Marvel vs Capcom 3/Jill

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Jill

Jillface.jpg

In a nutshell
A completely different Jill than what was seen from Marvel Vs. Capcom 2, this Jill relies not on zombie traps but her pure, unadulterated speed. Mastering how to properly use her Feral Crouch will be key in your mix ups, especially since the Teleport Dashes out of the Feral Crouch stance can pass through opponents. She also possesses a command Throw.png in the Position Exchange which can potentially open up a lot of defensive opponents. And although the Mad Beast Level 3 Hyper Combo is extremely difficult and delicate to use, those who master its powers will have in their hands what may possibly be the fastest character in Marvel Vs. Capcom 3, especially if combined with a Level 3 X-Factor.

Video Walkthrough

COMING SOON!!

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Flip Kick
{{ Direct.png Front.png }}
80,000
Groundbounce.png
Softknockdown.png
Though called Flip Kick,
this is actually her
Cartwheel Kick
Machine Gun Spray
Beta.png Arrow Kick
{{ Direct.png Front.png }}
100,000
Wallbounce.png
hardknockdown
Machine Gun Spray
Gamma.png Somersault Kick
{{ Direct.png Tiltup.png }}
90,000
Machine Gun Spray

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{ L.png }}
33,000
rapidfire
Crouching Light
{{ D.png + L.png }}
30,000
Low.png rapidfire
Standing Medium
{{ M.png }}
45,000
Crouching Medium
{{ D.png + M.png }}
43,000
Low.png
Standing Heavy
{{ H.png }}
63,000
Crouching Heavy
{{d + H.png }}
60,000
Low.png Softknockdown.png
Reverse Roundhouse
{{ B.png + H.png }}
63,000
Jumping Axe Kick
{{ F.png + H.png }}
65,000
High.png Ends with Jill in Feral Crouch stance
Standing Special
{{ S.png }}
70,000
Launch.png
Jumping Light
{{ air L.png }}
35,000
High.png
Jumping Medium
{{ air M.png }}
50,000
High.png
Jumping Heavy
{{ air H.png }}
65,000
High.png
Jumping Special
{{ air S.png }}
68,000
High.png Aircombofinisher.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Flip Kick
{{ Qcf.png + L.png }}
70,000
Ends with Jill in Feral Crouch stance
Cartwheel Kick
{{ Qcf.png + M.png }}
80,000
Groundbounce.png Softknockdown.png
Ends with Jill in Feral Crouch stance
Arrow Kick
{{ Qcf.png + H.png }}
100,000
Wallbounce.png Hardknockdown.png
Double Knee Drop
{{ Aironly.png Qcf.png + Atk.png }}
70,000 L.png
80,000 M.png
90,000 H.png
High.png L.png version Hardknockdown.png against airborne opponents only;
M.png and H.png versions Groundbounce.png + Hardknockdown.png against airborne opponents only
Fallen Prey
{{ Dp.png + L.png }}
98,000 (35,000 + 70,000)
Low.png Otg.png
Ensnarement
{{ Dp.png + M.png }}
98,000 (35,000 + 70,000)
Hardknockdown.png
Position Exchange
{{ Dp.png + H.png }}
0
Throw.png
Feral Crouch
{{ D.png d + S.png }}
n/a
Ends with Jill in Feral Crouch stance;
Exit Feral Crouch with S.png
    Low Sweep
{{ During Feral Crouch, L.png }}
45,000
Low.png Ends with Jill in Feral Crouch
stance; Can Cancel.png into any Special
Move or S.png
    Jumping Roundhouse
{{ During Feral Crouch, M.png }}
85,000
Wallbounce.png Softknockdown.png
    Somersault Kick
{{ During Feral Crouch, H.png }}
90,000
Jcancel.png Startupinv.png
    Teleport Dash
{{ During Feral Crouch, B.png or Ub.png or U.png or Uf.png or F.png }}
n/a
Invincible near the end
Can pass through opponent; Can cancel
at any point with a Special or a Hyper Move

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Machine Gun Spray
{{ Qcf.png + Atk.png + atk}}
303,100 for 40 hits (11,000 per hit)
Otg.png Startupinv.png
Damage scales by 0.98
Raven Spike
{{ Dp.png + Atk.png + atk}}
290,800 (50,000 x 6, 150,000)
First hits scale by 0.9
Last hit scales by 0.85
This move does not have its damage scaling minimum affected by X-Factor
Mad Beast
{{ Qcb.png + Atk.png + atk}}
n/a
Jill enters Mad Beast stance;
Cannot walk or jump, only Teleport
Dash in all 8 directions, can dash twice in air,
can only block low;
All Normal Moves and Qcf.png + Atk.png
Special Moves (including Double Knee Drop)
can be canceled into Teleport Dashes
which are also Special Move cancelable

Apprentice Combos

Strategy

Tips and Tricks

  • Jill has some of the most friendly Chain Combos on the ground of any character, easily allowing her to score 7 hits before her Launcher.
  • Learning to use the Feral Stance will be key, especially since she can cancel Teleport Dashes into Special Moves. This allows her to Teleport Dash forward into a Fallen Prey for a surprise low attack. Better yet, the Teleport Dash can easily be canceled into a Position Exchange for an unblockable throw that leads to a full combo with 0.7 Damage Scaling. Even from a full screen away, she can perform a Cartwheel Kick, Teleport Dash forward, and still reach you with a Position Exchange!
  • The Machine Gun Spray seems useless at first, but if you can catch the opponent in mid-air with it, it will do a lot more damage. Cancel a Somersault Kick, for example, into the Machine Gun Spray for much better damage. Also, try to utilize the machine gun spray as a punisher, as it not only contains many frames of invincibility, but the arc allows you hop straight over a number of other character's hyper combos, even if you just input the hyper as soon as you see they are about to activate theirs.
  • Mad Beast is extremely tough to use, but learning how to use it can allow you to play a very strong mix up game. You have to be extremely precise with your Special Move inputs to prevent yourself from doing backwards Teleport Dashes, so make sure to hit the Training Mode to get your Mad Beast combos down!

Basic Strategy

Advanced Strategy