Jill Strategy

You should try Jill (dash) / Spider-Man (capture) / Doom(AA). Great team.

Jill/Gambit/Juggernaut is great low tier fun.

lk, lk, bazooka super–> Royal Flush–> mashed Headcrush can do over 120 damage.

call gambit (proj), cr.lkx2, cards connect, launch, magic series->lp tackle->Super tackle-> Royal Flush-> Headcrush

cr.lkx2, call Juggs, cr.hk (if opponent fails to roll Juggs connects)-> Super

If opponent is caught by Headcrush on the ground, you can DHC to Tyrant after the third hit (weird).

jill paired with doom ftw!! when you get the rocks moving with dooms assist and have zombies on the ground waiting to bite ankles it gets VERY annoying and does loads of chip dmg. if you hit with it you can launch and go into air combo. jill/jin/doom. i like it because i use jin/doom assist to protect jill. not recommended if you’re not a big jin fan. i personally love him but thats just me.

:sweat:sorry.

very short video on zombie (grab type) roll thing i do with jill
[media=youtube]xPK4ty59l9M[/media]

i made it just to mess with pinnacle, i return to work today so not much more time to work it out.
yes i know there are TONS of mechanics with marvel vs capcom 2 and i’ll admit i dont know them ALL so if this video is wrong or feel like it needs annotations please let me know.

thanks for watching.

Good shit liquid.

That would help if anyone i ever played actually rolled.

Good stuff… make em scared to roll… scared to not roll… mixup possibilities all over…

DO NOT listen to this. i’ve been playing jill for quite a while and i NEVER use the flaming zombies. 1k zombies FTW!!! there are SOOOO many ways the zombies can be used, not just after rolling, especially against people who love to superjump to run away. i am CONSTANTLY calling out zombies, along with other summons(sorry i play zappa in ggxx ac). i don’t use it as much to attack as i do to fill and control space. a zombie laying down and a crow flying through the air is more effective against mags than i can explain. maybe it’s because jill has been my lower-tier main since day one in mvc2 that i can find different uses for all of her moves, especially the 1k zombie. i agree with strangevision’s advice to use summons under cover of assists. its also good to string into summons’ with magic series. when you realize how easy it is to occupy space with all of the bs she can put on the screen, you’ll see how valuable jill can be to a team. also, don’t be afraid to turtle. i repeat, DON’T BE AFRAID TO TURTLE!! paired with your assist there should be no issue with this. i’ve noticed that turtling with her opens up doors that wouldn’t usually be open because of people trying so hard to hit you. jill+screen bs+turtling+assists=fun for you, none for the opponent

Wow…Such a long time from the days when j1llfan was my username. LoL I’ll reply once I catch up with all these posts…

Long-time reader, first-time poster to the boards. Take my discussion revolving around strategic elements as they are; I understand a little, I probably misunderstand a lot. Anyways to Jill!

I run Jill(Y), Cable (A), Doom (B). However I’m thinking of having Cable as AAA as well to cover the air that Doom cannot ~ discussion wanted and encouraged; I’m trying to tweak the weak points out of the team above (won’t be adding or subtracting characters, it is what it is).

My competition is nearly none-existent as I play from Australia on emulated titles; my kids are basically the only competition I get (8,6 and 5 respectively) and mashing is well within their forte xD. However I don’t let this impede me, as I can make the 2 hour trip to the arcade when I feel my skills warrant the increased competition ~ my last trip was over 4 years ago.

Life-story aside I’m here for interesting Jill/Doom lock-down games - rocks, dogs and birds to corner and chip, OTG’s although I think they’ve been covered quite well so far in the thread, and overall what I should and should not be doing against specific match ups with my team. I tend to revolve my combo game around what normals I can and cant use against certain characters, and adapting finishers after I initiate the opening hit.

I play Jill like a battery, limiting super usage for a DHC switch, or to finish a low opponent off; I tend to avoid burning it if I can help it as it’s better in Cables AHVBing capable hands. Cable should come in with 3+ meters if my initial strategy with Jill has panned out. I don’t think I need to discuss a strategy with Cable/Doom, it isn’t warranted as they’re pretty standard picks and I’d be repeating what’s been said a million times before.

So anyhoo, if anyone has something positive and constructive to teach with my team-makeup, or just for the sake of commenting, please do…I need all the help I can get xD