Street Fighter 3: 3rd Strike/Gill

From SuperCombo Wiki

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
  • Damage: If Gill ever lands a crouching HP against most characters, the round ends right then and there. Even from other starters, his damage is still insane.
  • Insane Normals: Just about all of Gills normals have amazing hitboxes, startup, safety, linking ability, damage, and anything else you could ask for.
  • Meteor Strike: A very versatile super that does lots of damage/chip, allows for combos after, and is extremely hard to parry.
  • Tanky: Gill has the 2nd highest unboosted health in the game, the longest stun bar, and has Resurrection to situationally come back from situations no other character could.
  • Side Specific: Gill is the only character in the game to have side specific combos due to how his elemental effects work.
  • Boss: You can't play as him on Fightcade, and even if you could, people probably won't play against you.
Gill
#3S_GI
3S Gill Art.png
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

ALL DAMAGE INDICATED IN THE FRAME DATA WAS DONE AGAINST AKUMA, WHO HAS THE LOWEST HP IN THE GAME. IN-DEPTH FRAMEDATA INFORMATION CAN BE FOUND HERE.

Standing Normals

5LP
Stand LP
Lp.png
3S GILL 5LP.png
Startup Active Recovery Hit Cr. Hit
5 6 7 +10 +12
Damage Stun Guard Parry Block
6 6 Mid Mid +10
  • Cancel options: NC.
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • 0 Kara Range.
5MP
Stand MP
Mp.png
3S GILL 5MP.png
Startup Active Recovery Hit Cr. Hit
4 6 9 +1 +2
Damage Stun Guard Parry Block
19 14 Mid High +0
  • Cancel options: NULL.
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • 0 Kara Range.
5HP
Stand HP
Hp.png
3S GILL 5HP F11-12.png
Framea 11-12
3S GILL 5HP F13-15.png
Frames 13-15*
Startup Active Recovery Hit Cr. Hit
10 5 16 -3 -1
Damage Stun Guard Parry Block
28 18 Mid High -5
  • Cancel options: NULL.
  • Self meter gain: Whiff: 3, Hit: 9, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • -6 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 5HP Framedata for what the two PNGs actually look like.
5LK
Stand LK
Lk.png
3S GILL 5LK.png
Startup Active Recovery Hit Cr. Hit
3 1 7 +3 +3
Damage Stun Guard Parry Block
7 8 Mid Mid +3
  • Cancel options: SC + NC.
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • 0 Kara Range.
5MK
Stand MK
Mk.png
3S GILL 5MK F7-8.png
Frames 7-8
3S GILL 5MK F9-11.png
Frames 9-11*
Startup Active Recovery Hit Cr. Hit
6 5 14 -3 -2
Damage Stun Guard Parry Block
17 14 Mid High -4
  • Cancel options: Null.
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • 0 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 5MK Framedata for what the two PNGs actually look like.
5HK
Stand HK
Hk.png
3S GILL 5HK F17-19.png
Frames 17-19
3S GILL 5HK F20-21.png
Frames 20-21*
3S GILL 5HK F22-23.png
Frame 22-23*
Startup Active Recovery Hit Cr. Hit
16 7 22 -8 -6
Damage Stun Guard Parry Block
19 18 Overhead High -10
  • Cancel options: NULL.
  • Self meter gain: Whiff: 3, Hit: 5, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • -10 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's and 3rd PNG's framedata is represented as being worse than's 1st PNG's framedata. Reffer to Baston's Gill 5HK Framedata for what the three PNGs actually look like.




Crouching Normals

Crouching LP
Crouching LP
D.png+Lp.png
3S GILL 2LP.png
Startup Active Recovery Hit Cr. Hit
3 1 7 3 3
Damage Stun Guard Parry Block
3 6 Mid Mid 3
  • Cancel options: SC.
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • 0 Kara Range.
Crouching MP
Crouching MP
D.png+Mp.png
3S GILL 2MP F7-8.png
Frames 7-8
3S GILL 2MP F9-12.png
Frames 9-12*
Startup Active Recovery Hit Cr. Hit
6 6 8 0 1
Damage Stun Guard Parry Block
14 14 Low Low -1
  • Cancel options: NULL.
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • 0 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 2MP Framedata for what the two PNGs actually look like.
Crouching HP
Crouching HP
D.png+Hp.png
3S GILL 2HP F6.png
Frame 6
3S GILL 2HP F7-8.png
Frames 7-8*
3S GILL 2HP F9.png
Frame 9*
Startup Active Recovery Hit Cr. Hit
5 5 17 Juggle State Juggle State
Damage Stun Guard Parry Block
27 17 Low Low -3
  • Cancel options: SA + SP (first hit only).
  • Self meter gain: Whiff: 3, Hit: 8, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • 2 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's and 3rd PNG's framedata is represented as being similar than the 1st PNG's framedata. Reffer to Baston's Gill 2HP Framedata for what the three PNGs actually look like.
Crouching LK
Crouching LK
D.png+Lk.png
3S GILL 2LK.png
Startup Active Recovery Hit Cr. Hit
3 2 5 4 4
Damage Stun Guard Parry Block
3 4 Low Low 4
  • Cancel options: SC + NC.
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • 0 Kara Range.
Crouching MK
Crouching MK
D.png+Mk.png
3S GILL 2MK.png
Startup Active Recovery Hit Cr. Hit
2 1 12 1 2
Damage Stun Guard Parry Block
16 8 Low Low 0
  • Cancel options: NULL.
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • 0 Kara Range.
Crouching HK
Crouching HK
D.png+Hk.png
3S GILL 2HK.png
Startup Active Recovery Hit Cr. Hit
7 4 13 Soft Knockdown Soft Knockdown
Damage Stun Guard Parry Block
23 10 Low Low -6
  • Cancel options: NULL.
  • Self meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • 0 Kara Range.




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
3S GILL JLP.png
Startup Active Recovery Hit Cr. Hit
4 N/A -5~+6 +4~+7
Damage Stun Guard Parry Block
10 10 High High -5~+7
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
j.MP
Jump MP
U.png/Uf.png+Mp.png
3S GILL JMP F6-7.png
Frame 6-7
3S GILL JMP F8-10.png
Frames 8-10*
Startup Active Recovery Hit Cr. Hit
5 5 N/A +3~+10 +9~+10
Damage Stun Guard Parry Block
17 14 High High +3~+10
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill j.MP Framedata for what the two PNGs actually look like.
j.HP
Jump HP
U.png/Uf.png+Hp.png
3S GILL JHP F7.png
Frame 7
3S GILL JHP F8-9.png
Frames 8-9*
Startup Active Recovery Hit Cr. Hit
6 3 N/A +2~+12 +11~+12
Damage Stun Guard Parry Block
24 18 High High +5~+13
  • Self meter gain: Whiff: 3, Hit: 9, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • *These two PNGs are similar enough in size that they are represented accurately, but if you still want to see the move animation's frame data, reffer to Baston's Gill j.HP Framedata.
j.LK
Jump LK
U.png/Uf.png+Lk.png
3S GILL JLK.png
Startup Active Recovery Hit Cr. Hit
3 5 N/A +2~+12 +11~+12
Damage Stun Guard Parry Block
10 10 High High +5~+13
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
3S GILL JMK F6.png
Frame 6
3S GILL JMK F7-10.png
Frames 7-10*
Startup Active Recovery Hit Cr. Hit
5 5 N/A +3~+10 +9~+10
Damage Stun Guard Parry Block
17 14 High High +2~+10
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill j.MK Framedata for what the two PNGs actually look like.
j.HK
Jump HK
U.png/Uf.png+Hk.png
3S GILL JHK.png
Startup Active Recovery Hit Cr. Hit
9 3 N/A +1~+13 +9~+13
Damage Stun Guard Parry Block
24 18 High High -4~+12
  • Self meter gain: Whiff: 3, Hit: 9, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.




Command Normals

6MP
Upwards Head Strike
B.png+Mp.png
3S GILL 4MP F7.png
Frame 7
3S GILL 4MP F8-9.png
Frames 8-9*
Startup Active Recovery Hit Cr. Hit
6 3 16 -5 -4
Damage Stun Guard Parry Block
21 14 Mid High -6
  • Cancel options: SA + SP.
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • +2 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 4MP Framedata for what the two PNGs actually look like.
6MK
Quarrel Kick
F.png+Mk.png
3S GILL 6MK F13-15.png
Frames 13-15
3S GILL 6MK F16-18.png
Frames 16-18*
Startup Active Recovery Hit Cr. Hit
12 6 10 -3 -1
Damage Stun Guard Parry Block
17 14 Mid High -2
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • 0 Kara Range.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 6MK Framedata for what the two PNGs actually look like.




Target Combos

Target Combo 1
5LP > 5MP
Lp.png>Mp.png
3S GILL 5LP.png
3S GILL 5MP.png
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -

Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 5LP Framedata and Baston's Gill 5MP Framedata for what the two PNGs actually look like.

Target Combo 2
2LK > 2MK
D.pngLk.png>D.pngMk.png
3S GILL 2LK.png
3S GILL 2MK.png
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -

Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill 2LK Framedata and Baston's Gill 2MK Framedata for what the two PNGs actually look like.




Throws

LPLK
Destroy Claw
Lp.png+Lk.png
3S GILL LPLK.png
3S GILL LPLK NEUTRAL.gif
Startup Active Recovery Hit Cr. Hit
2 1 21 Soft Knockdown Soft Knockdown
Damage Stun Guard Parry Block
33 27 NULL Grab N/A
  • Self meter gain: Whiff: 0, Hit: 7, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 7.
  • 26 Throw Range.
4/6LPK
Spartan Bomb
B.png/F.png+Lp.png+Lk.png
3S GILL LPLK.png
3S GILL LPLK MOVING.gif
Startup Active Recovery Hit Cr. Hit
2 1 21 Soft Knockdown Soft Knockdown
Damage Stun Guard Parry Block
35 19 NULL Grab N/A
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.
  • 26 Throw Range.




Universal Overhead

MPMK
Elbow Strike
Mp.png+Mk.png
3S GILL MPMK.png
Startup Active Recovery Hit Cr. Hit
15 10 5 0~+8 +1~+9
Damage Stun Guard Parry Block
7 4 - H -5~0
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.




Taunts

HPHK
Laughter (笑い)
Hp.png+Hk.png
3S GILL HPHK.gif
Startup Active Recovery Hit Cr. Hit
N/A >100 N/A NULL NULL
Damage Stun Guard Parry Block
NULL NULL NULL NULL NULL
  • Cancel options: NULL.
  • Self meter gain: Whiff: 4, Hit: 6, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Gill starts laughing really loudly for >110 frames. This taunt is gimicky, on the one hand, it provides an insanely high damage boost of (PLACEHOLDER), but it has the longest startup of any taunt in the game, making it impossible to use it viably as even if the opponent didn't mash out of stun, combos would drop if you did this taunt. Furthermore, the taunt bonuses aren't provided if you get hit during the taunt, and considering Gill's damage output, there isn't any reason to do this taunt in the first place assides from post-KO disrespect.
  • If CPU-Gill preforms this taunt, the game's difficulty get's decreased by 1, taking "adding insult to injury" to a whole new level.




Special Moves

236P (P1 SIDE)
Pyrokenesis
Qcf.png+P.png (P1 SIDE)
3S GILL 236P LEFT.png
Startup Active Recovery Hit Cr. Hit
14 - 37 N/A N/A
Damage Stun Guard Parry Block
13 7 High High -9 (POINT BLANK)
  • Cancel options: NULL (SA in Dreamcast Port).
  • Self meter gain: Whiff: 0, Hit: 3, Block: 2.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Somehow Pyrokenesis is more unsafe than Cryokenesis.
236P (P2 SIDE)
Cryokenesis
Qcb.png+P.png (P2 SIDE)
3S GILL 236P RIGHT.png
Startup Active Recovery Hit Cr. Hit
14 - 37 N/A N/A
Damage Stun Guard Parry Block
13 7 High High -7 (POINT BLANK)
  • Cancel options: NULL (SA in Dreamcast Port).
  • Self meter gain: Whiff: 0, Hit: 3, Block: 2.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Somehow Cryokenesis is more safe than Pyrokenesis.
623P (P1 SIDE)
Cyber Lariat: Pyro Heat
Dp.png+P.png (P1 SIDE)
3S GILL 623P LEFT F5-12.png
Frames 5-12
3S GILL 623P LEFT F15-17.png
Frames 15-17*
Startup Active Recovery Hit Cr. Hit
4 11 20 N/A N/A
Damage Stun Guard Parry Block
14-35 (Distance Dependant) 18-6 (Distance Dependant) High High -5
  • Cancel options: NULL.
  • Self meter gain (CLOSE): Whiff: 3, Hit: 9, Block: 8.
  • Opponent meter gain (CLOSE): Whiff: 0, Hit: 1, Block: 0.
  • Self meter gain (FAR): Whiff: 3, Hit: 5, Block: 4.
  • Opponent meter gain (FAR): Whiff: 0, Hit: 0, Block: 0.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill Cyber Lariat: Pyro Heat Framedata for what the two PNGs actually look like.
623P (P2 SIDE)
Cyber Lariat: Cryo Heat
Rdp.png+P.png (P2 SIDE)
3S GILL 623P RIGHT F5-12.png
Frames 5-12
3S GILL 623P RIGHT F15-17.png
Frames 15-17*
Startup Active Recovery Hit Cr. Hit
4 11 20 N/A N/A
Damage Stun Guard Parry Block
14-35 (Distance Dependant) 18-6 (Distance Dependant) High High -5
  • Cancel options: NULL.
  • Self meter gain (CLOSE): Whiff: 3, Hit: 9, Block: 8.
  • Opponent meter gain (CLOSE): Whiff: 0, Hit: 1, Block: 0.
  • Self meter gain (FAR): Whiff: 3, Hit: 5, Block: 4.
  • Opponent meter gain (FAR): Whiff: 0, Hit: 0, Block: 0.
  • *Due to how SuperCombo wiki processes PNGs, the 2nd PNG's framedata is represented as being similar to the 1st PNG's framedata. Reffer to Baston's Gill Cyber Lariat: Cryo Heat Framedata for what the two PNGs actually look like.
214P
Psycho Headbutt
Qcb.png+P.png
3S GILL 214P.png
Startup Active Recovery Hit Cr. Hit
9 4 17 N/A N/A
Damage Stun Guard Parry Block
23 20 High High -5
  • Cancel options: NULL.
  • Self meter gain: Whiff: 2, Hit: 6, Block: 4.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
63214K
Moonsault Kneedrop
Hcb.png+K.png
3S GILL 63214K.png
Startup Active Recovery Hit Cr. Hit
40 2 5 N/A N/A
Damage Stun Guard Parry Block
34 23 High High -19
  • Cancel options: NULL.
  • Self meter gain: Whiff: 2, Hit: 7, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 1, Block: 0.
  • This move with its long startup comvined with the fact that it is very minus on hit makes it one of Gill's spscials, so don't bother using it unless you want to eat a giant fat punish.




Super Arts

Meteor Strike
Meteor Strike
Qcf.pngQcf.png+P.png
Startup Active Recovery Hit Cr. Hit
1 N/A N/A N/A -17
Damage Stun Guard Parry Block
113 27 High High -17

Gill flexes his arm that is facing towards the screen in a similar fashion to one of his win poses as he bellows "WELCOME TO YOUR DEATH" as a plethora of Pyrokenesis and Cryokenesis balls hurtle down from the heavens above, their pattern varrying depending on what side the super was activated from.

Seraphic Wings
Seraphic Wings
Qcf.pngQcf.png+K.png
3S GILL SA2.gif
Startup Active Recovery Hit Cr. Hit
50 (1) 139 N/A N/A -60
Damage Stun Guard Parry Block
117 35 Mid Mid -60

Gill ascends upwards at a 45° angle as he opens his arms, while 3 pairs of wings sprout from his back, as he bellows "LET ME BE THE BLESSER OF ALL SOULS" as powerful shockwaves cover the entire screen.

First hit is unparryable.

Ressurection
Ressurection
Die with full meter
3S GILL SA3.gif
Startup Active Recovery Hit Cr. Hit
N/A N/A N/A NULL NULL
Damage Stun Guard Parry Block
NULL NULL NULL NULL NULL

Gill gets knocked down as usual during a KO, but the Announcer never says "KO", as soon after Gill gets back up and starts ascending upwards as he rapidly regenerates his HP while bellowing "RESSURECTION"!

If this super comes out, your meter becomes permenantly broken, disabling you from using Supers for the rest of the match.




3S Navigation

General
Controls
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FAQ
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