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    Jill by ABrea

    Version: 2.6 | Updated: 12/09/00 | Search Guide | Bookmark Guide

                   MARVEL VS CAPCOM 2: NEW AGE OF HEROES
                         [Sega Dreamcast Import]
                          JILL VALENTINE GUIDE
                             Version: 2.6
                          Written by: Aya Brea
    This FAQ was written based on the Japanese Sega Dreamcast version of 
    the game. Certain aspects may differ from the arcade or home versions 
    that are scheduled to release later this year. The latest version of 
    the FAQ can be found at:
      - Revision
      - Credits
      - Legend
      - Jill in a nutshell
      - Why use Jill
      - Valentine Normals
      - Valentine Special Moves
      - Valentine Hyper Combos
      - Valentine Assists
      - Valentine Combos
           - Simple combos
           - Advanced combos 
           - Aerial Raves
           - Useless combos
           - CRAAAAAAAAAAZY team combos!
      - Valentine Strategy
           - The unpredictable slide!
      - Versus Strategies
      - Valentine Partners
      - Jill vs Abyss
      - Epilogue
    04/Jun/2000 – V1.0
      - FAQ was first created
    07/Jun/2000 – V2.0
      - Um, completed all moves and combo sections. Also partner 
    sections. Still incomplete here and there.
    09/Jun/2000 – V2.1
      - Filled in the Jil vs Abyss section
      - Altered the discription of almost all of Jill's moves
      - All hits and damage for combos and moves added
      - Added more combos
      - More partners
      - Added some decent combos with Tyrant ;)
      - Edited the format and corrections
    27/Jun/2000 – V2.2
      - Added more to the CODE: T-002 super. It's actually VERY useful 
    and versatile!
      - Added more compatible partners, and more combos. :)
      - Filled in Jill's strategies
    09/Jul/2000 – V2.3
      - Added another pretty cool OTG juggle combo
      - More strategies
      - Character vs strategies, although they're not very good.
    19/Jul/2000 – V2.4
      - Added more combos
      - The Epilogue section, just for fun. ;)
    23/Jul/2000 – V2.5
      - The CRAAAAAAAAAAZY combos section. :)
      - Added Hayato to partners section
      - Added Zangief and Storm strats
      - Some French corrections
      - More strategy and a brand new confuser section.
    10/Dec/2000 – V2.6
      - Added a CRAAAAAAAAAAAAAAAAAAZY combo :)
      - Altered the "Charlie's Angels" CRAAAAAAAAAAZY combo
      - A note about Baretta Counter
      - Another AWESOME reason why you should use Dr. Doom!
      - Added a few more character specific strategies, especially 
    Magneto, Dr. Doom etc...
      - Capcom for making this fab-n-addictive game
      - Glen for getting me the Japanese Dreamcast
      - Charles Leung for sending me a copy of MvC2
      - CjayC for his hacked MvC2 save file
      - Kao Megura <kmegura@yahoo.com> for his complete MvC2 movelist and 
    a lot of comments and combos. :)
      - Michael Charlton <mikecharlton@hotmail.com> for the ultimate 
    Tyrant combo with Dr. Doom!
      - Genji <genji27@yahoo.com> for tips on getting the Tyrant super to 
    work, and a MAJOR thanks for telling me that it's OTG-able! Wow, that 
    just opens up a HUGE amount of combo oppotunities.
      - Rashid Reddy <shinkuu_r@hotmail.com> for the tips on Rocket 
    Launcher, combos and the idea of the Epilogue section. BTW, excellent 
    Storm FAQ!
      - Final Fantasy Fanatic <finalfantasyfanatic_@hotmail.com> for 
    helping me with some French translations in Jill's ending. ;)
      - LuisX <luisx@ufl.edu> for notes about Baretta Counter 
      - Nico Valencia <acb_dragon@yahoo.com> for the awesome tip about 
    Dr. Doom and the CRAAAAAAAAAAAAAAAZY combo
    Directional buttons/arcade stick
          U                               Up 
       UB | UF               Up-Back             Up-Forward
     B ---N--- F         Back           Neutral          Forward
       DB | DF               Down-Back          Down-Forward
          D                              Down
      - C, Crouch, is done by holding D, DF or DB
      - J, Jump, is done by any of the U, UB or UF motions
      - SJ, Superjump, is done by the [D, U] motion
      - Block is done by holding B. A regular Block must be done to avoid 
    Overhead attacks
      - C.Block, Crouch Block, is done by holding DB
      - Air Block is done by holding B in the air
      - Advanced Block (ie, Push Block) is done by PP while Blocking in 
    any of the above methods. If successful, either you or the opponent 
    will be pushed away, preventing certain following up attacks.
      - A ground dash (both backwards and forwards) is done by tapping 
    the direction hastily twice in a row. 
    Button configuration
       Dreamcast                         Arcade
       _    __/     \__    _             _        
     _|L|___|         |___|R|__         (_)      (LP)  (HP)  (A1)
            |   VMU   |                  |
        |   |_________|   (Y)            |       (LK)  (HK)  (A2)
      --+--            (X)   (B)
        |                 (A)
    Ok, excuse me for the terrible ASCII arts. The default controls for 
    the DC buttons are:
      X=Light Punch (jab)    Y=Heavy Punch (fierce)      L=Assist 1
      A=Light Kick  (short)  B=Heavy Kick  (roundhouse)  R=Assist 2
    To perform Medium Punch or Kick (aka Strong and Forward), tap LP or 
    LK respectively a second time after the initial attack. This can ONLY 
    be done during a combo, or when your initial attack made contact with 
    the opponent, be it Blocked or not. (So tapping the LP button 
    repeatedly when you're across the screen from the opponent will never 
    produce an MP.)
    You may also cross up the Punch and Kick buttons. Chain combos follow 
    the "zigzag" rule (ie, LP -> LK -> MP -> MK -> HP -> HK) so tapping a 
    weak attack button after another attack will execute the next 
    corresponding command along the chain. For example, tapping the LP 
    button twice and LK button once will produce a LP -> MP -> MK chain.
      - Tech Hits are performed by tapping B or F + HP or HK when thrown. 
    Can be used in air.
      - Recovery Rolls are performed by [B, DB, D] + P or K just when 
    you're about to hit the ground.
      - Taunts are perform by holding LK and tap Start on the Dreamcast, 
    or start alone in the arcade.
    Other abbreviations
      P / K    - Punch / Kick
      PP / KK  - 2 Punches / 2 Kicks
      QCF      - Quarter Circle Forward, execute [D, DF, F] motion
      QCB      - Quarter Circle Backward, execute [D, DB, B] motion
      HCF      - Half Circle Forward, execute [B, DB, D, DF, F] motion
      HCB      - Half Circle Backward, execute [F, DF, D, DB, B] motion
      DP       - Dragon Punch motion, execute [F, D, DF] motion
      (air)    - Indicates that the move can be done in air
      OTG      - Off The Ground. Indicates the move combo'd into will hit 
                 the opponent when they're lying on the ground. Certain 
                 "juggles" also fits into this category. 
    Character Switch
    To switch character, press LP+LK for partner 1 or HP+HK for partner 
    2. The current character will taunt (they're invincible during this 
    time) and leave, while the your partner jumps in with an attack. 
    Opponent will be launched into the air if the tag-in attack connects, 
    and following up combos are possible.
    Aerial Rave
    When you hit an opponent with a Launcher (for Jill, it's D+HP or 
    DF+HP) and tap U. You'll automatically Superjump to pursue the 
    opponent in the air with a quick combo.
    Variable Assist
    Assists are basically modified versions of the Team Attack feature 
    used in Marvel Super Heroes vs Street Fighters. By pressing one of 
    the Assist buttons (A1 or A2), your respective partner will jump into 
    the screen and execute an Assist command corresponding to their 
    Assist Types (Alpha, Beta or Gamma) chosen at the Character Select 
    Variable Counter
    When blocking an enemy's attack, perform the motion [B, DB, D] + A1 
    or A2. The screen will freeze for a moment as the corresponding 
    partner jumps in with a counter attack (predetermined by Assist Type) 
    as your current partner retreats. Each Variable Counter costs one 
    level of Hyper Combo Energy. 
    Delayed Hyper Combo
    New feature in MvC2 that resembles the EX series' Super Cancelling. 
    Before the current Hyper Combo ends (whether it hits or is blocked), 
    execute a Hyper Combo motion for the second character on your team. 
    Time will pause for a few seconds as your second partner jumps in and 
    swap places with the current character, and attempts to continue the 
    combo with a Hyper Combo of their own. (Note however, the new super 
    is NOT guaranteed to connect. Beware of bad Hyper Combo 
    combinations!) You can continue this for up to 3 characters, and you 
    must have enough Hyper Combo Energy (ie, Super Gauges) left to 
    execute the desired follow up Hyper Combos. This cannot be used when 
    only one character in your team is alive.
    Variable Combination
    Press A1+A2 will result in a team super attack, where up to all 3 
    characters of your team jumping onto screen and execute a Hyper Combo 
    each (as predetermined by their Assist Type). Each Hyper Combo will 
    consume a level of your Hyper Combo Energy. (So if you only have 1 
    level, only your current character will execute his or her Hyper 
    Combo.) Note that a Variable Combination will not cause an active 
    character change like Delay Hyper Combo. Again, bad Hyper Combo 
    combinations can be nightmares when used in Variable Combination. If 
    the character's Hyper Combos are incompatible, stick to Delayed Hyper 
    Combos instead, where you'll have more control.
    Another cool new addition to the game is, by sacrificing a level of 
    Hyper Combo Energy to knock the your opponent back into the "reserve" 
    team. A successful Snapback attack will force the character that's 
    been hit unusable (even through Assists, Variable Combination and 
    Delayed Hyper Combo) for a few seconds. A Snapback can be blocked, 
    but it can be combo'd into. Note Snapbacking an assist character will 
    have little effect and performing it when your opponent has only 1 
    character alive will simply waste the Hyper Combo Energy as the 
    damage done is pretty insignificant. A Snapback is done by QCF+A1 or 
    A2, the assist button used determines which member will jump in to 
    replace your opponent.
    Jill Valentine's debut appearance was in Capcom's classic Resident 
    Evil a few years ago. She is an intelligent member of S.T.A.R.S. 
    (Alpha Team) who was the machine expert of the team. The S.T.A.R.S. 
    members were sent to the Arklay Mountains in the outskirts of Racoon 
    Forest to investigate a case of missing persons and strange sightings 
    of dog-like beasts. During the investigation, the team was attacked 
    by monsters where they have no choice but to retreat to a nearby 
    mansion. However, the nightmare continues as the team encounters even 
    more bizarre creatures inside, such as rotten humanoid zombies, flesh 
    eating dogs, ape-like creatures with scythe-like claws and crows that 
    aims for your eyes. Jill was able to escape with only a few other 
    S.T.A.R.S. members. Jill's title in MvC2 is "the one who Returned 
    Alive from the Nightmare".
    Jill also starred in Resident Evil 3: Nemesis (aka Biohazard 3: Last 
    MvC2 is Jill's first appearance in a fighting game, and Capcom has 
    done quite a decent job fine-tuning her skills. Yes so she does have 
    some wacky special moves, but it's no worse than everybody else's. 
    (*cough cough* Sonson, Amingo *cough cough*)
    SPECIAL MOVES (these are not necessarily the official names.)
    Elbow Tackle (air)        QCF+P (hold HP to charge)
    Grenade Launcher          DP+P  (hold P for longer launch)
    Baretta Counter           HCB+P (tap P for more hits)
    Zombie Call               QCB+K (2 varieties)
    Summon Dog                QCF+LK 
    Summon Crow               QCF+HK
    Hyper Elbow Tackle (air)  QCF+PP
    Rocket Launcher           QCF+KK
    CODE: T-002               QCB+KK
    Seriously, Jill is an excellent character, though you wouldn't expect 
    her to be. Here are some major advantages of using Jill:
    1) She's VERY fast and has combos that rivals Spiderman and Strider
    2) She has great keep away games with a variety of helpers
    3) She's one of the slimmer characters (thanks to Jenny Craig) so 
       combos are not as effective on her
    4) Jill does a LOT of damage in very little time (because she's so 
       fast) and plus, she doesn't take damage as badly as the sissies 
       like Strider.
    5) Great annoyance factor
    6) Great priority on some moves. :)
    7) She has a healing assist
    8) C'mon, she's the star of the RE series.
    As here are some disadvantages:
    1) Lack of any decent anti-airs
    2) She's vulnerable for a very short period of time during her helper 
       summons, so your opponent can punish you if you abuse it.
    3) Jill doesn't have any sorta command moves or unusual ones like 
       overheads. All her normals are pretty straight forward, but 
       there's nothing more to it. (Look at Rogue's crouching strong, now 
       THAT's a good normal!)
    4) Jill's normals have crappy air-to-air priority.
    Valentine Normals
    The damage for each move was recorded from the Training Mode, so 
    they're 100% accurate. Remember Capcom's Damage Reduction though. The 
    more hits you do, the lesser damage each hit will do (although no 
    hits will ever do less than 1 point of damage). I think 150 points is 
    100% health. This was tested on Cable, who takes regular damage. 
    Also, these damage are used only on human opponents, CPU controlled 
    characters takes about 30% less damage.
    Standing LP – Damage: 4
    A quick jab forward. Has pretty decent range so use it for poking and 
    to start combos, although her LK is better.
    Crouching LP – Damage: 4
    The crouching version of standing LP with identical range. I use this 
    a lot to start ground combos.
    Jumping LP – Damage: 4
    A slightly downward angled punch with a LOT of range (for an LP)! Use 
    it as jump-ins.
    Standing MP – Damage: 7
    An outstretched punch with the other hand, even more range. Use with 
    LP for poking.
    Crunching MP – Damage: 7
    A bent punch to the chest area. Has only about as much range as the 
    LP. Use as a combo filler.
    Jumping MP – Damage: 7
    Looks like jumping LP but her fist is more horizontal. Use for air 
    combos and 2-hit jump-ins.
    Standing HP – Damage: 13
    A forceful punch straight forward. Has deceptive range (ie, reaches 
    very far) and is faster than some other character's. Good poke.
    Crouching HP – Damage: 13
    You'll be using this a lot as this is Jill's launcher. The horizontal 
    range isn't that bad, and can be combo'd into from a 2-hit ground 
    chain most of the time. Although this is a pretty crappy anti-air (at 
    least it never did anything for me.) Like all of Jill's moves, this 
    has good speed.
    Note Jill's DF+HP does 14 points of damage, and it looks and works 
    exactly the same way. Weird!
    Jumping HP – Damage: 13
    A very awkward move where Jill aligns her body at a 45 degrees angle 
    and slams her arm downwards. Has a slight lag at the start, so it 
    makes a mediocre jump-in. Good for Aerial rave finisher.
    Standing LK – Damage: 4
    Jill lifts her leg up sideways quickly. Has good speed and more range 
    than the LP. Great poke.
    Crouching LK – Damage: 4
    Has identical range and speed of the LP, but hits low. Good for 
    starting combos and OTGs well. :)
    Jumping LK – Damage: 4
    Jill extends out one of her legs. Great range and can cross up. (Is 
    it just me or are cross-ups harder to do in the VS series?) Although 
    it seems like you cannot do a double hitting jump-in with a cross-up. 
    Good for air-to-air combat too.
    Standing MK – Damage: 7
    Almost identical to the LK except she uses the other leg. Combo 
    filler or use as poke.
    Crouching MK – Damage: 7
    Jill leans on the ground with one hand and extends one of her legs 
    out, with the other one slightly behind it. (Think Rose's crouching 
    Roundhouse without the lags.) Has great reach. The only thing bad 
    about it is that you have to go through the LK to get to this. :( 
    Good combo filler.
    Standing HK – Damage: 13
    A powerful roundhouse to the chest area. There's a bit of lag, but 
    this has great range. A very useful attack, and use occasionally as a 
    Crouching HK – Damage: 13
    One of Jill's best normals. Her crouching roundhouse is a slide 
    that's not only fast, but also goes 1/3 of the way across the screen! 
    Use occasionally as a surprise attack. Great knockdown attack. Try to 
    ALWAYS cancel this into an Elbow Tackle because it has next to no 
    recovery and OTGs for good damage (and chips nicely when blocked).
    Jumping HK – Damage: 13
    Jill spins around and sends out her leg. (Looks like Cammy's jumping 
    roundhouse.) Has lag but good range. Stick to her LK instead.
    Throw (air) – F or B+HP - Damage: 16
    Jill grabs the opponent, pulls out a knife and slashes them away. 
    (BBHood and Marrow has a similar throw.) Ummm, it's just a throw I 
    guess. Decent damage, but I dunno if you can OTG this like other 
    character's throws.
    Snapback – QCF+A1 or A2 – Damage: 10
    The animation is Jill's standing HK. It's quick and has a LOT of 
    range (unlike some other characters, like Cammy's) and combos well. A 
    lot of people just ignores Snapback but I think they're really 
    * Try Snapbacking a foe to bring out their partner with a lot of 
    recoverable life. They'll all disappear, yay! If used correctly, this 
    can be more damaging (in the long term) than a Hyper Combo.
    * Snapbacking a foe that's really getting on your nerves and bring 
    out an easier opponent. I use this on annoying BBHood and Wolverines. 
    The good thing about this is that since the time limit of this game 
    is pretty short, you'll most likely have to save your health to win. 
    If you can get rid of an opponent that's kicking your ass, you won't 
    loose as much health. (If they try to switch back, block and combo 
    them afterwards. :)
    * If your opponent withdraws a seriously injured character, bring him 
    or her back, and kill them. This works well in unison with the first.
    Taunt – LK + Start (DC) OR Start only (arcade)
    Jill pulls out her radio and says "Yes!" Can't hit, decent recovery. 
    Not a very impressive taunt though, but that's all Jill has.
    Valentine Special Moves
    Elbow Tackle (air) – QCF+P     (Hold HP to charge)
    2 Hits, Damage: 18
    Jill quickly charges across the screen with her elbow and shoulders 
    on fire. The LP version has faster execution time and travels about 
    half the screen. The HP version sends her 3/4 of the way across the 
    screen. This can also be used in the air, which is good for Aerial 
    Raves. :)
    Notice that when you execute the HP version, a crosshair will appear 
    on Jill's body and glows as long as you hold HP. This charges up the 
    tackle for more range and damage, but also gives it more recovery 
    time. Each second charged will add about another hit onto this 
    attack, but each successive hit will do lower damage. Also, the 
    reason for a longer lag at the start up of the HP version is that 
    Jill will ALWAYS execute a standing HP before dashing. (If you decide 
    to charge it up, only the standing HP will come out.) However, if 
    you're in the air, nothing would come out if you want to chage up the 
    Elbow Tackle. 
    Kao Megura had some advice for charging up the Elbow Tackle without 
    having the annoying HP coming out. 
      "You can perform Jill's qcf + HP attack without that annoying HP 
      coming out. To just do it out of the blue, hold HP, input qcf, then 
      release HP. If you want to charge it up, you can just do qcf + hold 
      HP during another move that it can't cancel into, like her standing 
      HK, crouching HK, or even her throw (throw them with qcf + HP when 
      close, then hold HP.)"
    Jill will not loose the charge as long as you hold down the HP 
    button, even if she gets hit. She'll execute the charged Elbow Tackle 
    as soon as you release the button. The charge will also wear off if 
    you execute the LP version. Otherwise, you can use the other buttons 
    as much as you wish. One other disadvantage of charging it up is 
    that, Jill will loose the charge if you ever perform ANY Hyper Combos 
    while charging. To utilise a charged up Elbow Tackle, make sure the 
    opponent is against the corner when you decide to release it. This is 
    because Jill charges faster than the distance the opponent reels when 
    they get hit, and thus she usually travels through the opponent after 
    about 18 hits. A charged version has very fast execution time and 
    does GREAT block damage! Use it for chipping, in combos or OTG.
    Because of the lag, use the LP version for combos, and the HP version 
    if you wanna charge it up. IMO, charging it up is not really worth it 
    because you'll loose the ability to combo the Elbow Tackle and looses 
    her launcher. 
    The Elbow Tackle OTGs grounded opponent very well. Try to use this 
    after a sliding crouching roundhouse for 2 extra hits and decent 
    quick damage. Also, you can use this to juggle an opponent who has 
    been launched into the air after a successful tag-in attack, but the 
    timing is a bit awkward. The uses for this move are endless, use your 
    imagination. :)
    Grenade Launcher – DP+P   (Hold P for longer launch)
    2 Hits, Damage: 18
    Um... what can I say? Jill's most useful weapon in Resident Evil is 
    simply one of her least useful moves. The LP version launches the 
    grenade low but reaches far. The HP version is the opposite, higher 
    but with a short horizontal range.
    The grenade usually explodes in midair, but you can hold the Punch 
    button to delay it. It can travel all the way back to the ground if 
    you want it to, and can be used as a slow and unreliable projectile. 
    The LP version can reach across the screen though. Note however, Jill 
    is COMPLETELY vulnerable during the launch, and delaying it will only 
    result in a higher risk since the projectile is so slow.
    Can be used as a mediocre anti-air, although it does have one 
    advantage. Since it's a missile and not a body attack (ie, 
    Shoryuken), Jill has a lower risk of getting beaten out by a high 
    priority attack in the air. :) Although I wished the DP motions were 
    a bit easier to do on the DC. :(
    So use this as an occasional anti-air, just be cautious that it's 
    slow. Be careful about cross-ups though, or jumps at close range, as 
    the grenade will miss as the opponent lands behind you. Uh oh, not a 
    pretty scene. You can also annoy the hell outta your opponent by 
    summoning lotsa dogs and crows, use a projectile assist use the 
    Grenade Launcher if he tried to jump over the mass on the ground, 
    pushing him back (hopefully onto one of Jill's helpers down below.)
    Baretta Counter – HCB+P
    3 Hits, Damage: 14        (Tap for up to 10 Hits, Damage: 14!!!)
    I have just realised how USELESS this move really is! When you 
    execute this, Jill will stand there and glows for about 2 seconds or 
    so. If she is attacked during this time, he'll attempt to push the 
    opponent away with her palms. And if THAT connects, she'll pull out 
    her Baretta and fire 2 shots. (The initial "push" counts as a hit but 
    it does no damage. Go figure.) You can also tap on the Punch button 
    rapidly and Jill'll fire up to 10 shots. Afterwards you'll get a cool 
    new animation where she refills her gun. :) Neat taunt.
    (BTW, Jill does NOT use her Magnum in this move because her Magnum is 
    a Revolver 6-shooter. This gun is obviously a self-loading automatic 
    and has a higher stock capacity.)
    The good thing about this move is that it can counter a variety of 
    attacks, be it standing, crouching or jumping. It obviously doesn't 
    counter projectiles or beam attacks. Now the bad point about this 
    move is that the initial "push" that triggers the counter gunshots 
    has VERY little range! Thus, it'll fail against some long range 
    attacks, anti-air-type attacks and it's not very reliable against 
    jump-ins. It also does not last very long, so you'll have to 
    anticipate an enemy's move. (A whiffed counter will make you pay 
    darely.) Finally, the damage done is hopelessly low! I mean, at 10 
    hits, you'll do no more damage! (It works so that every shot hits for 
    1 point of damage except for the last shot, which is the most 
    powerful. However, no thanks to Damage Reduction, with each added 
    hit, the last shot's damage drops. So a 5 or 7 shot counter will 
    actually do more damage than a full 10-shot counter! Is that 
    ridiculous or WHAT?!) 
    Kao sent in this table showing all the possible hits and damages of 
    this move, it's VERY weird!
         Hits:    3  4  5  6  7  8  9 10 
         Damage: 14 16 17 18 19 20 21 14 
    So if you want the most damage out of this, try 9 hits. Else tap for 
    10 hits just for the taunt or don't do a thing. So with damage like 
    that, I'd advice you not to bother with this move.
    Except maybe on one occasion. That is? A blocked slide. If you're 
    fighting a human opponent and he blocks your slide (crouching 
    roundhouse). Instead of cancel it into an Elbow Tackle, mix it up 
    with an occasional Baretta Counter. They'll most likely try to 
    counter or sweep you, but you'll nail them with this. :) Tap on the 
    buttons to get 10 shots because of the nice animation at the end. 
    (Hey, free taunt!) Watch out for supers though.
    NOTE! LuisX <luisx@ufl.edu> informed me that he has countered Jin's 
    Blodia Punch super with this move! I personally don't see how, but I 
    guess it means that this move has a lot of priority!
    Zombie Call – QCB+K
    LK: 1 Hit, Damage: 2
    HK: 1 Hit, Damage: 15
    I bet this move is going to be Jill's trademark in this game. This 
    move summons a slow walkin' zombie from Jill's end of the screen. It 
    takes a second before the zombie walks onto the screen, and it 
    travels extremely slowly across the screen. (You'll be lucky if it 
    hits at all.)
    The LK version will call up a regular RE-type zombie. If it makes 
    contact with the enemy (it's unblockable), it'll munch on the enemy 
    for 1 point of damage but holds them in place for a while so Jill can 
    dash in and combo them with an Aerial Rave or Hyper Combo or anything 
    you can think of. :) What's even cooler about the zombie is that you 
    can hit your zombie with an attack, but instead of dying, the zombie 
    will fall to the ground and stay there for a while. (Although it'll 
    disappear if left there too long.) If the enemy walks over to it, 
    it'll grab the opponent's leg and munch on them like in RE. :) So as 
    you can see, this move can drive your opponent nuts if used well.
    The bad side about this zombie is that it can be gotten rid of 
    easily. Any normal attacks can dispatch the zombie, coupled with the 
    slow walking speed, it's very hard to get it to hit. You can also 
    call birds or dogs to knock the zombie down. As for assist helpers, 
    they _can_ be used in unison with the zombie, although it can be 
    difficult. Assists does NOT automatically disable the zombie. 
    However, if the assist partner somehow hits the zombie, they'll kill 
    it instead of crippling it. (So most projectile, rush or beam assists 
    cannot be used well with the zombie.) Some however, like Ruby Heart's 
    Alpha assist, can work pretty well.
    The HK version will call up a flaming zombie (like the ones in RE2 or 
    3) that's pretty similar to the regular zombie in shape and speed. 
    However, instead of munching and holding the opponent in place, it'll 
    explode on contact but will do more damage than the regular breed. 
    Although you can't really play and games like the regular zombie.
    The flaming zombie does have some advantages over the regular zombies 
    though, in that it's a lot harder to get rid of. Summoning crows and 
    dogs will not harm the zombie in anyway, neither will assist 
    partners. (So if you wanna play keep away, use this zombie.) Also, if 
    the opponent tries to hit the zombie with a normal attack, chances 
    are, since the zombie explodes upon contact, they'll trade hits. 
    (Hehe. :) You can have some real evil Jill players if you master the 
    Zombie Call move.
    Most players can see this comin' a mile away, so don't expect them to 
    hit very often. They're useful however, as confusion techniques and 
    pressuring the opponent, disturbing their concentration and they'll 
    likely to make more mistakes. :) A good strategy is to call a zombie, 
    jump or superjump over them. Attack them to make them block. Push 
    them with an Elbow Dash and try to get them into the open and 
    awaiting arms of the zombie. Hehehe, dinner is served. :)
    Summon Dog – QCF+LK
    1 Hit, Damage: 14
    This move summons a Cerberus (zombie-dog) that runs onto screen from 
    behind Jill and dashes across the screen. Jill will jump over the dog 
    right and evading it. Cool. :) However, Jill is "stunned" in a 
    "freak-out" animation until she jumps over the dog and is 
    uncontrollable during that time. That makes this move pretty 
    dangerous to use up close, as it leaves her defenseless for a longer 
    period of time. It's safer when she's at the corner of the screen 
    though, as she'll jump immediately as the dog comes on screen.
    The dog is basically Jill's projectile. It's pretty fast and can be 
    used as a shield that you can hide behind. You can only have one dog 
    on screen at one time (ie, like all fireballs in the game.) The 
    recovery time isn't great, so you won't win a fireball war with this. 
    The dog can be hit and get killed though.
    Good to use for keep-aways, crippling your zombie at long range and 
    chipping damage. Don't rely on this too much though, because it 
    leaves Jill open when she jumps over the dog, but use it occasionally 
    when the enemy least expected to confuse them. (Like to make them too 
    busy trying to block/evade the dog.) 
    One cool thing about this move that Kao mentioned is that Jill's jump 
    can be used to evade sweeping attacks. Especially at the end of the 
    screen where Jill jumps immediately. If you can master these anti-
    sweep moves (like Rose's standing forward in Alpha 3) then make good 
    use of this. Otherwise, this use is pretty useless when we can't read 
    Summon Crow – QCF+HK
    1 Hit, Damage: 14
    This move summons a crow from RE that swoops down from the air above 
    Jill and then flies upward in an arc. Like the Summon Dog move, Jill 
    is also affected by the "stun" at the activation of this move. Jill 
    will duck under the bird as it flies over her, then she'll be able to 
    move again. Still a bad move to use up close.
    Another one of Jill's projectiles, although the path that it travels 
    is pretty awkward, but that's not necessarily a bad thing. The crow 
    can hit most standing characters on the ground (although the shorter 
    ones like BBHood, Roll etc obviously won't be hit). Most characters 
    don't expect the crow to be able to hit them and dashes in, and thus 
    gets hit. :)
    The crow is also a great anti-air in a way, because a lot of players 
    won't expect it. The path that the crow swoops covers a lot of air, 
    especially on bigger characters, hitting them, or pushing them away. 
    Another good keep away move, especially against air-opponents. 
    The crow can be hit and knocked down as easily as the dog. Beware of 
    air projectile throwers if you want to use it as an anti-air. 
    Hyper Elbow Tackle (air) – QCF+PP
    10 Hits, Damage: 45
    Jill dashes forward with her whole body surrounded by fire shouting 
    "You're finished!" This Hyper Combo isn't as powerful as her other 
    ones but has a HIGH comboability. You can tag this after a normal, 
    the regular Elbow Tackle, OTG or as an Aerial Rave finisher.
    This super isn't very fast, so punishing a whiffed super won't 
    connect unless he's standing right next to you. The best way to use 
    this is to combo it, and believe me, it's a piece of cake. The 
    priority of this super is very good too, and usually beats out anyone 
    who tries to counter you with a super of their own. Another good 
    point about this Hyper Combo is that since it pins the enemy so close 
    to Jill, you'll be able to cancel this into another Delayed Hyper 
    Combo really easily. :) Plus, the air version of the super has a 
    similar property, and any vertical supers will cancel well from it 
    for massive damage, especially when you've used the Hyper Elbow 
    Tackle as an Aerial Rave finisher.
    Oh yeah, one really fun thing about this super is that, even if the 
    opponent uses Variable Counter (when blocked), the priority of this 
    move will cancel almost anything they try to throw at you, and will 
    keep hitting them. :) 
    Rocket Launcher – QCF+KK
    16 Hits, Damage: 47   (Up close, 13 Hits, Damage: 36)
    Jill pulls out a rocker launcher and shoots a semi-stream of missiles 
    at the opponent, and then falls over from. :) Jill's rockets are 
    fired at head-height, although some missiles travel at a slightly 
    lower altitude. (Works similar to War Machine's Proton Cannon, but 
    with not as many missiles travelling across the screen.) Some 
    missiles will miss certain shorter characters, and the REALLY short 
    ones will not be affected on the ground at all.
    If the enemy is relatively close to Jill when you activate this super 
    and isn't blocking, they'll get launched into the air as Jill pulls 
    out her rocker launcher and the following up missiles will hit 
    automatically, juggling the opponent in the air. However, some of the 
    lower missiles will miss, doing only 11 hits instead of the full 16, 
    and a heap less damage. Fortunately, the close version of this Hyper 
    Combo CAN, and I repeat, CAN be worked into a combo, since the 
    initial pulling out of the rocket launcher is fast. Although since 
    the comboable version does so little damage, you might as well stick 
    to Hyper Elbow Tackle instead.
    Ummm, not much to say, it's more powerful than Jill's Hyper Elbow 
    Tackle (when done far away and all missiles hit), but I think this 
    super is fairly average compared to the other character's beam supers 
    (Shinkuu Hadoken, Proton Cannon, Soul Eraser etc.) It's way too slow 
    to try to counter anything at long range. Fair chipping damage, but 
    can be a very bad influence in Variable Combinations. Since it 
    juggles the enemy in midair across the screen from Jill, a lot of the 
    ground-based moves will miss (like Tron's Lunch Rush, which does 
    MAJOR damage!) It's fairly compatible with certain Hyper Combos 
    though, such as Ruby Heart's ship ram super or Sabretooth's Hyper 
    Armed Birdie.
    CODE: T-002 – QCB+KK
    13 Hits, Damage: 56
    Jill shouts "What's that?" as the ground cracks open by a beam of 
    light before her. If the enemy gets caught amidst of the beam AND 
    isn't blocking, the Tyrant (from RE1) appears and slashes the enemy 3 
    times with his claws. (And Jill'll fall over and take cover. :) Now 
    you can execute the Rocket Launcher motion (although only QCB+K is 
    required) right after the Tyrant finishes slaughtering the opponent. 
    What happens is that Jill will execute Rocket Launcher, blows up the 
    Tyrant and damages the enemy who gets caught in the blaze for 1 more 
    hit, 7 point of damage. Cool baby.
    Even though CODE: T-002 is Jill's most powerful Hyper Combo, it NEVER 
    hits EVEN on a computer opponent!!! Probably the most useless Hyper 
    Combo in the whole game.... unless you know how to use it. 
    There's a bit of start-up delay. The enemy has to not be blocked when 
    the ground cracks and they MUST stand RIGHT at the CENTER of the beam 
    for this to hit. (If they're just touching the edge of the beam, they 
    won't be harmed.) The beam is about 2 Jill-width wide, and appears 
    right in front of her. So get used to the range of this Hyper Combo 
    if you even wanna bother with it.
    I have worked up a couple of ways of comboing this super but it just 
    plain SUCKS! It can OTG (!!) but for only ONE HIT! (And it does only 
    ONE point of damage!) Use it like you would with Dan's super taunt. 
    Genji has given me some tips on getting this super to connect. For 
    example, do it when you seen the opponent whiff a move with long lag 
    (dash in if necessary) such as a missed command throw or uppercut. 
    Another way to get the Tyrant super to connect without much fuss is 
    when the opponent has been disabled in some way, such as being chewed 
    on by a regular zombie. (Assists like Spiderman's Web Throw or 
    Magneto's Hyper Grav also works well.) Believe me, there are MAJOR 
    rewards for connecting the CODE: T-002 super!
    First of all, it's Jill's most powerful super. But what you REALLY 
    wanna get this to connect is that you CAN OTG after it!!!!!!! (Thanks 
    a zillion to Genji for telling me that.) The opponent will ALWAYS 
    land somewhere in the middle of the screen, so all you've gotta do is 
    to dash in -> C.LK -> Launcher -> Aerial Rave -> (Air) Hyper E.Tackle 
    -> Delayed Hyper Combos for HUGE damage, and looks REALLY impressive. 
    Wanna impress the crowd? Try some of my combos later in the guide if 
    you wanna show off. Last but not least, getting hit by this "useless" 
    super plus being combo'd from it like grandma's cookies can really 
    give your opponent an ego crush. Show 'em not to mess with a member 
    of S.T.A.R.S. :)
    Jill's call-in assist, Variable Counter and the Hyper Combo done in 
    Variable Combination depends on her Assist Type.
                   |     Alpha       |     Beta       |      Gamma
    V. Assist      | Herb & Spice    | Elbow Tackle   | Grenade Launcher
                   |                 |                |
    V. Counter     | Summon Crow     | Elbow Tackle   | Grenade Launcher
                   |                 |                |
    V. Combination | Rocket Launcher | Hyper E.Tackle | Rocket Launcher
    Alpha – Restoration Assist
    Jill's Alpha Assist is the most useful IMO. She will show up with a 
    pot of herb in her hand, like in RE. She'll randomly give you either 
    a Green Herb (restores a small amount of health) or a Red&Green Herb, 
    which restores almost twice as much life. :) Although she can only 
    restore the recoverable portion of one's health bar. (What's even 
    cooler about this assist is when you receive her herbs, a ECM metre 
    like the one in RE pops up and turns green. :) Call her in when you 
    knock down your opponent. She performs Rocket Launcher during 
    Variable Combination, which isn't too shabby.
    Beta – Charge Assist
    Jill rushes across the screen from behind you, hitting the enemy 
    twice. Good Assist, and good chipping damage, but Alpha is better. 
    Hyper Elbow Tackle is a good move too. Again, not a bad choice.
    Gamma – Projectile Assist (should really be Anti-air!)
    Jill comes onto the screen and fires a round of HP grenade, although 
    it don't travel all the way down and explodes in mid-air. (Meaning no 
    mind games or surprise attacks.) Crap assist! An ok anti-air, but a 
    bit too slow. Avoid avoid!
    I must admit, I have horrible reflexes and I can't do combos very 
    well. (That's why I don't use Strider or Wolverine). However, the 
    good news is that, Jill's combos are so easy to do it's almost 
    embarrassing. I have spent a lot of time to come up with these combos 
    (and not just in Practice Mode) so I hope you guys appreciate it. If 
    you have any other impressive combos, feel free to send them in. :)
    Aya's Tip: These are short-cut tips on how to work the combos better 
    if you're having trouble. They're also there if you're too lazy to 
    tap all the buttons (against the CPU anyway, since they do almost as 
    much damage.)
    Simple Combos
    These are the most basic quick combos, everyone can do them. (As a 
    matter of fact, my grandma taught me these...... j/k.)
    1) Jump-in, J.LK, J.MK, C.LK, C.MK, C.HK
    5 Hits, Damage: 32
    A VERY easy 5-hit knockdown combo that everyone can do, and does very 
    good damage.
    2) LK, MK, HK, LP Elbow Tackle
    5 Hits, Damage: 39
    You've gotta cancel into the Elbow Tackle quickly, else it won't 
    combo. Also, you can use any combination of punches or kicks for the 
    first 2 hit. (Although Standing LK and MK has the most range.)
    Aya's Tip: Um, I usually cut out the HP or HK, and use C.LP, C.MP, LP 
    Elbow Tackle instead. You only have to press one button.
    3) C.HK, LP Elbow Tackle (OTG)
    3 Hits, Damage: 31 (!!)
    A short, tag-on combo. You should OTG the Elbow Tackle whenever you 
    use Jill's slide for more damage. Beware of it once your opponent 
    learns to roll away though, but otherwise this is very safe.
    4) LK, MK, HK, Snapback
    4 Hits, Damage: 23
    Snapbacks are more useful when combo'd. Poke them with LK and if it 
    connects, snap them back. Snap crackle and pop! (Oh BTW, you can 
    cancel a Snapback from a HK even though it uses the same animation.)
    Advanced Combos
    These starts to get a bit more complicated. You need to practice the 
    timing on some of these too, but they do MAJOR damage! You can tag 
    jump-ins on these too.
    1) Jump-in, J.LP, J.MP, LP, MP, HP, LP Elbow Tackle, Hyper E.Tackle
    12 Hits, Damage: 58
    One long chain here. Most of Jill's normals are interchangeable too, 
    so you may use kicks instead of punches. You've gotta cancel both 
    Elbow Tackles really quickly else it'll either not combo or won't 
    come out at all. Works in corners only though.
    Aya's Tip: Like above, you can cut out the HP and do the Elbow Tackle 
    from a crouching MP.
    2) C.LK, C.MK, C.HK, Hyper E.Tackle (OTG)
    12 Hits, Damage: 49
    Good damage, just hope they don't roll. Tag another super (or 2) at 
    the end for more havoc. This one HURTS!
    3) C.LK, C.MK, C.HK, LP Elbow Tackle (OTG), Hyper E.Tackle (juggle)
    9 Hits, Damage: 51
    Basically a variation of the above, but a lot harder to do. THE combo 
    for Jill. Also safer than the above, as if they roll, you won't waste 
    a level. You must cancel the super IMMEDIATELY as the regular tackle 
    hits, or it won't come out. The Hyper E.Tackle will only juggle for 3 
    hits, but ironically, it's more powerful than the above combo where 
    the super hits more times. Go figure. Tag more Hyper Combos for more 
    fun. :)
    4) LK, MK, Rocket launcher
    15 Hits, damage: 41
    You must be pretty close to the enemy to launch them else it'll whiff 
    and the enemy will be able to block the Hyper Combo.
    5) CODE: T-002, (dash in), C.LK (OGT), C.HP (launcher), Aerial Rave!
    => Thanks to Genji
    20+ Hits, damage: a LOT!
    This looks way cool but it's hard as hell to pull off. The opponent 
    will ALWAYS fall at the center of the screen, so you've gotta dash 
    immediately once you recover from the super, else you won't catch 
    them with the C.LK. You can tag any of my Aerial Rave combos below to 
    finish this off. If you really wanna get fancy, have 2 or 3 levels of 
    Hyper Energy and tag an air Hyper Elbow Tackle as the Aerial Rave 
    ender. But wait there's more! If you have a character with a vertical 
    super (Cammy, Ken, Sakura), do a Delayed Hyper Combo for even more 
    However, to balance it out, it's EXTREMELY difficult to do! It 
    requires tremendous amounts of traning and patience. I can only do 
    this like less than 5% of the time in training mode, but it's indeed 
    possible. (Damn Dreamcast pad! Those guys at Sega must have been on 
    drugs when they've designed it. "Whoa man... let's make it like a 
    spaceship man..." "Yeah dude..." *Roll eyes*) Plus, Jill is not 
    Cammy, her ground dash is of good speed but has a pitiful range. :( 
    Consider yourself a Jill Valentine master if you can pull this off. 
    6) CODE: T-002, (dash in), C.LK (OTG), Rocket Launcher
    => Thanks to Genji
    Umm... Never got this one to work, but I guess it's possible. You 
    have to cancel fast because if you tap LK again (for a MK), the 
    opponent will roll away automatically so you'll whiff. I guess this 
    is not as powerful as the above combo, but it's still cool.
    7) C.LK, C.MK, C.HK, C.LK (OTG), C.HP, Aerial Rave
    This is an awesome combo! Thanks to Jill's slide that takes her 
    forward and recovers quickly, she can chain an OTG LK afterwards. It 
    takes some practice, but you have to tap LK right after Jill recovers 
    from the slide else it wouldn't come out. I wouldn't recommend 
    munching on the LK button because you would get an MK linking after 
    your LK as well (and that will whiff.) 
    This combo is best done after a jump-in and ground chain for added 
    hits and damage. Any Aerial Rave combos from below will link well, 
    but I personally recommend the Throw Combo (#4) because your supers 
    won't hit as hard after so many hits. Tagging a throw will boost this 
    combo up to the 50% damage mark!!! (And doesn't even cost a level, 
    not to mention that you gain levels fast.)
    8) Jill switch in, (dash in), C.LK, C.HP, Aerial Rave
    A fairly decent tag-in combo, kinda hard to get it to connect. You 
    can try other moves, basically any move (except Tyrant) will connect 
    after a tag-in if you can time it right.
    9) (Charge Elbow Tackle), C.HK, Release charged Elbow Tackle, Rocket 
    Launcher or Hyper Elbow Tackle
    => Thanks to Rashid Reddy <shinkuu_r@hotmail.com> 
    Beware of rolls again. I am not sure if you can super-cancel into 
    Tyrant though. It'd be awesome if you could.
    10) Baretta Counter, Rocket Launcher
    => Thanks to Rashid Reddy <shinkuu_r@hotmail.com> 
    Not really a combo, more like a bait. The regular counter sucks, but 
    try to use it to bait them into hitting you. Then pull out the Rocket 
    Launcher when they get close, they'll end up getting launched and 
    taking lotsa damage!
    Aerial Raves
    Of course, Aerial Raves plays a HUGE part of Jill's game. :) Oh yeah, 
    I'll start these combos with the launcher (D+HP or DF+HP) and you can 
    add-on a 2-hit jump-in and 2 ground chains (preferably C.LP, C.MP, 
    the others push Jill too far away) before the launcher.
    1) Launcher, HP Grenade Launcher
    2 Hits, Damage: 18 + launcher
    Not really an Aerial Rave, but it's ok for those people who ain't 
    good at it. I dunno if this combos or not. The grenade seems to hit 
    them on their way up (when they shouldn't be able to block), but the 
    launcher don't register on the combo meter. 
    2) Launcher, SJ, LP, LK, MP, MK, Finisher
    HP: 6 Hits, Damage: 43
    HK: 6 Hits, Damage: 43
    Elbow Tackle: 7 Hits, Damage: 46
    Hyper E.Tackle: 15 Hits, damage: 64
    The Aerial Rave that all other combo-daemons in the game has. A thing 
    to note is that her MK is kinda weird and sometimes don't hit right. 
    The finisher can be a HP, HK, LP Elbow Tackle or the Hyper version. 
    Jill's SJ HP and HK absolutely SUCKS as they have a delay, and 
    usually end up being executed at odd intervals that misses the enemy. 
    An LP Elbow Tackle works the best but you must buffer it immediately, 
    else it won't combo. The Hyper E.Tackle seems to be easier to combo 
    Aya's Tip: I hate having to do hunter chains in Aerial Raves. (Hey, I 
    have only 5 fingers on my right hand!) I usually cut out the kicks.
    3) Launcher, SJ, LP, LK, MP, MK, LP Elbow Tackle, Hyper E.Tackle
    17 Hits, Damage: 69
    Like above, but with a super tagged in for MAJOR damage! You have to 
    cancel into the super VERY quickly or else it won't come out. If you 
    buffer the super when the regular Elbow Tackle only hits once, then 
    you wouldn't need to be in a corner to get this combo to connect! (In 
    that case, it does 16 Hits, Damage: 67.) If you want to get more hits 
    to connect, you must get the opponent in a corner, and cancel the 
    Hyper E.Tackle after both hits of the regular Tackle, but you must 
    also do it very quickly. The enemy will be launched ever so slightly 
    higher into the air after the Elbow Tackle, and you won't get as many 
    hits and damage. Go figure.
    4) Launcher, SJ, LP, LK, MP, MK, ( ), Air-Throw
    5 Hits+throw, Damage: 33+16
    I LOVE this one. You have to wait a split second after the MK for the 
    throw to connect, else you'll most likely to get a HP that won't even 
    hit! The timing is easy. Time it like if you're doing the hunter 
    chain, but don't actually hit the button, and you should end up with 
    the throw by pressing F+HP. If you want to do all 4 hits of the 
    hunter chain in the air you must do it very fast, or else you won't 
    be able to throw them.
    Useless Combos
    The name says it all. Use these to piss off your opponents.
    1) C.HK, CODE: T-002 (OTG)
    2 Hits, Damage: 14
    The most useless combo in the game. You must slide from far away, so 
    only Jill's toe connects and cancel it to the Tyrant super for ONE 
    hit (and ONE POINT OF DAMAGE!) But still. Use this when you're 
    winning (or loosing.) Think of it like Dan's super taunt that 
    actually hits. You can also add a jump-in and ground chain before 
    this for a maximum of 6 hits, but still, it's a waste of Hyper Combo 
    Energy, use a regular Elbow Tackle instead.
    2) Zombie Call (flaming), Summon Dog, Summon Crow
    => Thanks to Kao Megura
    3 Hits, Damage: 43
    You should be standing right at the end of the screen. Call the dog 
    when the zombie is in the middle of the screen (between the 2 super 
    bars) then immediately call the crow as Jill recovers. Why's this 
    useless? Ha, they HAVE to be brain-dead (as Kao puts it) to be hit by 
    this, as a person with fair eye-sight can see it coming a mile away! 
    If the dog hits (since it's the fastest), then all will connect. 
    However, if they block the dog and you managed to time all other 
    summons, then just sit back and watch. :) Because the zombie is 
    unblockable and they'll still be in their block-stun after the dog. 
    :) Although you can't really combo anything after that it seems 
    (Jill's dash is a bit too slow.)
    Like its name suggests, are you CRAAAAAAAAAAZY enough to do these 
    CRAAAAAAAAAAZY team combos? If you can find some combos that fits 
    into the CRAAAAAAAAAAZY category, send them in.
    1) "Frankinstein & the genetically enhanced" – LV5 HC Energy required
    Required members: Dr. Doom, Jill, Cammy
    (As Dr. Doom) (jump-in possible) LP, MP, Electric Cage, (as Jill) 
    CODE: T-002 (DHC), (dash in), C.LK (OTG), C.HP, (SJ), LP, LK, MP, MK, 
    E.Tackle, Hyper E.Tackle, (as Cammy) Reverse Shaft Breaker (DHC), (as 
    Dr. Doom) Flaming Sphere (DHC)
    2) "Beauty and the Beast" – LV5 HC Energy required
    => Thanks to Rashid Reddy
    Required members: Hayato, Rogue (replaceable), Jill
    (As Hayato) jump-in, LK, MK, [B+LP, LP, HP, HK,] (Plasma Combo), 
    Shiden (1 hit only), Rasetsu Zen, (As Rogue) Goodnight Sugah (DHC), 
    (as Jill) CODE: T-002 (DHC), (dash-in), C.LK (OTG), C.HP, (SJ), LP, 
    LK, MP, MK, E.Tackle, Hyper E.Tackle, (as Hayato) Engetsu (DHC)
    3) "Everything and the girl" – LV5 HC Energy required
    => Thanks to Michael Charlton
    Required members: Hayato, Jill, Silver Samurai
    (As Hayato) jump-in, LK, HK, (dash-in) LK, MK, F+HP, [B+HP, LP, 
    HP+A2, HP,] (Plasma Combo, Silver Samurai starts hitting here) jump-
    in LK, HK, (dash-in) LK, MK, F+HP, [B+HP, LP, HP, HP,] (Plasma 
    Combo), Shiden (HP version, 1 hit only), Rasetsu Zen, (As Jill) CODE: 
    T-002 (DHC, cancel 6th hit of Rasetsu Zen), (dash-in), C.LK (OTG), 
    C.HP, (SJ), LP, LK, MP, MK, E. Tackle, Hyper E. Tackle, (as Silver 
    Samurai) Raimei Ken (DHC), (as Hayato) Engetsu (DHC) 
    4) "Charlie's Angels" – LV5 HC Energy required
    Required members: Sabretooth (B), Jill (a, y), Bulleta (a, B, y)
    (As Sabretooth) jump-in, LK, MK, (dash-in), LK, MK, HK, Wild Fang, 
    Berserker Claw X, (as Jill) CODE: T-002 (DHC), (dash-in), C.LK (OTG), 
    A1+A2 (Variable Combination)
    This one is just INSANE!!!!! The enemy will end up with holes all 
    over their body from Buletta's Uzi, Jill's Rocket Launcher, Birdie's 
    machinegun and the rifle and shotgun from Buletta's fellow hunters! 
    This team packs more ammunition than the Vietnam War!!! 
    Sabretooth's opening combo is powerful enough (about 50%), then 
    you've got Jill's ultra powerful Tyrant, and to wrap it up with 
    another 50+ gunshots. *whistle* Damage scaling doesn't bother me 
    here, since each of those shots are doing a minimum of 1 point of 
    damage each. The volume of hits more than makes up for it.
    5) "Death chipper" – LV3 HC Energy required
    Required members: Jill (a, y), Bulleta (a, B, y), Sabretooth (B) OR 
                      Tron (a)
    (As Jill) Charged E.Tackle (longer = better), A1+A2 (Variable 
    Cool Hunting, Hyper Armed Birdie and Lunch Rush are the TOP THREE 
    chipping supers in the game hands down! 
    6) "What goes UP must come down HARD!" – LV5 HC Energy required
    => Thanks to Nico Valencia <acb_dragon@yahoo.com> for this combo
       (Sorry, but I had to alter the order little bit...)
    Required members: Cammy, Dr. Doom, Jill
    (As Cammy) jump-in, LK, MK, (dash-in), LK, MK, B+HK, Spin Drive 
    Smasher, (As Dr. Doom) Electric Cage (DHC), (As Jill), CODE: T-002 
    (DHC), (dash-in), C.LK (OTG), C.HP, (SJ), LP, LK, MP, MK, E.Tackle, 
    Hyper E.Tackle, (As Cammy) Killer Bee Assualt, (dash-in), C.LK, C.HP, 
    (SJ), LP, LK, MP, (pause half second), LP, MP, U+LP, LK, MP, MK, 
    Suplex Throw (F+HP), (pause 'til almost hit the ground), LP (or 
    C.LK), HK (or C.HP), repeat Air Combo 'til opponent dead or Tech Hit 
    or roll
    This is not only a CRAAAAAAAAAAZY combo, it qualifies for a 
      - Use Jill's helpers sparingly, because if you go overboard and 
    flood the screen with dogs and zombies, sooner or later your opponent 
    will catch on to you. (A beam super is all it takes to get all of you 
      - Try to be unpredictable with your helper summons, and be 
    creative. Try to confuse your opponent when they expect something but 
    do something else. For example, use a Crow as an anti-ait instead of 
    Grenade Launcher or Assists. Summon a zombie after a blocked slide 
    when they're expecting an Elbow Tackle.
      - They say a man's best friend is a dog, so a woman's best friend 
    must be a zombie! Try to utilize Jill's zombies. ALWAYS try to cross 
    up your opponent after summoning one and pushing them into the 
    zombie. One effective method is to cross them up and instead of 
    attacking (as they'll guard push you away), dash at them. If they 
    block or do nothing, they'll get shoved into the zombie for happy 
    munching times. If they try to counter, they're likely to get munched 
    as well. Hehe... (Beware of supers though, and those ultra responsive 
      - Another way of connecting with the zombie is to superjump 
    immediately after it, so they cannot see properly.
      - Call your helpers during those split seconds where they've been 
    disabled, such as being knocked down, for a little chipping damage. 
    (And use a Projectile Assist.)
      - Call a crow when you kill off one opponent. They might not expect 
    it and lands on the crow for more damage.
      - Jill can be used both as an "up close and personal" or "hard to 
    get" character. The best strategy is to mix up the pattern to keep 
    the opponent guessing. Dash in for quick combos then settle back and 
    call some helpers etc. 
      - Switching characters are best done through Delayed Hyper Combos. 
    Try connecting with a Hyper Elbow Tackle for an easy Delayed Hyper 
    Combo. If not however, her launcher is a great way of switching out 
    safely. How you ask. If you haven't noticed, you can cancel a normal 
    move into character switch. So if you connect with say C.LP, C.MP, 
    C.HP, you can switch out while the enemy flies into the air unable to 
    do a thing.
      - When you switch Jill in and her attack hits, the opponent will be 
    launched high into the air and you can combo them for good damage. A 
    dash-in C.LK will be good enough as an OTG attack, then cancel that 
    into her launcher and you'll get a free Aerial Rave! Otherwise, you 
    can execute a Hyper Elbow Tackle when they fall from the switch-in 
    attack, but it's kinda tricky to time.
      - Jill is one of the 3 characters in this game with a valuable 
    Recovery Assist. Jill is rather vulnerable during the time where she 
    hands you the herb though, so to utilize this effectively, call Jill 
    up when you knockdown an opponent so they can't retiliate. Also, call 
    Jill when you finish off an opponent for a similar reason.
      - Use your Variable Assists as often as you can, and mix them up a 
    bit. If the assist characters get hit, they won't loose any 
    recoverable life. Use your Assists whenever your jumping in (charging 
    and projectile works best.)
      - For ground based Assists (for example, Gamma Tron or Spiral), 
    always try to cross them up. When you're about half a screen away 
    from the opponent, dash and do a dash-jump. Call in the partner when 
    you're leaving the ground and the Assist partner will pop up from 
    that side of the screen while Jill lands on the other side of the 
    opponent. This gives your opponent a hard time when they tries to 
    block the "right way". 
      - If your opponent is reading this guide and tries to do it on 
    your, dash back and super jump out of it. :)
      - Try for a Tyrant when you see the opponent whiff a move with lots 
    of lag, and try OTG for mad damage.
      - Jill's Rocket Launcher is very slow so don't try to counter 
    anything with it, unless they're extremely close and you can "launch" 
    them. But then again, you might as well use Hyper Elbow Tackle. Oh 
    yeah, NEVER use Rocket Launcher when you're at full screen. It's so 
    damn slow I think my grandma can race the rockets and win. Plus it's 
    not a true beam super so anyone that has one (Shinkuu Hadoken etc) 
    can hit Jill out of it easily.
      - Jill's Rocket Launcher is fairly decent in a Variable Combination 
    though, because launching the enemy into mid-air can hold them in 
    place for other character's supers. Be aware of incompatible supers 
    (like ANY of Cammy's) because they just waste your Hyper Combo 
    Energy. Characters with charging type Hyper Combos should also avoid 
    using this. A Delayed Hyper Combo works much better.
      - Jill's Hyper Elbow Tackle has great priority. You can counter 
    most normals (like if they try to sweep you), specials and even 
    supers! It can sometimes pass through projectiles, but not always. I 
    dunno why though. Oh yeah, make sure the opponent is nearby when you 
    attempt this, because the range and speed leaves something to be 
      - Stay on the ground, unless you're jumping in. Avoid air-to-air 
    combat if you can, because Jill's normals has crappy air-to-air 
    priority. You can however, use her Hyper Elbow Tackle to knock 
    anything out, but it's kinda hard to time unless used in a combo. 
      - If you're faced with an opponent that blocks a lot and KNOWS how 
    to block, chip him. That's right. Charge up for Jill's Elbow Tackle 
    and chip him to death. The regular Elbow Tackle has MAD chipping 
    ability. You can add even MORE chipping damage by canceling it into a 
    Hyper Elbow Tackle. The best of all, Iceman is NOT immune to Jill's 
    ultimate chipping power. Hehe, wanna play cheap? I'LL give you cheap. 
      - Like always, push block a lot. Get used to the habbit of using 
    the punch buttons and push block your opponent's ground chain and 
    counter them with a high priority Hyper Elbow Tackle.
      - Know which way to block. If you do get caught in 2 character 
    cross-up attempt, ALWAYS block AWAY from the ACTIVE character, not 
    the ASSIST character. You CAN block when attacked from both sides 
    because otherwise it would have been too cheap. Push block too!!!
      - Do NOT forget the Snapback feature, sometimes it can save your 
    bacon when used well. Remember, most arcades (if you're playing in an 
    arcade) has a time limit. If a certain character is giving you 
    trouble and keeps running away from you, Snap their back and bring 
    out an easy target. This way you can save time and you can win a more 
    "time out" fights with a careful Snapback. Oh yeah, Jill's Snapback 
    has a lot of range, so use it to counter some moves.
      - Easy Launcher!! A lot of people complain that launchers are 
    annoying because a lot of the times you accidentally cancel into a 
    fierce Elbow Tackle. The way to avoid this is to hold DB when you do 
    the C.HP part. That way, you'll not only be able to crouch block if 
    you need it, but the chance of accidentally executing QCF+HP has also 
    been reduced. It works for most of the characters unless they have a 
    DB command move (like Morrigan.)
      - Another awesome way to confuse your opponent when HE crosses you 
    up is to call in a charge type helper (Beta Jill fits into this 
    category, as does Rogue, Captain American etc.) early. Then the 
    helper will appear BEHIND him, so he has to make the decision of 
    either block (and probably fail because of the awkward positioning) 
    or attack you, in which case he'll get smacked by your assist. :) 
    Make SURE you call the assist early on because if you get hit before 
    the assist characetr comes out, they will not attack.
      - If you ever block a stationary super (Sonic Hurricane, Amingo's 
    bean stalk thingy etc.), push them (or youself) away and Rocket 
    Launcher their behind.
      - Push blocking seems to work differently in this game compared to 
    MvC1. In the old days, pushing a beam super PREVENTS being pushed 
    away by it, but in MvC2, push blocking beam supers does the opposite 
    and puts a larger gap between the 2 characters. So if you want to 
    retiliate after a beam super, DON'T push block it so you can stay 
    closer to the opponent.
      - You can charge the Elbow Tackle at the end of an Aerial Rave. Use 
    an HP as your Aerial Rave finisher, but do a QCF+HP motion and hold 
    HP. You'll knock them down with an HP and will activate the Elbow 
    Tackle charge. (Thanks to Michael Charlton)
    +++++ The Unpredictable Slide +++++
    Y' know, Jill has some pretty mean mind games if you can use it. Her 
    slide is one of her best normals and can be followed up in all sorts 
    of ways that'll smack your enemy or confuse them THEN smack them. 
    Here's a new section dedicated to Jill's blessed slide and all the 
    follow-up attacks and when you should use them. (Thanks a million to 
    Michael Charlton for the idea..)
    Situation A: Slide connect, enemy rolling = negative
      1) OTG Elbow Tackle and/or Hyper Elbow Tackle
         "If it ain't broken, don't fix it." This is one of the best ways 
         Jill can tag damage onto her knockdown combos, and one that 
         you'll probably use the most often. Piece of cake to do as well.
      2) OTG C.LK -> launcher -> Aerial Rave (or other OTG combos)
         An alternative for the above. Also does a lot of damage and 10 
         times as classy, although slightly harder to do.
      3) Dr. Doom Beta Assist -> CODE: T-002 -> OTG combos (see below)
         HUGE damage with a 10 out of 10 style point. Teach them not to 
         take a S.T.A.R.S. member lightly!
    Situation B: Slide connect, enemy rolling = affirmative
      1) Cancel into Zombie Call
         Either variety works fine, catches them almost everytime plus 
         they will roll STRAIGHT into the zombie's "open and willing" 
         arms. LK Zombie holds them for ANOTHER free combo while the 
         flaming zombie stays on screen longer and is much harder to get 
         rid of. Highly recommended.
      2) Cancel into Summon Crow
         Do it a little late and if you expect them to jump. A nasty 
         surprise from above, but don't work very well on "dumb" 
      3) Cancel into Summon Dog
         Do it a little late. The dog is faster (if they're slow to 
         react) and good if they crouch. Also, tends to make them block 
         the wrong way. :)
      4) Cancel into Elbow Tackle + dash/beam assist
         The Elbow Tackle will whiff (obviously) but you need it there so 
         that Jill'll face AWAY from the opponent. The dash assist 
         character will appear behind the opponent and gives them a nasty 
         surprise. If they try to block, they'll probably end up blocking 
         the wrong way and if they try to attack you, they'll get 
         smacked. A win win situation. :) Can also act as a "saving 
         grace" if you accidentally executed (or like me, have bad 
         relexes) the Elbow Tackle when after they've rolled away. Beam 
         assists works well too.
    Situation C: Slide blocked
      1) Elbow Tackle
         Two ticks of chipping damage and you recover fast enough for 
         almost anything they try to throw out at you.
      2) Baretta Counter
         This is fun. They might try to counter as you recover and gets 
         knocked again. Even more fun if you cancel it into the Rocket 
    Situation D: Slide PUSH blocked
      1) Hyper Elbow Tackle or Rocket Launcher
         May not always work. Hopefully, the high priority of either 
         Hyper Combo is enough to counter out anything they try to throw 
         out. If not, bad luck.
      2) Block
         Hopefully, you'll recover fast enough to block. :P
    So, you'll usually get a lot of situation As, especially with scrubs, 
    beginners and most average players. Just combo them to death. When 
    they've learned to roll away, give them the "evils" with your T-virus 
    generated zombies. Then when they're expecting zombies and about to 
    jump out of the way, the crow is nice. If they learn to duck under 
    it, the assist and the dog plays its part nicely. If they stop 
    rolling, it's even easier, just keep on comboing them to death!
    Jill vs Amingo
    Annoying! Don't let him launch you 'cuz he (it?) can do insane air-
    combos like you. Its plant helpers are annoying, but they're NOTHING 
    compared to Jill's helpers. So if your opponent wants to play keep 
    away, play along with him. Careful though, he has a LOT of reach with 
    his normals, but try to launch him when he whiffs a fierce or 
    Jill vs Anakaris
    Damn, I HATE him! He may be a huge target who moves at snail pace, 
    but his combos are as quick as Strider's! His low attacks are quick 
    and has a LOT of range, so block them at all cost, else you'll end up 
    eating a big combo! Another thing to ALWAYS remember is whenever you 
    block his combos, push him away or else he'll throw you. Knowing how 
    to block is your best offense. So block low most of the time and if 
    he tries to do his coffin smash attack, block high as it's an 
    overhead. His jumps are also very slow, so try to get him up there. 
    Stay either very close (offensively) or very far away. He takes a lot 
    of damage, so do him fast. (No THAT way you sicko!) He also has no 
    throw. :) Feel free to throw him if it's not considered cheap at your 
    Jill vs Blackheart
    Boring! All he ever tries to do is keep you away, but your zombies 
    will never take him down that way. Get in there to do some real 
    damage. He will try to use his ducking jab (fast and high priority) 
    to push you away, plus his dash is invisible. He is a big target 
    though. If you can, jump in a lot and try it with different attacks 
    to throw off his timing. Since he's so tall, you can probably do say 
    jab, strong, Elbow Tackle while still in the air. Also, dash in 
    between his moves, as they take a long time to recover. Don't worry 
    about his supers, they're just extremely slow.
    Jill vs Bulleta (BBHood)
    Oh I hate her! She has an iron inpenetratable defense! She's small, 
    fairly quick and annoying! She can keep you away all day, blocking 
    everything you throw at her and her voice is just terribly 
    irritating. (Sounds like she's meowing when she does her Cheer & 
    Fire!) Watch out for her Cool Hunting super, it's a MAJOR chipper! 
    Damn, plus her moves are charge based, she'll probably crouch a lot 
    to take advantage of her relatively small size. Jill doesn't really 
    have an overhead so she looses one element in this mind game. All I 
    can recommend is that you confuse her with your zombies occasionally, 
    do different jump-ins throughout the round. For example, a 2 hit 
    jump-in with a projectile/beam helper from far away, a ground helper 
    close to her while you cross her up from the other side, a variant of 
    the above but you jump from slightly further away that does not cross 
    her up. Give her a hard time blocking your combos. You have one 
    advantage in this game though, because all you have to remember is 
    that her normals has almost NO RANGE! Just watch out for her Cheer & 
    Fire, stay outta her range (and believe me, her launcher has a VERY 
    small range) and confuse her panties off!
    Jill vs Cable
    Cheapness has a new name... and I'll leave you to guess what that is. 
    Cable's guns are very deadly, so most scrubs will try to shoot his 
    fierce at you all day and chip you with a Viper Beam. Super jump or 
    dash jump out of it and jump in on him. He has a lot of lag after his 
    standing fierce and Viper Beam, so take this time to combo his butt 
    off. Don't even think about your zombies, his guns can take then down 
    from a mile away.
    Jill vs Cammy
    Cammy is probably THE fastest character in the whole game! She has an 
    AWESOME ground dash and great pokes. However, remember that all her 
    specials has a lot of lag, so go after her there. Pull off a Tyrant 
    if you can. Because of this, she will have very poor chipping power, 
    so as long as you block a lot, she'll get impatient in trying to chip 
    you, and therefore open herself up for combos. Beware of her 
    Hooligan's Combinations though. If you ever see her roll into a ball 
    and comin' at up, jump out of it or smack her out with a Hyper Elbow 
    Tackle, because she'll throw you if it connects. Sneaky huh? Oh yeah, 
    ALWAYS push her Spin Drive Smasher and launch her for an easy Aerial 
    Rave when she lands.
    Jill vs Captain America
    His shield grants him extra priority plus it has a lot of reach! If 
    so, try jumping in (summoning a helper of course) and NOT attacking. 
    If you block his crouching fierce, dash in for a ground chain. Also, 
    dash farwards and backwards to lure him into making a fierce atack, 
    and smack him with a Hyper Elbow Tackle. Don't get carried overboard 
    and gets smacked by a Charging Star though. If he ever does his Hyper 
    Charging Star, push him away (do it late) and punish with with a 
    crouching short chained into combo. (He recovers a little too quickly 
    for anything else.) Also try out your zombies, because Cap is likely 
    to loose his shield often and loose his projectile.
    Jill vs Captain Commando
    He's cheap and he's ugly, it's your job to punish him! Don't play 
    with your helpers because of his Captain Fire. Jump in WITHOUT 
    attacking, else you'll eat a Captain Corridor (a move with an ugly 
    name that does WAY too much damage!) Thankfully, it has a LOT of lag, 
    so dash in and combo him however you want, or use the Tyrant. :) 
    Block a lot and jump a lot, try to get him to use Captain Corridor. 
    If he flies into the air with a whole lotta Captain Fires, aim for 
    his behind with your HP Grenade Launcher.
    Jill vs Chun Li
    Chun Li gained some and she lost some in MvC2. She lost a LOT of her 
    deadly combos and the mid-air super. Yet she's still VERY fast, her 
    attacks are strong, an insane priority launcher and that throw with 
    unfair range. She's been toned down a lot (like her Kikoshou), but 
    can still give you a headache. (As for the things she gained, there 
    are 2 new HORRIBLE voice samples and a boob job...) Do not EVER try 
    to hit her in the air unless you're doing an Aerial Rave, her 
    priority's too great. (As a matter of fact, avoid jumping in general, 
    as she'll just throw you anyway.) She no longer has that crounching 
    fierce -> Senretsu Kyaku combo, so punish anyone who tries to do that 
    on you. (Senretsu has a lot of lag.) Also know which way to block, 
    especially the overheads. Play with you partners a bit. Since she 
    jumps around so much, it's no doubt that she'll get smacked.
    Jill vs Colossus
    Annoying annoying annoying! His Tackle has mad priority and can hit 
    you just about anywhere on the screen. If he tries to come at you 
    with his Hyper Armor super, run away and summon zombies. (Super armor 
    doesn't help if something is unblockable. :) His Power Dive is 
    laughably easy to dodge, but I guess anyone who uses it out of thin 
    air is bound to be a scrub. Don't let him get too close. Stay away 
    from him to make him come at you with a Tackle, and combo him however 
    you like after that.
    Jill vs Cyclops
    Cross up cross up cross up. He won't have much of a variety, but it's 
    an imparitive that you keep an eye out for his throws. If he starts 
    running towards you for no reason, jump! Otherwise, all he will ever 
    do is Optic Blasts. Try cross him up with a helper on one side and go 
    for the other. Watch out for his arguably the most screen-filling 
    Jill vs Dan
    I never thought Dan was that bad. Anyway, don't underestimate his 
    Premium Sign attack. If you seen it however, jump to the OTHER side 
    to attack him, else you'll get hit. His Aerial Raves can hurt a lot, 
    else he'll mainly be a scrub.
    Jill vs Dhalsim
    Dhalsim's Yoga Flame assist can be annoying, try super jumping. Plus 
    he has range on his side. If he tries to come at you with a Drill 
    Kick or the other one, Grenade Launcher gets the job done. Oh yeah, 
    try the Flaming Zombie, Dhalsim might get hit when he tries to take 
    it out. Otherwise, I don't have much strategy for this guy.
    Jill vs Dr. Doom
    The king of projectiles. He'll super jump and fire his projectiles 
    from mid air throughout the fight. Super jump after him between his 
    projectiles and catch him with a jab, strong, Hyper Elbow Tackle. 
    Otherwise, look for lags in his attacks. (Hint hint, his launcher.) 
    Oh yeah. If he does go in the air with projectiles, dash right 
    underneath him. That way, NONE of this beams will reach you! Not only 
    that, you can only play sneaky and pick which side of him you want to 
    stand him, and give him a nasty launcher when he falls and block the 
    wrong way. Teach him not to spray his beams in the air again!
    Jill vs Felicia
    Felicia is a good character. :) ALWAYS roll after you get tripped by 
    her crouching roundhouse, else you're in for a Please Help Me assault 
    by the kitties. Um... beware about using assists in this fight, as 
    her Hyper Sand Splash goes across the screen and even opponents 
    behind her! Her launcher has very little range, keep that in mind. 
    Counter her when you block her Rolling Buckler attack.
    Jill vs Gambit
    Well. Always roll because Gambit has nasty OTGs. His Royal Flush is 
    pretty easily blocked and avoided.
    Jill vs Gouki (Akuma)
    Most people still uses Mr Constipation. He might stay in the air 
    throwing fireballs at you. In that case, try dashing under him and 
    make him feel a grenade. He's not very fast (none of the shotos are) 
    so try countering him a lot after his whiffed attacks. He's pretty 
    easy to take down, due to his sissy defense.
    Jill vs Guile
    Hate him. Roll after his crouching roundhouse like always. If you 
    ever block his Sonic Hurrican super, push him away and fill him with 
    lead from your Rocket Launcher. He has to charge for his specials, so 
    if you keep him on his toes by poking him a lot and jump around, he 
    won't have a chance to charge. If he tries to turtle, show him with 
    door with your helpers, and since he doesn't have a projectile super, 
    you're pretty much safe.
    Jill vs Hayato
    Love his costume! His Plasma Sword has insane reach, but most of his 
    normals has lag. Fight either extremely aggresively, closing in on 
    him or very far away. None of his moves are very fast, so if you take 
    advantage of Jill's speed, you can pin in down if you stay very close 
    to him. Best if you corner him with a ground helper like Tron or 
    Spiral, or a Throw Assist like Tron or Zangeif. Never however, under-
    estimate his range. If you play far away, then it's block block block 
    and counter. His attacks has a lot of lag after as well.
    Jill vs Hulk
    Ok he might be big, but his command throw is blockable, so don't be 
    afraid to block his attacks. (You should too, because they do too 
    much damage!) If he tries to chip you with Gamma Slam, jump-in for a 
    free combo. (Remember his Super Armor!) If you block his Gamma 
    Charge, time for an air combo! Avoid jumping in when he's idled, else 
    you might end up eating a Gamma Crush. If you block a Gamma Crush, 
    push him away and dash in with a combo of your own. If you really 
    want to take care of his super armor, try cancelling into a Hyper 
    Elbow Tackle if he tries to hit you.
    Jill vs Iceman
    Miss Chip meets Mr Anti Chip, good show. Most people use Iceman for 
    his cheap ability to take no blocking damage from energy type 
    attacks. However, NONE Jill's attacks fits into that catagory so feel 
    free to chip as much as you like. :) If you really wanna chip him to 
    death, use your charged up Elbow Tackles and Hyper Elbow Tackles. 
    Cross ups are good too.
    Jill vs Ironman
    You can see his Proton Cannon from a mile away, so superjump behind 
    him if he does. If he goes into the air with Smart Bomb, summon a 
    crow to take him down (might not work.) Jump-in blocking if you 
    expect a Repulsor Blast, and dash forward to launch him for an Aerial 
    Rave. Jump-in for a combo if he abuses his Unibeam.
    Jill vs Jill
    Your strategy will be based on her strategy. If she continously 
    summon her helpers, use your assists to knock them off and jump-in on 
    her on your own. (Else you might end up jumping right into a zombie.) 
    If she foolishly summons her helpers while away from her edge of the 
    screen, launcher her or combo her at your leisure. If you meet the 
    combo-freak type Jill, block block and try to look for openings. 
    Since Jill's normals are so straight forward, they're very easy to 
    block, unless she tries to confuse you with cross ups. Oh yeah, roll 
    after her slide connects.
    Jill vs Jin
    Dunno much about him. Even though he's of a small size, he's really 
    slow. BUT even though he's slow, he has great reach to balance it 
    out, so don't under-estimate him. His normals has a lot of lag (like 
    his launcher) so go after him there. Don't turtle since his normals 
    chips. Watch out for that tornado super, so try not to jump over him 
    if possible. It's almost impossible to block the right way!
    Jill vs Juggernaut
    Stay defensive at all times. Don't try to jump at him or poke him a 
    lot, as he has Hyper Armor and his Juggernaut Headcrush is both 
    lightning fast and powerful. His moves has a LOOOOOOOT of lag, so 
    you'll have a millennium to combo him. Just remember to always begin 
    your combos with a couple of weak/medium attacks to take out his 
    Hyper Armor, especially if you try to launch him. He's a big target 
    and slow as hell, so if you stay defensive and out of his range, he 
    can't do much about it.
    Jill vs Ken
    Ignore his projectiles, it has even less range than Sakura's! Show 
    him who's boss with your "projectiles", that will make him come to 
    you. Watch out for his overheads. If you get a chance, use Hyper 
    Elbow Tackle if you see an opening. Careful abotu jump-ins too.
    Jill vs Kobun (Servebot)
    Hahaha, whoever chooses this Pokemon-wannabe must either be a real 
    scrub or a grand master. His normals are bug bites! Watch out for his 
    super though, but it can be blocked easily. He's a little target, so 
    use your crouching attacks, and stick to ground and not air combos. 
    Absolutely nothing can go wrong, unless you're up against a grand 
    master. In that case, I don't have any strategy.
    Jill vs Magneto
    Roll roll roll, else you'll eat huge Magnetic Shockwaves. If you 
    block it, go after him while he's still in his stun. Most Magneto 
    players are OBSSESSED with his Magnetic Storm Air Combo. Well, you 
    gotta block low most of the time to avoid him dash-in low short trap. 
    If he jumps at you, call your Anti-Air Assist. Also, Magneto is VERY 
    weak against cross-ups. Do dash-jump to get over him but call your 
    helper just before you reach over him to trap him in between. Most 
    Magneto players really don't know how to play defensively, because 
    all they want to do is dash-in, launcher, air combo, Magnetic Storm 
    and follow up. Stay on the offensive side, but be cautious of his low 
    short and dash.
    Jill vs Marrow
    No one plays her. Watch out for her dive special assist, it's very 
    confusing to block. Otherwise, she's weak offensively so kick her 
    butt for being a Bardot wannabe. Her attacks tend to have short 
    range. Don't let her cross you up, because then she'll his her homing 
    darts super which is very hard to block!
    Jill vs Morrigan
    Umm, she's fast and can play hard to get. If she superjumps can shoot 
    Soul Fists down at you, either super jump and go after her, or dash 
    under her and shoot her down with a grenade. She's weak both 
    defensive and offensively, so she should pose much of a problem. 
    Don't get caught by her ultra damaging Soul Eraser and you'll be fine 
    (it's a crap chipper.)
    Jill vs Nash (Charlie)
    Basically use the same strategy as Guile. He don't have the Sonic 
    Hurricane though so it's harder to counter it. I heard people say 
    that Nash is weaker, so if you can beat Guile you shouldn't have much 
    problem with Charlie.
    Jill vs Omega Red
    Cheap cheap that's all I can say. Otherwise I dunno how to fight him 
    very well.
    Jill vs Psylocke
    I personally think that Psylocke has been over-rated and has been 
    toned down since MSH. She's weak and the same goes with her supers. 
    Watch out for her combos. Look for her teleport and try to smack her 
    there (watch out for the mini-Psi-Thrust though.)
    Jill vs Rockman (Mega Man)
    Jill vs Rogue
    Ahhh, she can be ultra annoying with her Power Drain. A good Rogue 
    player can beat out just about anybody. IMO, Rogue is one of the top 
    tiers of the top tiers. She does not have a projectile, so you may 
    want to take advantage with your helpers. Don't over do it though, as 
    she is fast and you'll never know what she can do with that Air Dash 
    of hers.
    Jill vs Roll
    Heh, you shouldn't need strategies to beat Roll. Much like Kobun, 
    it's either gonna be a push-over or a grand master's challenge. 
    (Watch out for her thorws, her only way of doing decent damage.)
    Jill vs Ruby Heart
    She's well balanced and it can be hard to penetrate her line of 
    defense. Most of her specials has lags, but a good Ruby player never 
    leaves herself open without a way of retiliating. If she makes a 
    mistake (like misses you with a Supremation) punish her. She has one 
    major weakness and that is her recovery for her charge special attack 
    (and the super version.) Ruby cannot block while she falls if she 
    ascends into the air, so dash under her and throw out a launcher. 
    Jill vs Ryu
    A lot of Ryu players are scrubs who play for his "style" and his 
    Shinkuu Hadoken. (And 'cuz they don't know how to use anyone else.) I 
    found that if you jump a lot, they'll get pissed off and will try to 
    hit you with a mid-air Shinkuu Hadoken, and ALWAYS misses. :) 
    Jill vs Sabretooth
    He's strong, but he can't really chip. Fights quite a lot like a 
    strength version of Cammy with a speed handicap. Has lags everywhere.
    Jill vs Sakura
    Never knew anyone who's good with her.
    Jill vs Sentinel
    Ouch! He's hard... Anyone??
    Jill vs Storm
    Ay ay ay! No me gusta! There are generally 2 types of Storm players, 
    the cheap scrubs who only knows how to use her to chip and the combo 
    freaks. Beating the former is a second nature for most decent Jill 
    players, while the latter can be a heap of problem. She'll try to 
    confuse you with awkward jump-ins, high/low games (HATE that!), 
    really good priority and stays in the air forever! Against those, 
    you've gotta play REALLY defensively, knowing which way to block, 
    push block and counter, especially if they get impatient and pulls 
    off ANY special moves.
    Jill vs Tron
    Tron's moves has INSANE lags. Punish her when she missed a Tron Rush 
    or Lunch Rush super, or basically almost everything. 
    Jill vs Zangief
    Keep away at all times! Summon LOTS of helpers and he won't be able 
    to touch you at all. Push block a lot because he can supercancel many 
    of his blocked moves into the FAB. Keep your distance and you 
    shouldn't have much problems. Oh yeah, he CANNOT throw an assist 
    character, so use them a LOT to confuse him into trying to throw 
    them, and go into his stun. :)
    More character strategies in the next version, maybe. If anyone has 
    some good Jill vs strategies, I'd love to hear from you. (Since half 
    of the characters in MvC2 I don't even use.)
    Here are some characters who I think works wonders with Jill. I won't 
    include the ones that works well with everyone though (mainly the 
    cheap ones, like Cable and Iceman.)
    => Rogue
    I highly recommend Rogue! She's fast, strong (both offensively and 
    defensively), mobile and have great combos. Not to mention the Power 
    Drain that can drive your opponent insane.
    Her Goodnight Sugah Hyper Combo can be tagged after Jill's Hyper 
    Elbow Tackle for not only good damage, but also a free Power Drain!
    => Zangief
    Ok I must admit that I am terrible with 360s and I hate slow 
    characters, but Jill can do crazy combos with Zangief, yes that's 
    right! Choose Beta Zangief (Suplex) and...
    (When close), Zangief Assist, C.LK (OTG), C.HP, Aerial Rave!
    Zangief's Suplex already does good damage, coupled with Jill's Aerial 
    Rave ability, it's speechless! Timing is kinda tricky. The enemy must 
    be in a corner though. You need to dash in, and hit the enemy right 
    before they hit the ground a second time. Practice makes perfect.
    Finally, Zangief's Final Atomic Buster links pretty well off a ground 
    Hyper Elbow Tackle for more damage. So if you're good with Zangief, 
    he makes the perfect partner, and provides a lot of power.
    => Tron Bonne
    Tron's Alpha Assist works the same way as Zangief's Suplex, so you 
    can also combo with her. One good thing about Tron over Zangief is, 
    due to the nature of her throw, the enemy don't really need to be in 
    the corner. You just need to dash in quickly. Don't use Variable 
    Combination though, since her Lunch Rush will miss completely if 
    Jill's Rocket Launcher hits.
    Oh yeah, not only is Alpha Tron an excellent partner, but I've came 
    to appreciate Beta and (especially) Gamma Tron! Yes that's right, her 
    Assists are WAAYYYY under-rated! Just because ALL her Assists are her 
    normals doesn't mean they're useless.
    Beta Tron's Assist is her flame-thrower (her standing MK normal) and 
    is categorised as an "Anti-air Assist" (although it will only hit 
    once, unlike her MK.) Tron's Gamma Assist is some sorta power-magnet 
    that emmits rings of magnetic energy to with a short range (her 
    crouching MP) and is categorised as "Projectile Assist". (Whatever!) 
    It also destroys any projectile it comes into contact with, making it 
    a good defensive assist.
    What makes these Assists so useful is that they do MAJOR damage! (I 
    cannot believe it, but her Gamma Assist does more damage than 
    Zangief's SPD!) They also chip nicely. And as any Tron player (like 
    me) knows, these attacks has a "stun" property that freezes the 
    opponent in place for half a second or so, so you can dash in and 
    combo them. It also sets up a perfect oppotunity for any "hard to 
    connect auto-supers" and in Jill's case, her CODE: T-002 super. Damn, 
    I love Tron!
    => Dr. Doom
    Not only is Dr. Doom a great character by himself (3 types of 
    projectiles. Wanna chip? Nobody chips like him!) but his Electric 
    Cage Hyper Combo is at the EXACT distance for cancelling to Jill's 
    Tyrant super! Surprise surprise, there's actually a good use for this 
    Thanks to Michael Charlton <mikecharlton@hotmail.com> for this combo
    (As Dr. Doom) LP, MP, Electric Cage, (as Jill) CODE: T-002 (DHC)
    Hits: Upto 28, Damage: Upto 81 (!!)
    This combo is surprisingly easy and damaging! You don't even have to 
    be in a super as Dr. Doom's Electric Cage (QCF+PP) holds the victim 
    in place. You MUST however, cancel the super before the 16-hit point, 
    because that's when the super ends and th enemy is launcher into the 
    air. If you cancel after that, Tyrant won't hit.
    Ok... Nico Valencia <acb_dragon@yahoo.com> has convinced me that Dr. 
    Doom is the perfect partner for Jill. You know Dr. Doom's Molecular 
    Shield? (The one where she summons lots of rocks that swirls around 
    his body then flies across the screen.) Not only is it a great 
    chipper, it's also PERFECT for connection Tyrant! Believe it or not, 
    it also has OTG properties. So you can connect a few complex looking 
    moves with simple activations together for an ultra damaging and 
    stylish combo.
    C.LK, C.MK, C.HK+Dr. Doom Assist (OTG), CODE: T-002 -> OTG combo
    Believe it or not, it works! Works best in corners. For 
    biiiiiiiiiiiiiiiig damages, choose Beta Dr. Doom. :)
    => Spiral
    I forgot to mention last time. Spiral is a very cool character with 
    some awesome combos too. But what you really want is her Gamma 
    Assist. Spiral uses a normal move, her standing HP, which is a 6-
    handed punch. Now this lasts quite a long while and can add 6 more 
    hits to Jill's combos. Use your imagination and make up your own 
    combos. :)
    For example: Jump-in, J.LP, J.MP, Spiral Assist, LP, MP, HP, LP Elbow 
                 Tackle, Hyper E.Tackle
    Do it like if you're trying to do a regular Jill combo, but tap the 
    Assist button and the attack button at the same time. Although this 
    does tend to downgrade your Hyper Combo damage.
    Also, Tyrant can be combo'd in the same way. 
    Jump-in, J.LP, J.MP, Spiral Assist, LP, MP, CODE: T-002
    22 Hits, Damage: 56
    => Hayato
    Hayato is awesome. He has some insane range and priority with his 
    normals, has mad mad combos (you MUST've seen the CRAAAAAAAAAAZY Jill 
    and Hayato combos above!) and has an awesome costume. However, Hayato 
    does take some skill to use so make sure you practice with him! He 
    also has a groovy LV3 super that does over 50% damage!
    Oh yeah, try DHC-ing into Hayato's Plasma Field from Jill's ground 
    Hyper Elbow Tackle. That way, you're sure to hit the opponent with it 
    and feel free to use the LV3 super afterwards without having to spend 
    3 levels!
    => Characters with vertical Hyper Combos (eg, Cammy, Ken, Sakura, War 
    Machine, Psylocke etc.)
    These supers makes excellent Delayed Hyper Combos when tagged after 
    Jill's easy-to-connect air Hyper Elbow Dash for lots of easy damage. 
    You can even tag them multiple times if both of Jill's partners has a 
    vertical Hyper Combo.
    => Um, I can't think of any other specific characters, but someone 
    with a Projectile Assist is ALWAYS a plus.
    Abyss form number 1
    Abyss' first form is a giant golem-like creature with horns. He 
    cannot block in this state, but has Hyper Armor (not affected by hit 
    stun). What I usually do it call out an Assist (try the most damaging 
    non-throw assist) and hit Abyss with LP, MP and Elbow Tackle. Block a 
    lot too, as Abyss has many very damaging attacks. It doesn't matter 
    very much if your Assist characters get hit, as they're recoverable 
    and it fills up your Hyper Combo Energy. 
    If Abyss tries to use his super beam, super jump over to the other 
    side. It's VERY obvious when he's about to do that. He'll stand there 
    with a glowing sphere-like thing on his chest for about 3 seconds. 
    Once he execute his beam and you're on his other side, hit him with 
    LP and MP. When he stops, combo him with your best ground combo and 
    the Hyper Elbow Tackle. Use the Hyper Combo Tackle a lot if you want 
    to end this fight quickly.
    Abyss form number 2
    This form is even cheaper! He melts into green slime and forms a 
    humanoid figure from it. He then shoots blue fire from his arm (with 
    a STUPID laugh!) and occasionally charges up for an energy beam 
    attack that chips a lot of damage. He STILL has Hyper Armor so don't 
    get too close, or you'll get hurt by his fires.
    I really hate this form. If you have any Hyper Combo Energy left, use 
    the Rocket Launcher from afar. (Or if you have characters with better 
    beam supers, switch over to them. Morrigan's Soul Eraser works 
    wonders here! Variable Combination can work pretty well too.)
    If you don't, well... call in your projectile assists. Summon dogs 
    from afar if you want. Leap into the air to build up your Hyper Combo 
    Energy. If Abyss is about to fire his beam, superjump over to his 
    other side and make some free hits.
    When he's pissed off. He'll disappear and 3 green bubbles will 
    appear. Try not to get caught in these, as they'll imprison you. Jump 
    into the air and try to pop them with your LK. Jill's probably fairly 
    worn out, so switch over to another partner and carry on with them.
    Abyss form number 3
    I always retire Jill to the reserve during this fight, partly because 
    she's worn from previous fights, and partly because of her Assist. 
    Her Alpha Assist is very useful here.
    In this form, Abyss turns into a huge demonic beast that seems to 
    have a body built from blood. (Ewwwwww!!!) He always has a floating 
    orb over his body, which is very vulnerable to attacks. He'll 
    disappear a lot and send these vertical beams at you (usually at the 
    spot where his orb levitates) so it's pretty dangerous try to hit 
    What I usually do is call Jill up for a life refil whenever Abyss 
    goes off the screen, then jump up to combo Abyss when he pops back up 
    screen. If you wanna use Jill in this fight, try aiming for the upper 
    half of Abyss' body and do J.LP, J.MP, J.HP, Hyper E.Tackle. That'll 
    knock his health bar by a bit. Remember to block whenever he's not on 
    screen, as his beams can do a LOT of damage!
    If you have enough Hyper Combo Energy, you may opt to team up a 
    Variable Combination (if you have good Hyper Combo combinations.) Try 
    doing it right below his head. After some practice, Abyss really 
    isn't that hard. 
    Since MvC2 does not have an official storyline, there's no way of 
    telling Jill's involvement in this game. However thanks to Rashid 
    Reddy who gave me the idea of making up a plot. So anyway, here's 
    Jill's story in MvC2.
    "Chris.... I have to find you..."
    Jill glares into a dark and damp room, lit only by a single dim oil 
    lamp. Files and Chris' belongings are scattered across the room. It's 
    obvious that someone has searched here. A blood stained knife laid 
    before her feet.
    "This is..."
    Jill left the underground hide-out without hesitation. The back-ally 
    became darker and narrower. Jill's heartbeat fastened. She thought 
    she sensed breathing other than her own, or was that just the sealed 
    memories from the dark mansion?
    "Jill..." She thought she heard a familar voice, a vague whisper, 
    calling out her name. A human figure emerged from the shadows. She 
    saw his face under the soft moonlight.
    "Shhhh..." The dark figure approached her, whispering softly. "Listen 
    Jill, before you go, there's something I want you to have." He 
    brought out a slim test-tube, filled with rich purple fluid 
    "This is..."
    "Yeah, yes it is. It's the 'other objective'. 'To recover the lost G-
    virus sample from the bottom of the Umbrella Research center towers.' 
    I found this on the body of Nicolai. Here, take it."
    "Why Carlos?"
    "According to the record, all traces of the G-virus has been lost 
    since the death of William Birkin. This is the last sample. We must 
    not let anyone get their hands on this, or the disaster of Racoon 
    City will only repeat itself again. It needs to to disposed of... 
    once and for all... If anyone can do it, you can!"
    "...I understand, Carlos... I'm onto it."
    "Be careful Jill." With those words, he disappeared into the open-
    arms of the darkness.
    Little does she know, Magneto and his evil mutants are also in search 
    of the "last sample of G-virus". And the once proud Pharoah Anakaris 
    is also after this G-virus to recreate his lost kingdom. Her journey 
    begins here...
    => It's taken right after Jill's Epilogue in RE3, so fans of the 
    series should understand this. If ya haven't figured it out yet, the 
    G-virus is the one that Leon found on Ada's body near the end of RE2. 
    He kinda got pissed off and threw it away.
    Now here's Jill's ending:
    "Tout le monde monte sur le bateau!" ("Everyone get on the ship!")
    Jill reached the end of a cliff, where a flying air-ship is docking.
    "Ruby!!!" Jill shouted.
    "Est-ce que je peux vous aidé Madame?" ("Can I help you ma'am?") Ruby 
    Heart was just about to board her ship.
    "My name is Jill. I need your help. I need... to dispose of this." 
    Jill pulled the tube containing the G-virus out of her pocket. "This 
    is what they wanted. This is what they were fighting for, the source 
    of all chaos."
    Ruby said nothing and turned around. "Viens avec moi." ("Come with 
    The airship took off. Jill laid against the soft pillow. She was 
    finally able to take a good rest.
    *Knock knock* "Jill, lève-toi!" ("Jill, get up!") 
    Jill woke up to the stench of sulfurous ashes. She hurridly lit an 
    oil lamp and followed Ruby out to the front deck of the gaint 
    "Nous sommes arrivées." ("We're here.")
    Jill walked towards the edge of the deck, where Ruby was standing, 
    waiting cross armed. The sharp odour of the vocanic ashes became 
    almost unbearable. Her vision started to blur as she took one last 
    look at the G-virus....
    "Rest in peace..." She loosened her grip on the tube.
    => Sorry for the French stuff. Ruby Heart is French so I thought I 
    might as well be "classy" for once. Thanks to "Final Fantasy Fanatic" 
    for helping me with the translations.
    This FAQ should be only used for non-commercial and non-profit 
    purposes. You may print it out if you wish. You may use it on your 
    webpage as long as you ask for permission and proper credits are 
    given. Enjoy MvC2! :)
    "Hey, I ain't no ordinary civy, I'm a member of S.T.A.R.S." – Jill 
    "Once S.T.A.R.S. always S.T.A.R.S." – Jill
    "Are you ok?" – Jill
    "Thanks Barry, I'll take this then." – Jill (bad acting!)
    "And on the 7th day, god invented firearms." – Me
    Copyright 2000 by Vance Heart aka Aya Brea. 
    E-mail me at i_love_aya@hotmail.com
    Homepage: http://www6.50megs.com/vanceayahan/
    Marvel Vs Capcom 2 (c) 2000 Capcom

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