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Jill by J.Harris
Marvel vs. Capcom 2 Jill Valentine FAQ Written by "Super Saiya-Jon" Harris (email@example.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. Plus I do these on an arcade machine and not in practice mode, so I don't have exact hits or damages. FAQ history 1.0 Finished the move section and basic combos 1.1 Finished all sections except strategies 1.2 Added new combos, and finished strategies 1.3 Added new Ultimate Punishment combos and more strategies 1.4 Added lots of cool new combos 1.5 Added new combos 1.6 Added some new strategies and combos Coming Soon in next Update: MORE CRAZY COMBOS! There will always be a time when I will figure out new combos so check back periodically. Im tired of reading of all these lame-ass combos that people put in their FAQs and magazines. Read this FAQ if you want to impress people. And learn from me who actually makes up his own combos and doesn't just take em from other peoples guides. I give out credit where credit is due. If you have any cool combos, ill put em in here and give you credit. Hopefully everyone will read this as THE Combo FAQ for Jill. Skillionaire Challenge If any of you are in the Saginaw, Michigan area, stop by Aladdin's Castle in the Fashion Square Mall. There we have a thing going where anyone can come in and challenge one of our veterans at Tekken Tag or Marvel vs. Capcom 2 to earn tokens and prizes. If you want more details come and ask the store employees. This will hopefully be bigger in the future with bigger tournaments and more stuff to win. 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 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 some normal attacks, 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. Use it when an opponent is floating in air shooting projectiles. Its also good if you fill up the screen with summoned zombies, crows and be attacking all the while.. 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 hyper projectiles. But you can counter rush supers like Wolverine's Weapon X, Captain Commando's Captain Storm and many others. Thanks to Raul Torrez for this info. 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. This is very useful if you pound on one opponent and they bring in their second. Snap the second one out and chip or combo that damaged one out of the match. 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 Hyper Rocket Launcher QCF + KK Jill pulls out a huge missle launcher and blasts away. When done close, the pulling out of the Rocket Launcher will knock the opponent to the far end of the screen where they will be hit by all the rockets. 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. 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 hit. 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. Its much easier to hit if you connect with a ground rush hyper and delay into it. Examples are Spider man's crawler assault, Hyato's Super Plasma Rush, Sabertooth's Weapon X, etc. 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. This is the Most Damaging Combo Section for Jill on the Net! 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 Crouching LK, Crouching LK, Crouching FK, LP Rush attack -5 hit rush, Must do the Rush Attack immediately after the sweep hits. Can be rolled out of. 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 Team: Jill, Spider Man Assist Attack Spider Man (where he does hits Web Swing), Jill Hyper Rocket Launcher -usually 9 hits, Spider Man acts like the initial pulling out of the Rocket Launcher so that all the missiles will connect. Master Combos 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 first hit into Hyper Rocket Launcher OR: Crouching LK, Crouching LK, Crouching FK, LP Rush Attack, Cancel first hit into Hyper Rush Attack -10+ hits The first one is really tough, the Rush attack will hit one time, and will immedietly cancel into the Hyper Rocket Launcher if done correctly, super stylish and damaging. The second one is much easier to do in my opinion, plus the first might not hit on smaller opponents. The can be rolled out of after the Crouching FK. Thanks: Raul Torrez for telling me that you can connect the Hyper Launcher after the Rush Attack. 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. 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. This will be your bread and butter combo but the opponent can roll out of the on-the-ground launcher. Alternate off-the-ground launcher Crouching FK sweep, OTG Crouching LK, Standing LP, Crouching FP, Super Jump, Air Combo. This is a little harder to do. You must be ready for it or your most likely going to hit LP either crouching or too many times. Only really works if the Crouching FK hits deep. (Summon LK Zombie) Dash Jump Crossover FK, Standing LK, LK, FK, (Zombie will grab and bit the opponent), dash in Crouching LK, LK, FK, LP Rush Attack, Cancel into Hyper Rush Attack. -19 hits The Zombie works wonders extending the combo. This combo can be rolled out of after the crouching FK tho. If you are facing an opponent that knows how to roll, substitute the Crouching LK, LK, FK with Crouching LP, LP, FP, Super Jump LP, LK. LP, LK, LP Rush Attack, Cancel into Hyper Rush Attack instead. Both work great. ______________________________________________________________________ (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. Double Air Combo (Opponent in corner) Activate FK Zombie, Wait for zombie to get to about three fourths of the screen away or half depending on the opponents size, then dash in crouching LK, LK, FP, Super Jump, LP, LK, LP, LP Rush Attack, Cancel Into Hyper Rush Attack, (Opponent should fall and hit the zombie if timed right) Crouching FP, Super Jump LP, LK, LP, LK, LP Rush Attack, Cancel into Hyper Rush Attack -34 hits Really damaging, over half the health bar. This is super stylish to pull off and really not that hard to in the heat of battle. If you can keep the opponent in the corner and catch him off guard. Its definatly possible. 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 Attacks #1 Team: Jill and Strider Hits- 18+ Damage- 35%+ (depends who its done on) Jump in with Strider, LK, LK, Standing LP, LK, 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 LP, Crouching FP, Super Jump, LP, LK, LP, LK, 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. Team Attack #2 Team: Jill, (anyone with a verticle super, I suggest Jin), Omega Red Hits- 20+ Jump in with Jill, LK, FK, Standing LK, LK, FK, (Call in Omega Red for Throw type Assist), Super Jump LP, LK, LP, LK, LP Rush Attack, Cancel into Hyper Rush Attack, Cancel into partner #2's (in this case Jin) Hyper Tornado Spin Very stylish. Thanks to Joel for showing how you can use Omega's Throw type as a sort of launcher. This combo hurts bad. ______________________________________________________________________ Team Attack #3 Team: Jill, Captain Commando, Juggernaut Hits- 40+ Damage- Death to most (Jill) Crouching LK, LK, FK, On the ground Crouching LK, FP, Super Jump LP, LK, LP, LK, LP Rush Attack, Cancel first hit into Hyper Rush Attack, (Captain Commando) Delay Captain Sword, (Juggernaut) Delay Juggernaut Headcrush, turn around Juggernaut Headcrush, (Jill) Delayed Hyper Rush Attack Wow, instant death to people like Akuma. The two tricky parts are when to delay into the headcrush after the captain sword and the second headcrush. You need to delay the first headcrush about halfway through the captain sword and do the second headcrush when the opponent is coming down after being thrown from the first one. Plus its much easier to hit the second head crush is if the opponent is hit with it in the corner. Also you can NOT mash on the head crushes or it wont work. Hope that helps. Super Chip Suggested Team: Jill, Silver Samurai, B.B. Hood 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 Shurikens), Delay into Partner #3 Hyper Attack (Cool Hunting) Note: this leaves you close to your opponent Ultimate Punishment! Suggested Team: Jill, Gambit, and Jin Hits- 53-59 Damage- Weak characters – 90%-100% Medium characters – 90%-75% Strong characters – 75%-70% (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. Ultimate Punishment 2 Suggested Team: Jill, Ice Man, Cyclops or Iron Man Hits- 45+ Damage- veries greatly on the opponent and timing (Jill) Jump in LK, LK, Crouching LP, LP, FP, Super Jump LP, LK LP, LK, LP Rush Attack, Cancel into Hyper Rush Attack, (Ice Man) Delayed Arctic Attack, (Cyclops or Iron Man) Delayed Mega Optic Blast or Proton Cannon This one works well if done right. In order for it to hit so that the opponent cant air block the Arctic Attack, you need to start Jill's air rave as low as possible. Also to hit with the Rush attacks a bit delayed works as well. After the Hyper Rush starts I count to 1.5. Then after the Ice Storm begins I count to two. The damage on weak characters is extreme but they have a greater chance to block it. The reason I don't use Magneto for Ice Man's part is that he doesn't shoot the metal as wide ranged as Ice Man does at the start. Ultimate Team Punishment 1 Suggested Team: Jill, Ice Man, Jin Hits- 30+ Damage- 70%+ on all (opponent in corner)(Jill) Jump in LK, LP, Standing LK, LK, Call in Jin Alpha Assist(Spinning tornado), Jump up LK, LP Rush Attack, Cancel into Hyper Rush Attack, (Ice Man) Delayed Arctic Attack, (Jin) Delayed Super Flaming Tornado This is just plain ouch. The trick to getting Jin in right after the standing string is to hit the assist 2 button along with the LK. That way Jin jumps in right as it connects to hit the opponent in the air a little. He does not launch the opponent, only raises him slightly in the air. That is why you cant pull off a full air rave. Plus you have to make sure that you kinda delay the hits in Jill's mini-air rave so that you can call in Ice Man. When the words "assist ok" flash by one of your partner's names, he cant come in till they are gone. Ultimate Team Punishment 2 Suggested Team: Hayato, Jill, Captain Commando Hits- 40+ Damage- Over 60% (Hayato) Jump in FP, (Plasma Combo) Back+LP, LP, LP, FK, Cancel into FP Plasma Slice, Cancel into Hyper Plasma Slice, (Jill) Delay Hyper into Tyrant, Dash in On-the-ground Crouching LK, FP, Super Jump, LP, LK, LP, LK, LP Rush Attack, Cancel into Hyper Rush Attack, (Captain Commando) Delay Cancel into Captain Sword This combo is fairly straight forward until you get to the on-the-ground launcher after the Tyrant. You have to be really really fast to get this to work. It seems to be easier if you are near the corner when it happens so that Jill falls and gets up closer when the opponent drops after the last of Tyrant's hits. After that, its not too difficult. ______________________________________________________________________ Ultimate Team Punishment 3 Suggested Team: Jill, Venom, Sabertooth Hits- 60+ Damage: 90%+ (opponent near corner, must be a bit outside it)(Jill) Crouching LK, LK, FK, LP Rush Attack, Cancel into Hyper Rocket Launcher, (Venom) Delayed Venom Web, On-the-ground LK, FK, Cancel FK into Venom Web, (Sabertooth) Delayed Berserker X, (Jill) Delayed Tyrant, Dashing On-the-ground crouching LK, FP, Super Jump, LP, LK, LP, LK, LP Rush Attack Oh man, this one is tough. I cant even pull it off flawlessly. The main hard parts are the Canceling of the LP Rush attack into the Hyper Rocket Launcher (as stated before, its harder on small characters), The OTG LK, FK, Cancel into Venom Web (that is hard cause if you cancel the FK too fast it wont even hit, if the the FK hits more than 1 time then the Venom Web might not hit), and the OTG Dashing LK, FP with Jill (just plain tough to get to work in itself) This one takes lot and lots of practice to get to work right. 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. Weapon Xers Picked Characters: Wolverines and Sabertooth Ive only seen this a couple of times, but when I have, it wasn't pretty. All three of these guys come at you and are in your face the whole time, slashing away just waiting for you to drop your guard. But really, that's exactly what you want them to think. Perform a three-hit sweep combo and do the LP Rush attack, if they don't push you, that usually means they think they can hit you after the Rush Attack. WRONG! Jill has awesome recovery after that move, so fast that you can whip out a Baretta Counter. If you can to the Counter move when you want to, do it. Cause you can catch with it a lot since they don't have any projectile moves except for Sabertooth, but I don't see many people use it. You really need to watch out for the Wolverines DF+FP sweeps into Berzerker Barrage. Those really start to hurt and they can cancel them into Hyper Berkerker Barrages also. With sabertooth you need to anticipate those Berzerker claws and counter attack appropriately. Basically all you need to do is make sure your combos connect and punish their mistakes. I wouldn't really bother playing keep away because of their speed. Also watch out for sabertooth's dash assist cause it's really fast and hurts. Psychos aka Combo crazies aka sometimes called "cheap bastards" (whats cheap about combos??) Picked Characters- Jill, the Shotos, Wolverines, 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. Assist Crazy Picked characters- Venom, Jin, Ice man, Capt. America, Tron, Shotos, anyone else with long range assists These people strive to always have two team members out on the screen at the same time. This is how I think the game was supposed to be played. This is a lot different from button mashing. These are controlled strikes. Say for instance you jump in. They might call in an anti air assist while doing an assist of their own. That way they are sure to hit you. Another is while they jump in, they call in a long range fast hitting team projectile to snuff out any of your anti airs. The ways to use this veries on the assists. The match can be over in 10 seconds if your not careful and I'm not joking either! You need solid blocking skills and look for openings in their attacks if you want to be successful. But its really hard when one opponent is on constant offense and the other can be doing the same or pelting you with projectiles. All the while any damage you do to the assist, he will gain back as soon as he leaves the screen. The only way that I can see to stop this is if you do the same. Call out assists all the time and hope that yours are better than his. Playing like this also builds up you super bar amazingly fast, so let em loose. Also you can create some devastating combos like this. Zone Defense Characters: Ice Man, Cable, Blackheart After seeing this in action I just had to put it in here. This is one of the hardest defenses to get past. I saw it used as Ice Man in the battle, Cable with projectile assist, and Blackheart as an anti-air assist. With this one its possible to get perfects. With Ice Man and his directional Ice Beam, he'd fire that off, and call in whatever assist to combat what the opponent was doing. If he was just standing there or landing from a far away jump, Cable would come out and shoot while Ice Man would fire an Ice beam at him. If the opponent would jump at Ice Man then he would summon an Ice Ball and cancel into the Arctic attack to push him away. If the opponent would super jump at him then Ice Man would shoot out a 45 degree angle Ice Beam while Blackheart would come in and shoot his Ice Column assist. Geez, this is like an almost perfect defense. So how do you beat it? Well, with Jill you are going to need to get close to the opponent right at the start of the match, you cant give him room or you wont get close. Assists that are quick and that have higher priority than those other projectiles or that will negate them out are a must. Having Ice Man on your own team assisting with the Ice Beam is nice. Cyclops will also work pretty good with his optic beam assist when jumping in cause it will hit Ice Man and the assist at the same time to stop them, which is perfect for buying Jill some time to get in close and work her combo magic. I hope you don't have to meet up with someone that can use this defense good. It can either go fast or be long and drawn out, and you do not want to drag this match out. 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 Raul, Ben, Joel, and Al for giving me a run for my money, and to Josh, Lance, Brian, Vinnic, Rikki, and anyone else who are good sports and combo fodder for my Jill. 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.