Marvel vs Capcom 2/Jill: Difference between revisions

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[[File:MvC2jill.png|right]]
= MvC2 Character Wiki Page Template=
= Introduction =
Generally pretty bad, but her zombie traps, slide, and OTG make her somewhat dangerous.


= Colors =
First row: LP, HP, A1. Second row: LK, HK, A2.


[[Image:Mvc2-jill.png]]
{{MVC2 Character Intro|char= jill|full=Jill Valentine|short=Jill|content=
== Introduction ==


= Moves List =
She's a member of S.T.A.R.S. !!


== Normal Moves ==
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.


=== Command normals ===
'''TO-DO''': Add frame data, as well as missing sprites
Slide: d + hk
== Gameplay ==
 
{{2 Column Flex|flex1=6|flex2=4
== Special Moves ==
|content1=
{{MvC3MoveListHeader}}
{{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.
{{MoveListRow | Kinsetsu Sentou A
{{ProConTable
| {{qcf}} + {{p}}
|pros=
|  
* '''Straight-forward gameplay:''' Jill is easy to pick up and play, with some good tools that make her easy to build around.
| {{airok}} Hold {{p}} to charge.
* '''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>
}}
}}
{{MoveListRow | Ousen Shageki
| {{hcb}} + {{p}}
|
| {{counter}} Mash {{p}} for up to 10 hits.
}}
}}
{{MoveListRow | Grenade Launcher
| {{dp}} + {{p}}
|
| Hold {{p}} to delay explosion.
}}
}}
{{MoveListRow | Kinkyuu Kaihi A (grab zombie)
 
| {{qcb}} + {{lk}}
== Character Summary ==
|
{{3 Column Flex
| {{unblockable}} Jill can trip up the zombie when its next to her, with an attack.
|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}}
}}
}}
{{MoveListRow | Kinkyuu Kaihi A (flaming zombie)
|content2=
| {{qcb}} + {{hk}}
{{Content Box|header=Hyper Combos|content=
|
;Hyper Charging STARS
| {{unblockable}}
*{{qcf}}+{{lp}}+{{hp}} {{airok}}
;Rocket Launcher
*{{dp}}+{{lk}}+{{hk}}  
;Tyrant Escape
*{{qcb}}+{{lk}}+{{hk}}, then {{qcf}}+{{k}}
}}
}}
{{MoveListRow | Kinkyuu Kaihi B (dog)
|content3=
| {{qcf}} + {{lk}}
{{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
}}
}}
{{MoveListRow | Kinkyuu Kaihi C (crow)
| {{qcf}} + {{hk}}
|
|
}}
}}
{{MoveListFooter}}


== Super Moves ==
== Moves List ==
{{MvC3MoveListHeader}}
 
{{MoveListRow | Kinsetsu Sentou A+
=== Assists ===
| {{qcf}} + {{lp}} + {{hp}}
{{MoveData
|  
|image=
| {{airok}}
|caption= Type α
}}
|name= Heal Type
{{MoveListRow | Rocket Launcher
|linkname= 
| {{qcf}} + {{lk}} + {{hk}}
|input= A1 // A2
|  
|data=
|  
{{AttackData-MVSC2
}}{{MoveListRow | CODE: T-002
|Damage=
| {{qcb}} + {{lk}} + {{hk}}
|Startup= 
|  
|Active= 
|  
|Recovery= 
}}{{MoveListRow | End of Tyrant
|Guard= 
| {{qcf}} + {{k}}
|Special Property= 
| 7
|Cancel= 
| Do this as CODE: T-002 finishes for an {{extra}} hit.
|Adv. Hit= 
}}{{MoveListFooter}}
|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.


== Assist Moves ==
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>


{{MvC2CharacterAssists
{{MoveData
  | Life-up || Rocket Launcher | [[file:hk.png]] Kinkyuu Kaihi A | The easiest to grab of all life-up assists.
|image=
  |[[file:hp.png]] Kinsetsu Sentou A || Kinsetsu Sentou A+ | [[file:hp.png]] Kinsetsu Sentou A |
|caption=
  |[[file:hp.png]] Grenade Launcher || Rocket Launcher | [[file:hp.png]] Grenade Launcher |
|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.


= The Basics =
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.


== Beginner Overview ==
Fast enough to be a useful harassment tool.
}}
}}<br>


<youtube>ufpazUNrxfk</youtube>
{{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.


== General Gameplan ==
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.


Jill is quick and annoying. You will want to pressure with her j.fp overhead and her c.hk slideIf you get the knockdown, you can OTG them into an air combo potentially into super. If they roll the knockdown, you can call a LK Zombie to grab them once their roll finishes.
Hits most characters standing, making it a useful harrassment tool. Also good for guard breaks on incoming.
  }}
  }}<br>


==Combos==
=== Hyper Combos ===


-d.s.LP > s.LK > s.HP XX qcf + LP
{{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.


-Jump HP \/ d.c.LK > c.LK > c.HK XX qcf + LP XX qcf + PP
Part of Jill's staple combo, her most consistent route to damage.
}}
}}<br>


-Jump HK \/ d.s.LK > s.HK XX qcf + KK
{{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.


-Jump LP > LP \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + PP
The damage on this is pretty variable, if the initial hit puts them airborne it will typically do much less damage.


-qcb + LK, d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LK XX qcf + LP XX qcf + PP
Needs a stable route to ensure damage but this is Jill's only real long distance attack.
}}
}}<br>


-Corner qcb + HK /\ Jump LK > LP \/ d.c.LP > c.LK > c.HK, c.LK > s.HP XX f,d,df + LP XX qcf + KK
{{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.


-Jump HP \/ d.c.LK > c.LK > c.HK, c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP
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.


-Away qcb + HK, (f,f, uf) d.s.LP > c.LK > c.HK, c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP
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>


-Corner qcb + HK, qcf + LK, (f,f, uf) Jump LK > LP XX qcf + PP \/ c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP
== Other ==
=== Colors ===
First row: LP, HP, A1. Second row: LK, HK, A2.


-Center qcf + HK XX qcb + KK, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP
[[Image:Mvc2-jill.png]]


= Advanced Strategy =


{{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
  • 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.
  • 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.
MVC2 jill art.png

Character Summary

Special Moves

Charging STARS
  • Qcf.png+P.png Airok.png Hold Hp.png to charge Hp.png version
Return Fire
  • Hcb.png+P.png Counter.png Mash P.png
Grenade Launcher
  • Dp.png+P.png Hold P.png to delay explosion
Zombie Escape
  • Qcb.png+K.png Unblockable.png
Cerberus Escape
  • Qcf.png+Lk.png
Crow Escape
  • Qcf.png+Hk.png
Hyper Combos

Hyper Charging STARS
  • Qcf.png+Lp.png+Hp.png Airok.png
Rocket Launcher
  • Dp.png+Lk.png+Hk.png
Tyrant Escape
  • Qcb.png+Lk.png+Hk.png, then Qcf.png+K.png
Assist Types

Type α - Heal Type
  • Assist: Life-up
  • Counter: Crow Escape
  • Combination: Rocket Launcher
Type β - Projectile Type
  • Assist: Hp.png Charging STARS
  • Counter: Hp.png Charging STARS
  • Combination: Hyper Charging STARS
Type γ - Anti-air Type
  • Assist: Hp.png Grenade Launcher
  • Counter: Hp.png Grenade Launcher
  • Combination: Rocket Launcher

Moves List

Assists

Heal Type
A1 // A2
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?


Dash Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jill does an uncharged Hp.png 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.


Projectile Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jill does an uncharged Hp.png 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.


Normal Moves

-When grounded, Jill has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
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.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Useful for extending strings or combos, lots of pushback.


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Pretty standard combo starter/filler.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
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 Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jill swings her fist downwards, great jump in.


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Mk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Jill's crouching Hp.png but 1 frame faster.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
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.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Same as Jill's standard throw.


Variable Attack (raw tag)
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jill's standing Hk.png. Jill's snapback is very fast.

Special Moves

Charging STARS
Qcf.png+P.png
Lp.png 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.

Hp.png 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 Hp.png to charge, the Hp.png 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.png the whole time, so you can't use your standard launch combo while charging. It is also difficult to combo into.


Return Fire
Hcb.png+P.png
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 P.png 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.


Grenade Launcher
Dp.png+P.png
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. Lp.png is a lower shot and Hp.png goes higher up. Hold P.png 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.png version used on point or as an assist are useful for creating a guard break scenario in the corner.


Zombie Escape
Qcb.png+K.png
Grab Zombie
Lk.png
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
Hk.png
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.


Cerberus Escape
Qcf.png+Lk.png
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.


Crow Escape
Qcf.png+Lk.png
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

Hyper Charging STARS
Qcf.png+Lp.png+Hp.png Airok.png
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.


Rocket Launcher
Qcf.png+Lk.png+Hk.png
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.


Tyrant Escape
Qcb.png+Lk.png+Hk.png
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:
Qcf.png+K.png
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.

Mvc2-jill.png



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