Charging S.T.A.R.S.: Jill charges forward hitting her opponent with a shoulder tackle. This move can be done in the air, and is chargeable. Known as Close Quarters Battle A (近接戦闘A Kinsetsu Sentō Ei) in the Japanese version.
Grenade Launcher: This shoots a grenade out of a Grenade Launcher. Light Punch travels across the screen with a slight arc and Hard Punch flies nearly straight up and forward before coming down. Letting go of the Punch button pressed will cause the grenade to explode.
Return Fire: A counterattack. Jill will start flashing. If Jill is struck while she's flashing, she'll push her opponent forward and begin to shoot them with her gun. If you mash the Punch buttons, she'll hit them more times, doing additional damage.
Emergency Dodge A: Jill summons a zombie to attack her opponent. Light Kick summons a VERY slow moving zombie that Jill can hit in the back to make it attack the opponent's feet, or he's left to his own devices will attempt to grab them. If the zombie hits, Jill can combo afterwards. Hard Kick summons a flaming zombie which tries to run walk into the opponent, this will knock them down.
Emergency Dodge B / Emergency Dodge C: Light Kick summons a zombie dog (Cerberus) that runs and attacks at mid level. Hard Kick summons a zombie crow which travels in an arc and hits pretty high.
Life-Up Herb: An assist-only attack. Jill will take an herb from the classic Resident Evil games for her teammate. When the teammate grabs it, he/she will recover a small amount of life.
Special Attacks
Move Name
Input
Charging S.T.A.R.S.
+, chargeable
Grenade Launcher
+, hold to delay
Return Fire
+,
Emergency Dodge A
+
Emergency Dodge B
+
Emergency Dodge C
+
Hyper Combos[]
Hyper Charging S.T.A.R.S. (Level 1): An improved version of Jill's regular Charging S.T.A.R.S. Can hit opponent even when he/she is lying on the ground and can be used in the air. Good for combos.
Rocket Launcher (Level 1): Jill pulls out a huge rocket launcher and fire multiple missiles at the opponent, falling on her back after the final shot.
Code: T-002 (Level 1): Jill summons a big pit in front of her. If it hits, the giant zombie Tyrant comes out and attacks her opponent. After he's done hitting the enemy and they're falling down he'll stand there growling. By the cost of another power bar, Jill can do the + motion to pull out your rocket launcher and shoot them both with it to score extra damage.
In a radical change from her MvC2 play style, Jill is now a nimble rushdown character with little keep-away capability. Exploiting the full potential of her new moveset primarily requires players to master her Feral Crouch technique, which is similar to She-Hulk's Runner's Start. This technique put her in an enhanced state that keeps her in a low stance and incorporates high-speed dashes and ruthless combo-based offense, but is considered difficult to control and leaves her defenseless. Her Level 3 Hyper Combo, Mad Beast, places her in a much longer period of Feral Crouch, heightening the risks and benefits of Feral Crouch to a much greater degree.
In addition, she can use various command grabs to break a stubborn opponent's defense, such as the heavy attack button that enables Jill to perform a cartwheel flip over an opponent that inflicts no damage, but immediately places her behind the stunned opponent, where her combo potential can be put to good use.
Assist Attacks
Set
Name
Type
Angle
Cross-Over
α
Flip Kick
Direct
Front
Machine Gun Spray
β
Arrow Kick
Direct
Front
Machine Gun Spray
γ
Somersault Kick
Direct
Tilt Up
Machine Gun Spray
Command Normals
Move Name
Input
Reverse Roundhouse
+
Sickle Kick
+
Special Attacks[]
Flip Kick: Jill performs a backflip. After performing this attack, she will automatically go into Feral Crouch mode.
Cartwheel Kick: Jill performs a cartwheel. Causes a ground bounce.
Arrow Kick: Jill does a kick in mid-air that lunges forward.
Double Knee Drop: An aerial attack in which Jill drops straight down from the air.
Ensnarement: Jill flings the opponent over her, causing them to swap positions.
Fallen Pray: A command grab that can hit OTG.
Position Change: A command grab in which Jill jumps over the opponent, causing them to switch sides.
Feral Crouch: Jill enters a crouching state and is unable to block while in this state, but grants her access to different abilities. Hitting light attack will cause her to perform a low sweep kick, medium attack will be a leaping kick, and heavy attack is a somersault kick.