11-10-2009, 08:24 PM
I made a moveset for Jill quite a bit ago. I gave it percentages and everything, but whatever :V I'll put it in spoiler tags since it's pretty big :V Also made some recent changes. Beware bad made up special names. :V
B - Drill: Referencing her 3 gear system, timing your B tap will get you a powerful damage racker and there's little to no knockback and the damage of the 3rd gear drill will damage for at least 3% each hit. 2nd gear will get at least 2% and 1st will do only do 1%. You may also walk back or forth with it.
Side + B - Rocket Drill: It somewhat like Luigi's Green Missile or Pikachu's Skull Bash where you can charge it up. Once full charged, you can hold it until you fell it necessary to release. The special thing about this is that when you hit an opponent, you'll drill them for a moment then jet them forward as you'll get a boost yourself. This has an high angled knockback to prevent using this to constantly combo an opponent off the screen, possibly killing yourself.
Down + B - Dozer Dash: I'm debating whether or not to use this as her dash A or down B, but either way here goes. Pressing down B will make Jill (and the Drill Dozer) jet forward a short distance, leaving behind a blue after image like Fox's side B (only, this is me staying true to Drill Dozer's stuffs >_>). You can also do it off a ledge and still go out in a straight line, but you can't use it in midair. Doing anything while using the down B will cancel the dash and you'll be free to do whatever. Obviously, the main damage is the beginning of the dash and the weakest point is near the end.
Up + B - Propeller Drill: If you've played Drill Dozer, you'll remember that there was a stage in which you get a propeller to fly up a tower. This shall be Jill's up B move. Being hit by the propeller will knock you to the other side and that side will hit you to the other and keeps going until it's finished, each hit dealing 1%~2%. The twist is like Jill's B move where you have to time pressing the B button to get the full use of her up B. To be fair, getting to 3rd gear wont make you fly forever. Her up B with the use of only the beginning press wont grab her much distance. Pressing it 2 more times, along with the proper timing, will.
A - Simple drill attack; when held/tapped, it will continue for multiple damage. It's like Jill's B move, only when you initiate it, so 1%.
Side+A - A quick drill attack infront; hits 3 times, each for 2%, with the last for 3% and has the main knockback.
Down+A - Quickly drill at the ground infront of herself, creating a rock to fly forward slightly; the main drill does 5% and has decent knockback while the rock does 2% with little knockback. If the drill hits a player first, no rock will be formed.
Up+A - Quickly brings up her drill to stab anyone above; does 6% when first initiated and 2% at any other point of the attack. She holds the position for roughly half a second.
Dash A - Dive forward and drills shortly; like her side A only moving forward. There's some ending lag since Jill needs to get back up.
SMASH Side+A - Jill punches with her own fist;14%~28% and has great knockback. The punch is very lagged, both start up and ending, so it'll be hard to land this easily.
SMASH Down+A - Jill drills down into the ground, creating rocks to fly around her at a low trajectory; the drill does 5 hits, each hit dealing 2%~4%, the last hit having a low angles knockback, the rocks vary in sizes, damage ranges from 2%~4% with low~medium knockback respectively. If an enemy is close as it's started, they'll be hit, but it's an extremely short range for them to be hit by the drill part.
SMASH Up+A - Using the propeller again, it will act just like her Up B except for the flying and gear switching qualities. Each hit will deal 2%~4% respectively, the last hit will send the opponent upwards with decent knockback.
Neutral A - Jill goes inside the Drill Dozer as it spins a few times; initial damage is 5% with decent knockback, any other time before it ends is 2% with little knockback. There's some landing lag to it, along with some ending lag while in the air.
Forward+A - Drills forward; like her side A on the ground :V There's nearly no landing or ending lag.
Back+A - Jill whips out a monkey wrench and swings it horizontally behind her; deals 7% with decent knockback. Some ending and landing lag, but comes out fast.
Up+A - Jill drills up; like her side A only pointing upwards. :V (Yes, I'm lazy) There's a large amount of landing lag, but next to none with ending.
Down+A - Drill drills down; again like her side A only pointed down AND with an extra hit, so 4 hits. What makes this special is that she wont land when she hits the ground, instead, she'll bounce on it, making a 'tink!' noise and the move will be canceled as she hops from the bounce.
Grab - Jill will nearly jump out of the Drill Dozer and grab infront of her. The length of her grab surpasses Dedede's, almost like a tether grab *gasp*, but at the price of it's extremely lagged, even more so when dashing. Her pivot grab shortens the lag a bit, but not enough to really help out.
Grab Pummel - The opponent will be quickly drilled; 1% of damage. OR Jill will punch them; 1% damage. Take your pick.
Forward Throw - The opponent will be drilled 6 times then shot forward; each hit does 1%, the last will do 3%, and the knockback is decent.
Back Throw - Jill will drill the opponent while turning around then shot out; pretty much, like her forward grab, only she turns around.
Down Throw - Jill will toss the opponent down as the Drill Dozer jumps on to the opponent; 1% hitting the ground, 9% from the Dozer jump, low~medium knockback forward.
Up Throw - Jill tosses the opponent upward as she takes out a monkey wrench and smacks them with it; toss 1%, being hit by wrench 8%. Mainly did this to try and prevent overusage of the same throw with different directions.
Final Smash - Drill Missile
A giant missile from Drill Dozer will start to come down to the stage. The Red Dozer's trailer will come by and Jill will hop aboard and will drive off, disappearing until the final smash ends. Getting hit by the trailer as it comes a goes will give decent knockback. After this happens the missile will hit and drill into the stage for a little then explode. The explosion radius is huge and has huge knockback; think Olimar's ship crashing. Touching the missile itself before it hits the stage will also give damage with decent knockback, otherwise, it will do little knockback. After the missile exploded, Jill will fall down from the top of the screen and the fight will resume.
Taunts
#1 - Stands up in the Drill Dozer and looks forward, back and up then sits back own.
#2 & 3 - I'm not sure about these...
Side + B - Rocket Drill: It somewhat like Luigi's Green Missile or Pikachu's Skull Bash where you can charge it up. Once full charged, you can hold it until you fell it necessary to release. The special thing about this is that when you hit an opponent, you'll drill them for a moment then jet them forward as you'll get a boost yourself. This has an high angled knockback to prevent using this to constantly combo an opponent off the screen, possibly killing yourself.
Down + B - Dozer Dash: I'm debating whether or not to use this as her dash A or down B, but either way here goes. Pressing down B will make Jill (and the Drill Dozer) jet forward a short distance, leaving behind a blue after image like Fox's side B (only, this is me staying true to Drill Dozer's stuffs >_>). You can also do it off a ledge and still go out in a straight line, but you can't use it in midair. Doing anything while using the down B will cancel the dash and you'll be free to do whatever. Obviously, the main damage is the beginning of the dash and the weakest point is near the end.
Up + B - Propeller Drill: If you've played Drill Dozer, you'll remember that there was a stage in which you get a propeller to fly up a tower. This shall be Jill's up B move. Being hit by the propeller will knock you to the other side and that side will hit you to the other and keeps going until it's finished, each hit dealing 1%~2%. The twist is like Jill's B move where you have to time pressing the B button to get the full use of her up B. To be fair, getting to 3rd gear wont make you fly forever. Her up B with the use of only the beginning press wont grab her much distance. Pressing it 2 more times, along with the proper timing, will.
A - Simple drill attack; when held/tapped, it will continue for multiple damage. It's like Jill's B move, only when you initiate it, so 1%.
Side+A - A quick drill attack infront; hits 3 times, each for 2%, with the last for 3% and has the main knockback.
Down+A - Quickly drill at the ground infront of herself, creating a rock to fly forward slightly; the main drill does 5% and has decent knockback while the rock does 2% with little knockback. If the drill hits a player first, no rock will be formed.
Up+A - Quickly brings up her drill to stab anyone above; does 6% when first initiated and 2% at any other point of the attack. She holds the position for roughly half a second.
Dash A - Dive forward and drills shortly; like her side A only moving forward. There's some ending lag since Jill needs to get back up.
SMASH Side+A - Jill punches with her own fist;14%~28% and has great knockback. The punch is very lagged, both start up and ending, so it'll be hard to land this easily.
SMASH Down+A - Jill drills down into the ground, creating rocks to fly around her at a low trajectory; the drill does 5 hits, each hit dealing 2%~4%, the last hit having a low angles knockback, the rocks vary in sizes, damage ranges from 2%~4% with low~medium knockback respectively. If an enemy is close as it's started, they'll be hit, but it's an extremely short range for them to be hit by the drill part.
SMASH Up+A - Using the propeller again, it will act just like her Up B except for the flying and gear switching qualities. Each hit will deal 2%~4% respectively, the last hit will send the opponent upwards with decent knockback.
Neutral A - Jill goes inside the Drill Dozer as it spins a few times; initial damage is 5% with decent knockback, any other time before it ends is 2% with little knockback. There's some landing lag to it, along with some ending lag while in the air.
Forward+A - Drills forward; like her side A on the ground :V There's nearly no landing or ending lag.
Back+A - Jill whips out a monkey wrench and swings it horizontally behind her; deals 7% with decent knockback. Some ending and landing lag, but comes out fast.
Up+A - Jill drills up; like her side A only pointing upwards. :V (Yes, I'm lazy) There's a large amount of landing lag, but next to none with ending.
Down+A - Drill drills down; again like her side A only pointed down AND with an extra hit, so 4 hits. What makes this special is that she wont land when she hits the ground, instead, she'll bounce on it, making a 'tink!' noise and the move will be canceled as she hops from the bounce.
Grab - Jill will nearly jump out of the Drill Dozer and grab infront of her. The length of her grab surpasses Dedede's, almost like a tether grab *gasp*, but at the price of it's extremely lagged, even more so when dashing. Her pivot grab shortens the lag a bit, but not enough to really help out.
Grab Pummel - The opponent will be quickly drilled; 1% of damage. OR Jill will punch them; 1% damage. Take your pick.
Forward Throw - The opponent will be drilled 6 times then shot forward; each hit does 1%, the last will do 3%, and the knockback is decent.
Back Throw - Jill will drill the opponent while turning around then shot out; pretty much, like her forward grab, only she turns around.
Down Throw - Jill will toss the opponent down as the Drill Dozer jumps on to the opponent; 1% hitting the ground, 9% from the Dozer jump, low~medium knockback forward.
Up Throw - Jill tosses the opponent upward as she takes out a monkey wrench and smacks them with it; toss 1%, being hit by wrench 8%. Mainly did this to try and prevent overusage of the same throw with different directions.
Final Smash - Drill Missile
A giant missile from Drill Dozer will start to come down to the stage. The Red Dozer's trailer will come by and Jill will hop aboard and will drive off, disappearing until the final smash ends. Getting hit by the trailer as it comes a goes will give decent knockback. After this happens the missile will hit and drill into the stage for a little then explode. The explosion radius is huge and has huge knockback; think Olimar's ship crashing. Touching the missile itself before it hits the stage will also give damage with decent knockback, otherwise, it will do little knockback. After the missile exploded, Jill will fall down from the top of the screen and the fight will resume.
Taunts
#1 - Stands up in the Drill Dozer and looks forward, back and up then sits back own.
#2 & 3 - I'm not sure about these...