Which Street Fighter boss wins?
Gill…resurrection.
This thread is just as weird as the match up is! No. Seriously! Gill vs Seth is QUITE weird! This fight can go either way - … I’ll play along sense I’m bored and I’m on a lunch break anyhow! (NOTE: I really don’t like story-line references sense… well… this is SF and the story is not that plausible anyhow, so I’m going by game play mechanics and move sets instead).
Seth is a mix-up god. Gill is the official… “SNK Syndrome” boss of the SFIII so to speak. CPU Seth on Arcade of SFIV has increase stamina so that it would be harder to kill him and his A.I. is a bit of a rubber-band as well. The CPU Seth utilizes some of tricks that most advanced Seth players end up using (you will see this from SSFIV and so on).
Gill can use all three of his Super Arts during the boss fight. Since Gill hails from the SFIII series, his Super Gauge fill up based on how well his offensive is. Seth also increases his gauge quickly because of his offensive but as a SFIV character, he has a Revenge Gauge. Gill also has the ability parry most attacks and Seth uses the focus system (the Parry is better than the Focus Attack)
The parry system allows players to block attacks with any real block stun or any chip damage. They do as much as they want as long as the timing is correct! The Focus System is a quasi-parry system. Most players will end up using the LV2 Focus and the Focus Attack can allow people to cancel most of their attacks should they have two meters available. The LV3 Focus is unblockable.
Seth would only have access to one Super and one Ultra - Seth in fact has two Ultra’s but he can use one during the fight. Gill uses all of his Super Arts. Seth uses a composite fighting style built from other characters and has a lot more options than even Gill. But, Gill has highly damaging attacks and proper/decent move set, and one of his Super Art’s completely unblockable (Seraphic Wing). Gill can also resurrect himself should he be KO’d with a full gauge though the player can smack him out of it and KO him again. Seth is a Glass-Cannon. He dishes out a lot damage with so many options available to him… but he takes damage REALLY easily. It is common knowledge Seth’s stamina is low! So that puts him a TERRIBLE disadvantage. Unlike Gill, Seth can teleport and he has a much large special move set and can easily mix-up his attacks even more so than Gill can. Seth is NOT fun to fight against, especially if the player knows what he/she is doing. Seth has so many offensive options it is not funny - projectile, anti-air, a command throw, a teleport, wall jumps, a attack that draws the opponent in, plenty of long range options and can be played in almost any manner! And, Seth can move around the screen easy and has the tools to beat any of his opponents. As of SSFIVAE: v2012 Seth is very high tier along with Viper, Akuma, Cammy, and Fei Long. Gill is a monster with a two hit projectile (Cryo/Pyro Kinesis), an nasty anti-air, a parry, THREE Super Arts (all of which are extremely useful), moves extremely fast, and has a lot stamina.
I as much as enjoy Seth and the fact that he cause , I’m leaning slightly towards Gill on this one. But, I still see Seth overwhelming Gill with his mix-ups and whatnot.
Someone can talk. o_O
Sorry… Guess I went overboard.
Seth. He’ll suck him into his belly dimension and then it’s over for Gill.
definitely Gill for for me because his moved are original and not adapted.
but Seth in the hands of poongko, damn… its another story
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Gill, coz he was the original nude guy, seth was just another gill
This is a gamefaqs quality thread. :tdown:
I kinda thought about this myself… but from a different angle: How would Gill play as a SF4 character?
For one, he’d have to be a ‘young’ Gill, not matured to the SNK Boss he was in III, and considering that he was even more obscenely powerful in 3S, he would be fairly weak comparatively.
Then, I started to come up with ideas for how to translate his moveset into a more balanced incarnation, yet still remain Gill. Here’s what I came up with…
Stats: 900 health, 1000 stun
Ultra I: Meteor Strike. Same as 2nd Impact Super.
Ultra II: ??? (help me out here, maybe? Seraphic Wing is out, as he didn’t get that until the height of his power.)
Super: Resurrection. Activates on KO, restores 180 normal health and 720 grey health (in other words, instant 20% regeneration, with the possibility for earning more back if you don’t get hit). This makes it a good move, but Gill will likely be spending his bar for other things, making this not as broken as it would seem.
Specials:
Pyro/Cryokinesis: 1-hit fireball, thrown in ‘Gouken Angles’. Might need to do something about his Cryokinesis, though, as ‘ice’ damage doesn’t exist in 4.
EX: Two hits, as most other fireballs, but the input requires explaining. The button not used for the input determines angle. :mp:+:hp: == straight (like a normal Jab version), :lp:+:hp: == Strong angle, and :lp:+:mp: == Fierce angle. In the event of :lp:+:mp:+:hp: being used, defaults to Jab angle (bone up on your inputs).
Moonsault Knee Drop: One hit. Distance similar to Demon/Gouken Flip.
EX: Tracks, does two hits.
Cyber Lariat: One hit, two possible hit points. Early in the move (back turned) slams, causing untechable knockdown. Second ‘phase’ (the armswing to the front) has juggle potential. First phase of the attack has armor-break. Distance determined by strength of punch used.
EX: Same distance as Fierce version. If first phase hits, does not cause slam and untechable knockdown, but instead hits into angle for guaranteed second phase followup. Second phase alone has higher juggle potential.
Normals: Same as New Generation, aside from chip and elemental properties on Fierces/Roundhouses, obviously. This means no step-kick Towards+:mk:, and his cr.:mp: doesn’t move forward.
Of course, this is just me going amateur game designer, so… take with grain of salt as indicated by your physician.
Gill was a more impressive boss character.
What will be his Focus Attack then?