Kamen Rider: Super Climax Heroes/Gills: Difference between revisions

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'''Kamen Rider Gills''' won the "Most Murderable Rider" award in 2001 as one of the main Riders of ''Kamen Rider Agito'', a show where someone attempted to murder him every week, often just because they didn't like his vibes. Legend says that the attempts on his life have continued to this day.
'''Kamen Rider Gills''' won the "Most Murderable Rider" award in 2001 as one of the main Riders of ''Kamen Rider Agito'', a show where someone attempted to murder him every week, often just because they didn't like his vibes. Legend says that the attempts on his life have continued to this day.


As a rushdown character, Gills is most notable for his jS, a diving attack that has extremely short recovery on whiff or block. This allows him to use it like a fast-fall, as a crossup, and even as a straight-forward attack for block pressure. On top of his ability to go to the air, he's also capable of extreme damage. These things make Gills a solid recommendation for players who like being an annoying glass cannon, as well as those who like "gorilla" characters who can throw out moves without much risk.
As a rushdown character, Gills is most notable for his jS, a diving attack that has extremely short recovery on whiff or block. This allows him to use it like a fast-fall, as a cross-up, and even as a straight-forward attack for block pressure. On top of his ability to go to the air, he's also capable of extreme damage. These things make Gills a solid recommendation for players who like being an annoying glass cannon, as well as those who like "gorilla" characters who can throw out moves without much risk.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
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Gills dives at a steep angle with his leg out and its claws extended. On hit, he follows up by kicking off of the opponent and knocking them down.
Gills dives at a steep angle with his leg out and its claws extended. On hit, he follows up by kicking off of the opponent and knocking them down.


It's no exaggeration to say that this is the centerpiece of the character. Has very little recovery on whiff or block, making it an invaluable neutral tool and pressure starter. Conventional wisdom says that Gills' gameplan is to just go [[Kamen Rider: Super Climax Heroes/Ornac|nuts]] with this attack, but a more experienced Gills will be able to place this attack well in order to move as well as attack. He's also capable of using it in tandem with airdash in order to escape safely from bad positions, avoid interception, and mix up the opponent.
It's no exaggeration to say that this is the centerpiece of the character. Has very little recovery on whiff or block, making it an invaluable neutral tool and pressure starter. Conventional wisdom says that Gills' gameplan is to just go [[Kamen Rider: Super Climax Heroes/Ornac|nuts]] with this attack, but a more experienced Gills will be able to place this well in order to move as well as attack. He's also capable of using it in tandem with airdash in order to escape safely from bad positions, avoid interception, and mix up the opponent.
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Latest revision as of 17:57, 27 June 2024

Introduction

Kamen Rider Gills

Kamen Rider Gills won the "Most Murderable Rider" award in 2001 as one of the main Riders of Kamen Rider Agito, a show where someone attempted to murder him every week, often just because they didn't like his vibes. Legend says that the attempts on his life have continued to this day.

As a rushdown character, Gills is most notable for his jS, a diving attack that has extremely short recovery on whiff or block. This allows him to use it like a fast-fall, as a cross-up, and even as a straight-forward attack for block pressure. On top of his ability to go to the air, he's also capable of extreme damage. These things make Gills a solid recommendation for players who like being an annoying glass cannon, as well as those who like "gorilla" characters who can throw out moves without much risk.

Playstyle
KRSCH Gills icon.png Kamen Rider Gills goes airborne and then he goes feral.
Pros Cons
  • Air-to-Ground Superiority: Gills has an extremely strong diving jS to move around and attack with, as well as an airdash for added flexibility. Being able to comfortably go to the air like this makes him hard to contain.
  • Powerful Combos: Gills has a touch of death combo that's very difficult to successfully burst against thanks to Assault Mode.
  • Questionable Ground Options: Most of Gills' strikes are stubby or slow. His jS doesn't start a combo on hit, so he's still reliant on these attacks to be his fullest threat.
  • Defense: Between using the Assault Style and having few options that help him buy time, Gills has a very vulnerable Guard Gauge.

Form Select

KRSCH Gills Illustration.png
Gills

Normal Moves

5LLL
5LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

A double claw swipe with very short range.

Because of this move's high damage and repeatability with Assault Mode, it's a staple in Gills' combos.

5LL - Y - - - - -

A follow-up double claw swipe.

This attack is good for similar reasons to 5L, but is mostly outclassed by simply doing a second 5L. It still sees effective use in Gills' RC combos without Assault Mode.

5LLL - Y - - - - -

An uppercut that launches the opponent on hit. Has quite a lot of untechable time, but not fully untechable.

5LH
5LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

A double claw swipe with very short range.

Because of this move's high damage and repeatability with Assault Mode, it's a staple in Gills' combos.

5LH - Y - - - - -

A slow haymaker that knocks the opponent away on hit.

4/6LLL
4/6LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

A hand swipe. Has short reach and doesn't move very far.

4/6LL - Y - - - - -

A body uppercut that has short reach and doesn't move very far.

4/6LLL - Y - - - - -

Gills does a double high kick that knocks the opponent away on hit.

4/6LH
4/6LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

A hand swipe. Has short reach and doesn't move very far.

4/6LH - Y - - - - -

A sobat that knocks the opponent away on hit. This string can be followed up with an Instant Charge by pressing the Special Attack button.

2/8LLL
2/8LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -

An advancing elbow. Stubby, but moves very far forward, making it Gills' best light starter for neutral.

2/8LL - Y - - - - -

An advancing two-hit combo attack. Makes an excellent RC point for ground approaches.

2/8LLL - Y - - - - -

Gills slams his hand down. Groundbounces the opponent on hit.

2/8LHH
2/8LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -

An advancing elbow. Stubby, but moves very far forward, making it Gills' best light starter for neutral.

2/8LH - Y - - - - -

Gills' launcher string. This string can be followed up with a Combo Jump into its aircombo followup string, jLHS.

This string is fairly good, but it has a number of interesting quirks that often make for more useful combos than the aircombo string itself.

2/8LHH - Y - - - - -

An alternate ender to the aircombo string. Unlike most of these alternate enders, this one causes a hard knockdown on hit, allowing Gills to follow up.

5HH
5HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -

Gills jumps and does a standing elbow drop.

Very slow and very stubby, this normal is unlikely to hit an opponent in motion. However, it is highly advantageous on hit, allowing a link into 5S or Rider Finale, so it's an essential part of Gills' RC combos.

5HH - Y - - - - -

Gills slams his arm down. Groundbounces the opponent on hit. This string can be followed up with an Instant Charge by pressing the Special Attack button.

6HH
6HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6H - Y - - - - -

Gills jumps and swipes downward with a claw.

A kind of parallel to 5H, this normal has greater movement and reach, and allows all the same links. However, their different string options both have uses.

6HH - Y - - - - -

A quick kick that knocks the opponent away on hit. Safe on block.

2/8HH
2/8HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -

Gills does a spinning kick.

2/8HH - Y - - - - -

Gills continues spinning and does a second kick. Knocks the opponent away on hit.

jL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gills holds his leg out horizontally. Has active frames until landing. Also has notably long hitstun for a jumping normal.

jH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gills does a mid-air uppercut. This move can only hit if the opponent is airborne, and is fully untechable on hit, allowing a combo afterwards if Gills lands first.

Assault Mode

Assault 5L
5LLL (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

This attack is identical to 5L, except that Gills extends his claws during the animation.

5LL - Y - - - - -

This attack is identical to 5LL, except that Gills extends his claws during the animation.

5LLL - Y - - - - -

This attack is identical to 5LLL, except that Gills extends his claws during the animation.

Assault 5LH
5LH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

This attack is identical to 5L, except that Gills extends his claws during the animation.

5LH - Y - - - - -

This attack is identical to 5LH, except that Gills extends his claws during the animation.

Assault 5HH
5HH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -

This attack is identical to 5H, except that Gills extends his claws during the animation.

5HH - Y - - - - -

This attack is identical to 5HH, except that Gills extends his claws during the animation.

Funny enough, this makes Assault 5HH actually worse than its default variant, because it can't be cancelled into an Instant Charge even if the string is done as Assault Mode ends.

Special Moves

5S
Gills Filler
5S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal - Y - - - - -

Gills uses his tentacles like nunchaku, swinging upward three times. This attack is an excellent anti-air and whiff punisher, as well as Gills' main combo ender.

This attack also has excellent tracking. This is a critically important trait for Gills, who would otherwise lack damaging options to stop the opponent from sidewalking against his linear strings and jS.

Assault - Y - - - - -

During Assault Mode, Gills instead swings his tentacles horizontally.

This more erratic version of the attack hits an additional time for 4 hits total, and deals extra damage. It remains an excellent tracking attack, but unfortunately, loses its anti-air utility.

DS
Gills Claw
any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gills winds up, and then delivers a painful slash directly in front of himself. This attack deals massive damage and knocks the opponent down on hit.

Unfortunately for Gills, it is very slow and difficult to apply. Most of the places where he can combo it, he needs RC to do so, and he already has a meterless option that's almost as damaging.

JS
Gills Heel Claw
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gills dives at a steep angle with his leg out and its claws extended. On hit, he follows up by kicking off of the opponent and knocking them down.

It's no exaggeration to say that this is the centerpiece of the character. Has very little recovery on whiff or block, making it an invaluable neutral tool and pressure starter. Conventional wisdom says that Gills' gameplan is to just go nuts with this attack, but a more experienced Gills will be able to place this well in order to move as well as attack. He's also capable of using it in tandem with airdash in order to escape safely from bad positions, avoid interception, and mix up the opponent.

Universal Mechanics

Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Gills's throw. Causes a hard knockdown. Can be followed up against the wall by using Gills Filler (5S) or 6H.

Dash Action
Dash Action
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gills airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. This brings out a lot of additional strength in Gills' jS.

Rider Art
Rider Art
High Speed Dash
High Speed Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard High Speed Dash-type Rider Art. Costs .5 stocks of Rider Gauge.

Style Action
Style Action
Assault Mode
Assault Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Gills uses the Assault Style. Pressing Style Action with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode.

During Assault Mode, Gills gains the following extended strings:

  • 5LLL
  • 5LH
  • 5HH
  • 5S (modifies Gills Filler)

Combos

  • (Corner) Throw > 5S
  • (Corner) Throw > 6H > RC + Rider Finale
Gills' throw combos against the wall.
  • 6H > 2LH > Combo Jump > jH > land > 5S
  • 6H > 2LHH > RC > 5S
Advanced combos using Gills' launcher string that deal extra damage and gain more Rider Gauge when compared to his aircombo string.
  • 2LL > RC > 6H > 5S
Gills' combos using only one RC are very high damage and meter efficient.
  • 5L > Style Action (Assault Mode) > [5L > RC] > repeat xN > 6H > RC > Assault Mode Ends > Climax Time > Rider Finale
Gills' touch of death combo using Assault Mode.
Because there's no string filler in this combo, it is difficult to successfully burst if Gills uses RC right after pressing his normals and blocks during their animations.

Navigation

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