Fatal Fury Special/Geese Howard: Difference between revisions

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{{MoveData
{{MoveData
|image=FFS_Geese_2B.png
|image=FFS_Geese_2B.png
|subtitle=
|subtitle=Kurubushigeri/踝蹴り
|caption=
|caption=
|name=2B
|name=2B
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  |Block Adv=+7
  |Block Adv=+7
  |Property=Kara Cancel
  |Property=Kara Cancel
  |description=
  |description=*Great low poke and combo starter. Links to itself and 5A.
  }}
  }}
}}
}}

Revision as of 02:36, 3 December 2024

The Conqueror of the Underworld
Ffspecgeese colors.png

Introduction

Geese Howard will not hesitate to stand his ground as the ultimate mob boss of Southtown. Terry Bogard's ultimate rival, and the late father of Rock Howard of Garou: Mark of the Wolves, Geese is packing a deadly toolkit, crafted for punishing even the strongest of fighters with a solid read. While in other games he has a well rounded toolkit, in Fatal Fury Special he's geared more towards being a defensive zoner, unless the opponent manages to close the gap between him. Grounded Reppukens and his handy air fireball, in addition to his counter moves, make it easy for Geese to pin any character down while also punishing any attempt at jumping in, especially if the player can pull off the pretzel to dish out the Raging Storm. All of that said, he's not easy to play. Geese requires solid fundamentals and good reads for any player to play him effectively and reach his full potential. One careless mistake from the player can cost Geese's control of the screen. If you love Geese, however, then by all means he will not disappoint in Fatal Fury Special by being his own unique character, capable of handling most any situation. And of course, he's rocking not only an awesome stage, but a rocking theme song.

Pros Cons
  • Counter moves for nearly every situation
  • Well-rounded set of normals
  • The only character with an air projectile
  • His theme song
  • Timing counter moves right can be tricky
  • Most damaging combos don’t work on small characters
  • Has a hard time against characters that can circumvent his projectiles
  • Steeper learning curve

Move List

Close Standing Normals

c5A

c5A
Murasame-Uchi/村雨打ち
FFS Geese c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 5 6 0 10 +10 +11 Kara Cancel
  • Most common combo starter for Geese. Links to itself and far 5A.
c5B

c5B
Inazuma-Geri/稲妻蹴り
FFS Geese c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 3 5 6 13 +5 +6 Kara Cancel
  • Slightly better startup and damage compared to close A, but worse as a combo tool as it gives less frame advantage on hit.
c5C

c5C
Suigetsu-Uchi/水月打ち
FFS Geese c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 6 9 14 28 +1 0 Kara Cancel
  • Can combo into light Reppuken.
c5D

c5D
Tentou Sakkatsu Nidangeri/天倒殺活二段蹴り
FFS Geese c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20x2 4x2 Mid 6 4 (4) 10 10 33 -4 +2 Kara Cancel
  • Two hits, but it's rare for both of them to connect due to the amount of knockback. First hit whiffs against most crouching characters too. Don't bother using this.

Far Standing Normals

f5A

f5A
Heavenly Breaking Fist (天破拳)
FFS Geese 5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 7 0 10 +9 +10 Kara Cancel
  • It has strong priority and can intercept rushing techniques such as Andy's Zaneiken and Kim's Hououkyaku.
  • Can combo into f5C.
  • A typical combo starts from c5A or 2B, 5A while walking, and finishing with f5C.
f5B

f5B
Hidden Kick (秘中蹴り)
FFS Geese 5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 8 10 17 34 -11 -10 Kara Cancel
  • Since it has long reach and it hits low, cancelling it into Reppuken is powerful.
  • It has a large motion. If you spam it too much, the opponent can read you and jump over it.
f5C

f5C
Mid-Step Forward Strike (踏み込み中段打ち)
FFS Geese 5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 7 13 19 38 -9 -10 -
  • Excellent reach and speed.
  • There are many uses for it, such as aiming to catch the opponent's jump when landing, or using it after blocking a move with a long recovery time.
  • On the other hand, the recovery time after a hit or block is long, so depending on the distance, some opponents can punish (Billy 2C, Laurence f5D, etc.).
f5D

f5D
Lightning Roundhouse Kick (電光回し蹴り)
FFS Geese 5D 1.png
FFS Geese 5D 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 15 12 10 36 +1 0 -
  • A technique to kick while moving forward.
  • Moves faster than normal walking.
  • Even if it is blocked, there is a small gap to act.
  • High startup makes it vulnerable to dodge attacks, etc.

Crouching Normals

2A

2A
Yakoutsuki/夜光突き
FFS Geese 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 5 8 16 +3 +4 Kara Cancel
  • Inferior to 2B in just about every way possible.
2B

2B
Kurubushigeri/踝蹴り
FFS Geese 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 5 4 6 14 +6 +7 Kara Cancel
  • Great low poke and combo starter. Links to itself and 5A.
2C

2C
FFS Geese 2C.gif
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11x2 4x2 Mid 3 3+6+12 21 44 -14 -13 Kara Cancel
2D

2D
FFS Geese 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 9 10 22 40 KD -9 Kara Cancel

Jumping Normals

jA

jA
FFS Geese jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Overhead 6 - - - - -
jB

jB
FFS Geese jB.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 5 - - - - -
jC

jC
FFS Geese jfC 1.png
FFS Geese jfC 2.png
Diagonal Jump
FFS Geese jC.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 16x2 4x2 Overhead 5 6 (3) 6 (3) 6 (3) 6 - - - - -
Neutral Jump 18 4 Overhead 3 21 - - - - -
jD

jD
FFS Geese jfD.png
Diagonal Jump
FFS Geese jD 1.png
FFS Geese jD 2.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 14 4 Overhead 11 15 - - - - -
Neutral Jump 20 4 Overhead 7 8+7 - - - - -

Universal Mechanics

Lane Blast

Lane Blast
C+D
FFS Geese CD.png
Front Lane
FFS Geese CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 16 17 7 39 KD -5 Cancel
Back Lane 22 5 Mid 13 12 20 44 KD -13 Cancel
Lane Attack

Lane Attack
FFS Geese Lane Punch Front.png
Front Lane Punch
FFS Geese Lane Kick Front.png
Front Lane Kick
FFS Geese Lane Attack.png
Back Lane Punch
FFS Geese Lane Kick Back.png
Back Lane Kick
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 20 2 Overhead 9 - 4 - - - -
B 20 2 Overhead 14 - 4 - - - -
C 20 4 Overhead 9 - 4 - - - -
D 20 4 Overhead 14 - 4 - - - -
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Geese Dodge Attack 1.png
FFS Geese Dodge Attack 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 9 12 17 37 Air reset -10 Kara Cancel, Upper-Body Invuln 1-20F

Throws

C Throw

Katate Nage
Close 4/6C
FFS Geese C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 / 1 1 / - KD (+82) / -
  • Switches sides.

3C Throw

Shinkuu Nage
Close 3C
FFS Geese 3C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 - 1 1 / - KD (+41) / -
  • Switches sides.

D Throw

Kosatsusho
Close 4/6D
FFS Geese D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20~32 (4 x 5~8) 0 - 1 1 / - +8 / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hit advantage is when the opponent mashes out.

Special Moves

Reppuken (236A)
Reppuken
236A
FFS Geese Reppuken.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 (4) 3 Mid 18 - 35 52 -2 -5 -
Double Reppuken (236C)
Double Reppuken
236C
FFS Geese DReppu 1.png
FFS Geese DReppu 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
22 (5) 6 Mid 17 - 59 75 -18 -25 -
Shippuuken (j214P)
Shippuuken
j214A/C
FFS Geese Shippuken.png
※If the fireball hits the opponent's feet, it must be blocked low.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 12 (4) 3 Mid/Low※ 11 - Landing + 3 - - - -
  • Fireball travels slower.
C 18 (4) 6 Mid/Low※ 11 - Landing + 3 - - - -
  • Fireball travels faster.
Jyoudan Atemi Nage (41236B)
Jyoudan Atemi Nage
41236B
FFS Geese Counter B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 3 / 1 19 21 40 KD / -
  • An instant catch counter that beats special moves and air normals that touch the extended hurtbox.
Chuudan Atemi Nage (41236D)
Chuudan Atemi Nage
41236D
FFS Geese Coutner D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 3 / 1 19 21 40 KD - -
  • An instant catch counter that beats ground normals that touch the pink hurtbox.

Super Move

Raging Storm (1632143BC)

Raging Storm
1632143B+C
FFS Geese Raging Storm.gif
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 22 30 12 63 KD -8 -

Combos

  • 2B x 3 - 24 damage

2B linked to 2B does not scale.

  • (2B), c5A x 1~4 > f5A x 1~2 > f5C - 49 damage

2B does not link to c5A on Geese and Krauser.

  • c5C > 236A/C - 32/37 damage
  • 2C > 1632143BC

Strategy

The Basics

Advanced Strategy

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki