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! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
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|(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. | |(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. When doing the infinite, if you see Geese performing the forward dash, you're doing the inputs too slow. He needs to cancel his dash very early in order to link the next loop. Against smaller characters, the smaller hurtboxes force Geese to move in deeper against them, making the infinite harder. | ||
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! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
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|(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), 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. Against most characters, this is easily a third of their entire life bar, sometimes more, or at worst a quarter of it. Possible to do midscreen, however it requires you dash up in order to connect raging storm. To do so, input the raging storm as 163214663. In other words, do most of the pretzel motion, dash forwards at the tail end of it, then cancel the forward dash into down forward punch, and raging storm will come out while also closing the gap for Geese. If done fast enough, the opponent won't drop past it. | ||
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|(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) 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. |
Latest revision as of 17:49, 4 June 2024
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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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
Combo | Position | Damage | Stun | Difficulty | Notes |
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(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. When doing the infinite, if you see Geese performing the forward dash, you're doing the inputs too slow. He needs to cancel his dash very early in order to link the next loop. Against smaller characters, the smaller hurtboxes force Geese to move in deeper against them, making the infinite harder. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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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. |
Combo | Position | Damage | Stun | Difficulty | Notes |
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(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. Against most characters, this is easily a third of their entire life bar, sometimes more, or at worst a quarter of it. Possible to do midscreen, however it requires you dash up in order to connect raging storm. To do so, input the raging storm as 163214663. In other words, do most of the pretzel motion, dash forwards at the tail end of it, then cancel the forward dash into down forward punch, and raging storm will come out while also closing the gap for Geese. If done fast enough, the opponent won't drop past it. |
(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
Combo | Position | Damage | Stun | Difficulty | Notes |
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(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 |