Introduction
About Gill
The emperor of the Illuminati, Gill appears! Now that his plans are starting to unfold, he's finally revealing himself to the world.
Being the emperor of the Illuminati, Gill doesn't mess around. Like Urien, he's got a bit of everything. His moveset is littered with tools that give him plenty of good pokes, bnb combos, and generally good spacing at midrange thanks to his long limbs and fireballs. Now, being a master of his technique and the emperor of the secret society, Gill hits HARD. Gill has a unique mechanic in the form of Retribution at the cost of have absolutely no crush counters. By setting an opponent on fire or freezing them, and then hitting them with an attack of the opposite element, Gill is able to extend his combos exponentially, dealing big damage, stun, and corner carry. Although many of his buttons can be considered inferior to Urien's, thanks to Retribution, two incredible V-Triggers, and a 2 frame parry, Gill offers a lot on both offense and defense. If you like having a devastating punish game with long and lengthy combos that require good reactions to fully master along with a complete kit of tools to ensure you can find your way around, then Gill might be the character for you.
Strengths | Weaknesses |
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Unique Mechanic
Gill has a unique mechanic known as Retribution in exchange for having no crush counters. If Gill puts the opponent in a freezing or burning state and then hits them with a move utilizing the opposite element (ice move while burning, fire move while freezing), then his combo ability goes up exponentially.
Moves that can put the opponent in a burning or freezing state are as follows:
- Fire
- EX Pyrokinesis
- EX Pyro Cyber Lariat
- Pyrokinesis (VT1)
- Pyro Cyber Lariat (VT1)
- Meteor Strike (VT1)
- Burn Storm (VT1)
- Flame Javelin (VT1)
- Volcanic Storm (VT1)
- Divine Comet with VT1 selected (on hit or block)
- charged st.HP
- Ice
- EX Cryokinesis
- EX Cryo Cyber Lariat
- Cyrokinesis (VT2)
- Cryo Cyber Lariat (VT2)
- Hail Sting (VT2)
- Tree of Frost (VT2)
- Delay Freeze Lance (VT2)
- Divine Comet with VT2 selected (on hit or block)
- charged fr.HP
Gill can use a variety of other moves to hit the opponent out of whatever state they're currently in to get Retribution. On top of the above mentioned moves, Gill can use the following:
- Fire
- st.HP (uncharged)
- cr.HK
- f.HK
- j.HK
- Any Pyrokinesis or Pyro Cyber Lariat
- Ice
- f.HP (uncharged)
- cr.HP
- st.HK
- j.HP
- Any Cryokinesis or Cryo Cyber Lariat
Final Patch
Players to Watch
- Nemo
-Twitch: https://www.twitch.tv/nemo_good
- Prophet
-Twitch: https://www.twitch.tv/tristanprophet
Gill | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.0412 |
Backward Walk Speed | 0.0273 |
Forward Dash Speed | 16 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.462 |
Backward Dash Distance | 1.245 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45(3+38+4) |
Forward Jump Distance | 1.9 |
Backward Jump Distance | 1.71 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5HP (hold)
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
6HP
6HK
4HK
Target Combos
5LP > 5MP
2LK > 2MK
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236LPMP
236LPHP
236MPHP
214LP
214MP
214HP
214LPMP
214LPHP
214MPHP
236LK
236MK
236HK
236KK
214LK
214MK
214HK
214KK
623LK
623MK
623HK
623KK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK
2, 1, or 3HPHK
HPHK > HPHK
V-Trigger 2
HPHK (VT2)
HPHK
2, 1, or 3HPHK
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6KKK