Line 691: | Line 691: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Charging STARS | ||
|linkname= | |linkname= Charging STARS | ||
|input= | |input= {{qcf}}+{{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 706: | Line 706: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Jill does a quick shoulder tackle, travelling about half screen. | ||
Useful as a combo filler. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Charging STARS | |||
|linkname= Charging STARS | |||
|input= {{qcf}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|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 it has diminishing returns on the charge. 1 hit a second for first 3, 1 hit every other second for 6, then 3 seconds a hit, etc. It maxes out at 26 hits, which takes ~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= Counter. | |||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 14:59, 12 July 2024
MvC2 Character Wiki Page Template
Introduction
Character information paragraph. Get creative!
TO-DO: Add frame data, as well as missing sprites
Gameplay
CharacterName is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Air Normals
-When in the Normal Jump state, Jill has the Hunter 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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
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. |
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. |
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 it has diminishing returns on the charge. 1 hit a second for first 3, 1 hit every other second for 6, then 3 seconds a hit, etc. It maxes out at 26 hits, which takes ~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 | |
- | - | - | - | - | |
Counter. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Other
Taunt
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.