Greetings. I am making this post in the hopes that a few pros (and many others) will weigh in on an argument that began between NonSexualRice and I regarding the Jill v Zero matchup. It goes without saying that very little is understood regarding Jills matchups, since to this day not a single Jill player has consistently shown dominance with her in a tournament. Much like many other characters, she is simply undersold while the community focuses on easier to use characters during this games first few years.
Please note that Zero is undoubtedly the superior character as far as the grand scheme of UMVC3. I am just a firm believer that Jill possesses an advantage in this matchup as long as she plays cautiously and smart. For every piece of cheese Zero can throw, Jill has an effective countermeasure. The fact that aplayer has yet to achieve this level of high end execution with Jill is irrelevant, and pretty much the only reason people think Zero wins this matchup. As you will read, the data alone supports my claims.
In regards to this matchup, NonSexualRice had this to say:
-Anyone with half a brain knows Jill loses.
-I’m a scrub, and the dumbest poster he has ever met.
-Most of the entire UMVC3 community (which he represents) agrees with him.
-All pro Jill players agree with him (including himself, and he also directly cited Clockwork).
-He has written “millions” of guides. He also “practically created all the gameplay in Max Jill Assist me”.
So in other words, a non-tournament placing, self-proclaimed representative of the entire pro community (who was actually only one of four advisors on the “Assist Me” video) has argued this point using his own “superior knowledge” as sole evidence. All the evidence I used to support my claim is based on the frame data, extensive testing at home, and personal experience regarding my own battles with Zero players. You folks be the judge…
Argument 1: Zero can touch of Death, Jill cannot.
My opinion? Irrelevant.
Zero can produce a 2 bar death combo on Jill, whereas Jill cannot do this to Zero (though with assists/DHC, she can). It is true. This needs to be pointed out due to the fact that it is a solid argument in Zeros favor.
My counterpoint to this is that in SF2 Turbo (where almost all fighting strat originiated) Guile could death combo Dhalsim, but a cautious and careful Sim could slowly take down Guile. Thus, the matchup is actually in Sims favor. SF2T Guile v Sim is a perfect metaphor for my beliefs regarding Jill v Zero: death combos are not the whole story. Thank you, John Rambo.
(There are lots of other examples like this in various fighting games).
Argument 2: Zero has better normals and is faster.
My opinion? False false FALSE.
In regards to basic offense and tactics, almost nothing Zero has can work against Jill:
First off, nobody can jump in on Jill. Her somersault is invincible, and thus beats out any attempt Zero makes at jumping in. It takes 11 frames for Jill to activate feral cancel-invincible somersault. Within range, the following Zero moves are slower: s.H (12), cr.H(14), shippuga(15), j.H(11), j.S(13), hadangeki L(18)…H(14). This is not counting the additional frames it takes to jump/dash/anything.
Somersault is also a booty way to escape raw Raikosen (air lightening thingy) crossups, in general. The auto correct does not always happen so punish is inconsistent and dependent on both of their positions. A trade will occur in rare instances.
On the ground, Jills rapid fire L and cr.L are faster than Zero. The rest of the moves are a give and take between the two in terms of speed or priority. In general, Jill has more moves that are faster.
She can wave dash and he cannot. Her command dash/teleport is easily faster than Zeros. Once she is up in his face, he will not be able to run away without excessive advancing guard.
In regards to priority, some moves beat others and it is basically a trade off with the exception of Arrow Kick, which beats every single non projectile normal/special Zero has. The only exception is Zeros s.H (with about a 5 frame window).
It is also worth noting that while Zeros j.H is still godly, a Jill j.L and j.M can actually knock him out of it from natural range (natural range = starting positions). She can sometimes connect a combo off of j.M but never j.L in this scenario.
Argument 3: Zero can lock Jill down on the ground with blockstrings/crossups
My opinion? No opinion required, the facts speak for themselves…
After blocked ground string, Zero is not safe to use Hienkyaku (command dash) L , M, or H crossups without coverage from an assist (certain assists still guarantee no safety). No matter what move he does afterwards, the long recovery of hienkyaku L/H gives jill over 20 frames to react, almost enough time to fc somersault twice.
Hienkyaku also does not cancel to buster. It takes over 26 frames for Hienkyaku L to dash behind and buster. Somersualt fully punishes. Hienkyaku H-anything is punishable with flip kick and somersault. Somersault auto corrects and zero does not hit her from behind with j.H crossup attempts. Flip kicks hitbox swats him clean out of the air. Finally, Hienkyaku M(which puts him safely out of range of jill) has 35 frames of recovery. Jill Feral cancel to side teleport takes only 22-29, giving her more than enough frames to connect a free st.L, and exactly enough to score cr.L.
Conversely, Jills various teleport crossups/mixups/headgames are relatively safe against Zero. Zero has very little to protect himself outside of advancing guard or assist based defense. Jill also posses her command overhead, which cancels to invincible somersault at frame 27 (ideally, this is Zeros safest time to punish).
On the ground, Zeros only safe blocked endings are shippuga(+4) or lv3 buster(+2). After shippuga, he can throw a s.L, which must be blocked by Jill. Anything else and Jill can escape or punish. His only other safe alternative is to Hienkyaku H, cancel to air dash, and back away.
Argument 4: Zero can just outzone Jill with Sogenmu lockdown
My opinion? Half true.****
Zeros sogenmu/hadangeki/buster spam is vicious against anyone, not just Jill. It is inescapable after blocking the first hit, and Jill suffers alot of chip/lockdown. This argument is tricky, because it does basically give Zero a big advantage. The problem is that, just like anyone else, Jill can escape with superjump or jump block/air recovery, resulting in a wasted bar for Zero.
Jill can also spend a bar and use Invincible Machine Guns to punish/escape. With just one bar it is a guaranteed escape for Jill. It may not do alot of damage, but breaks Zeros momentum. Also, from any range, it creates so much hitstun that nearly any projectile DHC in the game will connect. This scenario can technically work for both Zero/Jill, but in my opinion is easily dodgeable by anyone, and with two bars, can lead to massive damage to Zero, or death.
Argument 5: Zero can just hover in the air and outzone Jill
My opinion? Half true.
As a Zero player against Jill, this is definitely what you want to be doing. A novice/intermediate Jill is screwed in this scenario. However, Zeros zoning tools are far from the best in the game, and the higher the level of play gets, the less effective these tools become…
Jill possesses her invincible side teleports/cr.M slidekick/arrow kick, which are extremely fast and can dodge the predictable trajectory of Zeros Buster with quite a bit of ease. Buster is Zeros only air zoning tool, and it must be charged. A blocked lv3 buster chips 1/24 Jills health bar. That is alot of charging!
Most people also do not know that Jill can feral cancel -somersault-feral cancel in order to completely dodge a lv3 buster shot, giving her a big advantage. The timing is a little tricky, but it is a clean dodge and specifically works on fast projectiles.
If Zero does not cover with assist, Fc-somersault-fc-somersault even survives (and technically) punishes zeros raikosen M-lv3 buster-raikosen L approach (standard technique) without her even needing to block, and with no chip damage suffered. See how all of Zeros techniques barely work on a smart Jill?
Finally, against an airbone Zero: Jill has Invincible Machine Guns, which results in a grounded Zero, no matter where he is in the air. DHCs out of Machine Guns are inconsistent when hitting an airborne opponent, but still connect most of the time. Regardless, the point is that Zero cannot stay in the air indefinitely. He has to come down to the ground, where Jill is faster and better overall.
Conclusion:
As you can see, there are countless justifications for why I feel the matchup is in Jills favor. As long as a Jill player plays cautiously and smart, she will eventually overcome Zeros constant attempts to cheese her. Her somersault automatically halves the value of his offense, and his better techniques still have ways to be gotten around or punished. Certain assists can definitely change the dynamic of these situations, but the same could be said of many matchups in this game. That is the brilliance of UMVC3s design.
I am really interested to see just what the community actually thinks about this, especially some of the pro Zero and Jill players out there. Please throw your hat in and consider the data, or just join NonSexualRice in his trollathon. I do not mind. I did my best to maintain objective reporting, and if there are corrections needed, let me know. I am fully aware that we are all still learning about this insanely complex game, and its many facets.