Street Fighter III: New Generation (Arcade) [60FPS]: Gill Playthrough (No Losses)
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- เผยแพร่เมื่อ 27 ส.ค. 2024
- A playthrough of Street Fighter III: New Generation with Gill without losing a single round. Played on the Arcade version of New Generation, where Gill is only playable via cheats.
Gill, being a Boss Character, is extremely broken. While he can ToD nearly the entire cast with a single jump-in Combo, you don’t even need it to completely shut down your opponent. His Pyro- and Cryokinesis cover many angles, are extremely fast and consist of two hits, so they beat out every other projectile in the game. His St. MK, Cr. MK and Cr. HK all have disgustingly long range and are very quick to boot (you can easily win entire matches with just these three moves). His Cr. HP is one of the best moves in the entire game, as it serves as both a great Anti-Air and a Launcher into Gill’s strongest Combos. Finally, he has access to Resurrection, which can revive you after being KO’d if you have a full Super Bar. While it is possible to hit Gill during Resurrection with certain moves to prevent him from getting all of his life back, the AI (thankfully) doesn’t know how to do this.
If you’re interested in playing Gill yourself, here are the best Combos I could find:
(Moves in parentheses can be left out of Combos)
Midscreen Combos:
* Cr. LKx3
Does little damage, so it's not very useful.
* Cr. LKx1/2 - St. MP (Link)
St. MP will whiff on crouching opponents.
* (J. HP -) Cr. LK xx DP+P
Only works if you're right next to your opponent. DP+P is unsafe on block and whiffs on crouching opponents.
* St. LPx1/2 - St. MP (Link)
St. LP and St. MP will both whiff on crouching opponents.
* Cr. MP - Cr. MK (Link)
Easy to do, as you have a pretty big window to link the Cr. MK.
*J. HK - Cr. HK
This combo works even if you hit the opponent with J. HK from far away.
* (J. HP -) Cr. MK xx DP+P
Only works in close range of your opponent. DP+P is unsafe on block and whiffs on crouching opponents.
* (J. HP -) Cr. HP - QCB+P - QCB+P/St. HP/DP+P
A second QCB+P does more stun and keeps the opponent close to you, while St. HP does more damage and is a great Corner Carry. DP+P is more optimal than QCB+P, but can be tricky to land sometimes.
* Cr. HP - DP+P
Only do this Combo if the opponent is too far away for a QCB+P to hit after launching them with Cr. HP.
* QCF+MP - DP+Px2 - St. MK
You need to Anti-Air the opponent with Pyro- or Cryokinesis for this Combo to work. DP+P won't reach if you're too far away and requires good timing in order to hit your opponent, so expect to whiff this Combo a lot.
Corner Combos:
* QCF+HP/QCF+MP - DP+Px3 - St. HP
The most damaging Combo I could find with Gill, but also very difficult to land. You can also initiate this combo from midscreen if you Corner Carry the opponent with DP+P.
* (J. HP -) Cr. HP - St. MKx4 - DP+P (Stun only)
Only works if the opponents gets stunned during the J.HP, Cr. HP or the first St. MK.
* (J. HP -) Cr. HP - QCB+P - St. HP - DP+P/St. HP
The St. HP finisher only works on some opponents, so stick to DP+P for the most part. Does good damage and is easy to do.
Infinites:
* (J. HP -) Cr. HP - QCB+P - Cr. HP - QCB+P xN (Gill only)
Infinite that only works on Gill. In New Generation and 2nd Impact, Gill has a weird property where he is briefly considered standing right before hitting the ground when he is in a juggleable state. Since the juggle counter resets when you're on the ground, this allows you to relaunch Gill with Cr. HP indefinitely. Requires good timing (you have to hit Gill with Cr. HP right before he touches the ground), but it has a rhythm to it that you can learn pretty easily. Can be done midscreen and in the corner. Can also initiated off of anything that will juggle as long as you can hit Gill with a Cr. HP afterwards.
* (J. HP -) Cr. HP - St. HPx5 (stunned) x3 (Yun, Yang, Ibuki and Oro only in the right corner)
Technically not an infinite, as it can only be done three times in a row (you can't stun the opponent a third time). However, every character will already get KO'd during the second loop, so it might as well be an infinite. A very unique infinite, as it only works on four specific characters in the right corner. When these characters get frozen by Gill's St. HP while they're airborne, their hurtbox becomes wide enough to the point where you can still hit them with St. HP (normally, the first St. HP would push you out of range). Very easy to do against Yun, Yang and Ibuki, but very inconsistent against Oro.
Hope you enjoy!
That was an enjoyable Gill arcade run on New Generation keep up the great work
Wow 😯😮
I don't know why, but I always get afraid when old arcade games get bugged, and show just a black screen, with sounds in the background as in 10:14, it also happens in Darkstalkers if you select Pyron and beat Huitzil, the game freezes, but you can still hear the sound if you press insert coin button
I was also surprised when I first saw it happen, because I fully expected the emulator to crash at that point instead. By the way, the game simply boots back to the intro afterwards like nothing happened. It's just the ranking screen that won't display properly.
Me too yo! But I think there are certain boss hacks ROM which bypass the crash
@@skeetermagee2487 Yeah there's one that has Huitzil and Pyron unlocked from the get go, too bad it's in Japanese, but at least you get to play without crashing
@@igotmysaucestraight Yeah but I am sure the victory quotes is the same through out so it doesn't matter
@@skeetermagee2487 nope, Japanese version has mulstiple win quotes per character instead of one
How did you unlock gill?
I played the game on MAME and used cheats to access him. He was never intended to be played normally in the Arcade version, which is why things like the ranking screen don't work properly.
@@Joki_ oh ok
Is there a link to it?
@@goldgamer8687 If you're referring to the cheats file that I used, look up "Pugsy's Cheats" and you should find it easily.
@@Joki_ ok thanks