Jill Strategy

Bumping an old thread. It’s still got some good info in it. And I made my first post in this thread so let’s keep it alive, OK? :sweat:

The single largest advancement I’ve made with Jill is leaving her strong OTG game behind me. Rolling kills so I’ve made a few adjustments. Jill’s best damage comes from her launch -> magic series -> LP Elbow Tackle (cancel after first hit) xx HET. Or, if you prefer to stay grounded, you can add on a HET after any normal (preferably a ground chain ending in her s. HP). That being said, her slide is still one of her best assets because of it’s range and you can add a LP Elbow Tackle without fear of retaliation.

Another discovery: Her summons aren’t that bad actually. Her zombies have some weird properties.

Normal Zombie (NZ)

Summon Zombie -> Superjump Over Opponent -> Pushblock. Everyone is familiar with this, but it’s nice. At full screen, for example, call Storm’s Proj. assist, summon the zombie, and superjump. If they block the assist, they should be in blockstun long enough for you to get on the other side.

It should be noted that HCs should not immediately be activated if the zombie connects. You must combo into them. Otherwise, upon HC activation, the zombie will immediately fall off.

Another interesting thing about the NZ is that Jill can knock it down allowing for the foot grab. It’s basically is a immobile mine of sorts for a few seconds.

Flaming Zombie (FZ)

As mentioned before in this thread, the flaming zombie cannot be blocked under certain circumstances. The move itself is unblockable - what causes it to be blocked is the blockstun from another move. For example, suppose you summoned a FZ and proceeded to rush down your opponent. Your opponent is turtling and in blockstun from your flurry of attacks. The zombie approaches, and it is blocked. Now, had you been sitting still when the zombie approached, it would connect.

Is the FZ the only true unblockable in MvC2? Besides throws obviously.

Jill cannot destroy the FZ and neither can assists. This is key because it allows Jill to cover her ass while summoning. Again, Storm is a valuable asset.

Just a side note: Another great way to get zombies on the screen is making use of the slide. Just trip and summon. If your opponent rolls, they get hit. If they don’t roll, just jump over their bodies.

Superjumping and the j. HK

Lol, welcome to Jill’s offense. Or my personal offense at least. The girl needs to jump a lot. The reason being that she lacks any real range on her normals (other than the j. HK) and with assists like Tron’s Proj. and Psy’s AAA, closing in from the ground is a pain. And beam characters? Air travel is the only way to go.

The j.HK is awesome. Connect and you het a free HET. It’s got nice range too.

Of course this isn’t necessary vs. all characters. Just the good ones. =P

I’m too tired to go into more depth, but do any other Jill players find themseleves superjumping constantly? Whether you’re trying to connect with your Zombies or trying to close a gap, it’s all about covering the ground with an assist while you take to the skies. I guess a lot of pixies work in a similar manner.

Team JSP - For those of us too stupid to use Magneto. :tup:

Great Jill Thread :slight_smile:

I have just started using Jill a few days ago. My current team is Jill(proj)/Tron(proj)/Morrigan(AA). I try to keep it as low tier as possible since Id rather not play the top 4. The team needs work and i might switch out Morrigan for Psylocke but Morrigan has rush down + Tron so its all good. I was also thinking of changing the Proj type of Jill since it comes out so slow but I might not. I will post what new info I find on Jill later on.

Her dash assist is a pretty good counter assist, personally I use heal. Her projectile assist is horrible.

I used to use Jill a while back and can still crack some heads with her if I play it right. The only team I’m effective with though is Jill/Storm/Cyke. Here are some of my strats:

  1. Cyke sets up Jill pretty well. You can catch them in the air after his assist hits and to light hits into super.

  2. Of course there’s the chk mix up game where you can make them roll into the zombie.

  3. I try to use the bird against sent if all else is failing. It dips a little too low to be useful sometimes though and it can be hit.

  4. It’s easy to launch, dash, launch on the other side with her since she’s so quick, always good to tag on a little extra damage with her.

  5. If I get a combo before I have two meters I usually won’t end with a super. I always try to wait till I have two for that so I can DHC into storm for big damage.

  6. On the ground I try to use lp elbow tackles that are covered by storms assist to build meter and do chip. Use a combo of slides xx into tackles with storm backing you up and you might land a hit.

  7. Jill/storm reset: launch and call Storm, sjlk sj hk, the sjhk should throw them into the assist after the flying screen, right before you land do a sjlk which pops them up a little, then dash to the other side and launch again, free reset that’s quick, damaging and hard to anticipate.

  8. Solo Jill reset: launch sjlp sjlk sjlk, do them kind of slow so you can fall to the other side then sjlp xx into lp elbow tackle xx into super. Timing is a little tricky sometimes so watch out.

  9. Jill can slide uner Cyke and Psy assits, she can also slide under Sent’s rocket punches (on point) and Cable’s standing fp.

great thread strangevision, im utilizing more of that overhead j.hk and her projectiles more often. Thanks! im currently using either jill/ruby/doom or jill/silver samurai/tron. both teams set up real punishin dhcs and both have great assists to complement jill. Dang!

well obviously cable presents bad matchups for dam near every one but my team is
Jill-dash Doom-AA Cyclops AA
i start with flaming zombie and rock then then dog and normal jump in and maybe even repeat the crow cause the zombie is still coming …(NOTE FLAMIN ZOMBIE CAN BE BLOCKED)

i also abuse her charged up elbow tackle using zombie and rocks to give it time to build and cover me when i get close land it or not i release the charged up beam canel into the super elbow tackle then cancel to Mega OB then to Electric cage or photons for crazy chip damage …cyclops also builds meter crazy fast so that helps with chip from him and doom

Jill storm doom all the way

c.lk, c.lk, c.hk, Doom asist (anti air) tyrant super, cancel into hail storm, and if you time it right lightning attack, lightning storm. full bar

I am ressurecting this thread, been playing Jill/Sent/Cable or Jill/Cable/Tron or Jill/Sent/Cable. All of them seem to work pretty well together. Jill Dash assist sets up AHVB perfectly. You can also call Sent drones and try to jump to the other side and either pressure them or try to pushblock. So far I have been trying to experiment with how good standing lk,hk, qcf+p, qcf2+p super is.

Very awesome Jill thread.

Jill <b> Doom <B> Cable <B> is what I run with.

Agianst characters that don’t rain projectiles all day (Cable, sent) I always try to have a HK zombie on screen with doom rocks. Making getting close on most characters pretty easy as in maximizes her safety. Agianst Cable, screw the HK zombie or you’ll obviously get AHVBed in the face.

I use Cable AAA as a counter assist for her. Works great. Just don’t forget to dash in after it’s landed or you’ll have to fight to get close again.

I love her crouching HK. I use it to get past some of sent’s lockdown tactics (LK drones). And if your opponent has weird habit of not rolling, comboing c. HK into HET will drive them insane.

Jill with Doom AAA is fucking great. Maximizes her mobilty safety and makes it alot easier for her to apply pressure.

As Jae said, Jill’s dash assist sets up the AHVB perfectly. It works well as a counter assist as well, espcailly if you want to get rushers off of Doom’s nuts.

As for the tyrant super, I think I was able to land it off of Doom’s rocks once. Or it could just be that the guy I was playing didn’t block. I’ll play around with it later.

I use Doom’s QCF+PP to DHC into it. Other than that, I use the Tyrant super for shits and giggles

Jill Strats.

Jill and Tron… quick, ugly damage.
Note: All damages are done on 100% stamina.

:lp:,:lp:,:hp:,:assta:,lpElbowTackle
63 damage, 0 supers, non-rollable, and Tron’s last ring goes to waste.

:lp:,:lp:,:hp:,:assta:,HET
82 damage, 1 super, non-rollable

:lp:,:lp:,:hp:,:assta:,T:002
87 damage, 1 super, non-rollable

:lp:,:lp:,:hp:,:assta:,T:002…dash in, OTG c.:lk:,c.:hp:sj.:lp:sj.:lp:,lpElbowTackle,HET
106 damage, 2 supers, rollable after Tyrant

Combos give you plenty of time to enter, come out fast, and pretty damaging. You so rarely see T:002 used, so I’m glad it not only has a home for style, but for practicality as well.

Also, about Jill’s sweep… I can only guess whether they’re going to roll or not. If they are, I’m going to want to call a LK Zombie. If they aren’t, I’m going to want to OTG them. I found out that if you use her cr.:hk:, call Tron and call a LKZombie at the same time, they’re going to be hit no matter what-- Zombie or Tron’s rings. It’s either a chunk of their life from the rings, or a free combo for you because of the LKZombie grab.

I use her HPElbowTackle as a cheap air-dash… only if I know it’s safe.

Know when to toss out Zombies, dogs, and crows. Jill’s equipped to have several playing styles, so use them accordingly. I tend to immediately kick my zombies over, then maybe call a crow or a dog, or block and hope they dive in so I can pushblock them into the fallen Zombie. All the crap on the screen limits someone who wants to rush you down, just don’t go crazy with it—

Also-- it appears a zombie grab cannot be mashed out of. Is that right?

writes them down Thanks for posting those. Makes me tempted to swap Doom for Tron on occasion.

That is…beautiful.

As for mashing out of the LK zombie, I don’t think you can. I don’t use it enough to be perfectly sure.

Also, the zombie stays onscreen ALOT longer than it usually does if Jill knocks it over.

I’m not sure if people here already knew this or not, but the Rocket Launcher cancels the LK zombie…even if it has already grabbed the opponent…and gives them a HUGE window to escape. So yeah, don’t try it.

The way I see it-
Either you can knock it over yourself and have a zombie on the ground-- that can’t be killed, and can grab-- or you can have your opponent knock it over and immediately kill it. I’d rather have it on the ground where I know it’s safe for a few seconds (before disappearing) than walking around waiting to be projectiled, assisted, beamed, or kicked to death.

Definatly. I never call it in without knocking it down. One exception being, that I predict my opponents landing spot after they SJ and leave it there waiting for them. The only way they can possibly realize it’s there is if they hear the summon SFX. And if the screen is full of shit, they just might not even notice that.

And that’s about the only time I don’t knock it over. I feel that if it’s up and walking around while they’re in the upper half of the screen, it has a better chance of hitting them when they land.

Honestly though, I still hardly ever LK Zombie. Before I knew about your awesome Tron assist trick, I only used it when my opponent rolled just about EVERYTIME I swept them. (Because I would try and make them afraid of getting HETed after being knocked down early on)

Wow, Jill is extremy dangerous after landing c. HK isn’t she?

Jill’s slide…

Also, if you’re against Sentinel and you think he’s going to rocket punch…
Call a crow. Jill’s ducking motion make the rocketpunch miss Jill, and the crow will sometime trade hits with Sentinel’s fist…!

You can also use her slide as a dodging tool. It goes pretty low.

The only time I’ve utilized flaming zombies is against a very melee character like Rogue or Zangief. Call a HkZombie, crow, dog, crow, dog, etc. Does okay chip and it’s a good staller. Time your helpers according to what they’re doing… Jumping, crouching, etc. Also, Jill’s AA helps here to go over the flaming zombie for some overhead protection, while the flaming zombie covers the front. This is her version of keepaway.

If you need to stall, get at the other end of the screen and summon like crazy and use your AA. Don’t be too predictable, though. They’ll find gaps in your slow patterns and come through. If they have a habit of breaking in, block and pushblock, or use her Baretta Counter… but be careful. This move has costed me Jill’s life a couple times. It’s tricky and hard to anticipate. As said in an earlier post, aim for 9 hits. That does the most damage for the Baretta Counter.

Against characters that I know I’ll lose against if I try to out-rush them (Magneto, Psylocke, Cammy-sometimes-, Storm) or just lack projectiles, I play Jill sort of as a keepaway, while trying to land a fallen zombie grab and calling helpers to keep them again and narrowing their points of entry. If anything, they do a small amount of chip, so yay. Also- I believe her sweep trades hits with a lot of Magneto’s stuff. Her sweep and Magneto’s sweep trade hits, and stuff like that.

Against slower characters, Jill has her fast and furious combos to use. You know how these go, Jill will be halfway done with a combo before Juggernaut has time to say “AAARRRWWOOOo.” Just be careful. Her LpElbowTackle has a little lag on the end of it, but against really slow guys, you can get away with it.

Against keepaways are a bit harder, you’re going to either call an occasional helper if there’s no hope of getting close. Jumping overhead and using her HpElbowTackle as an air dash helps her move in a bit. In my experience, keepaway gives Jill the most trouble. However, her 1on1 with Cable isn’t so bad, I’ve found myself not having as hard of a time as anticipated, as long as he doesn’t have a crazy good AA. I’ve been guilty of using her “HpElbowTackle airdash” to get closer to him, but ONLY WHEN I KNOW IT’S SAFE. This move is so agonizingly vulnerable when it comes to Mr.AHVB. But if it works, you’re closer to the guy who doesn’t want to be close to you (ESPECIALLY JILL). Cables love to roll to get to the other side of the screen, so remember your LkZombies, and sick your nastiest combo on 'im.

Cable and sent are horrible match-ups for jill. Period. Especailly if they have a good AAA.\ to back them up.

Yeah, pretty much the only way to reliably get in close to Cable is to ghetto air-dash over him after he misses you in an air-to-air. (tigerkneed VB for example)

Because that’s when you’re prefectly safe from his assists.

Crows, Zombies, Dogs…all summons are worthless agianst Cable and Sent. (and any other projectile heavey character. Like doom) Sent can simply just c. HP and stop anything Jill summons at him. To make matters worse, seeing as you more than likely had to block the c. HP, he just locked you in a corner by forcing you to block that. I’d imagine that the crow could stop the rocket punch, but it honestly doesn’t sound that reliable of tactic.

Bet hey, it does work. And any tactic that works is useful agianst that asshole Sentinel.

Oh, and if Sent starts drowning Jill in chippy stomps in fly-mode, there’s not much she can do. If you try to dash under him, you risk running into an assist. I guess you could push block and jump away from him…but then agian, he could just frying-pan you and then you’re right back where you don’t want to be.

Agianst Cable, Jill has to be EXTREMLY careful. None of her specails are safe agianst AHVB. Just get ready to take some chip damage and play reactively. Cable is all about forcing or waiting for the enemy to screw up. If you sit still, there’s a chace that the Cable player would get impatient and try to force you to move by chipping you or calling an assist on you. The ghetto dash is your best friend agianst Cable.

But here’s the best Anti-Cable and Sent strat for Jill: Don’t use her agianst them. Just try to create an opening to call in a chacter that has an easier time with those two that might be on your team. IMO these are easily her most difficult match-ups in the game.

But yeah, about the summons, fantastic keep away for melee types. They’ve saved me from a certain friend’s Guile several times.

Hm.

Recently found out–

If you have a LkZombie out and you are thrown, that Zombie is completely USELESS until it disappears. It won’t grab upon contact with the opponent, nor can it be blocked by an opponent. It just goes through everything until it leaves the screen. You may be able to knock it over, but it still won’t grab!! :arazz:

That glitch has come up several times while I was playing before. I had no idea why it did that though, but I know it had something to do with me taking damage during the summon.

Oh, do you have any effective ways to help out Jill’s throw game? Because her throw is complete shit.

hm…

To be honest, since Jill’s throws aren’t her strong point, I don’t use them with her. At point-blank range I’d rather try out a sweep or go for the baretta counter if they’ve got a jab-happy character. The sweepXXcounter gets people at first. They wise up quick though.

Her throw only goes one way and it’s priority doesn’t seem to be anything near impressive, so I’ve stayed clear of it.

Well, I feel better about giving her Doom’s AAA. :slight_smile: She needs SOMETHING to make her opponents shy away from blocking.