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[[File:MvC2jill.png|right]] | |||
= Introduction = | = Introduction = | ||
Generally pretty bad, but her zombie traps, slide, and OTG make her somewhat dangerous. | Generally pretty bad, but her zombie traps, slide, and OTG make her somewhat dangerous. |
Revision as of 20:43, 29 August 2020
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.
Moves List
Normal Moves
Command normals
Slide: d + hk
Special Moves
Super Moves
Assist Moves
The Basics
Jill is quick and annoying. You will want to pressure with her j.fp overhead and her c.hk slide. If you get the knockdown, you can OTG them into an air combo potentially into super. If they roll the knockdown, you can call a LP Zombie to grab them once their roll finishes.
Combos
-d.s.LP > s.LK > s.HP XX qcf + LP
-Jump HP \/ d.c.LK > c.LK > c.HK XX qcf + LP XX qcf + PP
-Jump HK \/ d.s.LK > s.HK XX qcf + KK
-Jump LP > LP \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + PP
-qcb + LK, d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LK XX qcf + LP XX qcf + PP
-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
-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
-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
-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
-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