Marvel vs. Capcom 2 Walkthrough :
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Walkthrough - Jill Character FAQMARVEL VS CAPCOM 2: NEW AGE OF HEROES [Sega Dreamcast Import] JILL VALENTINE GUIDE Version: 2.6 Written by: Aya Brea i_love_aya@hotmail.com http://www6.50megs.com/vanceayahan 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: http://www.gamefaqs.com/ http://www.vgstrategies.about.com/ CONTENTS ======== - 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 REVISION ======== 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... CREDITS ======= - 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 for his complete MvC2 movelist and a lot of comments and combos. :) - Michael Charlton for the ultimate Tyrant combo with Dr. Doom! - Genji 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 for the tips on Rocket Launcher, combos and the idea of the Epilogue section. BTW, excellent Storm FAQ! - Final Fantasy Fanatic for helping me with some French translations in Jill's ending. ;) - LuisX for notes about Baretta Counter - Nico Valencia for the awesome tip about Dr. Doom and the CRAAAAAAAAAAAAAAAZY combo LEGEND ====== 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 screen. 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. Snapback 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 IN A NUTSHELL ================== 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 Escape). 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 COMBOS Hyper Elbow Tackle (air) QCF+PP Rocket Launcher QCF+KK CODE: T-002 QCB+KK WHY USE JILL? ============= 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 poke. 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 useful. * 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 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 minds. 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. VALENTINE HYPER COMBOS ====================== 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. :) VALENTINE ASSISTS ================= 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! VALENTINE COMBOS ================ 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 damage! 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 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 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 though. 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.) CRAAAAAAAAAAZY Team Combos Like its name suggests, are you CRAAAAAAAAAAZY enough to do these |
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