Jill Strategy

jill’s throw

Yeah jills throw is whatever. If u use jill with ironman though and u are in throw range call ironman and, then use a immediate throw. She will throw them into repulsar blast. I usually go for a jump FP, HCE, then DHC into HSF. Not super practical, but not useless and damaging.

Oops

Ahhh you know what. About my sweep to Tron AND LkZombie trick…

If they DO roll, and call out Tron, and have a Zombie out, they can block the Zombie because they can go into block-mode because of Tron’s rings, so uhh… You can use one or the other, not both at the same time.

Hi Does Jill have an infinite? if so, may I ask how its done? Thanks!

4 frame snap-out+4 frame launcher= ridiculous numbers.

Well, I’m bored so I’ll post some of my random personal Jill knowledge. All tof the following are things I’ve developed as I play as her.

j.hp has good speed and decent priority. I use it when building meter and keeping the opposition out of my face. (it’s saved my countless times from my arcades best cammy player.)

c lk is a fun scrub killer. It’s a good move if you want to force someone to start rolling. It connects after her c. HK for a quick OTG. It makes for a pretty hilarious “When should I roll!?” mindgame. (to scare them from rolling, call a LK zombie after the sweep, but make sure you have an assist covering you (preferbly tron) to avoid being punished if they don’t roll.)

using her to fill the screen with shit with the help of doom assist gives alot of characters a hard time. Kind of worthless agianst good zoning characters though. :frowning:

Based on my experience, Jill needs meter to land any damage that’s worth half a damn without tron. Tigerkneeing the HET works in certain situations but it’s kind of unreliable. I think you’re better off using it to end an air combo.

Throws do nothing for Jill offensively IMO. I only use them to show off or when the enemy is in the corner having trouble gettign me out of thier face.

Jill has a fast enough launcher to kill an assist that’s left on the screen alone. But she has to take one step backward everytime she lands it because her c. hp moves her foward a little. (does any other character’s launcher do that?)

That’s all I’ve got for now.

I recently got the idea to do this: When waiting for the next character in the corner, use the crow to gaurdbreak. Haven’t tried it yet.

EDIT: It works.

Jill is actualy imo I like her summon but they aren’t good at all the Dog she summons is an obvious and the zombies are to they moan when they come out and she alway has to do a motion I dunno about the crow though the Crow is the only decent/coolest summon she has other then summoning Nemsis that is over all she is an ok char but can never compare to someone like for example cough cough Magneto what a bitch…FUK YO MAGNETIC SHOCK WAVE SON.

Uh…yeah.

New team I’m trying…and stuff.

Jill (b)/ Storm (A)/ Tron (A)

It’s like MSTRON but worse! hooray!

I’ve already said what tron and Jill do together so let’s do jill and storm.

Storm greatly helps jill’s summon game (almost as much as doom)as well as her rush down. It 's no secret what storm can do with tron so I’ll say this:

c.lk, c. mk, c.hk, drop tron, launch, magic series X et XX HET, DHC into hail storm = insane damage to just about any character.

This is my new main jill team for obvious reasons. The damage this team does is just stupid.

hmm, well it would seem that the HET has invincible startup. Don’t see how I missed this before. this is going to be funny.

Earlier today, I used it to pass through doom’s air super. Great stuff.

UPDATE: I’ve kind of gotten the habit of using it to pass through things getting thrown at Jill in mid range. I always tigerknee it.

More Jill silliness.

Now, I don’t think that the Tyrant super is worth the time or effort of even TRYING to learn to land. Jill can do enough damage without this fan-service super with some pretty easy HET combos.

But if you insist, here’s some shit with storm and tron:
tron’s assist gets you a free Tyrant. Let him do a few swipes then hail storm. Damage is great.

I haven’t really found a practical use for the Rocket launcher when on point. If it’s blocked, Jill dies. Plus if you do it the safer way (hitting them with the startup) then some of the rockets miss. And at the range needed to land this, you my as well launch.

So what about DHC?

Well, no. If the enemy gaurd cancels, Jill dies. If you miss, Jill dies.

So what is a safe DHC with Jill? Het?

No. It’s retardly easy to punish.I hardly ever do this super on the ground.

So WTF do I do?

At my current expereince level, I don’t reccomend DHCing her in unless it’ll hit. She has no safe DHCs otherwise. This further supports this belief I have: Jill adds little to nothing to a team unless played on point and used as a counter-asisst. (with asisst <b>) After she’s served her purpose as the point character and get’s swapped out the only way she comes back is if the moment is right for a standard tag in.

Eh, and here’s an undeveloped short Jill vs. Storm strat.

Jill wants storm to rush her. That means gaining an early lead then building a defense.

Wait what? Is tigerboi crazy?

Well, let me ask you this, What can Jill do to catch a fleeing storm? eaxctly. When the match starts, YOU HAVE TO LAND SOMETHING BIG. Once you do that, you can get chipped by her and still keep the lead. Basically, you have to get good at blocking tri-jumps and punishing her. the best asissts for Jill in this match are Doom and CapCom IMO. Capcom to get her away from you. Doom to keep her away. A while timed crow can stop the hail storm.

This is not an easy matchup but I think Jill can win. I’ll add more later. Right now I’m at work and I have to keep it short. Plus, again, this strat is undeveloped.

i play jill/storm/tron or cammy.

c.lk, c.fk + storm, then c.fp if storm OTGs or grab zombie if they roll. Surprisingly, this still works, even though the zombie can be avoided.

s.lp, s.lp + storm, s.fk xx tryant super. if they roll, you get a free grab zombie > tyrant super setup again.

yo, is jills c.hk unrollable, at my arcade some low tier user kept spamming this shit and it was soo annoying/ridculous and none of us could roll out of it, well maybe it was her c.mk or c.lk but either way it was a sliding move similiar to mags c.hk

of course it’s rollable, any move that knocks down is rollable once you hit the ground. Nobody’s c.lk will knock down.

Jill/Juggs ground or spiral ground or Tron proj or any assist that’ll hold the opponent in place…

In corner: c.lk, c.lk, s.fk + assist [I prefer juggs ground] xx grab zombie, dash in c.lp, c.fp, sj. [slowly] lp, lk, lp, lk, lp tackle. Opponent falls into arms of zombie, dash in…repeat.

…newbie strats, but it works…sometimes.

O_O omg, people are actually POSTING!

Jill/juggs sounds great. Have to try it.

I did VERY well against Cable players with my Jill team

Felicia
Jill
Captain Commando

try using her crouching FK. It’s fast, and she gets REAL low to the ground, under cable’s lasers.

That will get you killed. Like, seriously.

Hasn’t done any harm so far.

In fact, cable doesnt touch me with Jill. Even though I’ve only faced three Cables. STFU! Haha :stuck_out_tongue:

Does anyone know any combos for Jill’s QCB + KK super?

well, let me explain why: four letters.

AHVB.

You do the slide infront of a good cable at any point and Jill dies. Even without the super, a standing mashed VB from cable hit jill in the middle of her slide. If cable blocks the slide, he can kill her for free.

In higher levels, the c.hk does nothing to get Jill closer. Her best option is to wavedash when he goes up for grenades.

Jill gets raped by anyone who can outzone her. Cable outzones everyone.

re: tyrant super.

honestly, I don’t think this super is worth the time. Jill can do massive without this super in much safer and easier to land ways.

However, if you must, Tron scores her one for free.

And if you’re stupid, like me, and actually use Doom’s qcf+PP super, then it easily DHCs from that.

jill should only slide on cheap chars when she has the opportunity to hit/slide under their helper.

like vs cable only if he called drones in close(but still not close enough to make contact) and he did a s.fk or something stupid.

vs storm if she did an early s.fk+drones, i’d try to wait for the fk to animate and then i’d slide under the drones+tron

it can still be used, but only with respect to positioning and options vs the cheap chars.

her launcher is incredibly stupid. just wavedash up to your opponent and use your plus frames over and over(clp,cmp) vary the plus frames with a dashing c.fp to hit them as they jump. kick them low if they are dumb, throw them if they are really dumb.

when ur opponent runs away from you, get the stupid lk zombie out, knock it over midscreen then position yourself so that they deal with your zombies position. dash after them and go for launcher as they avoid the ankle biter. you can also just shoot dead creatures+ tron as they try to land and avoid the muncher on the floor. alternately if you call out the flaming zombie(they are sjing and running around), you can just shoot a bird-> dash twice jump and go basic mode.

she’s ridiculously ghetto but she has really good priority and really good crap to force that issue with.