Marvel vs Capcom 2/Jill: Difference between revisions

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Revision as of 09:01, 12 February 2012

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.

Mvc2-jill.png

Moves List

Normal Moves

Command normals

Slide: d + hk

Special Moves

Name
Command
Damage
Special Properties (glossary)
Kinsetsu Sentou A
qcf + p
airok Hold p to charge.
Ousen Shageki
hcb + p
counter Mash p for up to 10 hits.
Grenade Launcher
dp + p
Hold p to delay explosion.
Kinkyuu Kaihi A
qcb + k
unblockable
Kinkyuu Kaihi B
qcf + k

Super Moves

Name
Command
Damage
Special Properties (glossary)
Kinsetsu Sentou A+
qcf + lp + hp
airok
Rocket Launcher
qcf + lk + hk
CODE: T-002
qcb + lk + hk
End of Tyrant
qcf + k
7
Do this as CODE: T-002 finishes for an extra hit.

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.png Life-up
Rocket Launcher
Hk.png Kinkyuu Kaihi A
The easiest to grab of all life-up assists.
Beta.pngHp.png Kinsetsu Sentou A
Kinsetsu Sentou A+
Hp.png Kinsetsu Sentou A
Gamma.pngHp.png Grenade Launcher
Rocket Launcher
Hp.png Grenade Launcher

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.

Advanced Strategy