Marvel vs. Capcom 2: New Age of Heroes
Jill FAQ v1.7

March 6, 2001
Written and Complied by: Phillip Mouliatis
E-mail: phillipm80@hotmail.com


This FAQ can be found at:

GameFAQs.com
Khaotika.com
Gamespot.com               __  ___                      __
                          /  |/  /___ _______   _____  / /
                         / /|_/ / __ `/ ___/ | / / _ \/ /
                        / /  / / /_/ / /   | |/ /  __/ /
                       /_/  /_/\__,_/_/ __ |___/\___/_/
                                  | |  / /____
                                  | | / / ___/
                    ______        | |/ (__  )               ___
                   / ____/___ ____|___/____(_)  ____ ___   |__ \
                  / /   / __ `/ __ \/ ___/ __ \/ __ `__ \  __/ /
                 / /___/ /_/ / /_/ / /__/ /_/ / / / / / / / __/
                 \____/\__,_/ .___/\___/\____/_/ /_/ /_/ /____/
                           /_/

                              NEW AGE OF HEROES

                           ____  __    _ _____     _
                          / __ \/ /_  (_) / (_)___( )____
                         / /_/ / __ \/ / / / / __ \/ ___/
                        / ____/ / / / / / / / /_/ (__  )
                       /_/   /_/ /_/_/_/_/_/ .___/____/
                                        __/_/___
                                       / (_) / /
                                  __  / / / / /
                                 / /_/ / / / /
                                 \____/_/_/_/ ____
                                 / ____/   | / __ \
                                / /_  / /| |/ / / /
                               / __/ / ___ / /_/ /
                              /_/   /_/  |_\___\_\


                                 (title art made by Will Moose)

========================================================================

                                  *NOTICE*

_________________________________________________________________________
-------------------------------------------------------------------------
|| 1) This FAQ was made by me, Phillip Mouliatis. And I made it for    ||
||    the people that want to know how to use Jill at least effectivly ||
||    in MvC2.                                                         ||
||                                                                     ||
|| 2) This FAQ is for everyone to read but for no one to make money    ||
||    off of.                                                          ||
||                                                                     ||
|| 3) This FAQ should not be reproduced without my permission. If you  ||
||    would like to post this FAQ onto your site, just send me an      ||
||    e-mail to <phillipm80@hotmail.com> and I will try to get back to ||
||    you as soon as possible.                                         ||
||                                                                     ||
|| 4) For the most recent version of this FAQ, GameFAQs will have it.  ||
||    If you have this FAQ posted on your site, try to have the latest ||
||    version if possible.                                             ||
||_____________________________________________________________________||
-------------------------------------------------------------------------

                          *******************

                              Copyrights
_________________________________________________________________________
-------------------------------------------------------------------------
||  This FAQ is copyright 2000 - 2001 Phillip Mouliatis                ||
||  The Capcom characters are copyright 2000 Capcom Co., Ltd.          ||
||  The Marvel characters are copyright 2000 Marvel Characters, Inc.   ||
||  Strider Hiryuu is copyright Moto Kikaku. All rights reserved.      ||
||_____________________________________________________________________||
-------------------------------------------------------------------------

                       *Ok, that's it. Enjoy the FAQ*

========================================================================
  Table of Contents
========================================================================

     1.    Revision
     2.    Jill's Strengths and Weaknesses
     3.    Button Configuration
     4.    Legend
     5.    Normal Moves
     6.    Special Moves
     7.    Hyper Combos
     8.    Strategy
     9.    Combos
    10.    Combo Explanations
    11.    Assists
    12.    Taunt
    13.    Throws
    14.    Damage Chart
    15.    Credits
    16.    Contact Information

========================================================================
  1. Revision
========================================================================

v1.0
  -First appearance of FAQ
  -Everything is new
v1.1
  -Added a title
  -Added more combos
  -Fixed some errors I found
v1.2
  -Fixed some stuff
  -Changed format of FAQ
  -Fixed some spelling and spacing errors
v1.3
  -Added Strategy
  -Changed names of Table of Contents
  -Updated Jill's Pros and Cons section
  -Fixed some spelling and spacing errors
  -Changed Button Abbreviations section
  -Changed Assists section
  -Changed Revision section
  -Changed info section
  -Added where this FAQ can be found at section
  -Added a Taunt section
  -Edited Legend section
  -Changed appearance of the Credits section
v1.4
  -Added more to Combos section
v1.5
  -Edited my combo section
  -Made a "Combo Explanations" section
  -Tried to fix all the spacing errors
  -Fixed Legend section
  -Added a "Damage Chart" section
  -Added to Credits list
v1.6
  -Edited Normal moves section
  -Edited Special moves section
  -Edited Hyper Combo section
  -Expanded Credits section
  -Edited Contact information
v1.7
  -Added some new ascii art thanks to the courtesy of Will Moose :)
  -Expanded the Credits list
  -Very small editing

========================================================================
  2. Jill's Strengths and Weaknesses
========================================================================

  Strengths
  ---------

Damage:
       For her size, Jill can do some heavy and serious damage. A Hyper
       Fiery Dash added after an air-combo is the main reason of this.

Defense:
        Jill can dish out alot of damage and will not recieve much back.
        I guess cause of her smaller size, and because she's one of the
        more thinner characters, she can take hits like a man.

Size & Weight:
              Jill has a good size and wieght advantage against most of
              the characters in the game. She's more smaller and thinner
              in size making her a hard to reach opponent.
Sweep:
      Jill's sweep is one of the best. It can be used to otg your opponent
      into a big combo or can give you some room fast. Her sweep has nearly
      no recovery time meaning you can almost do it over and over and you
      will not recieve punishment from doing it.

Speed:
      I think Jill passes to being one of the more faster characters
      in the game. Well, let's just say she's not slow.

Recovery and Lag time:
                      I think all of Jill's Special and Hyper Combos have
                      above average Lag time. I mean her Hyper Combos for
                      sure don't seem punishible if they are blocked. The
                      only one I can really think of that has terrible lag
                      is the Code: T-002 super. Anyone can punish her if it
                      is blocked...

  Weaknesses
  ----------

Keep-Away:
         It's sad to say but Jill cannot play a good keep-away game. Doom,
         Cable, Spiral and Sentinel rule the keep-away category. You'll
         just have to play combo freak in your matches.

Assists:
        All of Jill's assist are basically worthless. Heal just plain
        sucks in a real match. Projectile comes out too slow, has alot
        of lag, and doesn't even do much to be effective. Dash is half-
        way decent though. The only flaw I can see with Dash is that it
        comes out too slow.

Trap:
     Jill is not a trap character either. She just doesn't have the right
     abilities to be a trap gal.

========================================================================
  3. Button Configuration
========================================================================

The arcade set-up says one thing while it actually means another.


                     [Jab]     [Strong]   [Fierce]

Here's what            O          O          O
the arcade
button set-up
looks like:            O          O          O

                    [Short]   [Forward] [Roundhouse]


                  ===================================


                    [Jab]     [Fierce]   [Assist 1]

Here's what           O          O          O
it should be
labeled as:
                      O          O          O

                   [Short]  [Roundhouse] [Assist 2]

========================================================================
  4. Legend
========================================================================

f = forward
b = back
u = up
d = down
QCF = Quarter circle forward (d,df,f)
QCB = Quarter circle back (d,db,b)
HCF = Half circle forward (b,db,d,df,f)
HCB = Half circle back (f,df,d,db,b)
P = any punch button
PP = both punch buttons
K = any kick button
KK = both kick buttons
A1 = assist 1 button
A2 = assist 2 button
XX = cancel into...
DHC = delayed hyper combo
THC = Team Hyper Combo
> = continue to this move...
/\ = jump up
\/ = land on ground
s. = standing
j. = jumping
d. = dash in
c. = crouching
sj = superjump
otg = off the ground
lp = light punch
lk = light kick
fp = fierce punch
rk = roundhouse kick

========================================================================
  5. Normal Moves
========================================================================

Jab Punch
---------

s. jab: Jill just does a jab forward. Nothing special, used for poking
        and to start up a combo.

c. jab: About the same thing as standing except Jill is  crouching now.
        This move usually goes before a crouching fierce punch.

j. jab: Jill punches downwards at opponent's head. Used for jumping in
        and starting a combo.

Short Kick
----------

s. short: Jill does a quick kick towards the shin of the opponent.

c. short: Jill crouches down and kicks towards the ankle of the opponent.
          This move usually goes before a crouching roundhouse kick.
          Good range.

j. short: Jill kicks downwards at opponent's head. Used for jumping in
          and starting a combo.

Strong
------

s. strong: Looks just about the same as the standing fierce punch except
           this move does more damage of course.

c. strong: Jill crouches down and punches between the shin and ankle of
           the opponent. This move is used before a crouching fierce.

j. strong: Jill extends her other hand more downwards than the jumping
           jab punch.

Forward
-------

s. forward: Jill does what looks like a sidekick towards the shin of the
            opponent.

c. forward: Just about the same as the crouching short kick except does
            more damage of course

j. forward: A fast move. Jill pokes at the opponent with another kick to
            the face. Good range.

Fierce
------

s. fierce: Jill stretches her arm across and hits opponent by the neck
           while saying "Ya!".

c. fierce: Jill does what looks to be an uppercut. This is Jill's launcher.
           I think it is one of the better launchers in the game.

j. fierce: Jill punches downwards at opponent's head. The jumping light
           punch is more effective imo.

Roundhouse
----------

s. roundhouse: Jill does that sidekick thing again but the roundhouse
               version has much more range and priority imo

c. roundhouse: Jill crouches and slides and aims towards the opponent's
               feet. This is Jill's sweep. I think it's one of the better
               sweeps in the game.

j. roundhouse: Jill does a jacked up kind of kick. While she's in the
               air, she turns her body almost to a 180 angle (so all you
               see is her back, not the front of her) and she does some
               sideways kick the the air. She doesn't kick downwards like
               in the previous jumping kicks but instead kicks higher
               than usual. This move is mostly used against taller
               characters since she doesn't kick downwards enough to hit
               smaller characters.

========================================================================
  6. Special Moves
========================================================================

Rush Attack     [QCF + P]  *can also be done in air*
-----------
              Jill dashes toward the opponent with her head down and her
              shoulder out and hits the opponent twice knocking them
              away from Jill. This move is used as a finisher in air-combos
              and as a way to get towards your opponent faster than
              jumping towards them. If you do the motion QCF and press
              and hold fierce punch, Jill will start to form some sort
              of light around her chest. If you hold the fierce punch
              button for a while and let go, Jill will have a little
              fiery shield in front of her while dashing at the opponent.

Grenade Launcher     [f, d, f + P]  *only on ground
----------------
              With the lp version, Jill takes out a grenade launcher
              and shoots a little grenade that goes forward a little
              distance and explodes about in the middle of the screen.
              The explosion is small so it's not very effective imo.
              With the fp version, Jill does the same thing except
              the grenade goes a decent amount higher than the lp
              version and explodes about 3/4 of the screen high off
              the ground. With both versions, you can hold the punch
              button while the grenade is traveling and it'll eventually
              fall to the ground and explode. You can practice the
              timing of when you want to the grenade to explode for
              being more effective. This move is used against flyers
              mostly and as a keep-away move.

Zombie Helper     [QCB + LK]  *only on ground*
-------------
              Jill steps back a little and a zombie comes out onto the
              screen from behind. The zombie slowly travels across the
              screen hoping to find a human on the way. If he does come
              in contact, he'll grab the opponent and will start munching
              on the opponent's head for about 3-4 seconds giving you
              enough time to dash in and do whatever. If you call out
              the zombie and knock him down with a normal attack, he'll
              fall to the ground, but he's not dead just yet. If the
              opponent steps on him, the zombie will grab the opponent's
              leg and will start munching on that for the same amount of
              time. If the zombie is hit with an attack that's not physical,
              whether from you, your opponent, or assists, it'll fall to
              the ground and die. This move is used to just give the
              opponent a hard time getting around. One mistake from the
              opponent could end up with a big combo.

Zombie Helper     [QCB + HK]  *only on ground*
-------------
              Same as the lk version, except the zombie is on fire and
              cannot grab the opponent even if opponent is right by him.
              If the opponent gets close to this flaming zombie, the
              opponent gets knocked away to the other end of the screen
              and the zombie goes away. You cannot knock this zombie
              down with a normal attack like the lk version but it can
              die from projectiles and such.

Zombie Dog     [QCF + LK]  *only on ground*
----------
              Jill steps back a little and a zombie dog comes running
              across the screen. If the dog hits the opponent, it'll
              knock the opponent to the other end of the screen. The
              zombie dog can be blocked and put down by anything including
              assists.

Crow     [QCF + HK]  *only on ground*
----
              Jill steps back a little and a crow comes flying across
              the screen. The crow flys high so it'll miss alot of
              medium and small characters. But it pressures them not to
              jump. This move is used as a pressure move not to jump and
              a keep-away move.

Return Fire     [QCB + P]  *only on ground*
-----------
              When you do this move, you will step back a little bit and
              will blink about 2 times for about 1 1/2 seconds. If the
              opponent hits you with a normal attack, Jill will grab the
              opponent, push him/her back into a certain distance. Jill
              then takes out her pistol and starts shooting the opponent.
              You can get up to 10 hits from this move but I think if the
              opponent mashes the buttons, you'll only get like 5 hits.
              This move is mainly used to stop jump ins.

========================================================================
  7. Hyper Combos
========================================================================

Hyper Fiery Dash     [QCF + PP]  *can also be done in air*
----------------
                Jill steps back a little and then simultaniously says
                "Your Finished!" and charges at the opponent with a fiery
                shield in front of her. And some fire is coming out from
                the back too because she's going real fast. This move
                should be your bread and butter when it comes to finishing
                air and ground combos. It does 10 hits, had great priority,
                start time, and recovery.

Rocket Launcher     [QCF + KK]  *only on ground*
---------------
                Jill pulls out a rocket launcher and then simultaniously
                says "Your Finished!" and starts shooting rockets at
                the opponent. She shoots 16 rockets in all. If you perform
                this super while close to your opponent or combo it in,
                the rocket launcher will knock the opponent off the ground
                and into the air and all the rockets will juggle the
                opponent from falling to the ground. Some of the rockets
                will miss and go under the opponent though. This super
                used for chipping damage by many.

Code: T-002     [QCB + KK]  *only on ground*
----------
                The most powerful yet useless super Jill has. Jill bends
                down, touches the ground and says "What's that?". Then
                a column taking 1/3 of the screen appears from out of
                the ground and if the opponent is there, it'll knock him/
                her into the air and Tyrant comes out and starts slashing
                the opponent with three swipes and saying "Argh!" each
                time he hits the opponent. After the third and final
                swipe, the Tyrant does his little taunt yelling "Arrrgh!",
                and jumps up and leaves. The opponent can block the column
                causing the Tyrant not to even come out and leaving Jill
                vulnerable to anything.

========================================================================
  8. Strategy
========================================================================

  -This is just my style of play

With Jill I usually play face-to-face against my opponent. Mainly
because Jill doesn't have a good keep-away game. She has the painful
combos so that's another reason why I play face-to-face. Just remember
to end all your combos with Hyper Rush Attack if you can. Dash in alot.
Call out a zombie helper every once in a while. Mainly against smaller
or non-beam characters. Superjump alot and do rush attack in air to
get closer to opponent. Sweep alot, and if successful, otg them into
air-combo. Never use grenade launcher unless opponent is flying. Try
to stay on opponent at all times. Don't let he/she get away from you.
And don't let them fly. Do Rocket Launcher super for chip damage if
needed. Learn the combos I have provided for you. Practice alot and
you should be a effective Jill player in your arcade.

Good Luck!

========================================================================
  9. Combo Section
========================================================================

     -All the combos were tested on Cable, an average damage taker
     -All the combos were tested on level 2 damage setting
     -Realize a full life bar is 143 points long
     -If you don't understand how a certain combo works, go to the
      next section of this FAQ called "Combo Explanations" for a
      detailed description.


           *~Combos are in order from least to most damaging~*


  1)  j. lp > j. lp \/ s. lp > s. lp > s. fp or rk
      [5 hits] [32 damage]

  2)  j. lk > j. lk \/ c. lk XX rocket launcher
      [16 hits] [43 damage]  *thanks Karey!*

  3)  j. lp > j. lp \/ d.c. lp > c. lp > c. fp /\ lp > lk > lp > lk > fp
      or rk
      [10 hits] [48 damage]

  4)  d.c. lk > c. lk > c. rk (otg) XX hyper fiery dash
      [12 hits] [49 damage]

  5)  j. lp > j. lp \/ d.c. lp > c. lp > c. fp /\ lp > lk > lp > lk > lp
      rush attack
      [11 hits] [50 damage]

  6)  j. lp > j. lp \/ d.c. lk > c. lk > c. rk > (otg) c. lk > c. fp /\
      lp > lk > lp > lk > lp rush attack
      [13 hits] [54 damage]

  7)  c. lk > c. lk > c. rk > c. lk (otg) > c. fp /\ lp > lk > lp > lk >
      lp rush attack
      [11 hits] [56 damage]

  8)  d.s. lk > s. lk > s. rk XX hyper fiery dash
      [13 hits] [60 damage]

  9)  Code: T-002 > (otg) d.c. lk > c. fp /\ lp > lk > lp > lk > fp or rk
      [20 hits] [63 damage]

 10)  Code: T-002 > (otg) d.c. lk > c. fp /\ lp > lk > lp > lk > lp rush
      attack
      [21 hits] [64 damage]

 11)  j. lp > j. lp \/ d.c. lp > c. lp > c. fp /\ lp > lk > lp > lk > lp
      rush attack (1 hit) XX hyper fiery dash
      [20 hits] [65 damage]

 12)  j. lp > j. lp \/ d.c. lk > c. lk > c. rk > c. lk (otg) > c. fp /\
      lp > lk > lp > lk > lp rush attack (1 hit) XX hyper fiery dash
      [22 hits] [69 damage]

 13)  c. lk > c. lk > c. rk > (otg) c. lk > c. fp /\ lp > lk > lp > lk >
      lp rush attack (1 hit) XX hyper fiery dash
      [20 hits] [71 damage]

 14)  Code: T-002 > d.c. lk (otg) > c. fp /\ lp > lk > lp > lk > lp rush
      attack (1 hit) XX hyper rush attack
      [30 hits] [77 damage]

__________________________________________________________________________
--------------------------------------------------------------------------
|| If you know of a combo for Jill that isn't already on here, send it  ||
|| in and if it works, I'll give you full credit.                       ||
||______________________________________________________________________||
--------------------------------------------------------------------------

========================================================================
  10. Combo Explanations
========================================================================

  1)  [j. lp > j. lp \/ s. lp > s. lp > s. fp or rk]
      There's not much to explain about this combo. All you do is jump
      in with light punch, light punch, land, standing light punch,
      standing light punch, and then standing fierce punch or roundhouse
      kick.

  2)  [j. lk > j. lk \/ c. lk XX rocket launcher]
      Thanks to Karey for this combo. What you do is jump in with light
      kick, light kick, land, crouching lk, and rocket launcher super
      to finish it off. What this will do is when you pull out the
      rocket launcher, it'll knock the opponent up and the rockets will
      keep juggling the opponent from hitting the ground. So some of
      the rockets will go under the opponent unfortunately.

  3)  [j. lp > j. lp \/ d.c. lp > c. lp > c. fp /\ lp > lk > lp > lk > fp
      or rk]
      Jump in with light punch, light punch, land, dash in and crouch
      down at the same time and press light punch, light punch, fierce
      punch. After you press the crouching fierce punch, the opponent
      will go up in the air, jump up with the opponent and press light
      punch, light kick, light punch, light kick, and finish it off with
      either fierce punch or roundhouse kick.

  4)  [d.c. lk > c. lk > c. rk (otg) XX hyper fiery dash]
      Very simple combo. When you're close to the opponent, crouch down
      and press light kick, light kick, roundhouse kick. This will sweep
      the opponent, when you see that the opponent's back hits the
      ground, do hyper fiery dash super. The hyper fiery dash will not
      connect if the opponent is fast enough to roll out of the sweep

  5)  [j. lp > j. lp \/ d.c. lp > c. lp > c. fp /\ lp > lk > lp > lk > lp
      rush attack]
      Get familiar with this combo because it's the main magic series
      for Jill leading her into even bigger combos. Jump in with light
      punch, light punch, land, dash in and do a crouching light punch,
      light punch, fierce punch. This launches the opponent in the air.
      From here you press light punch, light kick, light punch, light
      kick, and finish it off with a light punch rush attack

  6)  [j. lp > j. lp \/ d.c. lk > c. lk > c. rk > (otg) c. lk > c. fp /\
      lp > lk > lp > lk > lp rush attack]
      Jump in with light punch, light punch, land, dash in and crouch
      at the same time and press light kick, light kick, and roundhouse
      kick. Your opponent falls on the ground. When you see that their
      back hits the ground, press crouching light kick to kinda pop them
      off the ground, and press crouching fierce punch right after that.
      What you just did is called an otg (off the ground) move. In this
      case the crouching light kick is the move that otged them. Ok,
      after you launched your opponent with crouching fierce punch, jump
      up and press light punch, light kick, light punch, light kick,
      and finish it off with a light punch rish attack special move.

  7)  [c. lk > c. lk > c. rk > c. lk (otg) > c. fp /\ lp > lk > lp > lk >
      lp rush attack]
      This combo is almost the same as combo #6 except that you don't
      jump in. I like to use this combo after my opponent has performed
      a laggy move that I have blocked.

  8)  [d.s. lk > s. lk > s. rk XX hyper fiery dash]
      The only difference between this combo and combo #4 is that you
      STAND and press light kick, light kick, roundhouse kick instead
      of crouching. I recommend you use this combo more than the
      crouching version in combo #4 because your opponent can't roll
      out of it. The reason of this is the standing roundhouse instead
      of the crouching roundhouse (sweeper).

  9)  [Code: T-002 > (otg) d.c. lk > c. fp /\ lp > lk > lp > lk > fp or rk]
      Really, the only time you can use this combo is if you get a Code:
      T-002 to connect. I would recommend using assists to do so. Assists
      that hit the opponent for a long time, and keeping the in place at
      the same time. Some of the assists I can think of are, Spiral's
      ground, Sentinel's ground, Magneto's capture, and Thano's capture.
      Anyway, the trick into doing this combo is to dash after the Code:
      T-002 ends. After the Tyrant does the 13th hit from the slashes,
      get up, get as close as you can to your opponent the quickest by
      dashing in. Immediately press crouching light kick, fierce punch
      and finish the rest of the combo. Your opponent can roll after the
      Code: T-002 super ends though.

 10)  [Code: T-002 > (otg) d.c. lk > c. fp /\ lp > lk > lp > lk > lp rush
      attack]
      Do the same as combo #9 except instead of your last move being
      either fierce punch or roundhouse kick, do a light punch rush
      attack.

 11)  [j. lp > j. lp \/ d.c. lp > c. lp > c. fp /\ lp > lk > lp > lk > lp
      rush attack (1 hit) XX hyper fiery dash]
      A must know combo. If you're a Jill player, knowing and mastering
      this combo is very important into being effective. Here's how it
      goes: Jump in with light punch, light punch, land, dash in and
      do a crouching light punch, light punch, and fierce punch. While
      in the air, press light punch, light kick, light punch, light kick,
      do a light punch rush attack, and as soon as you see the rush
      attack hit once, cancel into hyper fiery dash so it'll all connect.
      If you wait too long cancelling the hyper fiery dash from the
      rush attack, what will happen is the second hit from the light
      punch rush attack will knock the opponent out of reach for the
      hyper fiery dash to connect. Practice only getting one hit from
      the rush attack so the hyper fiery dash will connect too.

 12)  [j. lp > j. lp \/ d.c. lk > c. lk > c. rk > c. lk (otg) > c. fp /\
      lp > lk > lp > lk > lp rush attack (1 hit) XX hyper fiery dash]
      Pretty much the same as combo #11 except that you do the otg thing
      like in some of the previous combos. Once again, do the jumping
      stuff all the same as in combo #11, then land, dash in and do a
      crouching light kick, light kick, and roundhouse kick. This knocks
      the opponent on the ground. When you see your opponent's back hit
      the ground, press crouching light kick, crouching fierce punch to
      launch him/her up. While in the air, press light punch, light kick,
      light punch, light kick, light punch rush attack with only one
      hit, cancel into hyper fiery dash.

 13)  [c. lk > c. lk > c. rk > (otg) c. lk > c. fp /\ lp > lk > lp > lk >
      lp rush attack (1 hit) XX hyper fiery dash]
      Same as combo #12 except you don't have to jump in. I usually use
      this combo after a laggy move from my opponent.

 14)  [Code: T-002 > d.c. lk (otg) > c. fp /\ lp > lk > lp > lk > lp rush
      attack (1 hit) XX hyper rush attack]
      Do the same thing as for combo #10 except instead of just finishing
      off with light punch rush attack, add a hyper fiery dash to the
      end of it. Remember, you have to only do 1 hit from the rush attack
      in order for the hyper fiery dash to connect.

========================================================================
  11. Assists
========================================================================

Variable Assist
---------------

Alpha: Herb and Spice
Beta: Rush Attack
Gamma: Grenade Launcher

Variable Counter
----------------

Alpha: Crow
Beta: Rush Attack
Gamma: Grenade Launcher

Variable Combonation
--------------------

Alpha: Rocket Launcher
Beta: Hyper Rush Attack
Gamma: Rocket Launcher


  Personally, I use Beta Assist type. The others just don't help me in
  a real match.

========================================================================
  12. Taunt
========================================================================

Jill stops and stands up straight. And then grabs her Walkie Talkie from
her side and says "Yes!", and then puts the Walkie Talkie back.

========================================================================
  13. Throw
========================================================================

Jill has one throw with fp. She jumps and grabs the opponent by the
neck, takes out her knife, and slices her opponents neck while saying
"Ya!". Then she hops back down to the ground.

========================================================================
  14. Damage Chart
========================================================================

  -All the moves were tested on Cable, an everage damage taker
  -All the moves were tested on the level 2 damage setting
  -Realize a full life bar is 143 points long

  _____________________________________________________________________
  ---------------------------------------------------------------------
  |*|                           |*|               |*|               |*|
  |*|         move              |*|    damage     |*|   # of hits   |*|
  |*|___________________________|*|_______________|*|_______________|*|
  |*|                           |*|               |*|               |*|
  |*|  s. jab                   |*|       4       |*|       1       |*|
  |*|  c. jab                   |*|       4       |*|       1       |*|
  |*|  j. jab                   |*|       4       |*|       1       |*|
  |*|  s. strong                |*|       7       |*|       1       |*|
  |*|  c. strong                |*|       7       |*|       1       |*|
  |*|  j. strong                |*|       7       |*|       1       |*|
  |*|  s. short                 |*|       4       |*|       1       |*|
  |*|  c. short                 |*|       4       |*|       1       |*|
  |*|  j. short                 |*|       4       |*|       1       |*|
  |*|  s. forward               |*|       11      |*|       1       |*|
  |*|  c. forward               |*|       11      |*|       1       |*|
  |*|  j. forward               |*|       11      |*|       1       |*|
  |*|  s. fierce                |*|       13      |*|       1       |*|
  |*|  c. fierce                |*|       13      |*|       1       |*|
  |*|  j. fierce                |*|       13      |*|       1       |*|
  |*|  s. roundhouse            |*|       13      |*|       1       |*|
  |*|  c. roundhouse            |*|       13      |*|       1       |*|
  |*|  j. roundhouse            |*|       13      |*|       1       |*|
  |*|  rush attack (lp)         |*|       18      |*|       2       |*|
  |*|  rush attack (fp)         |*|       18      |*|       2+      |*|
  |*|  grenade launcher (lp)    |*|       18      |*|       2       |*|
  |*|  grenade launcher (fp)    |*|       18      |*|       2       |*|
  |*|  zombie helper (lk)       |*|       2       |*|       1       |*|
  |*|  zombie helper (rk)       |*|       15      |*|       1       |*|
  |*|  zombie dog               |*|       14      |*|       1       |*|
  |*|  crow                     |*|       14      |*|       1       |*|
  |*|  return fire              |*|     varies    |*|    up to 10   |*|
  |*|  hyper fiery dash         |*|       45      |*|       10      |*|
  |*|  rocket launcher          |*|       47      |*|       16      |*|
  |*|  Code: T-002              |*|       56      |*|       13      |*|
  |*|  throw (fp)               |*|       16      |*|       1       |*|
  |*|  assist (alpha)           |*|       0       |*|       0       |*|
  |*|  assist (beta)            |*|       18      |*|       2       |*|
  |*|  assist (gamma)           |*|       18      |*|       2       |*|
  |*|  snapback                 |*|       10      |*|       1       |*|
  |*|___________________________|*|_______________|*|_______________|*|
  ---------------------------------------------------------------------

========================================================================
  15. Credits
========================================================================

I would like to thank some people...


  -Basketball team
                  what's up Micheal, Theo, Gus, Matt, Peter, Chris,
                  Pavlow, Tom, and Nick!
  -Bone Thugs
             they are right now (still) my favorite rap group.
  -Capcom
         for making this tight game.
  -CJayC
        for posting my FAQs.
  -Coaches
          thanx Nick and Stacey. You guys are great.
  -David C.
           thanx for helping me out with the game and the helpful
           Cable FAQ.
  -Dragonkahn
             for helping me out with the FAQ and making me that cool
             Magneto tag.
  -Everyone who is reading this
                               thanx, I wish you luck in the future.
  -Karey Park
             he provided some combos and information for Jill. Thanx :)
  -GameFAQs
           this place is just packed with information.
  -GamingMatrixOnline.com
                         lots of info on infinites and glitches.
  -Gen2000
          thanx for helping me out with my site.
  -James Chen
             he makes some badass combo movies which can be found
             at <www.shoryuken.com>.
  -Joseph Christopher
                     loved your Crowd Pleasers FAQ.
  -Juno
       oh yeah! Free Internet for me :)
  -Khaotika
           he has a pretty cool site <www.khaotika.com>. Anyways, thanx
           for posting my FAQs onto your site ;)
  -Mike Z
         he also makes some tight combo movies which can be found at
         <www.fighters.net> or <www.gamecombos.com>.
  -My Friends
             -You know who you are.
  -Napster
          for all that FREE music!
  -NetZero
          oh, can't hang. That's two free ISPs :)
  -Sega Dreamcast
                 for being the only gaming system that can handle this
                 crazy game. Hows PS2 so great?
  -Shoryuken
            for having those articles on this game's advanced techniques
            and for hosting a wonderful forums section.
  -Shoryuken Forumers
                     what's up Supergeek, Dragonkahn, BlueNu, Ken34,
                     SpiderOptix, Monkey, Akumachan, Barrel O, Azer,
                     Striderhiryu827, DrunkenGamePlayer, Brandon, Khaotika,
                     and Yushiro!
  -SpiderOptix
              thanx for the tags man.
  -Super NES
            for occupying me with something fun from the ages 4-11.
  -The KiD
          he's got a great Combo FAQ posted in gamefaqs.com. It's like
          all the combos in MvC2 for every character, all posted in one
          FAQ. Good job, man.
  -Warganic
           lots of information on infinites and glitches.
  -Will Moose
             he made me some dope ascii art found on this FAQ. Much much
             better than what I came up with. Thanks alot man :)


========================================================================
  16. Contact Information
========================================================================

  If you have any questions, comments, suggestions, submissions, or
  anything about the FAQ, feel free to contact me.

  E-mail: phillipm80@hotmail.com
  Shoryuken Member: phillip


***********************************************

Copyright 2000 - 2001 Phillip Mouliatis
