GILL COMBO FAQ V1.0A

Game:     Street Fighter 3 Third Strike: Fight for the Future!
Platform: Dreamcast / Arcade
Date:     12th November 2000
By:       Doc Holliday
E-Mail:   Shingohan@planetnamek.org

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WASSUP!
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Heh! Firstly, this is only my third FAQ. Secondly - nobody is perfect (but I come very close),
and so expect me to make some mistakes until I can revise this a little more. Finally - I dont
actually own third strike - only 2nd Impact - so I'm really writing about what I know you can
do in second impact, with what I learn from third strike as I go along

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CONTENTS!
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Here is what I am including in this version of the FAQ:

1.0 - Gill - The Best Street Fighter Boss Ever?

2.0 - Gill Combo's

3.0 - What to Watch Out For:
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               ------ 3.1 When your playing as Gill
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               ------ 3.2 when your playing against Gill

4.0 - Credits & Revision History

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1.0 - GILL - THE BEST STREET FIGHTER BOSS EVER?
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Ok, there has been quite a few bosses that have come and gone in the street fighter series.
Sagat, Bison (Vega for you Jap boys), and even alternate characters in the Alpha (Zero) series.

But does anyone of them have the speed of Gill? The strength of Gill? The Stunning power of Gill?
No one but Shin-Akuma (Shin-Gouki) comes close to Gill's ultimate power!

Some people argue that he plays very cheaply - I argue that it's just because they can't actually
use him.

I will be adding your views into this bit, so do please e-mail what you think he is - the best?
or just another cheap character?

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2.0 - GILL COMBO'S
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Right, here is the legend thingy that'll help you make sense of all this weird movement:

f = forward
b = backward
d = down
u = jump/up

combinations of these moves are written as :

f, df, d, db, b = this would be a half circle/moon movement from forward to back

For the punches and kicks:

lp = light punch
mp = medium punch
hp = hard punch
lk = light kick
mk = medium kick
hk = hard kick
p  = just use any punch
k  = just use any kick


Here are the combos:

#1 - Gill Juggler:

This move has such a potential for damage, that using it just three times on your opponent, you
can all out kill them. And an unfair plus point is that it has

A) a fast recovery if you miss!
B) it's so easy, you'll never miss!

Make sure that you're opponent isn't too good at parry, but after the first hit is landed, it
doesn't really matter anyway.

The move is basically preformed when you are faced against someone who constant is jumping around
everywhere. If he/she tries to jump in, then simply duck, and press hard punch - with the right
timing, you'll get two hits. For anyone that needs the legend style:

d + hp

Thats an easy two hits! Now do what the AI can do, do this movement, and then straight after
landing the two hits, come up from the crouch (not jump, just stand) and press hard punch. You've
just received another hit! Legend time:

d + hp, hp

Now youve mastered the art of the three hitter, make it into a four hitter. This bit is kinda
tough, and requires precise timing. From the down hard punch, dont go into the standing hard
punch, but instead stand, egde forward just slightly, duck again and do another crouching hard
punch! With perfect timing you shouldn't even see the animation of you getting up and moving
forward, it'll look like you just slid along the floor a little bit. You don't have to be as fast
as that to land the other two hits, just be quick! Legend:

d + hp, f, d + hp

After this, working out the five hit combo has got to be easy - just add the standing hard punch
after the second crouching hard to receive five easy hits on your opponent! Doing this move will
do quite a fair amount on your opponent - damage and stun wise!

*** WRITER'S TIP ***
Never try and go for a third crouching hard punch when in a battle unless your very proficient - 
I have tried many times and it is tough even after you've mastered the technique!

Continuing the Gill Juggler (yes, there is more!) get your opponent into a corner before trying
this - because it makes the whole thing a lot easier! (whereas it's quite tough in the middle of
the screen *see writers tip above). Here is the legend:

d + hp, f, d + hp, f, d + hp, f, d + hp

Yup - it's doing a four hitter twice! I've tried endlessly on 2nd Impact to get more than four
juggles, but it just not happening! Could someone please confirm if this restriction is still on
Third Strike (because if it isn't, then this is an infinite, you can use it to build as many hits
as the game will allow or until your opponent is dead :)) The eight hitter will give your
opponent a good amount of damage - but mainly, it will almost stun them - all you need to do
after this move is a standing hard kick (once, maybe twice) and he'll be stunned. Then you push
them into the corner and do this combo again, stunning them again - or if they are low on energy,
I think a super would be in order! :)

#2 - Double Sweep

Ok, this is just that little bit risky, because Gill doesn't seem to recover from this to fast,
but if timing is right, positioning is perfect and luck is on your side, then this combo does a
lot of damage! All you do is when your opponent is in the corner (this is essential as anywhere
else would knock him out of the range of the second hit) sweep him, and then just go for another
sweep just before he lands on the ground. It doesn't always work for only one reason - position!
If you haven't got the perfect positioning, this will never work, and you'll have a big recovery
before you can do anything else -  leaving your opponent (who has probably resorted to being very
very cheap) to supering your butt! I find the perfect position being him directly in the corner
and you being just close enough to him so that your shadows just overlap by just a tiny bit. This
move does impress people who haven't seen his speed in action! The legend for this move:

d + hk and while continuing to hold d, press hk again

*** WRITERS COMMENT ***
The double sweep technique doesn't seem to work on every character - some don't hit the ground
fast enough (Yun/Yang) and some just go straight to the ground (Hugo). Does work on most though,
so you'll just have to wait until next FAQ so I can tell exactly who it works on and who it
doesn't

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3.0 - WHAT TO WATCH OUT FOR...
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3.1 - WHEN YOUR PLAYING AS GILL
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This is what you should watch out for when playing as Gill (basically tactics others may use to
beat you and what you can do about it!)

#1 - Jumping in hitters:

Many find the best tactic to use against Gill is the jump in, do damage, backoff and start all
over again. Well, they are mistaken. You being the almighty Gill have almost complete air
superiority. Either the crouching Fierce (d + hp), the standing roundhouse (hk), knee to head
attack (real name plz + is it still in third strike?)(f, df, d, db, b + k) and even standing
fierce in some cases (hp) will teach that punk not to jump unless told to do so!

#2 - Fireball fanatics:

Is he trying to beat you with just fireballs? Not smart - just go for a the BioKenesis (*is that
right? real name plz)(b, db, d, df, f + P (depending on punch strength the fireball will either
be angled at 0* = straight forward, 35* = opposite top corner or 70* = top middle of the screen)
which will cancel fireball. Best thing to do after the is to the do a die attack (real name plz)
(f, d, df + P)(strength of punch indicates the distance you wanna go, Which will send you 
charging at him. 

#3 - Die Attack (f, d, df + P)

This attack can be used as either in it's primary form = stunner or secondary form = damage 
powerhouse.
Primary form is when Gill goes right next to the opponent, and then punches setting the opponent
on either flames or ice (dependant on side!) - this does an alright amount of damage but really
hits the stun bar hard!
Secondary form is when he actual passes the opponent slightly, and knocks him down - this does
hardly any stunnage, but the damage has had a significant power boost.
Use this move wisely and you can actually control to perfection whether you want to all out kill
the sucka, or just stun the punk for a super finish!

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3.2 - WHEN YOUR PLAYING AGAINST GILL
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This section doesn't really give you many hints against computer Gill, but just some general
rules to follow when fighting him. I also recommend reading section 3.1 because it'll give you an
idea of some of the tactics a Gill player may decide to use.
This section will now cover the different attacks you can employ to defeat a Gill player. They as
as follows:

#1 - From the air:

Do not try jumping INTO/TOWARDS Gill whenever possible. His air superiority is superb, and you'll
probably eat it! Instead, use dash (either double tap f/b) to quickly move towards and away. Note
however that you are unable to guard or parry any moves while in this movement phase. Also,
super jumping away from moves is also a good idea (press d quickly before intiating the jump
with either u/uf/ub).

#2 - From the ground (close range)

Getting close to Gill allows close quaters combat - something that has been amiss in many SF
games of late (apart from Cap vs SNK which is the first in a long line of 'old engine' games
that are coming from Capcom). This is your best chance for damage - doing supers up close gives
the opponent very little time to react to them - parrying needs to be intiated a lot quicker than
when the move is coming from a distance. However, most Gill players, including the CPU (I know
that I wasn't really gonna give hints against it but...) like to become turtles when you get
close, and favour a more block and counter technique rather than trying to match people punch
for punch - this is because his moves require slightly more charge time near the begin to
intiate rather than time for recovery. You can also play very defensive (requires you to be
really good at parrying because you don't want to much block damage) and play the counterer.

#3 - From the ground (distance attacks)

Fireballs will not work against Gill! He'll either play classy and parry, or just block them.
Plus, his projectile (currently called BioKenisis cos I can't remember the proper name) is two
hits so it'll kill yours, and continue after you!

* More coming to this section

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4.0 - CREDITS & THE REVISION HISTORY
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It's that time again : Competition time! A celebrated feature which has now been running for two
FAQ's. Work out what is special in the following letters, and you win an eternal thankx from
me and your name is put in the FAQ. Only the first ten people get placed in, so please hurry in
what you think. OK? (Hint : look at letters. look at keyboard. look at letters again. Keep
repeating seqeunce again until insprisation takes hold!)

qwyeryurweruiouoqwyetuweiuqwiouqoyrtyquiryuqqeopirpqeiuroeyqeuioyrouiuqpopiopweitpweuweuoqiqwyuu
asdghfsdhjsdjkhsjkhaskghdfhsjlgjsdjlksdjkdfsdfjkhdkhsjkdglaskasjfdsjklsdfjkhsdjkhdfkhlalfhahajkl
zxnmbnbzxmcbnmbvmnzxcxbmcvnmcvnmbbvzxmbmcvbmzxbmmzbnbzvxxzzxnmcbzmcvnzbmcvxmzcvzvncxzxnmvbvzxmmn

Real easy if you know how!

I would like to thank...

Lisa : The orochi awaits you babe...
Darth Hazzard : Because as soon as you unlock him, your gonna become my punching bag!
Myself : Cos in the words of Triple H - I AM THAT DAMN GOOD!

Revision History:

V1.0A

# None yet cos this is the first one!

OK - the end is near...the only thing to say now is...

This document is copyright Nav Dhanjal 2000