GillBot v1.0

Difficulty Moderate

Focus Advancing Footsies


GillBot is a complex, but not particularly difficut bot, both to input, and to fight. As Gill is quite similar to Urien, many of the goals and flows are also similar, but since Gill is not a charge character, the inputs are somewhat easier, with good timing. Our looks at the primary first-order strategies used for the character indicate that understanding how to punish Gill for trying to keep an opponent at ranges that are advantageous to him, is the most important part. The bot has been built with this in mind, since the character is so good at getting knockdowns and creating strong setups when a player finally gets frustrated of his zoning and makes a mistake in their attempt at offense. GillBot's purpose, therefore, is to help the player feel comfortable at the same ranges that Gill does, and therefore to lessen their frustration enough to prevent the Gill player from getting a psychological advantage. Despite our initial expectations, that we were going to need a 'Fire' and an 'Ice' version of GillBot, so far, we have found that the single bot serves the purpose effectively. Once again, though, there is a difficult whiff punish involved in the point system, just as with UrienBot. This bot can be considered to be a good 'combination' of BoxerBot, RyuBot, and UrienBot, so players who feel that they have mastered those three can now fight a bot that requires all the skills at once.

Defeating this bot requires the player to have a keen sense of spacing, how and when to move backward and forward in very small amounts to maintain a relative position, while watching out for attacks and patterns from an opposing character whose moves change their position a lot. It also recreates the sensation of 'having to focus heavily on the ground game while still watching out for the air' in the higher Difficulty Levels. Putting effort into this spacing in order to achieve a certain Point System (C) is required, in order to get the most from working with this bot. Ignoring this and focusing on the other Point Systems will limit the benefit.

Note that this bot has only minor variants, and can be used with either V Trigger or V-Skill. Minor advice is given on how to customize the inputs if your matchup against Gill involves more backdashes, or zoning, from Gill's side.


Gauge Settings

As with all bots, 1P Health should be set to "Normal". Set 1P CA Gauge to "Normal", and 1P V-Gauge to "Normal".

Settings for 2P are Health - "Auto-Recover", V-Gauge - "Maximum Start", CA Gauge - "Maximum Start".


Goals

Completing each action gives 1 point. Try to get to 10 points without dying.

Points System

Difficulty Levels

Action #1

1HP+HK hidden [1MP (hold until end), 4HP+HK (hold until end)] 2136 end recording instantly

This is a relatively easy input that does not need to be very fast or timed to be very precisely 'slow'. Just enter it 'comfortably', using the shoulder buttons on a pad, or convenient buttons on an arcade stick, to make it easy to hold everything required.

Action #2

5MP+MK hidden [1LP 1MK (hold until end)] 236 236 end recording instantly

This input is harder due to the speed required for the Critical Art input, but overall is still not particularly stressful. Aim to input that as if canceling from the crouching MK.

Action #3

5LP+HP (hold the HP until end), hidden [MP] 214 end recording instantly

Another relatively easy input, that does mostly horizontal Cryokinesis when played into itself. If modifying this bot to do backdashes, put the backdash right after the 2MP.

Action #4

1LP+LK, hidden [2MK (hold until end)] 214 end recording instantly

This action is the replaceable/modifiable one. When replacing this, try to end with the 214 edge shift. For more zoning, hold the LP until the end as well (but do not hold both LP and LK)

Action #5

6HK+LK (hold HK until end), hidden [ 9, 66 ] end recording

Generally Gill should not jump if this is replayed from the start, and should not have jumped during the recording phase. Due to buffering, it is fine if he dashes, but try to make sure that you 'felt like you input the dash before the 6HK animation ended'. This input is sometimes hard to get right, because knowing when to end the recording is difficult. If done right, Gill should jump and use LK at a timing that has the potential to be a threatening cross-up.




In-Depth

Still in progress.