Psy will never attempt land a standard magic series combo into a HC. Her options are so much more vast than that. As I said in my last post (and the one before that), Jill is more damaging punch per punch but Psy has longer (and more painful) combos.
This is a fairly simple Psy combo which is thrown out a lot:
jump in HP, c. HP, superjump, LP,LK,MP,MK, Psi-Blade->Butterflies
Against Cable: 70-79 damage
Against Storm: 72-81 damage
Against Sent: 55-63 damage
The damage is a bit random since Psy can mash the Psi-Blade for more hits and delay the HC slightly to hit more times.
Against Cable: 48-50 damage
Against Storm: 50-52 damage
Against Sent (with c. LK added before launcher): 32-34 damage
Easy yet effective. Again, mashing the Psi-Blade is what causes the random damage factor.
Psylocke has many more damaging combos at her disposal and an array of options when it comes to comboing her launcher, but these are the ACs you will see most often.
I really don’t know anything about Jill but the various cool tricks.
Slide xx zombie, do that a few times then do the OTG combo when they get the idea…
do the air combo ending in super in the corner, you’ll land next to them but they won’t be knocked down, then low short and try again. Sometimes works, but it’s better if you can throw in an overhead option (try Jill/Psy, jump fierce w/Psy then otg).
Drones + dog for keepaway. Works best when the opponent is coming down from a jump.
I’m glad to see that people have an interest with Jill, unfortunately no matter how hard I try I can’t find anything exceptional or truly unique with her to exploit.
That’s why I use Rogue, Venom, and Sakura because they have potential. And since Strangevision said he uses Rogue you should check the Rogue and maybe the Sakura section out.
One thing cool about Jill though is that once people catch on the the roll into Zombie special they begin to be afraid of rolling which leads to getting OTGed anyways.:evil: :lol:
Oh and last but not least Jill’s LP Dashing Elbow has Zero recovery time when blocked. BTW anyone try SJ canceling her C.HK slide?
Pleez check out Sakura/Rogue sections if you can I can tell you some really good strats and combos with her. I’ll make a new Sakura thread soon.
Does anyone know where i can find Jill videos in a match, not combo vids but match or tourney vids of her in action ? Can anyone also redirect me to any place where i can find JWong using storm ? I tried forgo.net already.
not sure about the video but there should be some from the previous tourney b/c I was using Jill doing some crazy combo on them. I love using her. she is one of my best character.
Wow, it’s been a long time since I’ve posted, and I apologize. Call it Soul Calibur fever…
I have a few misc. things I’ve found out about Jill:
Servbot can actually stand under Jill’s zombies. Seriously
A Tiger-Knee’d LP Elbow Tackle from Jill is a nice lockdown tool. Nice recovery, and (with assists) can pin an opponent to the ground. Plus, if it hits, you get a free HET!! This is definitely a tool worth using.
After a failed Rocket Launcher HC, Jill can be hit with OTG attacks. Case in pont: BB Hood’s Cool Hunting can counter it on block. HET is the only HC worth using…
More character specific strategies to come. I still stand firm that Jill vs. Psylocke is most definitely in the latter’s favor. Any last thoughts on the match before I move on? Any suggestions as to who should be covered next? I’m thinking about Tron or Spiral.
the other day i was playing with Jill Storm and psy against spiral sent and blackheart…i put up the best fight too.
jill’s Lp elbow stike is somewhat useful if done in the right time
the crow + storms ass. + the raging dog (at the same time) is useful against flyers and telaporters.
overall, jill is quick and useful when dashing back then sliding ( d. Hk) . but i still needs more expermenting
using jill against magneto must be used very presice.
counter with jill’s baretta with caution and watch for mags AD to catch him.
Using assi A with strom and bring out and assult of dead animals is also well for gettting a chance to jump and Lp elbow strike in the air to catch them as you fall with a jab…so on
*I’ve heard of catching the Elbow strike HC twice, in the corner. but i’ve never caught it.
also…sometimes using firece punch elbow strike can throw people of if you hold down hp for a sec. then release. (not everytime, but you can explore more with that)
im not sure if anyone posted this yet…but jill can do her HET like cable does his AHVB…you can do the tiger knee and seeing that jill’s HET comes out extremely fast…you can make it even faster with the tiger knee motion and 3xpunch…once again im not sure if anyone posted this…and if so i apologize for posting again…
I remember when I first started playing Marvel vs Capcom 2, Jill was my favorite character. My entire strategy involved pressuring until I land a sweep, then OTG cr.lk, cr.hp, sj.lp. sj.lk, sj.mp, sj.mk, hp elbow tackle (1-hit) XX Hyper Elbow Tackle. I even mastered the timing for OTG after the Tryant super for a nastly air combo into super. After a while, the newbs playing at my arcade hated me Jill so I stopped playing her.
Time passed and I got interested in other stuff. Also, I started watching tourney videos and my brother started catching on on top tier cheapness (e.g. total lockdown with Cable with AHVBx3 if you whiff, Magneto 100% life combo with multiple hypergravXXmagnetic tempest in one combo). I got introduced to the true cheapness of using assists. It also became impossible to OTG anymore because opponents finally learned to roll.
Now, after a long time, I think that I should try to play Jill again, if I don’t get too hooked up with work, Warcraft III, and RPGS (which I desperately want to play but don’t have the time). Now I like Jill especially since she has that sweep, wait, and zombie if they roll or cr.lk if they dont. Free combo both ways.
Yes, it is possible to combo two air Hyper Elbow Tackle in the corner.
The follow-up to the Tyrant super does not require an extra meter. Use it if you already had an OTG in you combo (you cannot OTG twice in one combo). Otherwise, go for the OTG. They connot roll out of it. It is sort of like after Commando’s Captain Storm.
hey what is that double h.e.t. combo in the corner??
also my jill team has been jill proj./cammy aaa/sent ground i’ve been thinking about changing cammy for capcom to help my struggling sentinel, but how can he help jill? do you guys know any setups ect. i like sent. b/c he helps me set up the tyrant super after the lk zombie (call sent), lp,mp,hp,(sent hits), tryant… on second thought maybe i should try psylocke? what do you guys think?
Double HET: Do a TK’d HET in the corner, then juggle with s.LP… then combo into another HET however you like. The timing on the s.LP is VERY strict, though. You might be able to combo straight into another tk’d HET, but I’ve never been able to.
I think psy goes very well with Jill. Any assist that OTGs adds alot to her game, though I personally preffer IM-B… Jill and IM have some crazy lk zombie setups.
Still, commando is good enough and helps Sent enough that capcom will probably give you a stronger team altogether. Even though Jill/psy is better than Jill/CapCom (IMO), Sent/CapCom is WAY better than Sent/psy.
what do you guys think about jill/bison(the scissors kick)/storm (pro.)
bison helps jill to set up her otg game, and actually jill can juggle (unrollable) after bison, and you can combo into storm’s assist unlike sent. ground assist, bison can use storms assist to keep crap on the screen and bison has a (relatively) safe DHC in the psycho ball super, and then of course there’s storm…
what are those IM/jill setups you were talking about earlier, and i’ve noticed that you guys talk about the zombies a lot but i’ve found (almost) no use for them against the top four, actually just cable, if you could post some strats for that matchup that would be great.
I’m still playing as Jill despite the fact the game has moved into the realm of top and God tiers only. She’s still a blast to play and lots better than she gets credit for. Anyway, just a few random thoughts:
My current team is Jill/Storm (proj.)/Psy (AAA). I call it JSP. Yeah, pretty lame. Anyway, I’ve liked this team the best. Jill plays offensively and can pressure well with Psylocke and her wavedash. Land that cr. LK and do some damage! Storm is there for what she does best. Runaway, meter building, and ACs. I’m still in the process of learning Storm/Psy. Basically, I just call Psy and launch my opponent. Also, Storm earns a spot on your team simply for the safe DHC.
I’ve actually been using Jill’s summons more often. With Storm on Proj. Assist, you can call your pets and win just about any projectile war. Obviously, I wouldn’t do this against someone like Cable, but it works well against non-beam characters. Also, Storm’s Projectile assist will not knock down or destroy the zombies. So at full screen, I may summon flaming zombie -> call assist -> summon dog in order to pressure. I use Crows periodically, but I find them useless. Just don’t forget about cr. HK -> summon crow xx HET. It causes more damage than her Tyrant HC IIRC.
And, as stated earler, TK’d Elbow Tackles are awesome. I use them a lot. I’ve also been fooling around with Jill’s j. HK. It comes out kinda slow but has great range and priority.
Jill’s my main Character in MvC2, only because that’s like how she plays (in other words, i felt extremely comfortable playing with her).
I’ve gota combo i don’t think has been mentioned.
Jump in lp. lk. c.lk, c.lk, c.mk., c.hk, otg c.mk xx Rocket Launcher
the otg c.mk pops them up high enough for the Rocket Launcher to launch them into the air and combo. So as long as your opponent doesn’t roll out of it.
If i may mention my Jill team
Jill (Dash)/ SonSon (AAA)/ ???
The ???'s are for the fact that i don’t really have a 3rd character. I use Cammy’s AAA and Sak (Dash) sometimes, but they’re not really permanent. I use SonSon for the same reason i use Jill, even though her AAA isn’t the best, it still can beat out a lot of other assists.
Can any of you give me a suggestion of a 3rd Character, maybe i can use Psy for the reasons the guy with the Karin avatar was saying. I just don’t know if she would benefit SonSon in anyway
First, I would hesitate using the Rocket Launcher HC even if it’s combo’d. The reason being that if Jill launches her opponent with the Rocket Laucher, only the top row of rockets will connect. The damage isn’t that hot and Jill recovers a full screen away (thus forcing her to close the distance again). Stick with the Hyper Elbow Tackle. Cr. HK -> Summon Crow xx HET is your friend. Also, the HET can be combo’d from any of Jill’s normals.
Second, I’m glad to see you use SonSon. She’s a lot of fun and her AAA can set up midair HETs (among other things). Personally, I use Psy instead of Sonson. I wouldn’t use both. They play similarly and don’t really compliment each other. Psy is an overall greater character, but don’t let that discourage you. There’s alot of fun to be had with SonSon. Gotta love those monkeys. :lol:
As far as your third character is concerned, think about Storm. You get ground coverage from her Proj. assist, safe DHC, meter building, and 2 lower tiers + God tier gives you a rather formidable team.