Marvel vs. Capcom 2: New Age of Heroes Jill FAQ v1.0 Date: 12/29/00 Written and Complied by: Phillip M. E-mail: phillipm80@hotmail.com ====================================================================== *Before you proceed reading, you must agree with the following terms* _________________________________________________________________________ ------------------------------------------------------------------------- || 1) I, Phillip Mouliatis, the author of this faq, made this faq for || || those people who want to learn how to use or to improve their || || gameplay with Jill. If you are a beginner with Jill and || || you want to become more effective and better with her, this faq || || should help you out with that. And if you're already pretty good || || with Jill and you just want to boost your skill level up to || || the next notch, this FAQ should help you out with that too. || || || || 2) Any kind of way to make money or profits from this faq is not || || allowed at all. All the information from this faq is free for || || anyone to look at, read, and enjoy. No money is to be involved || || with this faq. || || || || 3) No part of this faq is to reproduced at all without my consent || || and permission. If you use a sentence, phrase, or concept found || || within this faq into yours, you must always give proper credit || || where it is due. Always. || || || || 4) For the most recent version of this faq, gamefaqs.com will have || || it. For the other sites that have this faq posted on their site, || || please make sure that you keep up with the updates. As soon as || || you see that I've updated the faq in gamefaqs, you need to go || || update it where you have it posted. Please try to keep up with || || the updates. I would really appreciate it. || _________________________________________________________________________ ------------------------------------------------------------------------- *If you do not agree with these terms, please exit this page* ******************* Copyrights and such _________________________________________________________________________ ------------------------------------------------------------------------- || This FAQ is copyright 2000 Phillip Mouliatis || || The Capcom characters are copyright 2000 Capcom Co., Ltd. || || The Marvel characters are copyright 2000 Marvel Characters, Inc. || || Strider Hiryuu is copyright Moto Kikaku. All rights reserved. || _________________________________________________________________________ ------------------------------------------------------------------------- ====================================================================== Table of Contents ====================================================================== 1. Revision 2. Jill's Pros and Cons 3. Button Configuration 4. Button Abbreviations 5. Normal Moves 6. Special Moves 7. Supers/Hypers 8. Combos 9. Credits 10. Contact Information ====================================================================== 1. Revision ====================================================================== Version 1.0 - it's here! ====================================================================== 2. Jill's Pros and Cons ====================================================================== ============ --The Pros-- ============ 1. Fast Speed 2. Good strength 3. Hyper Rush Attack can be comboed into 4. She has zombie helpers 5. Good Defense 6. She does good chipping damage 7. She has a good height advantage ============ --The Cons-- ============ 1. Supers aren't that useful 2. She's not a tourney type player ====================================================================== 3. Button Configuration ====================================================================== The arcade set-up says one thing while it actually means another. [Jab] [Strong] [Fierce] Here's what O O O the arcade button set-up looks like: O O O [Short] [Forward] [Roundhouse] =================================== [Jab] [Fierce] [Assist 1] Here's what O O O it should be labeled as: O O O [Short] [Roundhouse] [Assist 2] ====================================================================== 4. Button Abbreviations ====================================================================== f = forward b = back u = up d = down qcf = Quarter circle forward (d,df,f) qcb = Quarter circle back (d,db,b) hcf = Half circle forward (b,db,d,df,f) hcb = Half circle back (f,df,d,db,b) P = any punch button PP = both punch buttons K = any kick button KK = both kick buttons A1 = assist 1 button A2 = assist 2 button XX = cancel into... DHC = delayed hyper combo THC = Team Hyper Combo >= continue to this move... /\ = jump up \/ = land on ground s. = standing j. = jumping d. = dash in c. = crouching sj = superjump otg = off the ground lp = light punch lk = light kick FP = fierce punch RK = roundhouse kick ====================================================================== 5. Normal Moves ====================================================================== ============= --Jab Punch-- ============= s. jab: Jill just does a jab forward. Nothing special, used for poking and to start up a combo. c. jab: About the same thing as standing except Jill is crouching now. Add this on after a crouching fierce to start air combo. j. jab: Jill punches downwards at about a 130 degree angle. Great range. I use this is first and then 2 c. jab and then a c. Fierce Punch to start air combo. ============== --Short Kick-- ============== s. short: Jill kicks at a 135 angle towards the opponent. This move has more range than the standing LP. c. short: Jill crouches and kicks forward. This move has good range. I use this move before a C. FK (Roundhouse). j. short: Jill flies towards her opponent and has her leg extended all the way out and hits the opponent right in the head. This is one of Jill's best jump-in move. ========== --Strong-- ========== s. strong: Jill punches straight in front of opponent c. strong: Same as s. jab. Just takes more damage. j. strong: Jill extends her other hand more downwards, more towards the chest instead of the head. =========== --Forward-- =========== s. forward: Jill sort-of turns sideways and does a kick up higher than her standing short. c. forward: Jill sticks out her leg even more than the c. LK, and it sort- of looks like she's doing the splits with only one leg though. j. forward: A fast move. Jill pokes at the opponent with another kick to the face. Has good priority. ========== --Fierce-- ========== s. fierce: Jill stretches her arm across and hits opponent by the neck c. fierce: This is Jill's one and only launcher. Great range too. Jill does something sort-of like a uppercut, but her arm isn't as straight as that. It sort-of curves out towards the opponent. This is why i say it has great range. j. fierce: Jill stretches out her whole arm down at the opponents face. Great range and priority. Use this as your jumping-in attack. ============== --Roundhouse-- ============== s. roundhouse: Looks just like the standing MK, except when done, the opponent gets pushed back a little bit. Good to finish of ground combos. c. roundhouse: This is Jill's sweep kick. Has great recovery time too. You can add on a crouching LK and then a crouching FP to start an air combo. j. roundhouse: Jill turns her body about 150 degrees and kicks with all her might at the opponent. This move also pushes the opponent away from her if connects. ====================================================================== 6. Special Moves ====================================================================== =============== --Rush Attack-- [QCF + P]: *can also be done in air* =============== Jill dashes at the opponent really fast, with her head down, and a little fiery shield or something in front of her, sort-of like a shoulder charge or something. I guess that’s a better way to put it. Hits two times. This move is great for finishing off a combo, either on the ground or in the air, and does good chipping damage too. Do QCF > FP and hold Fierce punch. Charge it up as long as you want, and when you let go and hits opponent, Jill keeps on dashing at opponent, depending on how long you held it down. I haven’t really tested how many times this can hit, but i used it once or twice and it hit like 11-hits. I use this rarely, because you can’t do any aerial raves with it held down, since Jill’s launcher is c. fp. But, it does alot of chipping damage too. So you decide on whether you want to use this or not. ==================== --Grenade Launcher-- [f, d, f + P]: *only on ground ==================== With LP, Jill takes out grenade launcher and fires a grenade about 80 degrees forward. With HP, Same thing, except that Jill shoots the grenade more like a 70 degree angle. I guess this is supposed to be Jill’s anti-air move. But i really isn’t that great. Only use it for people that are always flying in the air. That’ll teach them not to fly again! Also if you hold down the punch, you will make the grenade go further and even hit the ground if you want to! ================= --Zombie Helper-- [QCB + LK]: *only on ground* ================= Jill does her taunt real fast and a zombie just like in Resident Evil comes out and starts slowly walking across the screen. And if the zombie hits the opponent, it starts munching on their head for about 4-5 seconds (a good amount of time for you to dash in a start a combo). If YOU hit the zombie with a normal attack ex: (standing LK) it’ll fall down, and will stay alive for a about 5-6 seconds, forcing your opponent to not come any closer to you. If the opponent jumps in the air and lands on the zombie, or backs up and steps on the zombie, it will grab the opponent's leg and start to munch on it. The zombie cannot be blocked, but anything that hits it (besides you) will knock it down and will die. Even if your assist character hits it down, the zombie will fall down and die. ================= --Zombie Helper-- [QCB + HK]: *only on ground* ================= Same as the LK version, except the zombie is on fire, and does not grab the opponent. This zombie cannot be knocked down by anyone, but it can be blocked by the opponent. The zombie just walks across the screen, past every projectile and thing in its way). If hits the opponent, both the zombie and opponent will each go on the opposite screen, and the zombie has done it’s job and will die. This move does decent damage. ============== --Zombie Dog-- [QCF + LK]: *only on ground* ============== Jill does her taunt and calls out a zombie dog. The dog comes out fast and runs across the screen. If hits, takes a little damage from opponent. Use this as a keep away move, (if you like to play keep away that is). ======== --Crow-- [QCF + HK]: *only on ground* ======== Jill does her taunt, but doesn’t say "Yes" this time. She just motions herself like she’s doing the taunt. Then it crow comes flying across the screen. First up high, then it swoops down almost hitting the opponent in the head, and goes back up high to the other end of the screen. It doesn’t reach smaller characters like MegaMan, Roll, Kobun etc. It hits some medium sized characters, and all big and tall characters like Sentinel, Juggernut, and BlackHeart. ========================= --Push-away pistol move-- [QCB + P]: *only on ground* ========================= Jill jumps back a little bit and starts to blink back and forth normal color to white, and if opponent attacks her (Physically) ex: punch or kick. She’ll push the opponent back, take our her pistol and start shooting the opponent. If you keep press the punch buttons, Jill will shoot all the way up to 10 hits. This move does decent damage. It’s better if you get all the hits in. This is great to annoy your opponent, and get them all frustrated at you, because all do is jump in. Do this move when you are playing against a person who you see jumps in alot at you. Don’t do this move from far away against a projectile character though as you will get blasted away. ====================================================================== 7. Supers Hypers ====================================================================== ===================== --Hyper Rush Attack-- [QCF + PP] *can also be done in air* ===================== Jill steps back and then says "Your Finished!" and at full speed, charges at the opponent, with fire in front of her, like a should ram. This move is also called "Hyper Fiery Dash" But i prefer to call it Hyper Rush Attack for some reason. This move does 10 hits, and is great to do after a successful aerial rave! This is Jill’s second to most powerful Super, behind the CODE: T-002 super, but is the most easiest to connect, unlike the CODE: T-002. You can also trip your opponent and then otg them with the Hyper Rush Attack Super. This takes away alot of damage and you only have to press two buttons! But the opponent has a chance to roll out of the trip, but most people i play never remember to roll out. Bottom-Line, this should be the Super you should use. =================== --Rocket Launcher-- [QCF + KK] *only on ground* =================== In this super move, Jill pulls out a rocket launcher, holds it up, rests it on her shoulder, and starts to launch rockets at the opponent. This move hits about 14 times, if all rockets hit opponent. If you are close to your opponent and do this move, it will launch your opponent up, send them to the opposite end of the screen, and then rockets will juggle your opponent from hitting the ground, only bad thing about this is that some of the rockets will go underneath the opponent, which means less damage. This is still a great move to do. But i don’t use it much, and if you do use it, perform it from the opposite end of the screen to do great chipping damage. This move can be comboed into as well. More on that in the combo section. ============== --CODE T-002-- [QCB + KK] *only on ground* ============== Jill bends down, touches the ground and says "What's that?" And a little column that takes up like 2/5 of the screen with blue energy, and then finally from the ground comes out "Tyrant". The Tyrant slashes your opponent three times, each time taking 5 hits. Total 15 hits when Tyrant is finished. Also, when the Tyrant hits the opponent and you see "15 hits" on the screen. Do the motion of the rocket launcher super and press rk. Jill will then take out her rocket launcher and blast the Tyrant, before he hops back up off the screen. This will take a little bit more damage off your opponent, making a total of 16 hits. The only bad thing about this move is that it can not be comboed into, it takes a while for the move to start, and your opponent has to be in the right place for it to connect. And this move is blockable. So if your opponent is in the right spot, all he/she has to do is block, and the Tyrant won’t even come out! There are still some people looking for a way for this move to be comboed into but no one has come up with anything. This is Jill’s most powerful super, but is really hard to get it to connect. ====================================================================== 8. Combo Section ====================================================================== I'm not going to list every single combo there is with Jill, mainly because there is so many. I am only going to list the ones that i use the most and i find the most effective. 1) [20 hits] j.lp > j.lp \/ s. lp > c. lp > c. fp /\ lp > lk > mp > mk > lp rush attack [1 hit] XX Hyper Rush Attack. ========================== 2) [20 hits] c. lk > c. lk > c. rk > c. lk > c. fp /\ lp > lk > mp > mk > lp rush attack [1 hit] XX Hyper Rush Attack. ========================== 3) [11 hits] j. lp > j. lp \/ s. lp > c. lp > c. fp /\ lp > lk > mp > mk > lp rush attack. ========================== 4) [10 hits] j. lp > j. lp \/ s. lp > c. lp > c. HP /\ lp > lk > lp > lk > FP or RK. *I'm not done yet. Expect to see more next update* ====================================================================== 9. Credits ====================================================================== Here are some people that I would like to thank... -Alex Valle for being a great MvC2 player -Ashton stop talkin all your mess and come prove how good your really are -Capcom for always making the best fighting games out there and for adding this game to it. Great job -Carlos for being the best MvC2 player in the Galleria -CJayC for posting my FAQ -Cuong for letting me go over to his house and practice the game and for being a cool friend -David for letting me install NetZero onto my computer, helping me out with the game, and for pretty much introducing me to the game -David C. for helping me out with the game's infinites, and his very helpful Cable FAQ -Duc Do for being the best player that I know at this game -Kao Megura for having your Anakaris faq so i can check and compare mine with yours to see how I can make this faq better -Gamefaqs.com for their awesome and helpful site and for somehow posting my updates very quickly... I like that =) -Gamepro for being another great magazine to get tips and tricks from -James Chen don't know him but he makes some tight ass combo movies -John for being one of the better players in Willowbrook and inspiring me to get real good at the game -Kevin for letting me come over to his house and play the game and giving me some good competion for me to get better -Mark for letting me get the Dreamcast early -Me for spending the time to write all this -MvC2 board for being a great place to talk about this game and learn even more things about the game and its' characters -NetZero for providing free internet access. Stay that way =) -Sega Dreamcast for being the best system out there IMO -Shoryuken.com for also having a cool site and having those great topics on the new things of the game like Cable's guard break -Tips & Tricks for having all those tournament reports on this game and for putting this game's strategy in your magazine -Vega I hear that you are pretty damn good at this game. I hope someday we can play against each other -Willowbrook Mall for being a great place to go practice the game. Not everyone there is good so I can practice and perfect my game even longer without spending as much money and for fixing the machine when it was broken pretty fast -You for taking the time to read this ====================================================================== 10. Contact Information ====================================================================== If you have any questions, comments, suggestions, or something purtaining to the faq, feel free to contact me at phillipm80@hotmail.com. Or you can find me at the MvC2 board if you want to talk to me there. Just make sure that you go to the dreamcast version of the MvC2 board because I don't visit the Arcade version that often. My sign in name is "phillip" so if you see my name in a certain topic or post, that's me. *********************************************** Copyright 2000 Phillip Mouliatis