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* Gill's only viable super, great as a combo ender to dish out even more damage. | * Gill's only viable super, great as a combo ender to dish out even more damage. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Urien/normal/Quarrel%20Kick}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Urien/normal/Quarrel%20Kick}} | ||
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Revision as of 16:24, 7 July 2024
Introduction
Gill (ギル Giru) is the leader of a mysterious cult-like organization called the Secret Society which has manipulated world events for over 2000 years, and is dedicated to the salvation of mankind, and creation of a new utopia. His desire is to control the world (or in the case of 3rd Strike, the console port tierlist), but he's neither a villain or hero. Gill was first introduced in Street Fighter III: New Generation.
Gill is a boss character that can be best described as a far better version of Urien (in terms of normals). They both have similar sprites, hitboxes, and hurtboxes, but Gill's moves come out far faster and / or do more damage and stun. He has a headbutt like Urien, but it isn't a charge move, and unlike Urien, he has a Lariat. He is also arguably the strongest character in the game both in the arcade version and in the console port where he is buffed slightly (Pyrokenesis / Cryokenesis becomes super cancellable in the console port). Gill is a damage machine, having almost no bad moves, and is capable of getting a TOD from any part of the screen on either side from a single crouching HP.
Super Arts
While Gill has access to all three of his supers at all times, it is still important to know which supers are good, and which supers are bad.
Meteor Strike
Recommended
Ideal combo ender for TODs involving beefier characters
Seraphic Wings
Not Recommended
Minus as hell, and only really practical in the console ports; which most people reading this wiki will not care for.
Resurrection
Not recommended, even if it is unavoidable
To be honest if you die as Gill, it is kind of on you if this super comes out.
Strengths | Weaknesses |
---|---|
|
|
Gill #3S_GI | |
---|---|
Vitals | |
Life Points | 1300 |
Stun Points | 72 |
Super Art Stock/Size | |
SA1 | 1/120 |
SA2 | 1/120 |
SA3 | 1/120 |
Ground Movement | |
Forward Dash duration/distance | 15 (17) (143px) |
Back Dash duration/distance | 19 (104px) |
Jumping | |
Back Jump duration | 38(5+32+1) |
Neutral Jump duration | 38(5+32+1) |
Forward Jump duration | 38(5+32+1) |
Back Super Jump duration | 51(7+43+1) |
Neutral Super Jump duration | 51(7+43+1) |
Forward Super Jump duration | 51(7+43+1) |
Wake up | |
Wake up duration | 76 |
Quick rise duration | 56 |
Frame Data
Standing Normals
5LP
5LP
5HP
5LK
5MK
5HK
Command Normals
6MP
6MK
Crouching Normals
Null
Null
Null
Null
Null
Null
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Target Combos
MPHP
Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
---|---|---|---|---|---|---|---|---|---|---|
4 | - | - | -2 | 0 | +2 | 7 | 3 | - | - | H |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | |||
- | - | - | - | - | - |
Throws
LPLK
4/6LPK
Universal Overhead
MPMK
Taunts
HPHK