Street Fighter V/Gill/Strategy

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Revision as of 17:45, 5 March 2021 by Shiburizu (talk | contribs) (Created page with "{{Stub}} == V-System == === V-Reversal === A 17 frame strike. Both his V-Triggers are 2 bars, so it's good to use to get out of pressure. === V-Skill 1 === Gill's V-Skill 1 is...")
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V-System

V-Reversal

A 17 frame strike. Both his V-Triggers are 2 bars, so it's good to use to get out of pressure.

V-Skill 1

Gill's V-Skill 1 is a meteor that changes depending on your chosen V-Trigger. In VT1, it's Meteor Strike, and in VT2, it's Hail Sting. It's a simple meteor that Gill commands to fall on the opponent. It can be slightly guided, holding back makes it fall near Gill, and holding forward makes it fall near the edge of the screen. It has 44 frames of startup, which is quite slow, but has very little recovery, meaning you can use it to approach if done successfully. Unlike some other similar moves, the meteor doesn't have much hitstun, so getting a good combo off of it can be difficult and precise. In VT1, it becomes a bit stronger and puts the opponent in a burning state. It can be quite strong in VT1, as you can have the meteor, a fireball, and a Flame Javelin all on screen at the same time, building up good chip damage and overwhelming the opponent. In VT2, it puts the opponent in a freezing state.

V-Skill 2

Gill's V-Skill 2 is Blocking. It's a 2 frame parry, the fastest meterless parry in the game. If you successfully parry anything, you can get a very damaging punish. You can cancel the recovery frames into a grab if you don't think you can get a huge punish or if you want a simple side switch. The downside to having the fastest parry in the game is the fact that you must guess between high and low moves. You have to use a standing parry for high and mid attacks, but a crouching parry for low attacks. If you guess wrong, then your opponent gets a counter hit punish.

V-Trigger 1

Gill's VT1 is Primordial Flame. It enhances his Pyrokinesis, Pyro Lariat, and VS1, as well as giving him access to 3 new specials. Using a fireball or fire lariat while in VT1 uses about 1/10 of your gauge. Using any special uses about a 1/3. The first new special is Burn Storm, a giant flame pillar that goes above Gill's head. It's useful in close ranged combos and can be used as a preemptive anti air, it becomes much more threatening if the opponent is in a freezing state. Flame Javelin is a fast moving flame pillar. It can be slightly guided, making it great at long range and in fireball wars. Volcanic Storm is essentially both of these combined, with the start being a slow flame pillar above his head and ending with a flame pillar shooting towards the ground. The fast and varied specials add a lot of variety in how you cover your opponent's approach options. The enhanced fireballs make it very easy to put your opponent in a burning state, making Retribution easier to come by compared to VT2.

V-Trigger 2

Gill's VT2 is Ice of Doom. It enhances his Cryokinesis, Cryo Cyber Lariat, and VS1, as well as giving him access to 2 new specials. Using an ice fireball or ice lariat while in VT2 uses about 1/10 of your gauge, while using any special uses about 1/3. Tree of Frost is the first new special. It's a 22 frame full screen ice strike that nullifies most projectiles. It causes a hard knockdown if the opponent is in a burning state beforehand, which compliments his other special very well. Delay Freeze Lance is a setup move. It has 3 distances, close, midrange, and far. When placed down, it stays there until the opponent comes within range of it or wakes up on it. The opponent must then block the attack to avoid getting hit, but Gill can still pressure them with a high/low mixup or a knee drop crossup. If it connects, the opponent is frozen in place, leading to Gill getting whatever combo he so pleases. VT1 is generally more consistent and versatile, put VT2 is more of a volatile comeback tool, letting Gill essentially get almost touch of stun/death combos with it.

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