Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition
17.10.2013 00:25:53
~B
Jill Valentine FAQ
Written by "Super Saiya-Jon" Harris (super_saiya_jon@hotmail.com)
Legal Stuff
Copyright Jon Harris 2000
Marvel vs. Capcom 2 2 is copyright Marvel(tm) and Capcom 2(tm)
Jill is copyright Capcom 2
All other characters are copyright Capcom 2 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 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
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.
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.
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.
______________________________________________________________________
(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 2 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.