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[SFV:CE] Combo into Throw!? Gill Combo Video

Street Fighter V · Combo Video · 2019

Gill's combo toolkit in Street Fighter V receives a deep dive in this technical breakdown from desk. The video centers on a deceptively titled premise—combining into a throw—that reveals Gill's unusual limitations compared to the rest of the SFV roster. Unlike most characters, Gill lacks the crush counter setups that typically enable throw combos, and his signature crumple state actively resists throw attempts, suggesting possible unintended behavior in how the mechanic functions. The real focus lands on what desk identifies as Gill's most execution-heavy combo: a sequence demanding a backwards walk into a frame-perfect crouch timing before landing a crouching medium punch into shoulder charge. This single combo consumed 80% of the video's production time, with desk battling both the execution barrier and the hunt for clean footage to demonstrate it. The difficulty ceiling here sits among SFV's most punishing routes, and desk openly invites viewers to attempt reproduction as proof of just how strict the timing requirements are. This is pure lab work—documenting what Gill can actually do, where his toolkit breaks conventional fighting game logic, and what separates theoretical knowledge from practical execution in one of Street Fighter V's more demanding character tools.

Original YouTube Description

That final combo is the most difficult combo Gill has and one of the most difficult in SFV, until someone can prove to me otherwise. I spent 80% of the time making this video figuring it out and trying to get footage of it. It requires walking back before the fireball loop and a frame perfect walk to crouch before hitting that cr.MP xx shoulder charge near the end. If you…

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That final combo is the most difficult combo Gill has and one of the most difficult in SFV, until someone can prove to me otherwise. I spent 80% of the time making this video figuring it out and trying to get footage of it. It requires walking back before the fireball loop and a frame perfect walk to crouch before hitting that cr.MP xx shoulder charge near the end. If you don't believe me about its difficulty you're very welcome to try to reproduce it. Also, his regarding 'combo into throw'. With most characters, this isn't a big deal because of their ability to put the opponent into a groun

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From desk's YouTube channel