Marvel vs. Capcom 2

Jill Valentine FAQ

Written by "Super Saiya-Jon" Harris (lord_vajeeta@hotmail.com)

Legal Stuff

Copyright Jon Harris 2000
Marvel vs. Capcom 2 is copyright Marvel(tm) and Capcom(tm)
Jill is copyright Capcom
All other characters are copyright Capcom and Marvel
The names of the moves are just made up, I did not take them from anyone 
else's FAQs on purpose. All other likenesses are purely coincidental. 
Feel free to print and distribute this FAQ, but for no money. No copying 
this FAQ for use on your own website or magazine. If you want to, please 
ask first. Note: NO USELESS EMAILS. Meaning that I don't want to hear if 
you don't think something works or that I misspelled anything. All these 
moves I've done myself and if you cant do them that means your not fast 
enough. So quit complaining. 

FAQ history
1.0	Finished the move section and basic combos
2.0	Finished all sections except strategies
3.0	Added new combos, and finished strategies

Skillionaire Challenge
To all of you in Saginaw, Michigan area: Come to Aladdin's Castle and 
see if your worthy to become a Skillionaire. Basically all you need to 
do is beat three Skillionaires and your in. We have huge tournaments at 
the beginning of each month. Becoming a Skillionaire nets you lots of 
chances to earn lots of tokens, prizes, and recognition. We are also 
trying to get arcades in other cities to join in. Help spread the word. 
With this we will get our arcades better games, bigger tourneys, and 
basically more fun for all. Visit our arcade and ask Vinnic or Al about 
it. The more people, the better. 



Intro

This FAQ is written on Jill. She has good speed, damaging combos, and 
high priority in most of her moves. I'm not going to explain every 
little detail, I assume that you've popped in some tokens and played the 
game at least once. Nor am I going to explain things like cross-ups, 
super canceling, how to do an air rave, or the like. What I will explain 
though is how to kick the sh*t out of your opponent. I hope this is 
useful to any Jill rookies or veterans. Feel free to email me for any 
questions or comments. But see above in the copyright section in bold 
letters regarding emails.

Key Conversions

f - forward
d - down
b - back 
u - up
df - down-forward
db - down-back
ub - up-back 
uf - up-forward
LK - light kick (short)
*MK - medium kick (forward)
FK - fierce kick (roundhouse)
LP - light punch (jab)
*MP - medium punch (strong)
FP - fierce punch
PP - two punches
KK - two kicks 
QCF - quarter-circle forward
QCB - quarter-circle back
HCF - half-circle forward
HCB - half-circle back

*- If you haven't noticed, there is no strong and forward buttons 
anymore. Strong and Forward are only usable in combos now. For instance, 
pressing LP, LK, LP, LK will actually do jab, short, strong forward. 
This makes combos and mostly air raves much easier to do now. 

Jill's Outfits

LP - Blue
FP - Dirty Orange and Yellow
Assist 1 - Grey and Brown
LK  Pink and Dark Pink
FK - Blue and Green
Assist 2 - Grey 

Jill's Moves


Rush Attack 
QCF + LP or *FP

*- You can do the motion then hold down FP to charge it up. The longer 
you hold it, the more hits and damage it will do. But doing a LP Rush 
Attack while holding the FP one will cancel the charging of the FP. 

This move is great. High priority and the ability to charge it up makes 
it important in your offense. This will be your finisher in most of your 
combos and air raves. Oh and did i mention unbelievable recovery time? 
Yes that's true, even if the opponent blocks it, you still have time to 
block just about everything they throw out, including sweeps. But you 
have to be fast. 

Summon Zombie
QCB + *LK or **FK

*- This makes a zombie walk out and it grabs the opponent. It can be 
knocked down and will grab the opponents ankles if it hits. 

**- This makes a flaming zombie walk out and explode once it hits the 
opponent. 

This move is ok. It has its uses. For the LK version its great for 
holding the enemy so you can rush up and combo him or even blast him 
with a delayed hyper or triple hyper. HA! Another good trick is as the 
zombie is walking, hit it with a jab or something and it will fall over, 
but but will still grab the opponent if they get too close. An even more 
devious tactic is if the opponent super jumps to attack you, summon a 
zombie and knock it down. If the opponent jumps toward you, as soon as 
he lands he will get caught. HA! The FK version is not as great but both 
are unblockable and good to put pressure on a turtling opponent. Summon 
a zombie, then jump and attack to make him block, and 
force him to have to get caught by the zombie. He's gonna get hit either 
way. HA! Minuses is that it can be hit and killed by any projectile move 
and has slow startup. It takes a while for it to come out onto the 
screen. 

Summon Crow
QCF + FK

I dont use this move much. It looks a lot like Strider's swooping bird 
except for the crow flies lower and will hit a standing opponent. Its 
not real useful as an anti-air move. But if you fill up the screen with 
summoned zombies, crows and be attacking all the while, thats a lot of 
pressure on the enemy. 

Summon Dog
QCF + LK

This summons a dog which will run quite quickly and will bite the enemy 
as it runs by. If you summon a zombie, then summon a dog, the dog will 
run over the zombie and it will be knocked down. Im not sure if the 
zombie stays as long as normal though. Only really good as a surprise 
move. Although its quicker than Strider's dog, it doesnt do any more 
damage. 

Gun Counter
QCB + LP or FP

If you anticipate a move use this. It even counters low attacks. What 
happens is she whips out her magnum and begins to blast the utter crap 
out of the opponent. Mash the buttons for more hits. I think the most 
you can get is 10. Good damage for a counter. Use this especially if the 
opponent jumps in and attacks a lot. Doesn't counter projectiles or 
hypers (duh). 

Grenade Launcher
f, d, df + LP or FP

This is her anti-air move. She pulls out her handy-dandy grenade 
launcher (from who knows where) and shoots up at a 45-50 degree arc. 
Holding down the button icreases the range of it. Use on people who jump 
too much. 

Snapback
QCF + assist 1 or 2

Every Character has this move. If it hits, the current opponent is 
knocked out of the screen and the second teammate jumps in. Useful if 
you need to get a damaged opponent into the battle or get a pesky one 
out of there to give yourself some time to get your bearings. Not worth 
the 1 level of super meter by a long shot. 

Hyper Moves:

Hyper Rush Attack 
QCF + PP 

This is just as good as the Rush Attack and better. Fast, damaging, and 
high priority. Downside is the short range. Unless the person is close, 
you wont hit with it. Bonus is it easily linkable into combos and sets 
up the opponent for the Ultimate Punishment (look in combo section for 
info). 

Hyper Launcher
QCF + KK

Jill pulls out a huge missle launcher and blasts away. After the initial 
hit the opponent will take all the rest of the hits. Decent damage. Good 
chipping damage as well. Jill falls over after the last shot goes off, 
lol. This is better to use in a Delayed hyper attack cause it will knock 
the opponent up, and keep him in place. Kinda slow firing. All in all, a 
decent hyper. 


Tyrant
QCB + KK

Yes that is correct, Jill can summon the all-powerful Tyrant. Cept for 
its near impossible to get to work. A big cylinder of light comes from 
the ground. They have to be on the ground and in the middle of the beam 
for the super to work. Tyrant comes up and slashes the enemy 3 times for 
good damage. Also if you do Jill's Hyper Launch after it, she will knock 
Tyrant into them for one more hit. This would be a good super if it 
actually worked most of the time. Save your super bar for something 
better unless you are just trying to show off. 

Jill's Assists


Heal type - Green herb for healing
            Hyper Launcher for team attack

Dash type - Rush attack 
            Hyper Rush for team attack

Projectile type - Grenade Launcher
                  Hyper Launcher for team attack

Combos
---------

Yes! You've finally made it to the combo section! While it is possible 
to make up lots and lots of combos, these are the ones i use. They get 
the job done just as good as any others, and some are actually quite 
simple to do. Home of the Ultimate Punishment Combo!


Beginner Combos

Crouching LK, Crouching LK, Crouching FK
-basic three hit, ends with a slide

Standing LP, LP, Crouching FP
-Three hit punches, setup for air rave
-
Jump in LK, Standing LP, Crouching LK, LP Rush Attack
-5 hit Rush, Knocks enemy down and away

Standing LP, Standing LP, Standing FP, Crouching FK
-4 hit, will catch the enemy if he's not blocking low

Veteran Combos

Standing LP, Crouching LK, Standing LP, Crouching FK
-4 hit, opponent will get hit if he's not blocking low

Crouching LK, Crouching FP, FP Grenade Launcher 
-3 hit blast, use if you are having trouble with air raves

Standing LP, Crouching FP, Super Jump, LP, LP, FP
-5 hit Air Rave, a basic air rave

Cross-up LK, Standing LP, Crouching LK, Hyper Rush Attack 
-10+ hits, Hyper link combo, the cross-up sucks em in

Master Combos

Crouching LK, Crouching LK, Crouching FK, LP Rush attack
-5 hit rush, Must do the Rush Attack immediately after the sweep hits

Dash-in LP, Standing LP, Crouching FP, Super Jump, LP, LK, LP, LK, FP
8-hit air rave, great to use if you get em held in place with a zombie

Summon FP Zombie, Projectile Special Partner, Summon Crow, Summon Dog, 
FP Rush
?-hit, not an actual combo, just a method to put a ton of pressure on 
the opponent. Quite annoying if you repeat this =)

Jump-in LK, LK, Standing WP, Crouching WP, Crouching FP, FP Grenade 
Launcher, Hyper Grenade Launcher
-14+ hits, an interesting combo, stylish, and damaging, the Grenade must 
hit the enemy low for it to work, or else the enemy has time to block 
the Hyper Grenade Launcher

Crouching LK, Crouching LK, Crouching FK, LP Rush Attack, Cancel into 
Hyper Rush Attack
-10+ hits, this one is really tough, the Rush attack will hit one time, 
and will immedietly cancel into the Hyper Rush Attack if done correctly, 
super stylish and damaging. Bad thing is that it can be rolled out of. 

Jump-in LK, LP, Standing LP, Crouching LK, Crouching FP, Super Jump LP, 
LK, LP, LK, LP Rush Attack, Cancel into Hyper Rush Attack
-19+ hits, hits depend on how fast you cancel into the Hyper. Use this 
as your main combo for punishing all who underestimate Jill. It will 
quickly drain opponents health. I did it on Akuma and Wolvie and it 
drained more than half the life bar. 

(Opponent in corner) Jump-in LK, LP, Crouching LK, Crouching LK, 
Crouching FK, (Before opponent hits the ground) Crouching LK, Crouching 
FP, Super Jump LP, LK, LP, LK, LP Rush Attack, Cancel into Hyper Rush 
Attack
-22+ hits, all I can say is ouch. I used this on a guy and he just gave 
up. This will drain off lots and lots of health. 

(Opponent in corner) (Charge up the FP Rush Attack for 10 seconds) Jump-
in LK, LK, Standing LP, Standing LP, Crouching FP, Super Jump LP, LK, 
Release Charged FP Rush Attack, Cancel end into Hyper Rush Attack
-26+ hits, This hurts bad too. You can charge the FP Rush Attack even 
longer, but when you do this, you'll notice that the opponent will begin 
to "slide" up the screen. If Jill does it too much the opponent will go 
over her head and you'll miss the Hyper. I haven't found out the ideal 
charging time yet. 

This next combo I saw on a movie from Mike Z off of Fighters.net
I am simply telling how to do it. I did not make this combo up but it 
sure does kick ass. 

(Opponent in Corner)(Charge FP Rush Attack for 40 seconds?? I dunno, 
cause it's a lot of hits)(Stand in the middle of the screen)(Summon 
Flaming Zombie) Jump-in LK, LK, Standing LK, LK, FK, (Zombie should hit 
at this point) Jumping LK, Release FP Rush Attack, at the end Hyper Rush 
Attack. 
On the movie- 60 hits 
Damage- im guessing close to 75%

Umm..wow

Team Attack
Team: Jill and Strider
Hits- 18+
Damage- 35%+ (depends who its done on)
Jump in with Strider, WP, WK, Standing WP, WK, FP, Tag in Jill after the 
FP(must be done really fast), (Jill lands and opponent is thrown up a 
little bit then..) With Jill- Crouching WP, Crouching FP, Super Jump, 
WP, WK, WP, WK, Hyper Rush Attack

A very brutal combo, and quite damaging. It is easier to hit with if 
either Jill or the opponent is thrown in the corner

Super Chip
Suggested Team: Jill, Captain America, B.B. Hood or Ruby Heart
Hits- 0!
Damage- 40%-50%!!!
Annoyed of people who block too much? Use this to punish them even if 
they block the whole thing. Ha, devious. Here's how to do it. Note: 
actual damage veries on what character you are doing it against and when 
you hyper delay your attacks. 

Charge FP Rush attack 20+ seconds, release, after the last part, cancel 
into Hyper Rush Attack, Delay into Partner #2 Hyper Attack (in this case 
its Hyper Charging Stars), Delay into Partner #3 Hyper Attack (Ms. Hood 
or Ms. Heart for the chip finisher)
Note: this leaves you close to your opponent

Ultimate Punishment!
Suggested Team: Jill, Gambit, and Jin
Hits- 53-59
Damage- Weak characters  95%-100%
        Medium characters  85%-95%
        Strong characters  85%-80%

(Jill)- Jump in LK, LK, on the ground Crouching LP, Crouching LK, 
Crouching FK, LP Rush Attack, Cancel into Hyper Rush Attack, (Gambit)- 
Delayed Hyper Kinetic Cards, (Jin)- Delayed Hyper Blodia Punch!! 

Need to take out a character quick that just got tagged in? Well, with 
this you can either get that done or near done. Damage and hits veries 
with when you tag in your teammates for their hyper attacks and if you 
mash buttons or not. Abuse this to dominate and to annoy, ha =).
-Note: You need to make sure the Hyper Rush Attack hits low so that when 
you tag in for the Hyper Kinetic Cards, it will freeze the opponent in 
the right range for all the hits in the Hyper Blodia Punch. 

Strategies

Im not going to give strategies against all the characters or the 
computer. This is for against human opponents. This info may vary. Some 
of you may or may not have seen these types of people, but better to be 
prepared. 

Newbies aka Button Mashers aka Punching Bags aka (you fill in the name)
Picked Characters- varies

These people can get annoying with the constant tagging, partners and 
projectiles. The trick is to block often, super jump, and Hyper combos 
that cover wide areas. If you play smart you will be able to take these 
guys out really, really fast. Most of the time you can sit back and 
counter their projectiles with beam supers a lot. Then super jump in and 
combo them to your hearts delight. These are the guys that I figured out 
most of my chain combos because they have trouble blocking. 

Newcomers aka Wannabees
Picked Characters- usually people from previous games

These people know a couple moves. Either from playing a previous game or 
from street fighter. These people don't abuse partners too much. They 
know how to pull off hyper combos, so don't get cocky. Pull off a long 
string combo and they may loose their will to charge in at you. At this 
point, show em what up and throw out some taunts. Just don't get hit 
with a beam super. These people you can abuse. Jump in with high 
attacks, and then switch to lows. They will soon catch on and begin to 
block low, then you just start nailin' em with overheads. Teach em to 
not mess with you. 

Turtlers aka Wussies aka Keep-aways
Picked Characters- Cable, Dr. Doom, Ice Man, Akuma(sometimes), Cyclops, 
etc. 

These people get annoying real fast. All they do is stay away from you 
and shoot projectiles all day. Usually this is all they have and cant 
play at close range. This is where your speedy, combo crazy, people tear 
them up. The only problem is getting close to them. When approaching 
them, either super jump in or dash jump while holding back to prevent 
getting hit with any anti-airs. You have to watch out, and block almost 
constantly. These people will also try to jump and repeatedly throw 
fireballs. Run under them and jump up and air rave them. These people 
are pretty good at blocking, but leave themselves open to throws. That 
will teach em. 

Psychos aka Combo crazies aka sometimes called "cheap bastards" (whats 
cheap about combos??)
Picked Characters- Jill, the Shotos, Cammy, Psylocke, the Captains, etc. 

I consider myself one of these with Jill. While I wont give away all my 
secrets. I will tell you that you have to have solid blocking skills. If 
you don't just about any hit will cost you. One hint is push blocking. 
It will help a little, but they will be right back on you. These people 
play at close range and will try for comboes whenever possible. If you 
can keep them away, then you have a good chance of staying alive. 
Warning: Do NOT get trapped in the corner. This is where the most 
damaging combos can occur. To tell you the truth, I don't really know 
how to stop them except for well placed counters. This takes a lot of 
skill and even more luck. 

Ogres aka Monsters
Picked characters- Juggernaut, Zangief, Hulk, Amingo, Anakaris, 
Colossus, Blackheart, and anyone else "big"

These guys are slow but powerful. They have trouble jumping and walking 
anywhere fast. They are HUGE combo magnets. You can pull off some 
amazing combos on them but just don't get overconfident. Cause if they 
do get a hold on you, its gonna hurt. Basically, do hit and runs and you 
should be able to stay out of their range. They also have huge lag on a 
lot of their moves. 

MASTERS
Picked characters- could be anybody, you'd be amazed sometimes. 

My motto I give to people: Don't use your head, then your as good as 
dead. You can bet your bottom dollar that after two games they will be 
completely used to your style of play. They can be aggressive and 
defensive when they want to. They also know how to use their partners to 
their full advantage in and out of the main match. They know what moves 
will counter what, and when to use em. The only thing is that you have 
to be able to do the same. They can pull off the long chain combos at 
the drop of a hat and just plain beat your ass. They only tips I can 
give is that you need to play their game. If they are aggressive, you do 
the same. Cause then it will force them to switch styles. Make them do 
that and it will sometimes catch them off guard. Its safe to say that 
90% of people play a certain way with a character. If you can take them 
out of their game you can force them to make mistakes. That is when you 
start to be a master yourself. You need fast reflexes and tons of luck 
to beat a master is you aren't one yourself.

Credits

Thanks to Capcom for making a game that has sucked as many tokens out of 
me as Tekken has. 

Thanks to myself dragging my butt to the arcade to get better at this 
game. 

Thanks to all the arcade "regs"- Raul, Big Al, Jo-el, Josh, Ricki, Ben, 
Lance, and Vinnic for giving me a run for my money and kickin' my @$$ in 
all the games at the arcade and for making me a way better player. 

And lastly thanks to Jill Valentine for giving me someone that I can 
actually use to compete with all the other awesome MvsC2 players out 
there. 

