SvC Chaos: SNK Vs Capcom/Geese Howard/Combos

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< SvC Chaos: SNK Vs Capcom‎ | Geese Howard
Revision as of 23:27, 10 May 2024 by Lichmassacre (talk | contribs) (Moved combos here for organization.)
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SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Geese is a combo friendly character, so you can enjoy his easy-to-do combos. If you're having trouble with his infinites, you don't need to learn them as his other combos are just as strong.

Starters

Starters
Combo Position Damage Stun Difficulty Notes
(j.X), cl.C, f.D TBA TBA TBA TBA If you can master this easy combo, congratulations, you have a good part of Geese's combos in your mind. This combo, combined with a forward dash after f.D, is Geese's infamous infinite combo both on hit and block. It even stuffs GCFS most of the time.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
AB throw, df.C TBA TBA TBA TBA Pretty bad damage compared to the other combos, but this is a good option to use after a GCFS if you cannot pull off his super command grab.
j.C, qcb P TBA TBA TBA TBA Tall characters only. This is the Shippu Ken's simple combo. Nothing really interesting in this combo, but you can use when you need.
j.C, cl.C, f.D, any follow-up TBA TBA TBA TBA Tall characters only. The j.C is extremely good against tall characters for allowing Geese to connect all hits, so use this jumping attack instead of the j.D if you're against any tall characters.
(j.X) cr.B, qcf A, dp A, cl.A Corner TBA TBA TBA Geese's reset combo. Can be hard to land, but it's a nice simple combo to use.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X), cl.C, f.D, qcf A, db,hcb,df P TBA TBA TBA TBA An easy and damaging combo. Extremely good to use against your opponent when you need. You can use the Super's shortcut to land this combo.
(j.X) cr.B, qcf A, db,hcb,df P TBA TBA TBA TBA Only low hitting confirm into a combo Geese has. He can start combos with the A light attacks, but there's no good reason to. cr.B also cannot chain into cr.A or cl.A, which limits how useful cr.B can be for combos, but it's something and potentially an easy way to force the opponent to eat a Raging Storm.
(j.X), cl.C, hcb x2 C TBA TBA TBA TBA Remember the input to make this combo easier? If not, it is here: hcb+C, hcb+C. If you add a Jump Attack (preferably j.D), the moves will connect, but the game will recognize the combo as a "double 2-hit combo." Remember that after the Super hits, the opponent will wakeup with his back turned, and he will need to block in the opposite direction.
(j.X), [cl.C, f+D, forward dash (quickly cancel into)]xN, cl.C, f.D, qcf A, db,hcb,df P TBA TBA TBA TBA This is Geese's main infinite combo. If you're having trouble with the infinite, you don't need it and can practice it later. Even on block, if you are a bit messy, it's still good pressure since Geese is +10 on block after f.D. Good to use, but can be difficult to land because of two reasons: the cl.C after dash is a link, and you also have to change your timing of cl.C depending on the character. Skinnier characters are harder to consistently link cl.C on, requiring Geese to get in deeper to land cl.C properly. Messy inputs also leads to accidental f.C command normals.
(j.X), [cl.C, f+D infinite]xN, Exceed > any follow-up TBA TBA TBA TBA This can be strange to do, because of the Exceed part. It can be easy to mess up this combo in the Exceed part. If you haven't mastered the Exceed's inputs yet, do the 5th combo instead. After the qcf+A hits (and puts the opponent in a juggle state), the Exceed can be landed with ease (The opponent will not be knocked down after it hits). It can insta-KO your opponent too with the infinite.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(j.X), (cl.C, f.D), [hcf B(1-2), (C)f.D]xN, (while stunned) cl.C, f.D, qcf A, db,hcb,df P TBA TBA TBA TBA This is an interesting combo. It's Geese's easier infinite too. The combo will only work with the hcf B version. You should practice the hcf B, f.D part, because it's important. You can do almost all of Geese's infinites everywhere.
(j.X), (cl.C, f.D), [hcf B(1-2), (C)f.D]xN, (while stunned) cl.C, f.D, qcf A, hcb~f BCD > any follow-up TBA TBA TBA TBA
(j.X) cl.D(2), f.D, Dash, [cl.D(1), (C)f.D]xN, any follow-up after stun TBA TBA TBA TBA Can be one of Geese's hardest infinites and not often used, but it's there if you want.
[dp A(1), (C)qcf A]xN, db,hcb,df P Corner TBA TBA TBA This combo isn't that good only because it's a corner only combo. It can be hard to do depending on the character. The timing of the dp+A varies depending on the size of the character. Smaller characters tend to be a lot harder to perform it on, and need to be closer to the ground whereas bigger characters don't, and it's more consistent.
[dp A(1), (C)qcf A]xN, Exceed > any follow-up Corner TBA TBA TBA

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SNK Characters
Athena
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Kasumi Todoh
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