Don’t worry, Imma hook you guys up with some dumb Jill madbeast Tech on the 10th (selling Marvel the 11th).
Keep repping Jill peeps, she needs exposure.
Anyway, I’m going to start input the matchup stuff now, because I’m lazy and have to do a huge final write-up on jill for Gamefaqs later.The akuma matchup is much like the Ryu one, except this time, Jill has to respect Akuma’s options a bit more then Ryu’s. If Akuma is trying to approach with any normal Dive Kick/j. palm confirms, Jill can easily swat him out of the air with her Somersault and Cartwheel. However, Akuma can stay a good distance away and one jill out, so be sure to move while you’re on the ground and he’s in the air to pressure him. Do not forget that all form of Jill command dashes have some sort of invincibility, if you see a dive kick coming you can neutral up dash then go into an overhead S to counteract and punish it.
Defensively, Akuma has the same options as Ryu, without the invincibility, or the dumb ass jamaican Leg’s. This allows Jill to respect him a bit less, and not have to worry about your defense as much as your offense. Watch out for his teleport however, it’s more ambigious then it seems. His tatsu’s are quite safe, but Somersau;t them when you see one come or dash for the invinciblity, his L one is -1 on block, which gives time to punish with a s.L HOWEVER he can cancel one tatsu into another so be sure to be cautious. Akuma has a very strong DP as well, so approaching by her normal Command dash overhead isn’t the best option. Preferably, use her 6H overhead to break into his defense and iniate your offense. His DP Hyper is still extremely good, and contains alot of invincibility so be sure to keep your offense tight. Akuma’s throws are actually much better then Ryu’s due tothe fact that he can iniate a full scale combo off of them, so watch for throw setups, and abuse jill’s Rapid fire L,and cr.L to avoid them at all costs. Somer Akuma’s like using his Beam as a punish tool, jill can stuff it with MGS, but that’s distance realitive, so it’s better that you block it, or have a tight enough offense that you don’t let him throw one out.
Offensively, Jill doesn’t have to worry about invincibility. Be sure to approach with your feral dash, and Use it to outmaneuver him in the air, being ready to mix him up once he comes down. Somersault and Cartwheel should go without saying. Do not let him get more than a midscreen distance away without pressure, because than he could iniate his zoning skills much easier and try to lock you out.
Xfactor stupidness: In level 3 xfactor, Akuma gets a whole new derp level. However, unlike DP and the other greats, he still retains his old moves and his old problems. Just be sure to watch for Tatsu’s and divekick’s while your still pouring the offense on level 3 xfactor Akuma. Also, his beams become much stupider. Depending on his bars, I recommend Going into the air a little more and playing it a bit safer, don’t Feral dash as much if your more than a midscreen away, and jump+Block more.
DONT MIND ANY OF THAT