{{MoveListRow | Feral Crouch | {{ | {{MoveListRow | Feral Crouch | {{ {{d}} d + {{s}} }} | n/a | Ends with Jill in Feral Crouch stance;<br>Exit Feral Crouch with {{s}} }} | ||
{{MoveListRow | Low Sweep | {{ | {{MoveListRow | Low Sweep | {{ During Feral Crouch, {{l}} }} | 45,000 | {{low}} Ends with Jill in Feral Crouch<br>stance; Can {{cancel}} into any Special<br>Move or {{s}} }} | ||
{{MoveListRow | Jumping Roundhouse | {{ | {{MoveListRow | Jumping Roundhouse | {{ During Feral Crouch, {{m}} }} | 85,000 | {{wallbounce}} {{softknockdown}} }} | ||
{{MoveListRow | Somersault Kick | {{ | {{MoveListRow | Somersault Kick | {{ During Feral Crouch, {{h}} }} | 90,000 | {{jcancel}} {{startupinv}} }} | ||
{{MoveListRow | Teleport Dash | {{ | {{MoveListRow | Teleport Dash | {{ During Feral Crouch, {{b}} or {{ub}} or {{u}} or {{uf}} or {{f}} }} | n/a | Invincible near the end <br> Can pass through opponent; Can cancel<br>at any point with a Special or a Hyper Move }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Machine Gun Spray | {{ | {{MoveListRow | Machine Gun Spray | {{ {{qcf}} + {{atk}} + atk}} | 303,100 for 40 hits (11,000 per hit) | {{otg}} {{startupinv}} <br> Damage scales by 0.98 }} | ||
{{MoveListRow | Raven Spike | {{ | {{MoveListRow | Raven Spike | {{ {{dp}} + {{atk}} + atk}} | 290,800 (50,000 x 6, 150,000) | First hits scale by 0.9 <br> Last hit scales by 0.85 <br> This move does not have its damage scaling minimum affected by X-Factor }} | ||
{{MoveListRow | Mad Beast | {{ | {{MoveListRow | Mad Beast | {{ {{qcb}} + {{atk}} + atk}} | n/a | Jill enters Mad Beast stance;<br>Cannot walk or jump, only Teleport<br>Dash in all 8 directions, can dash twice in air,<br>can only block low;<br>All Normal Moves and {{qcf}} + {{atk}} <br>Special Moves (including Double Knee Drop)<br>can be canceled into Teleport Dashes<br>which are also Special Move cancelable | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 71: | Line 71: | ||
* Jill has some of the most friendly Chain Combos on the ground of any character, easily allowing her to score 7 hits before her Launcher. | * Jill has some of the most friendly Chain Combos on the ground of any character, easily allowing her to score 7 hits before her Launcher. | ||
* Learning to use the Feral Stance will be key, especially since she can cancel Teleport Dashes into Special Moves. This allows her to Teleport Dash forward into a Fallen Prey for a surprise low attack. Better yet, the Teleport Dash can easily be canceled into a Position Exchange for an unblockable throw that leads to a full combo with | * Learning to use the Feral Stance will be key, especially since she can cancel Teleport Dashes into Special Moves. This allows her to Teleport Dash forward into a Fallen Prey for a surprise low attack. Better yet, the Teleport Dash can easily be canceled into a Position Exchange for an unblockable throw that leads to a full combo with 0.7 Damage Scaling. Even from a full screen away, she can perform a Cartwheel Kick, Teleport Dash forward, and still reach you with a Position Exchange! | ||
* The Machine Gun Spray seems useless at first, but if you can catch the opponent in mid-air with it, it will do a lot more damage. Cancel a Somersault Kick, for example, into the Machine Gun Spray for much better damage. | * The Machine Gun Spray seems useless at first, but if you can catch the opponent in mid-air with it, it will do a lot more damage. Cancel a Somersault Kick, for example, into the Machine Gun Spray for much better damage. Also, try to utilize the machine gun spray as a punisher, as it not only contains many frames of invincibility, but the arc allows you hop straight over a number of other character's hyper combos, even if you just input the hyper as soon as you see they are about to activate theirs. | ||
* Mad Beast is extremely tough to use, but learning how to use it can allow you to play a very strong mix up game. You have to be extremely precise with your Special Move inputs to prevent yourself from doing backwards Teleport Dashes, so make sure to hit the Training Mode to get your Mad Beast combos down! | * Mad Beast is extremely tough to use, but learning how to use it can allow you to play a very strong mix up game. You have to be extremely precise with your Special Move inputs to prevent yourself from doing backwards Teleport Dashes, so make sure to hit the Training Mode to get your Mad Beast combos down! | ||
Line 78: | Line 78: | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:54, 9 December 2020


Jill
In a nutshell
A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed. Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents. She also possesses a command in the Position Exchange which can potentially open up a lot of defensive opponents. And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.
Video Walkthrough
COMING SOON!!
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Standing Light
{{
}}

33,000
rapidfire
Crouching Light
{{
+
}}


30,000

Standing Medium
{{
}}

45,000
Crouching Medium
{{
+
}}


43,000

Standing Heavy
{{
}}

63,000
Crouching Heavy
{{d +
}}

60,000


Reverse Roundhouse
{{
+
}}


63,000
Jumping Axe Kick
{{
+
}}


65,000

Standing Special
{{
}}

70,000

Jumping Light
{{ air
}}

35,000

Jumping Medium
{{ air
}}

50,000

Jumping Heavy
{{ air
}}

65,000

Jumping Special
{{ air
}}

68,000


Special Moves
Flip Kick
{{
+
}}


70,000
Ends with Jill in Feral Crouch stance
Cartwheel Kick
{{
+
}}


80,000


Ends with Jill in Feral Crouch stance
Arrow Kick
{{
+
}}


100,000


Double Knee Drop
{{
+
}}



70,000
80,000
90,000

80,000

90,000








Fallen Prey
{{
+
}}


98,000 (35,000 + 70,000)


Ensnarement
{{
+
}}


98,000 (35,000 + 70,000)

Position Exchange
{{
+
}}


0

Feral Crouch
{{
d +
}}


n/a
Ends with Jill in Feral Crouch stance;
Exit Feral Crouch with
Exit Feral Crouch with

Low Sweep
{{ During Feral Crouch,
}}

45,000

stance; Can

Move or

Jumping Roundhouse
{{ During Feral Crouch,
}}

85,000


Somersault Kick
{{ During Feral Crouch,
}}

90,000


Teleport Dash
{{ During Feral Crouch,
or
or
or
or
}}





n/a
Invincible near the end
Can pass through opponent; Can cancel
at any point with a Special or a Hyper Move
Can pass through opponent; Can cancel
at any point with a Special or a Hyper Move
Hyper Moves
Machine Gun Spray
{{
+
+ atk}}


303,100 for 40 hits (11,000 per hit)


Damage scales by 0.98
Raven Spike
{{
+
+ atk}}


290,800 (50,000 x 6, 150,000)
First hits scale by 0.9
Last hit scales by 0.85
This move does not have its damage scaling minimum affected by X-Factor
Last hit scales by 0.85
This move does not have its damage scaling minimum affected by X-Factor
Mad Beast
{{
+
+ atk}}


n/a
Jill enters Mad Beast stance;
Cannot walk or jump, only Teleport
Dash in all 8 directions, can dash twice in air,
can only block low;
All Normal Moves and
+
Special Moves (including Double Knee Drop)
can be canceled into Teleport Dashes
which are also Special Move cancelable
Cannot walk or jump, only Teleport
Dash in all 8 directions, can dash twice in air,
can only block low;
All Normal Moves and


Special Moves (including Double Knee Drop)
can be canceled into Teleport Dashes
which are also Special Move cancelable
Apprentice Combos
Strategy
Tips and Tricks
- Jill has some of the most friendly Chain Combos on the ground of any character, easily allowing her to score 7 hits before her Launcher.
- Learning to use the Feral Stance will be key, especially since she can cancel Teleport Dashes into Special Moves. This allows her to Teleport Dash forward into a Fallen Prey for a surprise low attack. Better yet, the Teleport Dash can easily be canceled into a Position Exchange for an unblockable throw that leads to a full combo with 0.7 Damage Scaling. Even from a full screen away, she can perform a Cartwheel Kick, Teleport Dash forward, and still reach you with a Position Exchange!
- The Machine Gun Spray seems useless at first, but if you can catch the opponent in mid-air with it, it will do a lot more damage. Cancel a Somersault Kick, for example, into the Machine Gun Spray for much better damage. Also, try to utilize the machine gun spray as a punisher, as it not only contains many frames of invincibility, but the arc allows you hop straight over a number of other character's hyper combos, even if you just input the hyper as soon as you see they are about to activate theirs.
- Mad Beast is extremely tough to use, but learning how to use it can allow you to play a very strong mix up game. You have to be extremely precise with your Special Move inputs to prevent yourself from doing backwards Teleport Dashes, so make sure to hit the Training Mode to get your Mad Beast combos down!