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= MvC2 Character Wiki Page Template= | |||
= | |||
{{MVC2 Character Intro|char= jill|full=Jill Valentine|short=Jill|content= | |||
== Introduction == | |||
She's a member of S.T.A.R.S. !! | |||
Jill is a fan favorite character, with tons of game references scattered throughout her move set. This can be to her detriment at times because some of her moves are much more fun to watch than to actually try to fight with.<br> | |||
She has a solid rushdown game backed by an arsenal of Resident Evil weapons and zombies that she can summon. The summons are not suitable for zoning against most of the cast but they can be very annoying. Her 2 most infamous tools are her 2HK slide that can otg and her unblockable zombie sequences. She has a very interesting anti-roll game from cancelling her slide into unblockable zombie to punish opponents trying to roll out of her combo. | |||
=== | '''TO-DO''': Add frame data, as well as missing sprites | ||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{ | {{Content Box|content='''Jill''' is a rushdown character who can use summons to create setups and harass their opponent. Her main strengths are consistent damage off rushdown but her weaknesses are low health and inflexible team placement. | ||
{{ | {{ProConTable | ||
| | |pros= | ||
| | * '''Straight-forward gameplay:''' Jill is easy to pick up and play, with some good tools that make her easy to build around. | ||
* '''God slide:''' 2HK is a big, easy to use low that can hit confirm into an OTG for a full combo. | |||
* '''Good normals:''' All of her buttons associated with HP or HK have pretty good hitboxes, at least good for a Capcom character. | |||
* '''Zombie summons:''' Jill can create pressure and setups with her zombies, even creating unblockable reset sequences for huge damage. | |||
* '''Anti-roll strategies:''' Using her grab Zombie, Jill can convert a full combo off a rolling opponent. | |||
|cons= | |||
* '''Lower health:''' Jill has a 106% damage modifier, slightly more damage than normal. | |||
* '''Inconsistent specials:''' Summons have weak priority, preventing her from actually zoning. Her specials and supers can be fickle to hit with. | |||
* '''No good assists:''' Her DHC potential is alright but her lack of any real assist relegate her to being primarily a Point character. | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>https://youtu.be/ufpazUNrxfk?si=hmKhHUlHopFawSW6</youtube></center> | |||
}} | }} | ||
}} | }} | ||
}} | }} | ||
{{ | |||
| {{qcb}} + {{lk}} | == Character Summary == | ||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;Charging STARS | |||
*{{qcf}}+{{p}} {{airok}} Hold {{hp}} to charge {{hp}} version | |||
;Return Fire | |||
*{{hcb}}+{{p}} {{counter}} Mash {{p}} | |||
;Grenade Launcher | |||
*{{dp}}+{{p}} Hold {{p}} to delay explosion | |||
;Zombie Escape | |||
*{{qcb}}+{{k}} {{unblockable}} | |||
;Cerberus Escape | |||
* {{qcf}}+{{lk}} | |||
;Crow Escape | |||
* {{qcf}}+{{hk}} | |||
}} | }} | ||
{{ | |content2= | ||
{{Content Box|header=Hyper Combos|content= | |||
;Hyper Charging STARS | |||
*{{qcf}}+{{lp}}+{{hp}} {{airok}} | |||
;Rocket Launcher | |||
*{{dp}}+{{lk}}+{{hk}} | |||
;Tyrant Escape | |||
*{{qcb}}+{{lk}}+{{hk}}, then {{qcf}}+{{k}} | |||
}} | }} | ||
{{ | |content3= | ||
{{Content Box|header=Assist Types|content= | |||
;Type α - Heal Type | |||
*Assist: Life-up | |||
*Counter: Crow Escape | |||
*Combination: Rocket Launcher | |||
;Type β - Projectile Type | |||
*Assist: {{hp}} Charging STARS | |||
*Counter: {{hp}} Charging STARS | |||
*Combination: Hyper Charging STARS | |||
;Type γ - Anti-air Type | |||
*Assist: {{hp}} Grenade Launcher | |||
*Counter: {{hp}} Grenade Launcher | |||
*Combination: Rocket Launcher | |||
}} | }} | ||
}} | }} | ||
== | == Moves List == | ||
{{ | |||
{{ | === Assists === | ||
| {{ | {{MoveData | ||
| | |image= | ||
| {{ | |caption= Type α | ||
}} | |name= Heal Type | ||
{{ | |linkname= | ||
| {{ | |input= A1 // A2 | ||
| | |data= | ||
| | {{AttackData-MVSC2 | ||
}}{{ | |Damage= | ||
| {{ | |Startup= | ||
| | |Active= | ||
| | |Recovery= | ||
}}{{ | |Guard= | ||
| {{qcf}} + {{ | |Special Property= | ||
| | |Cancel= | ||
| | |Adv. Hit= | ||
}}{{ | |Adv. Guard= | ||
|Adv. Pushblock= | |||
|description= Jill holds out a medicinal herb that heals your red health. Green is common, red will heal more. Alpha Counter is Crow Escape. THC is Rocket Launcher. | |||
Mildly useful Life-Up that is easy to grab but keep in mind it can only heal red health. Take the Green Herb? | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= Type β | |||
|name= Dash Type | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill does an uncharged {{hp}} Charging STARS. Alpha Counter is the same. THC is super version. | |||
Jill dives headfirst into the opponent, leaving herself vulnerable. At least the alpha counter has a chance to hit anything. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= Type γ | |||
|name= Projectile Type | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill does an uncharged {{hp}} Grenade Launcher. Alpha counter is the same. THC is Rocket Launcher. | |||
This can be used for unorthodox combo routes or guardbreak setups. Or to preemptively deny space. | |||
}} | |||
}}<br> | |||
=== Normal Moves === | |||
-When grounded, Jill has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree. | |||
==== Ground Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5{{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Good priority, decently fast poke with enough range to use in neutral or combos. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Useful for extending strings or combos, lots of pushback. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= 2{{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= 2{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Pretty standard combo starter/filler. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= Slide | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= 2{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Jill does a long slide, causing a knockdown. Easy to combo into and confirm into an otg. | |||
This move is rollable. If the opponent is rolling, Jill can call her zombies to catch the opponent's roll. | |||
}} | |||
}}<br> | |||
==== Air Normals ==== | |||
-When in the Normal Jump state, Jill has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree. | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Light Punch | |||
|linkname= j.LP | |||
|input= j.{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Medium Punch | |||
|linkname= j.MP | |||
|input= {{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Heavy Punch | |||
|linkname= j.HP | |||
|input= j.{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Jill swings her fist downwards, great jump in. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Light Kick | |||
|linkname= j.LK | |||
|input= j.{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Medium Kick | |||
|linkname= j.MK | |||
|input= {{mk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Heavy Kick | |||
|linkname= j.HK | |||
|input= j.{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
=== Universal Mechanics === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Universal Launcher (Punch) | |||
|linkname= Universal Launcher (Punch) | |||
|input= 3{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Launcher (high) | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill's crouching {{hp}} but 1 frame faster. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Throw (Punch) | |||
|linkname= Throw (Punch) | |||
|input= 6{{hp}} // 4{{hp}} near opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill grapples her opponent and pulls out a knife, slashing them while jumping back. Throws opponent forward. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Throw (Punch) | |||
|linkname= Air Throw (Punch) | |||
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Same as Jill's standard throw. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Variable Attack (raw tag) | |||
|linkname= Variable Attack | |||
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Snap Back | |||
|linkname= Snap Back | |||
|input= {{qcf}} + A1 / A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill's standing {{hk}}. Jill's snapback is very fast. | |||
}} | |||
}} | |||
=== Special Moves === | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|name= Charging STARS | |||
|linkname= Charging STARS | |||
|input= {{qcf}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|version={{lp}} | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Jill does a quick shoulder tackle, travelling about half screen. | |||
Useful as a combo filler or to stay in. Hits otg. | |||
}} | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|version={{hp}} | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Jill does her shoulder tackle, going full screen. Can work as a pseudo air dash, though the recovery is long. | |||
Hold {{hp}} to charge, the {{hp}} always comes out when charging unless it was cancelled into or negative edge was used. Just a weird quirk of the move. | |||
Does 2 hits uncharged, requires ~3 seconds to start adding hits. No exact numbers but seems to have diminishing returns on the charge. 1 hit a second for first 3, 1 hit every other second for 6, then 3 seconds a hit. It maxes out at 26 hits, which takes maybe 45 seconds to build; does 46 damage to Cable. | |||
This move requires that you hold {{hp}} the whole time, so you can't use your standard launch combo while charging. It is also difficult to combo into. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Return Fire | |||
|linkname= Return Fire | |||
|input= {{hcb}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Counters non-projectile physical attacks. Jill will counter attack with a push. If the push hits, she pulls out a gun and shoots up to 10 times. Mash {{p}} for more hits. | |||
This is a high risk, low return move. Can be useful if you predict someone will mash out but be aware that even if it triggers you are not always guaranteed to get the push to work. Extremely funny if you finish someone with this move. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Grenade Launcher | |||
|linkname= Grenade Launcher | |||
|input= {{dp}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Jill pulls out a grenade launcher and fire it in an arc. {{lp}} is a lower shot and {{hp}} goes higher up. Hold {{p}} to delay the explosion. | |||
The explosion has 2 hits, the first does almost no damage and the center of the explosion does the rest. The actual area covered is small, so this attack is more about controlling space than doing damage. | |||
{{hp}} version used on point or as an assist are useful for creating a guard break scenario in the corner. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|caption= | |||
|name= Zombie Escape | |||
|linkname= Zombie Escape | |||
|input= {{qcb}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|version=Grab Zombie | |||
|subtitle={{lk}} | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A zombie is on the loose! This zombie will walk forward half the stage's length and will grab an opponent and hold them there if it gets close enough. Jill can attack the zombie to knock it down, knocked down zombies still grab but are immobile. | |||
The zombie always appears at the end of the screen behind Jill, this makes it a useful way to catch a rolling opponent. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The grab zombie is more of a setup tool than a zoning tool. Knocked down zombies can discourage dashing in. | |||
}} | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|version=Flame Zombie | |||
|subtitle={{hk}} | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A zombie is on the loose (and it is on fire)! This zombie will walk forward half the stage's length and explode when close to the opponent; the explosion is unblockable. | |||
The zombie always appears at the end of the screen behind Jill. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The flame zombie is useful for setting up unblockable reset sequences. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Cerberus Escape | |||
|linkname= Cerberus Escape | |||
|input= {{qcf}}+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A zombie dog is on the loose! The dog will run from the back of the screen. Jill sees the dog and jumps over it. | |||
Jill will wait the full distance for the dog to run by her, she will recover much faster if she is close to where the dog appears. | |||
Fast enough to be a useful harassment tool. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crow Escape | |||
|linkname= Crow Escape | |||
|input= {{qcf}}+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A crow is on the loose! The crow flies forward in a downward arc. Jill sees the bird and crouches under it. | |||
Jill will wait the full distance for the crow to pass her, she will recover much faster if she is close to where the crow appears. | |||
Hits most characters standing, making it a useful harrassment tool. Also good for guard breaks on incoming. | |||
}} | |||
}}<br> | |||
==Combos== | === Hyper Combos === | ||
- | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Hyper Charging STARS | |||
|linkname= Hyper Combo Name | |||
|input= {{qcf}}+{{lp}}+{{hp}} {{airok}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill does a bigger version of her tackle. 10 hits. Contrary to popular belief, this move is not mash-able. | |||
Part of Jill's staple combo, her most consistent route to damage. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Rocket Launcher | |||
|linkname= Rocket Launcher | |||
|input= {{qcf}}+{{lk}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill pulls out a giant rocket launcher and fires multiple times. Close up, the rocket appearing will hit opponents into the air for a juggle. | |||
The damage on this is pretty variable, if the initial hit puts them airborne it will typically do much less damage. | |||
Needs a stable route to ensure damage but this is Jill's only real long distance attack. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= What's that?! | |||
|name= Tyrant Escape | |||
|linkname= Tyrant Escape | |||
|input= {{qcb}}+{{lk}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A hole appears in the ground. If the opponent is hit, Tyrant Zombie is on the loose and rampages, hitting the opponent for a lot of damage. | |||
- | This move is difficult to hit with (it is blockable) but it is Jill's strongest super. Easiest used as a DHC. | ||
}} | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|version=During last hit of Tyrant Escape: | |||
|subtitle={{qcf}}+{{k}} | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Jill fires one last rocket at Tyrant, blowing up the zombie and the opponent at the same time. | |||
This move costs a whole super and does barely any damage. Use it to secure a kill if possible, but mostly it's just a cool hidden super. | |||
}} | |||
}}<br> | |||
== Other == | |||
=== Colors === | |||
First row: LP, HP, A1. Second row: LK, HK, A2. | |||
- | [[Image:Mvc2-jill.png]] | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Revision as of 14:38, 15 July 2024
MvC2 Character Wiki Page Template
Introduction
She's a member of S.T.A.R.S. !!
Jill is a fan favorite character, with tons of game references scattered throughout her move set. This can be to her detriment at times because some of her moves are much more fun to watch than to actually try to fight with.
She has a solid rushdown game backed by an arsenal of Resident Evil weapons and zombies that she can summon. The summons are not suitable for zoning against most of the cast but they can be very annoying. Her 2 most infamous tools are her 2HK slide that can otg and her unblockable zombie sequences. She has a very interesting anti-roll game from cancelling her slide into unblockable zombie to punish opponents trying to roll out of her combo.
TO-DO: Add frame data, as well as missing sprites
Gameplay
Jill is a rushdown character who can use summons to create setups and harass their opponent. Her main strengths are consistent damage off rushdown but her weaknesses are low health and inflexible team placement.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Charging STARS
+
Hold
to charge
version
- Return Fire
+
Mash
- Grenade Launcher
+
Hold
to delay explosion
- Zombie Escape
+
- Cerberus Escape
+
- Crow Escape
+
- Hyper Charging STARS
+
+
- Rocket Launcher
+
+
- Tyrant Escape
+
+
, then
+
- Type α - Heal Type
- Assist: Life-up
- Counter: Crow Escape
- Combination: Rocket Launcher
- Type β - Projectile Type
- Assist:
Charging STARS
- Counter:
Charging STARS
- Combination: Hyper Charging STARS
- Type γ - Anti-air Type
- Assist:
Grenade Launcher
- Counter:
Grenade Launcher
- Combination: Rocket Launcher
Moves List
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill holds out a medicinal herb that heals your red health. Green is common, red will heal more. Alpha Counter is Crow Escape. THC is Rocket Launcher. Mildly useful Life-Up that is easy to grab but keep in mind it can only heal red health. Take the Green Herb? |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill does an uncharged Jill dives headfirst into the opponent, leaving herself vulnerable. At least the alpha counter has a chance to hit anything. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill does an uncharged This can be used for unorthodox combo routes or guardbreak setups. Or to preemptively deny space. |
Normal Moves
-When grounded, Jill has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Good priority, decently fast poke with enough range to use in neutral or combos. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Useful for extending strings or combos, lots of pushback. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Pretty standard combo starter/filler. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill does a long slide, causing a knockdown. Easy to combo into and confirm into an otg. This move is rollable. If the opponent is rolling, Jill can call her zombies to catch the opponent's roll. |
Air Normals
-When in the Normal Jump state, Jill has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill swings her fist downwards, great jump in. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Jill's crouching |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill grapples her opponent and pulls out a knife, slashing them while jumping back. Throws opponent forward. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Same as Jill's standard throw. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill's standing |
Special Moves
![]() |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Jill does a quick shoulder tackle, travelling about half screen. Useful as a combo filler or to stay in. Hits otg. | ||||||
![]() |
Damage | Startup | Active | Recovery | Guard | |
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Jill does her shoulder tackle, going full screen. Can work as a pseudo air dash, though the recovery is long. Hold Does 2 hits uncharged, requires ~3 seconds to start adding hits. No exact numbers but seems to have diminishing returns on the charge. 1 hit a second for first 3, 1 hit every other second for 6, then 3 seconds a hit. It maxes out at 26 hits, which takes maybe 45 seconds to build; does 46 damage to Cable. This move requires that you hold |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Counters non-projectile physical attacks. Jill will counter attack with a push. If the push hits, she pulls out a gun and shoots up to 10 times. Mash This is a high risk, low return move. Can be useful if you predict someone will mash out but be aware that even if it triggers you are not always guaranteed to get the push to work. Extremely funny if you finish someone with this move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill pulls out a grenade launcher and fire it in an arc. The explosion has 2 hits, the first does almost no damage and the center of the explosion does the rest. The actual area covered is small, so this attack is more about controlling space than doing damage.
|
Grab Zombie![]() |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
A zombie is on the loose! This zombie will walk forward half the stage's length and will grab an opponent and hold them there if it gets close enough. Jill can attack the zombie to knock it down, knocked down zombies still grab but are immobile. The zombie always appears at the end of the screen behind Jill, this makes it a useful way to catch a rolling opponent. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The grab zombie is more of a setup tool than a zoning tool. Knocked down zombies can discourage dashing in. | ||||||
Flame Zombie![]() |
Damage | Startup | Active | Recovery | Guard | |
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
A zombie is on the loose (and it is on fire)! This zombie will walk forward half the stage's length and explode when close to the opponent; the explosion is unblockable. The zombie always appears at the end of the screen behind Jill. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The flame zombie is useful for setting up unblockable reset sequences. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A zombie dog is on the loose! The dog will run from the back of the screen. Jill sees the dog and jumps over it. Jill will wait the full distance for the dog to run by her, she will recover much faster if she is close to where the dog appears. Fast enough to be a useful harassment tool. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A crow is on the loose! The crow flies forward in a downward arc. Jill sees the bird and crouches under it. Jill will wait the full distance for the crow to pass her, she will recover much faster if she is close to where the crow appears. Hits most characters standing, making it a useful harrassment tool. Also good for guard breaks on incoming. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill does a bigger version of her tackle. 10 hits. Contrary to popular belief, this move is not mash-able. Part of Jill's staple combo, her most consistent route to damage. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill pulls out a giant rocket launcher and fires multiple times. Close up, the rocket appearing will hit opponents into the air for a juggle. The damage on this is pretty variable, if the initial hit puts them airborne it will typically do much less damage. Needs a stable route to ensure damage but this is Jill's only real long distance attack. |
Damage | Startup | Active | Recovery | Guard | ||
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
A hole appears in the ground. If the opponent is hit, Tyrant Zombie is on the loose and rampages, hitting the opponent for a lot of damage. This move is difficult to hit with (it is blockable) but it is Jill's strongest super. Easiest used as a DHC. | ||||||
During last hit of Tyrant Escape:![]() ![]() |
Damage | Startup | Active | Recovery | Guard | |
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Jill fires one last rocket at Tyrant, blowing up the zombie and the opponent at the same time. This move costs a whole super and does barely any damage. Use it to secure a kill if possible, but mostly it's just a cool hidden super. |
Other
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.