Master Gill and Gouki's movesets in Street Fighter III: 3rd Strike. Learn special moves, target combos, Super Arts, and advanced strategies for each character.
This section details the special moves, target combos, and Super Arts for Gill and Gouki in Street Fighter III: 3rd Strike.
Gill's Moves:
Special Moves:
- Elbow: Press b / f + LP + LK
- Pyro-kinesis: qcf + P (on the left side)
- Cryo-kinesis: qcf + P (on the right side)
- Cyber Lariat (Pyro Heat): f,d,df + P (on the left side)
- Cyber Lariat (Cryo Heat): f,d,df + P (on the right side)
- Moonsault Knee Drop: hcb + K
- Psycho Headbutt: qcb + P
- Palm Upper: b + MP (cancelable)
- Step Kick: f + MK
Super Arts:
- Meteor Strike: qcf,qcf + P (x1)
- Seraphic Wing: qcf,qcf + K (x1)
- Resurrection: Occurs when you lose a round (x1)
Target Combos:
- Standing LP, MP
- Crouching LK, MK
- Standing LP, b+MP (won't combo, but b + MP is cancelable)
Gill's Notes:
- Gill cannot use EX moves but can super cancel his moves.
- The Cyber Lariat has two hit points; close range knocks down, while long range only hits with the elemental part.
- Moonsault Knee Drop and standing HK must be blocked standing.
- Moonsault Knee Drop homes in on the opponent.
- Psycho Headbutt misses crouching characters and is best as an anti-air.
- Seraphic Wing can only be blocked, not parried.
- Resurrection revives Gill with one stock left; he cannot earn Super Art power that round but can in subsequent rounds. He can be hit out of Resurrection, but it pushes nearby opponents away.
- Gill's Hard attacks and some special moves have fire or ice elemental effects depending on his side: Left side (player 1) = Ice (Standing HP/HK), Fire (Jumping HP/HK, Crouching HP), Ice (Crouching HK), Pyro-kinesis (qcf+P), Cyber Lariat (Pyro Heat) (f,d,df+P). Right side = Reversed effects.
- Gill's standing HK and Cyber Lariat can hit twice.
- Gill has infinite combos, such as crouching HP into Psycho Headbutts, and can perform multiple Cyber Lariats.
Gouki's Moves:
Special Moves:
- Seoi Nage: Press (f +) LP + LK
- Tomoe Nage: Press b + LP + LK
- Straight: Press MP + MK
- Gou Hadou Ken: qcf + P
- Zankuu Hadou Ken: In air, qcf + P
- Shakunetsu Hadou Ken: hcb + P
- Gou Shouryuu Ken: f,d,df + P
- Tatsumaki Zankuu Kyaku: qcb + K (air)
- Ashura Senkuu: f,d,df / b,d,db + PPP / KKK
- Hyakki Shuu: f,d,df + K, then...
- Hyakki Gouzan: ...do nothing after Hyakki Shuu
- Hyakki Goushou: ...press P while in air
- Hyakki Goujin: ...press K while in air
- Hyakki Gousai: ...press LP + LK when close and in air
- Tenma Kuujin Kyaku: Jump uf, d + MK at apex of jump
- Zugai Hasatsu: f + MP
Super Arts:
- Messatsu Gou Hadou (SA I): qcf,qcf + P (x2)
- Tenma Gou Zankuu (SA I): In air, qcf,qcf + P (x2)
- Messatsu Gou Shouryuu (SA II): qcf,qcf + P (x2)
- Messatsu Gou Rasen (SA III): qcf,qcf + K (x2)
- Messatsu Gou Senpuu (SA III): In air, qcf,qcf + K (x2)
- Shun Goku Satsu: LP,LP,f,LK,HP (x max stocks)
- Kongou Kokuretsu Zan: d,d,d + PP (x max stocks)
Target Combos:
- Close standing MP, HP
Gouki's Notes:
- Gouki does not have any EX-able moves.
- A ground LK Tatsumaki Zankuu Kyaku can be followed by an MP or HP Gou Shouryuu Ken.
- If an opponent uses a Super Art while Gouki is using Ashura Senkuu, Gouki will stop teleporting and be vulnerable. This also works against non-damaging Super Arts.
- Hyakki Goushou, Zugai Hasatsu, and Tenma Kuujin Kyaku are overhead attacks.
- An attack can be comboed after Tenma Kuujin Kyaku or Hyakki Goujin.
- Hyakki Gousai is an air throw that only hits if grabbing the head and cannot catch airborne opponents. It cannot be Grap Defended.
- Super Art I grants access to Messatsu Gou Hadou (ground) and Tenma Gou Zankuu (air). Super Art III grants Messatsu Gou Rasen (ground) and Messatsu Gou Senpuu (air, 1 less damage).
- With 2 stocks, Shun Goku Satsu or Kongou Kokuretsu Zan can be used regardless of the chosen Super Art.
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