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?
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: