Here's everything we know so far about the way Gill's V-System works in Street Fighter 5: Champion Edition

Two Triggers, two Skills, and his very own unique mechanic

Posted by John 'Velociraptor' Guerrero • November 18, 2019 at 7:10 p.m. PST | Comments: 49

Street Fighter 5's 39th character was revealed just last night as Capcom showed off Street Fighter 3 big baddie, Gill, as part of the North American Regional Finals closing ceremonies.

Gill has the traditional V-System mechanics that we've become accustomed to, but this is the first SF5 trailer in which we see the addition of a second V-Skill. The rest of the roster will be getting the same treatment shortly, but for now, let's jump into the particulars of what Gill has to offer here.

With two Skills and two Triggers on top of the fact that Gill has a unique debuff mechanic that plays its own role in his V-System, analyzing what Urien's brother will be capable of can rapidly become a bit daunting.

One important facet of Gill's design we should be aware of before going any further is his ice and fire debuff potential. By connecting with certain EX or V-Trigger attacks, Gill affects his foe with either an icy or fiery debuff. The former causes the opponent's stun bar to freeze in place while the latter slowly consumes any gray damage that is accumulated.

On top of all this, Gill has an extra mechanic called Retribution. If Gill hits an opponent with an opposite elemental attack while they are debuffed with either ice or fire, said attack will gain bonus properties that allow for either more damage, longer combos, or better follow up situations.

We'll kick off with V-Skill 1, Divine Comet, which causes a projectile to rain down from the sky. The projectile will either be ice or fire (and cause the appropriate debuff upon hit) depending on which V-Trigger the player has chosen to take into battle.

This move obviously parallels with Kolin's Hailstorm, and will likely be useful in similar ways. Players might use it to control space as a slow, angled projectile is certainly going to cause opponents to hesitate, block, or maneuver around.

While we don't see this attack landing all that often when used by itself, Gill very well may be able to summon it and then rush in for multi-angled pressure or a mix up that will heighten the chances of Divine Comet actually hitting its target.

Gill's V-Skill 2 is called "Blocking" and essentially gives him a parry similar to what we saw in Street Fighter 3: Third Strike. From what we can tell thus far, this is really no different than Ryu's V-Skill (Mind's Eye) which hasn't proven to be the most useful of SF5's Skills.

Gill will have to read whether the incoming attack is either a mid/high or a low and then do the appropriate parry. If successful he will negate the damage of the attack and recover more rapidly than if he had blocked.

This can lead to punishment opportunities against moves that would normally be safe if blocked. At this point, we're not sure if Blocking will function exactly as Mind's Eye does, or if Gill's parry will have better or worse properties than Ryu's.

Gill's V-Triggers, both of which require two bars of V-Gauge, mirror each other in that one augments his fire-based attacks while the other augments his ice-based techniques. There are a lot of variables that will go into answering the question of which of these will be more useful, and hopefully, that answer is less defined by obviously stronger options and more so by personal player preference.

Trigger 1 is called Primal Fire and makes it so that players do not need to use the EX version of Gill's fire attacks to cause his gray health-eating status change. Simply landing moves like his overhead, standing roundhouse, or red fireball (all of which have fire debuff potential) will cause the debuff to ignite.

The normal attacks (overhead and standing roundhouse, for example) don't seem to be able to cause debuff outside of when this V-Trigger is active. They do cause a slightly different animation on regular hit as a few flames surround the opponent upon impact, but this is clearly different than when the foe is debuffed and turns a reddish-orange in addition to being engulfed in flames.

Along with having an easier time lighting his opponent on fire, Gill gains access to two other attacks while VT1 is active: Flame Javelin and Burn Storm.

Flame Javelin sees Gill manifest yet another descending projectile, but this one seems a bit faster than Divine Comet and causes a ground bounce with Retribution that we see Gill follow up on in his trailer. There are three different directional inputs for this move, so we assume that means three angles from which to call it down.

While Flame Javelin rains down in front of Gill, Burn Storm rises up as the leader of the Secret Society performs a fiery uppercut that juggles his opposition when it's hit with Retribution. Burn Storm can be canceled from many of Gill's normal attacks thus giving it the potential for a lot of combo extension.

There is a third VT1 move listed on the CFN page called "Volcanic Storm," but it is not shown in the trailer nor detailed in the Capcom Unity breakdown.

V-Trigger 2, Ice of Doom, gives ice attacks the same debuff properties as VT1 gives fire attacks and adds two different moves to Gill's arsenal: Tree of Frost and Delay Freeze Lance.

Tree of Frost is a horizontal ice block that protrudes from Gill's outstretched arm. While Tree of Frost will do damage and debuff on its own, it seems it's best to use this technique when the opponent is on fire. Doing so in this state will cause a wall bounce that allows for even more damage.

When performing Delay Freeze Lance, Gill uses an ax kick to create a small ice trap on the ground that opponents must avoid or risk being instantly frozen in place.

During the trailer showcase, Gill does this in such a way that his opponent wakes up while standing in it, forcing them to block so as not to be frozen. Using it in this way makes for a nice meaty attack situation with plenty of frame advantage for follow up mind games.

Similar to Flame Javelin, there are three directional inputs for DFL, so we assume this means he can plant it at three different distances from himself.

While all of these VT moves can be used on their own, it seems the general idea is to insert them into combo sequences wherein the opponent is already debuffed with the opposite element. This way you get the maximum benefit from Retribution followups.

We also get a glimpse of Gill's V-Reversal, Pryo Reverse Kick, that seems to be a fairly standard strike (as opposed to evasion) V-Rev.

There is surely more about SF5's newest comer to be unveiled and explored, but already he's looking like a total powerhouse given his godly abilities. We'll be breaking down more of the character in the coming days and weeks, so be sure to check back often.

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