Jill Valentine FAQ - Guide for Marvel vs. Capcom 2: New Age Of Heroes

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Marvel vs. Capcom 2: New Age of Heroes 
Jill Valentine Moves List
For Arcade and DreamcCast games only


1. Abreviations
2. Jill in a nutshell
3. Other Things
4. Why use Jill?
5. Valentine Normals
6. Valentine Special Moves
7. Valentine Hyper Combos 
8. Valentine Assists 
9. Valentine Combos
10. Simple combos
11. Advanced combos 
12. Aerial Raves 
13. Useless combos  
14. CRAAAAAAAAAAZY team combos! 
15. Versus Strategies 
16. Valentine Partners 
17. Jill vs Abyss 
18. Epilogue
19. Disclaimer
1. Abreviations
Here are the abreviations for the button and joystick combinations:
QCF: Quarter Circle Forward (Down, down/forward, forward)
QCB: Quarter Circle Back (Down, down/back, back)
DP: Dragon Punch Motion (Forward, down, down/forward)
HCF: Half Circle Forward (Back, down/back, down, down/forward, forward)
HCB: Half Circle Back (Forward, down/forward, down, down/back, back)
P/K: Any Punch/Any Kick
PP/KK: 2 Punches/ 2 Kicks
LP: Light Punch
MP: Medium Punch
HP: Hard Punch
LK: Light Kick
MK: Medium Kick
HK: Hard Kick
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 
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) 
Beretta Counter: HCB+P (tap P for more hits) 
Zombie Call: QCB+K (2 varieties) 
Summon Crow: QCF+HK 
Hyper Elbow Tackle: (air) QCF+PP 
Rocket Launcher: QCF+KK 
CODE: T-002: QCB+KK 
3. Other Things
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 
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. 
Throws: Here's Jill's only throw:
Combat Knife Slash: Damage: 16: Jill grabs the opponent, takes out her combat knife, 
and slashes him or her across the chest area! It does decent damage, and it's plain 
fun to watch!
Taunt: LK+Start (DreamCast) or Start only (Arcade): Jill pulls out a radio and 
says "Yes?", then puts the radio back in her pocket.
Opening, winning, and losing animations:
Opening Animation #1: Jill stands there throwing a key up and down. After some time 
she'll throw it behind her and say "C'mon!"
Opening Animation #2: Same as #1, except with an Ink Ribbon.
Winning Animation #1: She takes off her hat, then says: "I'm a member of S.T.A.R.S."
Winning Animation #2: She puts something on the floor that shoots out a flare (To 
signal some helicopter like in RE1, I think), then says: "C'mon, C'mon, C'mon" over 
and over again.
Winning Animation #3: Jill poses holding her Beretta and says "I'm a member of 
Time Over Losing Animation: Jill puts her hand on her head in the "I'm so stupid!" 
type of way.
Time Over Winning Animation: She does Winning Animation 1, 2, or 3.
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 Spider-Man and Strider-Hiryu
2) She has great keep away games with a variety of helpers 
3) She's one of the slimmer characters, 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.
4. 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-
Standing MP - Damage: 7 
An outstretched punch with the other hand, even more range. Use with LP for poking. 
Crouching 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 
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 
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 
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. 
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 
* If your opponent withdraws a seriously injured character, bring him or her back, 
and kill them. This works well in unison with the first.  
6. 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. Here's 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.) 
Beretta 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 Beretta 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?!) Here's a 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 Beretta 
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. 
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 RE3: 
Nemesis) 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. 
Code: MA-39 - 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 
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 B. B. Hood, 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. 
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 shouts: "You're finished!", then 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.  Here are 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!!!!!!! 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.
Jill's call-in assist, Variable Counter and the Hyper Combo done in Variable 
Combination depends on her Assist Type. 
Alpha Assist (Heal Type): Herb & Spice 
Beta Assist (Dash Type): Elbow Tackle 
Gamma Assist (Projectile Type): Grenade Launcher  
Alpha Counter (Heal Type): Summon Crow  
Beta Counter (Dash Type): Elbow Tackle 
Gamma Counter (Projectile Type): Grenade Launcher 
Alpha Combo (Heal Type): Rocket Launcher  
Beta Combo (Dash Type): Hyper E.Tackle  
Gamma Combo (Projectile Type): 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! 
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.) 
10. Simple Combos 
These are the most basic quick combos, everyone can do them.
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). 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.) 
11. 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!
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, but it's indeed 
possible. 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 
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 
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 
Beware of rolls again. I am not sure if you can super-cancel into Tyrant though. 
It'd be awesome if you could. 
10) Beretta Counter, Rocket Launcher 
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! 
12. 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 
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 
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. 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. 
13. 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
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 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.) 
Like its name suggests, are you CRAAAAAAAAAAZY enough to do these CRAAAAAAAAAAZY 
team combos? If you can find some combos that fits into the CRAAAAAAAAAAZY category, 
send them in. 
1) "Frankinstein & the genetically enhanced" - LV5 HC Energy required 
Required members: Dr. Doom, Jill, Cammy 
(As Dr. Doom) (jump-in possible) LP, MP, Electric Cage, (as Jill) CODE: T-002 (DHC), 
(dash in), C.LK (OTG), C.HP, (SJ), LP, LK, MP, MK, E.Tackle, Hyper E.Tackle, (as 
Cammy) Reverse Shaft Breaker (DHC), (as Dr. Doom) Flaming Sphere (DHC) 
2) "Beauty and the Beast" - LV5 HC Energy required 
Required members: Hayato, Rogue (replaceable), Jill 
(As Hayato) jump-in, LK, MK, [B+LP, LP, HP, HK,] (Plasma Combo), Shiden (1 hit 
only), Rasetsu Zen, (As Rogue) Goodnight Sugah (DHC), (as Jill) CODE: T-002 (DHC), 
(dash-in), C.LK (OTG), C.HP, (SJ), LP, LK, MP, MK, E.Tackle, Hyper E.Tackle, (as 
Hayato) Engetsu (DHC) 
3) "Everything and the girl" - LV5 HC Energy required 
Members Required: Hayato, Jill, Silver Samurai 
(As Hayato) jump-in, LK, HK, (dash-in) LK, MK, F+HP, [B+HP, LP, HP+A2, HP,] (Plasma 
Combo, Silver Samurai starts hitting here) jump- in LK, HK, (dash-in) LK, MK, F+HP, 
[B+HP, LP, HP, HP,] (Plasma Combo), Shiden (HP version, 1 hit only), Rasetsu Zen, 
(As Jill) CODE: T-002 (DHC, cancel 6th hit of Rasetsu Zen), (dash-in), C.LK (OTG), 
C.HP, (SJ), LP, LK, MP, MK, E. Tackle, Hyper E. Tackle, (as Silver Samurai) Raimei 
Ken (DHC), (as Hayato) Engetsu (DHC) 
4) "Charlie's Angels" - LV5 HC Energy required 
Required members: Sabretooth (B), Jill (a, y), B. B. Hood (a, B, y) 
(As Sabretooth) jump-in, LK, MK, (dash-in), LK, MK, HK, Wild Fang, Berserker Claw X, 
(as Jill) CODE: T-002 (DHC), (dash-in), C.LK (OTG), A1+A2 (Variable Combination) 
This one is just INSANE!!!!! The enemy will end up with holes all over their body 
from B. B. Hood's Uzi, Jill's Rocket Launcher, Birdie's machinegun and the rifle and 
shotgun from Buletta's fellow hunters! This team packs more ammunition than the 
Vietnam War!!! Sabretooth's opening combo is powerful enough (about 50%), then 
you've got Jill's ultra powerful Tyrant, and to wrap it up with another 50+ 
gunshots. *whistle* Damage scaling doesn't bother me here, since each of those shots 
are doing a minimum of 1 point of damage each. The volume of hits more than makes up 
for it. 
5) "Death chipper" - LV3 HC Energy required 
Required members: Jill (a, y), B. B. Hood (a, B, y), Sabretooth (B) OR Tron (a) 
(As Jill) Charged E.Tackle (longer = better), A1+A2 (Variable Combination) Cool 
Hunting, Hyper Armed Birdie and Lunch Rush are the TOP THREE chipping supers in the 
game hands down! 
6) "What goes UP must come down HARD!" - LV5 HC Energy required
Required members: Cammy, Dr. Doom, Jill 
(As Cammy) jump-in, LK, MK, (dash-in), LK, MK, B+HK, Spin Drive Smasher, (As Dr. 
Doom) Electric Cage (DHC), (As Jill), CODE: T-002 (DHC), (dash-in), C.LK (OTG), 
C.HP, (SJ), LP, LK, MP, MK, E.Tackle, Hyper E.Tackle, (As Cammy) Killer Bee Assualt, 
(dash-in), C.LK, C.HP, (SJ), LP, LK, MP, (pause half second), LP, MP, U+LP, LK, MP, 
MK, Suplex Throw (F+HP), (pause 'til almost hit the ground), LP (or C.LK), HK (or 
C.HP), repeat Air Combo 'til opponent dead or Tech Hit or roll 
This is not only a CRAAAAAAAAAAZY combo, it qualifies for a 
Jill vs Amingo 
Annoying! Don't let him launch you 'cuz he (it?) can do insane air- combos like you. 
Its plant helpers are annoying, but they're NOTHING compared to Jill's helpers. So 
if your opponent wants to play keep away, play along with him. Careful though, he 
has a LOT of reach with his normals, but try to launch him when he whiffs a fierce 
or something. 
Jill vs Anakaris 
Damn, I HATE him! He may be a huge target who moves at snail pace, but his combos 
are as quick as Strider's! His low attacks are quick and has a LOT of range, so 
block them at all cost, else you'll end up eating a big combo! Another thing to 
ALWAYS remember is whenever you block his combos, push him away or else he'll throw 
you. Knowing how to block is your best offense. So block low most of the time and if 
he tries to do his coffin smash attack, block high as it's an overhead. His jumps 
are also very slow, so try to get him up there. Stay either very close (offensively) 
or very far away. He takes a lot of damage, so do him fast. (No THAT way you sicko!) 
He also has no throw. Feel free to throw him if it's not considered cheap at your 
Jill vs Blackheart 
Boring! All he ever tries to do is keep you away, but your zombies will never take 
him down that way. Get in there to do some real damage. He will try to use his 
ducking jab (fast and high priority) to push you away, plus his dash is invisible. 
He is a big target though. If you can, jump in a lot and try it with different 
attacks to throw off his timing. Since he's so tall, you can probably do say jab, 
strong, Elbow Tackle while still in the air. Also, dash in between his moves, as 
they take a long time to recover. Don't worry about his supers, they're just 
extremely slow. 
Jill vs B. B. Hood (Bulleta)
Oh I hate her! She has an iron inpenetratable defense! She's small, fairly quick and 
annoying! She can keep you away all day, blocking everything you throw at her and 
her voice is just terribly irritating. (Sounds like she's meowing when she does her 
Cheer & Fire!) Watch out for her Cool Hunting super, it's a MAJOR chipper! Damn, 
plus her moves are charge based, she'll probably crouch a lot to take advantage of 
her relatively small size. Jill doesn't really have an overhead so she looses one 
element in this mind game. All I can recommend is that you confuse her with your 
zombies occasionally, do different jump-ins throughout the round. For example, a 2 
hit jump-in with a projectile/beam helper from far away, a ground helper close to 
her while you cross her up from the other side, a variant of the above but you jump 
from slightly further away that does not cross her up. Give her a hard time blocking 
your combos. You have one advantage in this game though, because all you have to 
remember is that her normals has almost NO RANGE! Just watch out for her Cheer & 
Fire, stay outta her range (and believe me, her launcher has a VERY small range) and 
confuse her panties off! 
Jill vs Cable 
Cheapness has a new name... and I'll leave you to guess what that is. Cable's guns 
are very deadly, so most scrubs will try to shoot his fierce at you all day and chip 
you with a Viper Beam. Super jump or dash jump out of it and jump in on him. He has 
a lot of lag after his standing fierce and Viper Beam, so take this time to combo 
his butt off. Don't even think about your zombies, his guns can take then down from 
a mile away. 
Jill vs Cammy 
Cammy is probably THE fastest character in the whole game! She has an AWESOME ground 
dash and great pokes. However, remember that all her specials has a lot of lag, so 
go after her there. Pull off a Tyrant if you can. Because of this, she will have 
very poor chipping power, so as long as you block a lot, she'll get impatient in 
trying to chip you, and therefore open herself up for combos. Beware of her 
Hooligan's Combinations though. If you ever see her roll into a ball and comin' at 
up, jump out of it or smack her out with a Hyper Elbow Tackle, because she'll throw 
you if it connects. Sneaky huh? Oh yeah, ALWAYS push her Spin Drive Smasher and 
launch her for an easy Aerial Rave when she lands. 
Jill vs Captain America 
His shield grants him extra priority plus it has a lot of reach! If so, try jumping 
in (summoning a helper of course) and NOT attacking. If you block his crouching 
fierce, dash in for a ground chain. Also, dash farwards and backwards to lure him 
into making a fierce atack, and smack him with a Hyper Elbow Tackle. Don't get 
carried overboard and gets smacked by a Charging Star though. If he ever does his 
Hyper Charging Star, push him away (do it late) and punish with with a crouching 
short chained into combo. (He recovers a little too quickly for anything else.) Also 
try out your zombies, because Cap is likely to loose his shield often and loose his 
Jill vs Captain Commando 
He's cheap and he's ugly, it's your job to punish him! Don't play with your helpers 
because of his Captain Fire. Jump in WITHOUT attacking, else you'll eat a Captain 
Corridor (a move with an ugly name that does WAY too much damage!) Thankfully, it 
has a LOT of lag, so dash in and combo him however you want, or use the Tyrant. 
Block a lot and jump a lot, try to get him to use Captain Corridor. If he flies into 
the air with a whole lotta Captain Fires, aim for his behind with your HP Grenade 
Jill vs Chun Li 
Chun Li gained some and she lost some in MvC2. She lost a LOT of her deadly combos 
and the mid-air super. Yet she's still VERY fast, her attacks are strong, an insane 
priority launcher and that throw with unfair range. She's been toned down a lot 
(like her Kikoshou), but can still give you a headache. (As for the things she 
gained, there are 2 new HORRIBLE voice samples and a boob job...) Do not EVER try to 
hit her in the air unless you're doing an Aerial Rave, her priority's too great. (As 
a matter of fact, avoid jumping in general, as she'll just throw you anyway.) She no 
longer has that crouching fierce -> Senretsu Kyaku combo, so punish anyone who tries 
to do that on you. (Senretsu has a lot of lag.) Also know which way to block, 
especially the overheads. Play with you partners a bit. Since she jumps around so 
much, it's no doubt that she'll get smacked. 
Jill vs Colossus 
Annoying annoying annoying! His Tackle has mad priority and can hit you just about 
anywhere on the screen. If he tries to come at you with his Hyper Armor super, run 
away and summon zombies. (Super armor doesn't help if something is unblockable) His 
Power Dive is laughably easy to dodge, but I guess anyone who uses it out of thin 
air is bound to be a scrub. Don't let him get too close. Stay away from him to make 
him come at you with a Tackle, and combo him however you like after that. 
Jill vs Cyclops 
Cross up cross up cross up. He won't have much of a variety, but it's an imparitive 
that you keep an eye out for his throws. If he starts running towards you for no 
reason, jump! Otherwise, all he will ever do is Optic Blasts. Try cross him up with 
a helper on one side and go for the other. Watch out for his arguably the most 
screen-filling super. 
Jill vs Dan 
I never thought Dan was that bad. Anyway, don't underestimate his Premium Sign 
attack. If you seen it however, jump to the OTHER side to attack him, else you'll 
get hit. His Aerial Raves can hurt a lot, else he'll mainly be a scrub. 
Jill vs Dhalsim 
Dhalsim's Yoga Flame assist can be annoying, try super jumping. Plus he has range on 
his side. If he tries to come at you with a Drill Kick or the other one, Grenade 
Launcher gets the job done. Oh yeah, try the Flaming Zombie, Dhalsim might get hit 
when he tries to take it out. Otherwise, I don't have much strategy for this guy. 
Jill vs Dr. Doom 
The king of projectiles. He'll super jump and fire his projectiles from mid air 
throughout the fight. Super jump after him between his projectiles and catch him 
with a jab, strong, Hyper Elbow Tackle. Otherwise, look for lags in his attacks. 
(Hint hint, his launcher.) Oh yeah. If he does go in the air with projectiles, dash 
right underneath him. That way, NONE of this beams will reach you! Not only that, 
you can only play sneaky and pick which side of him you want to stand him, and give 
him a nasty launcher when he falls and block the wrong way. Teach him not to spray 
his beams in the air again! 
Jill vs Felicia 
Felicia is a good character. ALWAYS roll after you get tripped by her crouching 
roundhouse, else you're in for a Please Help Me assault by the kitties. Um... beware 
about using assists in this fight, as her Hyper Sand Splash goes across the screen 
and even opponents behind her! Her launcher has very little range, keep that in 
mind. Counter her when you block her Rolling Buckler attack. 
Jill vs Gambit 
Well. Always roll because Gambit has nasty OTGs. His Royal Flush is pretty easily 
blocked and avoided. 
Jill vs Akuma (Gouki)
Most people still uses Mr Constipation. He might stay in the air throwing fireballs 
at you. In that case, try dashing under him and make him feel a grenade. He's not 
very fast (none of the shotos are) so try countering him a lot after his whiffed 
attacks. He's pretty easy to take down, due to his sissy defense. 
Jill vs Guile 
Hate him. Roll after his crouching roundhouse like always. If you ever block his 
Sonic Hurrican super, push him away and fill him with lead from your Rocket 
Launcher. He has to charge for his specials, so if you keep him on his toes by 
poking him a lot and jump around, he won't have a chance to charge. If he tries to 
turtle, show him with door with your helpers, and since he doesn't have a projectile 
super, you're pretty much safe. 
Jill vs Hayato 
Love his costume! His Plasma Sword has insane reach, but most of his normals has 
lag. Fight either extremely aggresively, closing in on him or very far away. None of 
his moves are very fast, so if you take advantage of Jill's speed, you can pin in 
down if you stay very close to him. Best if you corner him with a ground helper like 
Tron or Spiral, or a Throw Assist like Tron or Zangie
f. Never however, under- estimate his range. If you play far away, then it's block 
block block and counter. His attacks has a lot of lag after as well. 
Jill vs Hulk 
Ok he might be big, but his command throw is blockable, so don't be afraid to block 
his attacks. (You should too, because they do too much damage!) If he tries to chip 
you with Gamma Slam, jump-in for a free combo. (Remember his Super Armor!) If you 
block his Gamma Charge, time for an air combo! Avoid jumping in when he's idled, 
else you might end up eating a Gamma Crush. If you block a Gamma Crush, push him 
away and dash in with a combo of your own. If you really want to take care of his 
super armor, try cancelling into a Hyper Elbow Tackle if he tries to hit you. 
Jill vs Iceman 
Miss Chip meets Mr Anti Chip, good show. Most people use Iceman for his cheap 
ability to take no blocking damage from energy type attacks. However, NONE Jill's 
attacks fits into that catagory so feel free to chip as much as you like. If you 
really wanna chip him to death, use your charged up Elbow Tackles and Hyper Elbow 
Tackles. Cross ups are good too. 
Jill vs Ironman 
You can see his Proton Cannon from a mile away, so superjump behind him if he does. 
If he goes into the air with Smart Bomb, summon a crow to take him down (might not 
work). Jump-in blocking if you expect a Repulsor Blast, and dash forward to launch 
him for an Aerial Rave. Jump-in for a combo if he abuses his Unibeam. 
Jill vs Jill 
Your strategy will be based on her strategy. If she continously summon her helpers, 
use your assists to knock them off and jump-in on her on your own. (Else you might 
end up jumping right into a zombie.) If she foolishly summons her helpers while away 
from her edge of the screen, launcher her or combo her at your leisure. If you meet 
the combo-freak type Jill, block block and try to look for openings. Since Jill's 
normals are so straight forward, they're very easy to block, unless she tries to 
confuse you with cross ups. Oh yeah, roll after her slide connects. 
Jill vs Jin 
Dunno much about him. Even though he's of a small size, he's really slow. BUT even 
though he's slow, he has great reach to balance it out, so don't under-estimate him. 
His normals has a lot of lag (like his launcher) so go after him there. Don't turtle 
since his normals chips. Watch out for that tornado super, so try not to jump over 
him if possible. It's almost impossible to block the right way! 
Jill vs Juggernaut 
Stay defensive at all times. Don't try to jump at him or poke him a lot, as he has 
Hyper Armor and his Juggernaut Headcrush is both lightning fast and powerful. His 
moves has a LOOOOOOOT of lag, so you'll have a millennium to combo him. Just 
remember to always begin your combos with a couple of weak/medium attacks to take 
out his Hyper Armor, especially if you try to launch him. He's a big target and slow 
as hell, so if you stay defensive and out of his range, he can't do much about it. 
Jill vs Ken 
Ignore his projectiles, it has even less range than Sakura's! Show him who's boss 
with your "projectiles", that will make him come to you. Watch out for his 
overheads. If you get a chance, use Hyper Elbow Tackle if you see an opening. 
Careful abotu jump-ins too. 
Jill vs Servebot (Kobun)
Hahaha, whoever chooses this Pokemon-wannabe must either be a real scrub or a grand 
master. His normals are bug bites! Watch out for his super though, but it can be 
blocked easily. He's a little target, so use your crouching attacks, and stick to 
ground and not air combos. Absolutely nothing can go wrong, unless you're up against 
a grand master. In that case, I don't have any strategy. 
Jill vs Magneto 
Roll roll roll, else you'll eat huge Magnetic Shockwaves. If you block it, go after 
him while he's still in his stun. Most Magneto players are OBSSESSED with his 
Magnetic Storm Air Combo. Well, you gotta block low most of the time to avoid him 
dash-in low short trap. If he jumps at you, call your Anti-Air Assist. Also, Magneto 
is VERY weak against cross-ups. Do dash-jump to get over him but call your helper 
just before you reach over him to trap him in between. Most Magneto players really 
don't know how to play defensively, because all they want to do is dash-in, 
launcher, air combo, Magnetic Storm and follow up. Stay on the offensive side, but 
be cautious of his low short and dash. 
Jill vs Marrow 
No one plays her. Watch out for her dive special assist, it's very confusing to 
block. Otherwise, she's weak offensively so kick her butt for being a Bardot 
wannabe. Her attacks tend to have short range. Don't let her cross you up, because 
then she'll his her homing darts super which is very hard to block! 
Jill vs Morrigan 
Umm, she's fast and can play hard to get. If she superjumps can shoot Soul Fists 
down at you, either super jump and go after her, or dash under her and shoot her 
down with a grenade. She's weak both defensive and offensively, so she should pose 
much of a problem. Don't get caught by her ultra damaging Soul Eraser and you'll be 
fine (it's a crap chipper.) 
Jill vs Charlie (Nash) 
Basically use the same strategy as Guile. He don't have the Sonic Hurricane though 
so it's harder to counter it. I heard people say that Nash is weaker, so if you can 
beat Guile you shouldn't have much problem with Charlie. 
Jill vs Omega Red 
Cheap cheap that's all I can say. Otherwise I dunno how to fight him very well. 
Jill vs Psylocke 
I personally think that Psylocke has been over-rated and has been toned down since 
MSH. She's weak and the same goes with her supers. Watch out for her combos. Look 
for her teleport and try to smack her there (watch out for the mini-Psi-Thrust 
Jill vs Rogue 
Ahhh, she can be ultra annoying with her Power Drain. A good Rogue player can beat 
out just about anybody. IMO, Rogue is one of the top tiers of the top tiers. She 
does not have a projectile, so you may want to take advantage with your helpers. 
Don't over do it though, as she is fast and you'll never know what she can do with 
that Air Dash of hers. 
Jill vs Roll 
Heh, you shouldn't need strategies to beat Roll. Much like Kobun, it's either gonna 
be a push-over or a grand master's challenge. (Watch out for her throws, her only 
way of doing decent damage.) 
Jill vs Ruby Heart 
She's well balanced and it can be hard to penetrate her line of defense. Most of her 
specials has lags, but a good Ruby player never leaves herself open without a way of 
retiliating. If she makes a mistake (like misses you with a Supremation) punish her. 
She has one major weakness and that is her recovery for her charge special attack 
(and the super version.) Ruby cannot block while she falls if she ascends into the 
air, so dash under her and throw out a launcher. 
Jill vs Ryu 
A lot of Ryu players are scrubs who play for his "style" and his Shinkuu Hadoken. 
(And 'cuz they don't know how to use anyone else.) I found that if you jump a lot, 
they'll get pissed off and will try to hit you with a mid-air Shinkuu Hadoken, and 
ALWAYS misses. 
Jill vs Sabretooth 
He's strong, but he can't really chip. Fights quite a lot like a strength version of 
Cammy with a speed handicap. Has lags everywhere. 
Jill vs Sakura 
Never knew anyone who's good with her. 
Jill vs Sentinel 
Ouch! He's hard... Anyone?? 
Jill vs Storm 
Ay ay ay! No me gusta! There are generally 2 types of Storm players, the cheap 
scrubs who only knows how to use her to chip and the combo freaks. Beating the 
former is a second nature for most decent Jill players, while the latter can be a 
heap of problem. She'll try to confuse you with awkward jump-ins, high/low games 
(HATE that!), really good priority and stays in the air forever! Against those, 
you've gotta play REALLY defensively, knowing which way to block, push block and 
counter, especially if they get impatient and pulls off ANY special moves. 
Jill vs Tron 
Tron's moves has INSANE lags. Punish her when she missed a Tron Rush or Lunch Rush 
super, or basically almost everything. 
Jill vs Zangief 
Keep away at all times! Summon LOTS of helpers and he won't be able to touch you at 
all. Push block a lot because he can supercancel many of his blocked moves into the 
FAB. Keep your distance and you shouldn't have much problems. Oh yeah, he CANNOT 
throw an assist character, so use them a LOT to confuse him into trying to throw 
them, and go into his stun.
If anyone has some good Jill vs strategies, I'd love to hear from you. (Since half 
of the characters in MvC2 I don't even use.) 
Here are some characters who I think works wonders with Jill. I won't include the 
ones that works well with everyone though (mainly the cheap ones, like Cable and 
I highly recommend Rogue! She's fast, strong (both offensively and defensively), 
mobile and have great combos. Not to mention the Power Drain that can drive your 
opponent insane. Her Goodnight Sugah Hyper Combo can be tagged after Jill's Hyper 
Elbow Tackle for not only good damage, but also a free Power Drain!  
Ok I must admit that I am terrible with 360s and I hate slow characters, but Jill 
can do crazy combos with Zangief, yes that's right! Choose Beta Zangief (Suplex) 
and... (When close), Zangief Assist, C.LK (OTG), C.HP, Aerial Rave! Zangief's Suplex 
already does good damage, coupled with Jill's Aerial Rave ability, it's speechless! 
Timing is kinda tricky. The enemy must be in a corner though. You need to dash in, 
and hit the enemy right before they hit the ground a second time. Practice makes 
perfect. Finally, Zangief's Final Atomic Buster links pretty well off a ground Hyper 
Elbow Tackle for more damage. So if you're good with Zangief, he makes the perfect 
partner, and provides a lot of power.  
Tron Bonne 
Tron's Alpha Assist works the same way as Zangief's Suplex, so you can also combo 
with her. One good thing about Tron over Zangief is, due to the nature of her throw, 
the enemy don't really need to be in the corner. You just need to dash in quickly. 
Don't use Variable Combination though, since her Lunch Rush will miss completely if 
Jill's Rocket Launcher hits. Oh yeah, not only is Alpha Tron an excellent partner, 
but I've came to appreciate Beta and (especially) Gamma Tron! Yes that's right, her 
Assists are WAAYYYY under-rated! Just because ALL her Assists are her normals 
doesn't mean they're useless. Beta Tron's Assist is her flame-thrower (her standing 
MK normal) and is categorised as an "Anti-air Assist" (although it will only hit 
once, unlike her MK.) Tron's Gamma Assist is some sorta power-magnet that emmits 
rings of magnetic energy to with a short range (her crouching MP) and is categorised 
as "Projectile Assist". (Whatever!) It also destroys any projectile it comes into 
contact with, making it a good defensive assist. What makes these Assists so useful 
is that they do MAJOR damage! (I cannot believe it, but her Gamma Assist does more 
damage than Zangief's SPD!) They also chip nicely. And as any Tron player (like me) 
knows, these attacks has a "stun" property that freezes the opponent in place for 
half a second or so, so you can dash in and combo them. It also sets up a perfect 
oppotunity for any "hard to connect auto-supers" and in Jill's case, her CODE: T-002 
super. Damn, I love Tron!  
Dr. Doom 
Not only is Dr. Doom a great character by himself (3 types of projectiles. Wanna 
chip? Nobody chips like him!) but his Electric Cage Hyper Combo is at the EXACT 
distance for cancelling to Jill's Tyrant super! Surprise surprise, there's actually 
a good use for this move! (As Dr. Doom) LP, MP, Electric Cage, (as Jill) CODE: T-002 
(DHC) Hits: Upto 28, Damage: Upto 81 (!!) This combo is surprisingly easy and 
damaging! You don't even have to be in a super as Dr. Doom's Electric Cage (QCF+PP) 
holds the victim in place. You MUST however, cancel the super before the 16-hit 
point, because that's when the super ends and th enemy is launcher into the air. If 
you cancel after that, Tyrant won't hit. Ok... Dr. Doom is the perfect partner for 
Jill. You know Dr. Doom's Molecular Shield? (The one where she summons lots of rocks 
that swirls around his body then flies across the screen.) Not only is it a great 
chipper, it's also PERFECT for connection Tyrant! Believe it or not, it also has OTG 
properties. So you can connect a few complex looking moves with simple activations 
together for an ultra damaging and stylish combo. C.LK, C.MK, C.HK+Dr. Doom Assist 
(OTG), CODE: T-002 -> OTG combo Believe it or not, it works! Works best in corners. 
For biiiiiiiiiiiiiiiig damages, choose Beta Dr. Doom. 
I forgot to mention last time. Spiral is a very cool character with some awesome 
combos too. But what you really want is her Gamma Assist. Spiral uses a normal move, 
her standing HP, which is a 6- handed punch. Now this lasts quite a long while and 
can add 6 more hits to Jill's combos. Use your imagination and make up your own 
combos. :) For example: Jump-in, J.LP, J.MP, Spiral Assist, LP, MP, HP, LP Elbow 
Tackle, Hyper E.Tackle Do it like if you're trying to do a regular Jill combo, but 
tap the Assist button and the attack button at the same time. Although this does 
tend to downgrade your Hyper Combo damage. Also, Tyrant can be combo'd in the same 
way. Jump-in, J.LP, J.MP, Spiral Assist, LP, MP, CODE: T-002 22 Hits, Damage: 56  
Hayato is awesome. He has some insane range and priority with his normals, has mad 
mad combos (you MUST've seen the CRAAAAAAAAAAZY Jill and Hayato combos above!) and 
has an awesome costume. However, Hayato does take some skill to use so make sure you 
practice with him! He also has a groovy LV3 super that does over 50% damage! Oh 
yeah, try DHC-ing into Hayato's Plasma Field from Jill's ground Hyper Elbow Tackle. 
That way, you're sure to hit the opponent with it and feel free to use the LV3 super 
afterwards without having to spend 3 levels!  
Characters with vertical Hyper Combos (eg, Cammy, Ken, Sakura, War Machine, Psylocke 
etc.) These supers makes excellent Delayed Hyper Combos when tagged after Jill's 
easy-to-connect air Hyper Elbow Dash for lots of easy damage. You can even tag them 
multiple times if both of Jill's partners has a vertical Hyper Combo.  
MegaMan (RockMan)
MegaMan's buster will do a decent amount of damage if used well, so it's best if you 
use his Projectile type (Alpha type), and his "Hyper MegaMan" combo does A LOT of 
damage if not blocked, and it's even more the damage if you use it with Jill's 
Rocket Launcher or Hyper E. Tackle.
B. B. Hood (Bulleta)
Yay! I love her! As I said before, her Cheer & Fire has a lot of range. Plus, her 
Cool Hunting super and her Beautiful Memory hyper combos do a ton of damage, 
especially her Cool Hunting super does A TON of damage, especially with Jill's 
Rocket Launcher or Hyper Elbow Tackle, and even more damage with MegaMan's Hyper 
MegaMan super. This team is one of the best teams I use as Jill (Jill, MegaMan, B. 
B. Hood)
Abyss form number 1 
Abyss' first form is a giant golem-like creature with horns. He cannot block in this 
state, but has Hyper Armor (not affected by hit stun). What I usually do it call out 
an Assist (try the most damaging non-throw assist) and hit Abyss with LP, MP and 
Elbow Tackle. Block a lot too, as Abyss has many very damaging attacks. It doesn't 
matter very much if your Assist characters get hit, as they're recoverable and it 
fills up your Hyper Combo Energy. If Abyss tries to use his super beam, super jump 
over to the other side. It's VERY obvious when he's about to do that. He'll stand 
there with a glowing sphere-like thing on his chest for about 3 seconds. Once he 
execute his beam and you're on his other side, hit him with LP and MP. When he 
stops, combo him with your best ground combo and the Hyper Elbow Tackle. Use the 
Hyper Combo Tackle a lot if you want to end this fight quickly. 
Abyss form number 2 
This form is even cheaper! He melts into green slime and forms a humanoid figure 
from it. He then shoots blue fire from his arm (with a STUPID laugh!) and 
occasionally charges up for an energy beam attack that chips a lot of damage. He 
STILL has Hyper Armor so don't get too close, or you'll get hurt by his fires. I 
really hate this form. If you have any Hyper Combo Energy left, use the Rocket 
Launcher from afar. (Or if you have characters with better beam supers, switch over 
to them. Morrigan's Soul Eraser works wonders here! Variable Combination can work 
pretty well too.) If you don't, well... call in your projectile assists. Summon dogs 
from afar if you want. Leap into the air to build up your Hyper Combo Energy. If 
Abyss is about to fire his beam, superjump over to his other side and make some free 
hits. When he's pissed off. He'll disappear and 3 green bubbles will appear. Try not 
to get caught in these, as they'll imprison you. Jump into the air and try to pop 
them with your LK. Jill's probably fairly worn out, so switch over to another 
partner and carry on with them. 
Abyss form number 3 
I always retire Jill to the reserve during this fight, partly because she's worn 
from previous fights, and partly because of her Assist. Her Alpha Assist is very 
useful here. In this form, Abyss turns into a huge demonic beast that seems to have 
a body built from blood. (Ewwwwww!!!) He always has a floating orb over his body, 
which is very vulnerable to attacks. He'll disappear a lot and send these vertical 
beams at you (usually at the spot where his orb levitates) so it's pretty dangerous 
try to hit that. What I usually do is call Jill up for a life refil whenever Abyss 
goes off the screen, then jump up to combo Abyss when he pops back up screen. If you 
wanna use Jill in this fight, try aiming for the upper half of Abyss' body and do 
J.LP, J.MP, J.HP, Hyper E.Tackle. That'll knock his health bar by a bit. Remember to 
block whenever he's not on screen, as his beams can do a LOT of damage! If you have 
enough Hyper Combo Energy, you may opt to team up a Variable Combination (if you 
have good Hyper Combo combinations.) Try doing it right below his head. After some 
practice, Abyss really isn't that hard. 
Since MvC2 does not have an official storyline, there's no way of telling Jill's 
involvement in this game. So, here's Jill's story in MvC2. 
"Chris.... I have to find you..."
Jill glares into a dark and damp room, lit only by a single dim oil lamp. Files and 
Chris' belongings are scattered across the room. It's obvious that someone has 
searched here. A blood stained knife laid before her feet. 
"This is..." 
Jill left the underground hide-out without hesitation. The back-ally became darker 
and narrower. Jill's heartbeat fastened. She thought she sensed breathing other than 
her own, or was that just the sealed memories from the dark mansion? 
She thought she heard a familar voice, a vague whisper, calling out her name. A 
human figure emerged from the shadows. She saw his face under the soft moonlight. 
"Shhhh..." The dark figure approached her, whispering softly. "Listen Jill, before 
you go, there's something I want you to have." He brought out a slim test-tube, 
filled with rich purple fluid substance. 
"This is..." 
"Yeah, yes it is. It's the 'other objective'. 'To recover the lost G- virus sample 
from the bottom of the Umbrella Research center towers.' I found this on the body of 
Nicolai. Here, take it." 
"Why Carlos?" 
"According to the record, all traces of the G-virus has been lost since the death of 
William Birkin. This is the last sample. We must not let anyone get their hands on 
this, or the disaster of Racoon City will only repeat itself again. It needs to to 
disposed of... once and for all... If anyone can do it, you can!" 
"...I understand, Carlos... I'm onto it." 
"Be careful Jill." With those words, he disappeared into the open- arms of the 
Little does she know, Magneto and his evil mutants are also in search of the "last 
sample of G-virus". And the once proud Pharoah Anakaris is also after this G-virus 
to recreate his lost kingdom. Her journey begins here...
It's taken right after Jill's Epilogue in RE3, so fans of the series should 
understand this. If ya haven't figured it out yet, the G-virus is the one that Leon 
found on Ada's body near the end of RE2. He kinda got pissed off and threw it away. 
Now here's Jill's ending: 
"Everyone get on the ship!" 
Jill reached the end of a cliff, where a flying air-ship is docking. 
"Ruby!!!" Jill shouted. 
"Can I help you ma'am?" Ruby Heart was just about to board her ship. 
"My name is Jill. I need your help. I need... to dispose of this." Jill pulled the 
tube containing the G-virus out of her pocket. "This is what they wanted. This is 
what they were fighting for, the source of all chaos." 
Ruby said nothing and turned around. "Come with me." 
The airship took off. Jill laid against the soft pillow. She was finally able to 
take a good rest. 
*Knock knock* "Jill, get up!" 
Jill woke up to the stench of sulfurous ashes. She hurridly lit an oil lamp and 
followed Ruby out to the front deck of the gaint airship. 
"We're here." 
Jill walked towards the edge of the deck, where Ruby was standing, waiting cross 
armed. The sharp odour of the vocanic ashes became almost unbearable. Her vision 
started to blur as she took one last look at the G-virus.... 
"Rest in peace..." 
She loosened her grip on the tube. 
19. Disclaimer
You may put this FAQ at any of the sites I put herewithout asking: 
If you see it anywhere else mail me at [email protected] or at 
[email protected]

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