+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Street Fighter III: Third Strike CAP - Gill ver. 1.0
Written by: Ryushi Hara (ichabodcrofte@mindless.com)
Characters, names and concepts c. Capcom
(insert some wicked cool ascii art here)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=================================================
                     GILL                                                   
=================================================

Index:
	i.)	Introduction
	ii.)	About Gill
	iii.)	Move List
	iv.)	Super Arts
	v.)	Combos
	vi.)	Advanced Applications/Strategy
	vii.)	Closing




++++++++++++
INTRODUCTION
++++++++++++
The following is, at least by some standards, a comprehensive guide to playing
as Gill, a character from Capcom's relatively new Street Fighter III: Third 
Strike Anniversary Edition video game. Though I've frequently seen these 
things referred to as FAQs or walkthroughs (though I think incorrectly because 
these guides do not generally answer specific questions or take you step by 
step through levels), I prefer to call them CAPs (Character Attribute 
Profiles). This guide has been written specifically for the PS2, but its 
strategies, combos, and advanced applications can be transposed effortlessly to
any platform/console. Do not take this guide as gospel, for each player 
develops (consciously or unconsciously) his/her own play style, and hence new 
strategies develop all the time and old ones become obsolete. However, in 
writing this guide, I have endeavored to enlighten you--the gamer--as to how 
you can become a better Gill player. Having gamed exclusively with friends, in
arcades throughout the United States and my hometown, Tokyo, I have observed 
what might be best described as trends or patterns in gameplay. This is my 
attempt at formatting my observations and trying to help you become a better 
player. At least in your head.

This guide is more comprehensive than most other guide I have read in that I
have provided very specific and important factors that will take you from the
intermediate Gill player to the Grand Tournament Master level. That is to say
I have included all the detailed frame advantage information, blockstun 
details, information on timing, and damage ratios. If you want to become an 
advanced player, it is highly advisable that you study the charts carefully.
Email me if you are interested in any of my other GAMECAPs.

This guide may not be reproduced, circulated, or involved in a commercial 
endeavor without me knowing: and I wouldn't let it happen anyway. This stuff 
is free for anyone, as it should be. I'm not out for glory or recognition, but
I am the one who put this thing together, so having my name tagged onto it 
somewhere would be appreciated. If you see this FAQ where I haven't posted it 
myself, it's probably out of date or a cheap replica.

*Note: It is recommended you consult basic game FAQs regarding basic techniques
 and advanced applications before reading this guide.

++++++++++
ABOUT GILL
++++++++++
Gill is a secret character in Street Fighter III: Third Strike Anniversary 
Edition, and an insanely powerful one at that. He's more than capable at 
playing a diverse set of "mind games" and he can evolve his tactics almost 
instantly and unnoticeably and strike hard when it's too late to evade him. 
With his high priority attacks, ungodly damage of ludicrous juggle combos, and 
3 devastating super arts, most characters do not stand a chance against him. 
In the age of the Gods, Gill rules over all.

Gill's body is riven down the center into two distinct elemental sectors: fire 
(his right side) and ice (his left side). Depending upon which way Gill is 
facing in combat, a multitude of his normal attacks and special attacks will 
change based upon what part of his body the move originates from. The move will
either assume the properties of the flame or the frost.

Although he wasn't playable in most arcade versions, Gill is selectable on 
console versions once you have conquered the game at any difficulty setting 
with every other character. Gill only has two costumes: his primary one (blue
and red with blond hair, accessed by pressing LP) and the Gill Nemesis costume
(black and white with blue hair, accessed by pressing LK), which is basically 
Gill with shadow and light element divisions rather than fire and ice (although
his moves don't change).

+++++++++
MOVE LIST
+++++++++
Move breakdown is presented in the following manner:

	1.) A button command and the move it produces. (ex. LP = Slap)
	2.) Startup (The number of frames from the start of the attack until it 
connects. The lower the number, the faster it is. This number is important when
considering frame advantage over other moves.)
	3.) CS, SC, SA (Text indicating it is possible to chain the move into 
itself, cancel into a special, or cancel into a super art.)
	4.) Guard/Parry data (Information detailing if the move can be parried 
high ((H)) or low ((L)).)
	5.) Blocked Advantage, Hit Standing Advantage and Hit Crouching Advantage
(represented by 3 numbers [x] [x] [x], it details the frame advantage for the 
different outcomes of an attack in the order mentioned above. If D is listed, 
the attack knocks down.)

On the PS2, the move breakdown is as follows:

Square = LP
Triangle = MP
R1 = HP
X = LK
Circle = MK
R2 = HK
L1/L2 (Customizable) [I Recommend: L1 = LP+MP+HP L2 = LK,MK,HK]

Note these controls may be different/changed depending on what the preset on
your system is. I personally recommend this setting as it makes techniques very
easy.

@Standing

   +++++++++++++            +++++++++++++
   + LP   =Jab +            + LK=Short  +
   + Startup=2 +            + Startup=3 +
   + [5][5][5] +            + [3][3][3] +
   + CS        +            + CS        +
   + Guard=H/L +            + Guard=H/L +
   + Parry=H/L +            + Parry=H/L +
   +++++++++++++            +++++++++++++

   +++++++++++++            ++++++++++++++
   + MP=Strong +            + MK=Forward +
   + Startup=4 +            + Startup=6  +
   + [0][1][2] +            +[-4][-3][-3]+
   +    n/a    +            + CS         +
   + Guard=H/L +            + Guard=H/L  +
   + Parry=H/L +            + Parry = H  +
   +++++++++++++            ++++++++++++++

   ++++++++++++++           +++++++++++++++
   + HP=Fierce  +           + HK=Axekick  +
   + Startup=10 +           + Startup=16  +
   +[-5][-3][-1]+           +[-10][-8][-6]+
   +    n/a     +           +     n/a     +
   + Guard=H/L  +           +   Guard=H   +
   + Parry=H/L  +           +   Parry=H   +
   ++++++++++++++           +++++++++++++++

Commentary: LP is a great poke. It comes out really fast and you have a good
frame advantage over your opponent. Furthermore, you can super cancel it into
other techniques, such as pyro/cryo-kinesis or cyber lariat. Alternatively,
you can use it as mind game: Execute two LPs in a row. Hesitate. Typically,
your opponent (even the computer) might anticipate you are trying to connect
3 LPs for a cheap 3-hit combination. After hesitating for a split section,
execute a pyro/cryo-kinesis or cyber lariat. If they manage (often by pure
luck) to parry the pyro/cryo-kinesis, they'll often be left in significant
block-stun animation, enabling you to whip out a low sweep (Down+HK).

MP is a fairly decent mid range poke that you can use to either gain distance
or frustrate opponents who try to execute a move before you do. This
particularly works well against characters like Ryu. Because you have the
startup advantage, the MP whips out before the hadouken can be fully executed,
stopping them in mid-hadou. MP can be great for mind games too. Execute an MP
just outside the range of your opponent (called a whiff). Your opponent might
expect to punish this move by executing a technique that hits you before you
recover (punishing Gill's MP usually only works with characters with really
good reach, such as Urien, Remy, Elena and Necro). However, if you're fast
enough, you can dash backward (tapping back twice fast on your control pad) 
and blast them with a fire/ice ball in their face or counterpunish them with
a Cyber Lariat.

Of all these movies, HK is by far the worst. It comes out slow, and if blocked
or parried, you're left open for massive punishment. Use HK only to punish jump
in attempts, although parrying a jump in attack and following through with a 
low fierce is far superior. Use this move sparingly, if at all.

@Crouching (D = down direction control pad)

   +++++++++++++++            ++++++++++++++++++
   + D+LP=Low Jab+            + D+LK=Low Short +
   + Startup = 3 +            + Startup = 3    +
   + [3][3][3]   +            + [4][4][4]      +
   + CS          +            + CS             +
   + Guard = H/L +            + Guard = L      +
   + Parry = H/L +            + Parry = L      +
   +++++++++++++++            ++++++++++++++++++

   ++++++++++++++++++         +++++++++++++++++++
   + D+MP=Low Strong+	       + D+MK=LowForward +
   + Startup = 6    +         + Startup = 2     +
   + [-1][0][1]     +         + [0][1][2]       +
   +     n/a        +         +      n/a        +
   + Guard = H/L    +         + Guard = L       +
   + Parry = H/L    +         + Parry = L       +
   ++++++++++++++++++         +++++++++++++++++++

   ++++++++++++++++++             ++++++++++++++++
   + D+HP=LowFierce +             + D+HK=LowSweep+
   + Startup = 5    +             + Startup = 7  +
   + [-3][D][D]     +             + [-6][D][D]   +
   + SC, SA         +             + CS, SC, SA   +
   + Guard = H/L    +             + Guard = L    +
   + Parry = H/L    +             + Parry = L    +
   ++++++++++++++++++             ++++++++++++++++

Commentary: Like its standing counterpart, crouching LP is a nice poke. In many
circumstances, it can be used to thwart enemy special attacks. Hitting Ryu or
Ken in the very first few frames of a tatsumaki senpukyaku (hurricane kick)
will completely negate the move. The same can be said with Urien's chariot
tackle (the equivalent to Gill's cyber lariat).

Crouching forward, however, is where the fun begins. When Capcom decided to
give Gill this move, they basically gave him the ability to completely dominate
mid-range melee. Why? D+MK comes out so fast if you blink you'll miss it, and
the frame advantage isn't bad at all. Though it can be cancelled or chained
into anything, it doesn't need to be. Crouching forward isn't meant to be a
combo attack. The range on this move is awesome, and though it doesn't pack
the punch that D+HK does, it easily stops dashes, crouch assaults, some
special moves, and many super arts. It's harder to parry (can only be parried
low) and even when a successful parry is completed, Gill recovers quickly.
Using this in conjunction with MK, HK (as an anti-air), D+HP (as an anti-air),
and cyber lariat (as anti-air or anti-ground), you can learn to dominate
mid-range combat. There's little your opponent can do except try to get in
close or try to outrange you. When you read the strategy section, you'll see
why these attempts may prove futile.

@Jumping

   +++++++++++++++++            +++++++++++++++++
   + Jump+LP=Elbow +            + Jump+LK=Knee  +
   + Startup = 4   +            + Startup = 3   +
   + [-][-][-]     +            + [-][-][-]     +
   +     n/a       +            +      n/a      +
   + Guard = H     +            + Guard = H     +
   + Parry = H     +            + Parry = H     +
   +++++++++++++++++            +++++++++++++++++

   +++++++++++++++++            ++++++++++++++++++++
   + Jump+MP=Fist  +            + Jump+MK=Whip Kick+
   + Startup = 5   +            + Startup = 5      +
   + [-][-][-]     +            + [-]  [-]  [-]    +
   +     n/a       +            +       n/a        +
   + Guard = H     +            + Guard = H        +
   + Parry = H     +            + Parry = H        +
   +++++++++++++++++            ++++++++++++++++++++

   ++++++++++++++++++            +++++++++++++++++++++
   + Jump+HP=Thrash +            + Jump+LK=Swoop Kick+
   + Startup = 6    +            + Startup = 3       +
   + [-][-][-]      +            + [-][-][-]         +
   +      n/a       +            +       n/a         +
   + Guard = H      +            + Guard = H         +
   + Parry = H      +            + Parry = H         +
   ++++++++++++++++++            +++++++++++++++++++++

Commentary: Not much to say here honestly. Jumping swoop kick is a good combo
starter. If you even manage to connect a single semi-early jumping HK, you may
have won the match. Knee kick and thrash are excellent for mauling opponents
out of the air before they can pull something tricky. Gill is easily able to
dominate the air with these moves.

@Special Normals

   ++++++++++++++++++++++             +++++++++++++++++++++++
   + Back+MP=Palm Upper +             + Forward+MK=Step Kick+
   + Startup = 6        +             + Startup = 12        +
   + [-5]               +             + [-2]                +
   ++++++++++++++++++++++             +++++++++++++++++++++++

Commentary: In my experience I've found palm upper to be sort of useless. When
you have D+HP, there's not much point in using it, unless you want to kara
cancel. Step kick is good for moving in for an attack quickly or catching
opponents unaware, but if blocked or parried, it's relatively easy to counter.
One mind game you 'could' play with it is to dash backward and then step kick.
Executed properly, many opponents won't suspect you to rush back in close so
quickly, and the move will be succesful. (Computers, unfortunately, are often
not as stupid.)

@Throws

   +++++++++++++++++++++
   +LP+LK = Impact Claw+
   +++++++++++++++++++++

   ++++++++++++++++++++++++++++++++++
   +Back/Forward+LP+LK = Guilty Bomb+
   ++++++++++++++++++++++++++++++++++

Commentary: Two magnificent and unique throws, each with a different purpose.
Impact claw is a devastating throw; once Gill is able to get his opponent in
this death grip, he begins mercilessly crushing their skull again and again.
With each crush, he causes damage to his foe while racking up an absurd amount
of stun damage. Guilty bomb is easier to land, and while the stun damage isn't
as great, the damage is quite rewarding.

@Special Moves

Special moves are listed differently than normal techniques. There are eight
different numbers. The first four are the startup numbers [x][x][x][x], in
other words, how many frames elapse before the attack is launched. The specials
are listed in order of strength (LP,MP,HP/LK,MK,HK). The fourth number is the
EX version of the special move, in other words the enhanced version that you
can launch when you press multiple buttons of the same type (P or K) with the
rotation (this I'm sure is covered in basic game FAQs). Gill, however, does not
have any EX moves: if he did, he would be impossible to defeat. The second four
numbers are: Blocked Advantage, Hit Standing Advantage and Hit Crouching
Advantage (represented by 4 numbers [x] [x] [x] [x], it details the frame
advantage for the different outcomes of an attack in the order mentioned above.
If D is listed, the attack knocks down.) Again, since Gill has no EX moves, a
fourth number won't appear.

The joystick legend is as follows:
D = down
DF = down forward
F = forward
UP = up forward
U = up
UB = up backward
B = backward
DB = down backward
D = down

A rotation such as B,DB,D,DF,F + P would mean that you start by pressing the
back button on the control pad, then smoothly rotate through the other
directions to forward. When you near the final direction indicated, push the
appropriate attack button (punch or kick) to execute the special move. Note 
that the Street Fighter game engine allows for some leniency, so that the
above move could also be performed as: B,DB,D,DF+P. Note that when you switch
sides, the directions become reversed or inverted, such that D,DF,F would
become (when facing opposite) D,DB,B on your control pad. However, reverse 
commands are not listed here, and all moves are shown from the left side of 
the screen.
  
   ++++++++++++++++++++++++
   +(face right) D,DF,F+P +
   +Pyro-kinesis          +
   +[14] [14] [14] [-]    +
   +[-9] [-9] [-9] [-]    +
   ++++++++++++++++++++++++

A 2 hit projectile with fire elemental properties launches from Gill's fire
side. Button strength used determines the angle of the projectile. Passes
through most (maybe all) projectiles and negates most EX projectiles.

   +++++++++++++++++++++++
   +(face left) D,DF,F+P +
   +Cryo-kinesis         +
   +[14] [14] [14] [-]   +
   +[-9] [-9] [-9] [-]   +
   +++++++++++++++++++++++

A 2 hit projectile with ice elemental properties launches from Gill's ice
side. Button strength used determines the angle of the projectile. Passes
through most (maybe all) projectiles and negates most EX projectiles.

   ++++++++++++++++++++
   +F,D,DF            +
   +Cyber Lariat      +
   +[4] [4] [4] [-]   +
   +[-5] [-5] [-5] [-]+
   ++++++++++++++++++++

(Fire elemental from left side, ice from right.)
Cyber lariat hits at two different points in the move, which cause
different effects. Hitting early in the move knocks down. Hitting later in the
move knocks down opponents in the air and causes a juggle state. It can also
hit for twice if positioned right. Cyber lariat can be done multiple times to
continue to juggle an airborne opponent.

   ++++++++++++++++++++
   +D,DB,B+P          +       
   +Psycho Headbutt   +
   +[9] [9] [9] [-]   +
   +[-2] [-2] [-2] [-]+
   ++++++++++++++++++++

Now although the move sounds remarkably similar to one of old-school Street
Fighter boss M.Bison's electrifying moves, it's not even close. In fact,
this move at first glance seems little more than a hop. However, great
potential for combos and anti-air techniques lurk beneath a seemingly 
benign exterior.

   ++++++++++++++++++++++
   +F,DF,D,DB,B+K       +
   +Moonsault Knee Drop +
   +[40] [40] [40] [-]  +
   +[-19] [-19] [-19][-]+
   ++++++++++++++++++++++

Gill jumps and tracks opponents to land on them with a devastating knee drop.
This move is difficult to use effectively, but can work wonders against
projectile tossers like Ryu and Ken and opponents who prefer to sit back and 
barrage you with long range attacks from what they THINK is a safe distance.

++++++++++
SUPER ARTS
++++++++++
Gill, unlike the other Street Fighter III: Third Strike Anniversary Edition,
Gill does not select his super art. Alternatively, he has simultaneous access
to all three. Gill can only have one super meter bar, but that does not mean
he is limited, as he does not have access to EX moves. Instead, Gill will be
able to call upon one of three insanely mighty techniques to eradicate his
enemies.

   ++++++++++++++++++++
   +D,DF,F,D,DF,F+P   +
   +Meteor Madness    +
   +[7] [-21]         +
   ++++++++++++++++++++
Gill summons a meteor shower from the heavens. This move is also called Meteor
Strike. If any meteor hits, it initiates a juggle state and allows the meteors
that follow to combo for big damage. Gill, however, is vulnerable during this
super art.

   ++++++++++++++++++++++++
   +D,DF,F,D,DF,F+K       +
   +Elemental Immolation  +
   +[50] [-60]            +
   ++++++++++++++++++++++++
When Akuma (Gouki) first unveiled his Shungokusatsu, Street Fighter fans
thought they'd seen the ultimate in special art techniques. However, Gill has
proven his undeniable divinity with the most apocalyptic special move ever
designed for a fighting game. Also called Seraphic Wing and sometimes the Six
Wing Slaughter, Elemental Immolation can not be parried. It does ungodly damage
on a hit, and when blocked, can consume as much as 25% of the opponent's
lifebar. During this move, Gill is completely invulnerable. Fortunately, the
computer player does not exploit this move unless you play it at the hardest 
level (and I've never seem him use it in the arcade.)

   ++++++++++++++++++++
   +KO'd w/Full Meter +
   +Resurrection      +
   ++++++++++++++++++++
If Gill loses all of his lifebar but has a full stock of super meter, his
Resurrection super art automatically kicks in to revive Gill and restore his 
health: completely. It takes a few seconds for Gill to fully regain all of his
health. He can be hit out of Resurrection before he gains all of his health
back. However, he pushes opponents away with an invisible force that helps
protect him while he recovers. After Resurrection, Gill cannot gain any more 
super meter for the rest of the round.

++++++
COMBOS
++++++

@Target Combos

Target combos are character specific; no two characters have the same target
combo. Target combos work in the same way as chain combos, so they are often
called target chains or chain combos. They're specific and only work with a
small set of normal attacks. Some characters only have one or two chains--
others don't have any. Gill, not surprisingly, has three.

Target Combo #1: LP, Forward+MP.  Whiffs against crouching characters. 
Virtually no practical uses.
Target Combo #2: Down+LK, Forward, Down+MK.  A fast and very flexible 
combination. You can slip in an additional Down+LK at the beginning of the 
combo for more damage. Very safe to execute too as there's no fatal recovery 
time involved.
Target Combo #3: Down+LK, Forward Palm Upper.  Does not combo. The second hit,
however, is cancelable. As far as I'm concerned, it's the ONLY practical 
application of the palm upper technique. It's decent for guessing games too:
mix up Down+LK, walk up and throw, then Down+LK, Forward Palm Upper, Forward 
Fierce Cyber Lariat.

@Combos To Master

Combos here are listed in order of number of hits. I've also given them 
rankings from 1-5 in order of difficulty.

COMBO 1 (Low Fierce) Difficulty: [1] Hits: [2]
Down+HP
This is actually a standard move, not really a combo, but the game still 
registers it as a 2 hit. It has incredible juggle potential.

COMBO 2 (Slap Repulse) Difficulty: [1] Hits: [3]
Down+HP, Juggle with HP
The low fierce enables you to juggle your opponent by knocking them solidly off
their feet. You can get a third hit in by slapping them with a HP. If you land
the Down+HP, it's verifiable. This combo also sends your enemy flying a good
distance away from you.


COMBO 3 (Rising Headbutt) Difficulty: [2] Hits: [3]
Down+HP, Psycho Headbutt
About the same damage as Slap Repulse, and initially looks the same. It doesn't
knock your opponent as far away though.

COMBO 4 (Low Fierce Setup) Difficulty: [1] Hits: [3/4]
The Low Fierce Setup can be a combo independently or as a setup for a juggle.
This combo can hit 3 or 4 times, depending upon your timing. The three hit 
version knocks your opponent higher, creating a bigger window for juggles 
(important for super art juggles) however if you're really quick with the 
controls, you can do the same with the four hit combo. The Low Fierce Setup is
not limited in that, if performed properly (especially when you're cornering an
opponent), you can keep Down+HPing your opponent from 6+ times at midscreen,
and even longer (8+) in a corner.

COMBO 5 (Floor Strike) Difficulty: [1] Hits: [3]
Down+LK, Down+LK, Forward, Down+MK
A super easy low combo. Horrible damage, but it's flexible and very safe.

COMBO 6 (Rising Lariat) Difficulty: [2] Hits: [4]
Down+HP, Cyber Lariat
The timing of the cyber lariat here is crucial in scoring the 4th hit. The key
is to hesitate split second after the low fierce before executing it. However
if you execute it too late, you'll just pummel your enemy into the ground.

COMBO 7 (Lariat Hop) Difficulty: [3] Hits: [5]
Down+HP, Psycho Headbutt, Cyber Lariat
A nice, flashy combo for 5 hits (if timed correctly, otherwise 4.) This combo 
is also the basis of other combos, and it is very flexible.

COMBO 8 (Low Fierce Grappler) Difficulty: [3] Hits: [5]
Down+HP, Down+HP, Psycho Headbutt
A fairly easy combo for some pretty good damage. It doesn't knock your 
opponent far away either.

COMBO 9 (Low Fierce Pummler) Difficulty: [3] Hits: [5]
Down+HP, Down+HP(1hit), Psycho Headbutt, HP
Almost identical to the above, but knocks the opponent higher and farther away
from you when they hit the ground.

COMBO 10 (Jump In Barrage Simple) Difficulty: [3] Hits: [5]
Jump in late HP, Down+HP, Down+HP(1hit), Psycho Headbutt/Cyber Lariat
One of the most simple of jump in assaults, this combo is a decent damager. You
can alternate the final attack between a psycho headbutt or a cyber lariat.

COMBO 11 (Jump in Sliding Assault) Difficulty: [3] Hits: [6]
Jump in late HP, Down+HP, Down+HP, Step Kick (forward+MK)
The knockdown is midscreen, and this combo is difficult to pull off, but it's a
nice way to get in your opponent's face. It's a mind game combo because the 
final attack is a physical, non special move: not what your opponent is 
suspecting. This is probably one of the best ways to use Step Kick.

COMBO 12 (Psycho Lariat) Difficulty: [3] Hits: [6]
Down+HP, Psycho Headbutt, Down+HP(1hit), late Cyber Lariat.
A great anti-air combo and also a good punisher for other situations. Not too
difficult either.

COMBO 13 (Jump in Barrage Advanced) Difficulty: [4] Hits: [7]
Jump in late HP, Down+HP, Psycho Headbutt, Down+HP(1hit), LP cancel into Psycho
Headbutt(LP). A tough combo to pull off, but VERY rewarding. Massive damage.

COMBO 14 (Arial Psycho Assault) Difficulty: [4] Hits: [7]
Jump in late HP, Down+HP, Psycho Headbutt, Down+HP(1hit), Cyber Lariat(2hit)
Like the advanced Jump in Barrage but with a different ending. The timing on
the end of this is crucial for the second hit of the lariat to connect. This
knocks the opponent a significant distance away.

COMBO 15 (Low Fierce Rampage) Difficulty: [3] Hits: [8]
Down+HP, Down+HP, tap forward, Down+HP, Cyber Lariat
A pretty basic yet advanced juggle, good for eight hits. Nice damage and nice
stun.

COMBO 16 (Corner Juggler Rage) Difficulty: [4] Hits: [8] [CORNER ONLY]
Jump in with semi-early HK, Down+HP, HP, Cyber Lariat(LP), HP, walk up HP
This combo is really tough to pull off, and it doesn't work against the Shoto
Brothers (Yun and Yang). First of all, you have to have your opponent in the
corner to pull it off; it won't work properly mid-screen. Additionally, the 
Cyber Lariat will only hit once on certain characters. The plus with this 
combo? It's an instant dizzy. If you can manage to land this combo and dizzy 
your opponent, you can finish them off with another high damage combo to end 
the match.

COMBO 17 (Low Fierce Fury Version 1) Difficulty: [5] Hits: [12-14]
Down+HP, Down+HP cancel into Cyber Lariat, Meteor Madness
This combo requires intense timing and a mastery of canceling. The reason is 
that Gill has to recover extraordinarily fast from the Cyber Lariat to execute 
Meteor Madness in time. Also, the HPs might only hit once. Additionally, the 
Cyber Lariat might only hit once. The ideas is to get the opponent as high in 
the air as possible. One meteor is the only requisite for chaining into the 
rest of the meteors. Combo may dizzy.

COMBO 18 (Low Fierce Fury Version 2) Difficulty: [5] Hits: [12-16]
Jump in HK, Down+HP, Down+HP, Psycho Headbutt, Cyber Lariat, Meteor Madness
Again, a combo like the above with more damage opportunities, harder to 
execute and the timing must be exact. Combo dizzies.

COMBO 19 (Elemental Armaggedon) Difficulty: [5] Hits: [16-18] [MIDSCREEN ONLY]
Jump in semi-early HK, Down+HP, Psycho Headbutt, early HP, Meteor Madness, 
Down+HP, Psycho Headbutt(LP), Cyber Lariat
The king combo in Street Fighter III: Third Strike. This combo is an impossibly
difficult combo to pull off, but the results make life worth living. The 
damage is so massive that Gill's enemy's life meter is 3/4 exhausted, AND it 
dizzies most characters. The Meteor Strike juggles inconsistently, however. 
Master this and you are the God of the Street Fighter arena.

COMBO 20 (YOUR COMBO!!!) Difficulty: [?] Hits: [?]
Gill is a character with so many combo possibilities and cancel opportunities 
that what I've taken the time to log here probably doesn't even scratch the 
surface. It is possible to continue a juggle after a Meteor Madness, so 
experiment with your own ideas and come up with interesting mix ups to keep 
your opponents guessing. Every once in a while, you'll see a creative Gill 
player pull of something you didn't know was in Gill's capacity of play. 
However, that's just one of the things about Street Fighter that makes the 
game a classic.

++++++++++++++++++++++++++++++
ADVANCED APPLICATIONS/STRATEGY
++++++++++++++++++++++++++++++

It is truly beyond the scope of this CAP to describe in depth Gill's options
versus every character in Third Strike. However, there are generally 
strategies you can employ to achieve victory. I'll attempt to outline my own
personal discoveries here.

@Mind Games
Gill is great at these. His plethora of moves, combos and abilties can really
dupe his enemies into doing something really stupid. A mind game, for those 
who don't know, is conditioning your enemy to think you'll do one thing, and 
then actually perform the opposite of how they expected you would. These 
strategies and mind games even work against the CPU (computer player) because 
the computer's AI forms strategies based upon the moves you execute. Thus, if 
you start hurling fireballs constantly, the computer will adapt to destroy you
and evade the fireballs. Here are some mind games you might want to learn.

MINDGAME 1 (Playing With Fire/Ice) Difficulty: [2]
Toss pyro/cryo-kinesis energy spheres at your opponent and see how they react.
Some opponents, rather than blocking or trying a parry, will try to leap over 
the attack. When they leap over it to close the distance between the two 
fighters, dash back and throw another pyro/cryo-kinesis. In repetition, they'll
expect you to do the same thing. They now believe your playstyle is to get as 
far away as possible and just pummel them to death with fire/ice-balls. Next 
time they jump, punish their stupidity with a Psycho Headbutt.

It is also important to note that because pyro/cryo-kinesis hits twice, it will
pass through normal projectiles and hit the enemy once. This is great against 
fireball fiends like Ryu who love to sit back and barrage you with hadoukens--
especially at mid-range where parrying and blocking Gill's projectiles becomes
increasingly difficult. Furthermore, it can be used (against Ken, Ryu, Chun Li,
Oro, Remy, Urien, Akuma) to negate EX projectiles, frustrating opponents as 
they consume their energy bars for nothing.

Depending on which button you push, the angle of Gill's projectile changes.
Medium punch sends the projectile upward at roughly a 35 degree arc, and hard
punch at about 70 degrees. Mastering these different angles can punish enemies
who like to leap over your fireballs or foes who rely heavily upon jump-in 
combos or dominating the air (Akuma, Ken, Necro, Twelve, Elena, Alex). Mind 
games can be played here, by faking a LP fire/ice-ball (simply whiff a LP or 
MP) then, when your opponent jumps, throw out a MP pyro/cryo-kinesis.

MINDGAME 2 (Moonsault Mayhem) Difficulty: [2]
Moonsault Knee Drop is a difficult move to use and not get punished. However,
when used properly, it has several uses. The first, is to fake a rush. Dash in
and throw or whiff a LP, LK, or MK. Your opponent will expect you're either 
trying to start a combo or execute a special move. Then, quickly dash back as 
your opponent tries to close the distance and launch an assault and execute a 
Moonsault Drop.

Use Moonsault Knee Drop on projectile tossers like Ryu who sit and expect you 
to parry hadoukens. When you land a knee drop, you can follow it through with a
low sweep. If opponents blocked the moonsault, they'll probably not be ready 
for a sweep. Alternatively, you can dash back. When you dash back, your enemy 
(especially computers) will whiff a light attack, then try to jump in at you 
and chain an arial combo. A psycho headbutt will punish them nicely.

Close the distance on your enemy by moonsaulting from across the entire screen.
Even if your opponent blocks, when you land the move, you can LP cancel into a
Cyber Lariat which is usually not what they're expecting.

Or, you can FAKE a Moonsault Knee Drop. Super jump (by pressing DB then UF 
really fast). Your opponent will react most often in one of two ways:

1)Execute an anti-air normal or special, such as a shouryuken (Ryu and Ken's 
dragon uppercut). Your response: Parry the move, then attack.
2)Wait until you get close, then parry or block. Your response: Execute an 
early HK to catch them off guard then either combo them or walk up and throw 
them, the ladder of which is much harder.

MINDGAME 3 (The Choke Hold) Difficulty: [3]
Landing a throw in Third Strike can be difficult, but Gill is quite crafty at
 getting his opponents to do what he wants. The best way I've found to land a
 LP+LK Impact Claw is to execute (from a safe distance) a pyro/cryo-kinesis(LP)
 then dash in and execute the throw. The idea here is to catch the enemy in 
block-stun animation from the pyro/cryo-kinesis and throw them before they can 
recover.

Another easy way against projectile throwers is to hop over the fireball then 
execute the throw. Alternatively, you can super jump (feigning a moonsault 
drop), execute a semi-early HK then throw.

@Cornering
One of Gill's deadliest aspects is his ability to destroy an opponent in a 
corner. However, enemies that recognize this will do everything in their power
to stay out of the corner. There are three ways to corner an opponent fast. 
These are:

Against standing opponent: Cyber Lariat
It is possible to Cyber Lariat your opponent across the entire screen if your
timing is perfect. Once you hit your opponent with a 2 hit Lariat, chain it 
into another, then another, then another until you've got them in a corner.

Against a jumping opponent: Down+HP OR HP, Cyber Lariat
Same as above, but with a more verifiable opener.

The reason why Gill's cornering ability is essential is that his Down+HP, when
used in a corner, can be repeated almost endlessly. Gill's ability to juggle 
an opponent in a corner is rivaled by none.


@Playing As Gill
Gill is definately an offensive character, but his offensive strategies vary 
depending upon where he is on the screen in relationship to his opponents. This
breaks down into three distinct sectors: long range, mid range, and close range.

Long Range: At long range, Gill has a few distinct options. Obviously, he can 
throw fire/ice-balls at his opponents until Judgment Day. He can also Cyber 
Lariat an opponent dashing in, jumping in, or using special attacks to close 
difference, such as the Tatsumaki Senpukyaku (hurricane kick).

Mid Range: Here Gills game begins to get really good. He basic moves have good 
poking reach to ward off unwanted advances, and he can often still fire 
pyro/cryo-kinesis balls with reasonable safety. His Moonsault Knee Drop also 
works here because he can rarely be hit (except maybe by Urien or Necro) as 
he's leaving the ground, and it is more difficult to anticipate the attack. 
Furthermore, Gill can play guessing games, dashing in and out, luring an 
opponent in or forcing them back before he leaps in and starts one of his 
insane juggle combos.

Close Range (Melee): Unfortunately, a good number of Gill's stronger moves come
out slowly, so many characters can actually beat him--if played well--in a game
of footsies. Gill will (and should) often rely on light attacks (LP, LK) when 
in close quarters, down+LK, or the combo down+LK, down+LK, forward, down+MK. A 
throw is a good bet if you want time to get back to the mid range sector of the
screen. Aside from the above mentioned strikes, Gill is subject to a number of 
assault when in close as it greatly limits his offensive abilities. When 
cornered or locked in melee, Gill can only hope to score a down+HP and knock 
his opponent into a juggle combo.

@Playing Against Gill (CPU)
The CPU Gill, surprisingly, doesn't opt for a mid range game. Instead, he'll 
either sit long range and pyro/cryo-kinesis you to death or he'll move in 
quickly for the kill and start a combo frenzy. Use projectiles against Gill 
only from long range; once in the mid range sector, Gill will easily punish a 
projectile attempt with slow recovery time. If Gill jumps in from too far away,
punish him by jumping in with a strong attack (HP or HK) or dash back and throw
a projectile.

Projectiles are like taunts to a CPU Gill--start throwing them and Gill will 
come right to you. When he does, the best strategy is to engage him in melee, 
do maximal damage, then back off to long range, mix up projectile speeds, lure 
him in, then repeat the process. Gill doesn't seem to learn from his mistakes 
very easily. He's bent on destroying you for even attempting to match his own 
projectiles.

EX projectiles are a safer bet against Gill, especially if he reacts to 
projectiles by throwing his own. If Gill gets frustrated and starts throwing 
his own energy spheres, hop over them and attack him with a ranged normal, or 
if you're REALLY good at parrying, parry his two hit projectile. If you manage 
to parry his projectile, he'll dash in as fast as he can, and is easily 
sweepable.

In melee, computer Gill likes to poke, then dash back and Moonsault Knee Drop.
Parry his pokes, poke back, dash back to midscreen, jump in attack, poke, 
hesitate, then throw. That is just one form of mind game you can play. When 
Gill dashes back in preparation for a Moonsault Knee Drop, follow him and 
punish him before he can get into the air, or if you miss and you're too late,
dash under his Moonsault and attack from the other side.

Engaging Gill in melee is best and long range is good for whittling down his 
life slowly. Never attempt to engage him mid screen, as he is wont to destroy 
you.

@Playing Against Gill (HUMAN)
Human Gill's will be more flexible in how they play. Because most offensive 
players choose Gill for the purposes of going on a destructive rampage, you can
tire them out by zoning them and controlling the sectors accordingly. If Gill 
tries to dash in, dash back twice and engage him long range. If Gill attempts 
to attack long range, stay there until he tires and tries to close the gap. 
Rush back in and suprise him and go to work on him in melee combat. It will be 
difficult for him to react quickly. If Gill attempts to rush back in 
immediately, poke or whiff a light attack, jump back to mid range and toss a 
projectile or a super art his way.

Computer Gills typically play conservatively with their super arts, saving 
for a Resurrection or waiting a while before using Meteor Madness. However, 
most human players are definately going for the Elemental Immolation. It is 
important to destroy Gill before he has the chance to stock up a full life 
meter bar. If Gill starts to use HP and HK at long range just to stock up 
meter, rush in fast and take him out.

@Favorable Matchups
Alex, Chun Li, Dudley, Elena, Hugo, Ibuki, Makoto, Necro, Oro, Q, Ryu, Sean,
Twelve*, Yun, Yang

@Unfavorable Matchups
Akuma, Ken, Remy, Urien

*Twelve's X-COPY can morph him into Gill for the duration of his super art. 
If you haven't earned Gill, this is the only way to play him until you beat 
the game with every character.

++++++++
CLOSING+
++++++++
So, grasshopper. You are on a quest to become a great warrior and master of the
elements. This guide has done its best to show you how, but it is by far not 
the end of your journey. I urge you to read as many Gill FAQs as you can for 
more ideas, creative solutions to gameplay, and other methods of attack 
structure, as learning from one perspective only is limiting your own 
potential. Use this guide as a stepping stone to greatness; do not swear by it.
Gill is a powerful character who will laugh in the faces of weaker opponents 
(his taunt), but he is not invincible. He moves are deadly, his combos fatal, 
but he is still bound to the rules of the Street Fighter engine. If I have 
somehow succeeded in making you a more knowledgeable, fearsome adversary by 
reading this guide, then I've done my job. Good luck warrior, and may strength
and honor be with you always.

Peace,

Ryushi Hara

Street Fighter III: Third Strike CAP - Gill ver. 1.0
Written by: Ryushi Hara (ichabodcrofte@mindless.com)
Characters, names and concepts c. Capcom

Look for my other CAPs on Akuma, Ryu, Ken, Remy and Ibuki.