I use jill and tron, but I’m searching for that third guy or whatever so that’s why I’m in here.
I love jill’s sweeps but with low projectiles I tend to get beat up at times depending on who’s left. I thought about giving cammy a run as a third helper, drones are nice of course and allows the rush in…could go with them I guess.
Jill(the one where she dashes)/Cable(anti-air)/Tron (proj.)
this team however has NO anti-air.
so Team Scrub gets dominated very easily.
Jill vs Magneto works out pretty well her jumping HK either trades or has priority over some other chars. hits and crossups if you place it right.
1v1…jill does pretty well not against sent, sent is a hard ass
and i was reading before… her QCF+lp/hp is a effective air dash
a VERY VERY VERY damaging combo i frequently catch on people is this…
UNBLOCKABLE~
1)C.HK-> (your opponent will prolly roll about 95% of the time)
2)IMMEDIATELY cancel cHK to GRABBING ZOMBIE QCB+lk
3) zombie grabs for about 1-2 seconds (not sure if they can mash out.)
4) do w/e you want to your opponent
5)assist tron for max damage
follow up with jill combo of your choice
havent tried it but im sure it will work
WHILE ZOMBIE HAS OPPONENT
lk,lk,Tron assist-> Tyrant super this should combo
alright well thats all i do, and it works
yeah holla back later
I know I’ve posted this elsewhere, but if anyone out there reading this needs a great Jill team, go with Jill (dash)/Hulk(dash)/Tron (proj)or Sent (ground). BnB air combo with Jill leads to Gamma Crush for insane damage, and can even be chained into Tron’s Lunch Rush for a guaranteed kill. Plus, Tron assisted sweeps do wonders, and Hulk makes a great meat shield. No AAA here, but played right, you should be the one calling the shots. Jill plays better as a rush down character because her normals are fantastic but her projectiles just have too many holes, so be aggressive.
MVC2 announced online. The world will know my Jill…!
Jill/Gambit has some pretty cool combos.
With Gambit’s Proj assist:
:lp:, :lp: , :hp: + :assta:, lp.Elbow Tackle. After the tackle hits, Gambit’s card will catch them before they land. So now you’ve got a Jill ready to use and the opponent is slightly elevated in the air, held afloat by Gambit’s card. From HERE, what I usually like to do is dash in and LAUNCH, sj. lp, lp, Hyper Elbow Tackle. Fun looking combo, 85 damage, 1 super. Not bad, right?
If you want to let the card explode, you can do a couple things: Run up and otg. combo, or sit back and call a lk zombie if they roll. If the zombie attacks, FREE RESET! If not, otg. Good mind games. =)
A good, solid tactic for Jill is zombie play. Yeah, it sounds kinda cheap, but shes not the best when it comes to range, so she has to make up for it in other areas. Summoning zombies is a good way to scave off attacks (momentarily) from opponents. While the zombies roam across stage, try to sneek in a jab or two (cr.hk). It keeps your opponent off-balance somewhat. But, then again, its quite easy to slap the zombies out of the way, so use them in a smart way. The dog that flies across, is more of a decoy or distraction, so combine it with a solid assist i.e Spiral projectiles, Sentinel, etc…
And yeah, Jill/Gambit is a nice combination. lk,cr.hk/ charge/Gambit card assist. They’ll be swept, knocked upward, then hit by the cards, which you can do other things. Mainly though, just a aerial super. Although shes a decent fighter, her assist suck horribly. The only real worthy assist is her charge assist, and you have to bn certain spots of the stage to have it connect. Calling zombies out with nice chip-damage assist is nice, but I just wish she had more in her arsenal to compete against the big names…
So, I’ve been using her like an extremely ghetto mags. Essentially, I’m trying to practice getting in without the advantage of having Mags flipping out and teleporting around online. It’s been going okay, but I’m still pretty inconsistent. Is the only real way in with her while being covered by an assist? Or do you have any tricks and tips for it?
I’ve read about using a knocked down zombie to force the issue and take advantage of her priority, going to try and work that into my game with her (I really don’t use her zombies and shit enough to begin with).
Well, with most characters in MvC2, you need assist to close distance. Also, because your opponent will most likely assist as well, its the best way to match that. As far as Jill being able to close distance w/o assists, youve got to be one of the best at defense. Timing, knowing when to advance, and when to retreat, is a crucial possession with her, and any other character for that matter. If youre playing vs Storm/Sentinel/Captcom, you’ll need backup to prevent a onslaught of Captcom abuse. Using her bird zombie doesnt take damage, but it keeps your opponent o/ground, which is in Jill’s favor. Mix that up with holding zombie, flaming zombie, and dogs. Most of the time, they’ll be slapped away, but its about creating time to think of your next move. Because while your opponent is slapping the zombies away, you can get closer, switch out (which can be deceptive sometimes) or cr.hk for possible aerial supers. The flaming zombies are more effective (IMO), because they have nice damage, and nobody really falls for the capturing zombie. Both zombies can work, even if theyre knocked away. Because although theyre knocked away, they still are distracting, which you can use to your advan for possible cr.hk or cr.hk/THC. Overall though, play defensive, cause she doesnt have enough range to slug with higher tiers.
The reset is super basic, but I’m sure it would work on some people. Maybe every now and then, and her launcher is dumb fast.
I realize the zombie setup for my combos is unlikely to work quite like that in a match scenario, I was just messing around in training mode. Next up, I will be testing out spiral ground (punches) assist. I think I can cook up a 9 or 10 fierce combo. :tup:
I’ve been using Jill (dash) and Guile (AA). still working on a third person…from what I’m seeing, maybe tron or doom?
all I know is with a couple quick taps you can sweep and connect with that fiery elbow, and it does so much for being so simple. she’s got quick recovery and her jumping fierce kick has good priority. still working on my zombies and crows.
I use Jill(Heal)/Morrigan(Projectile)/Cammy(AA) together on a team.
I’m not new to the game but I’m new to the competitive scene and I was wondering how stacked is this team (If bad please point it out and critique what should be replaced and/or changed.)