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==Introduction== | ==Introduction== | ||
Geese Howard will not hesitate to stand his ground as the ultimate mob boss of | Geese Howard will not hesitate to stand his ground as the ultimate mob boss of South Town and Terry Bogard's ultimate rival. Geese is packing a deadly toolkit, crafted for punishing even the strongest of fighters with a solid read. Grounded Reppukens and his handy air fireball combined with his counter moves make it easy for Geese to zone any character out while also punishing any attempt at jumping in, especially if the player can pull off the pretzel motion 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 by being a unique character capable of handling most any situation. And of course, he's got an awesome stage and a rocking theme song. | ||
{| | {| | ||
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==Move List== | ==Move List== | ||
===General Hurtboxes=== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" | Standing/Walking || align="center" | Crouching/Crawling || align="center" | Jumping | |||
|- | |||
| align="center"; valign="bottom" | [[File:FFS Geese Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Geese Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Geese Jump.png|bottom]] | |||
|- | |||
| align="center" | || align="center" | || align="center" | 58F (4+51+3) duration, tied for the slowest jump in the game. | |||
|} | |||
=== Close Standing Normals === | === Close Standing Normals === | ||
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|Block Adv=+11 | |Block Adv=+11 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description=*Most common combo starter for Geese. Links | |description=* Most common combo starter for Geese. Links into itself and far 5A. | ||
* The opponent cannot guard during the final active frame of this move if used as Player 1, allowing for unblockables. If the last frame hits as either player, Geese can act with no recovery during hitstop. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_c5B.png | |image=FFS_Geese_c5B.png | ||
|subtitle= | |subtitle=Inazuma-Geri/稲妻蹴り | ||
|caption= | |caption= | ||
|name=c5B | |name=c5B | ||
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|Block Adv=+6 | |Block Adv=+6 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=* Slightly better startup and damage compared to close A, but worse as a combo tool as it gives less frame advantage on hit. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_c5C.png | |image=FFS_Geese_c5C.png | ||
|subtitle= | |subtitle=Suigetsu-Uchi/水月打ち | ||
|caption= | |caption= | ||
|name=c5C | |name=c5C | ||
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|Block Adv=0 | |Block Adv=0 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=* Can combo into light Reppuken. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_c5D.png | |image=FFS_Geese_c5D.png | ||
|subtitle= | |subtitle=Tentou Sakkatsu Nidangeri/天倒殺活二段蹴り | ||
|caption= | |caption= | ||
|name=c5D | |name=c5D | ||
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|Block Adv=+2 | |Block Adv=+2 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=* 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. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Geese c5D.png| | FFS Geese c5D.png| | ||
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|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
* | * Strong hitbox and fast startup, making it ideal for countering rushing moves such as Andy's Zaneiken and Kim's Hououkyaku. | ||
* | * Links into itself and f5C. | ||
* | * You can land more hits in a combo if you walk forward while chaining 5As. Once you're pushed out of the move's range, finish the combo with f5C. | ||
* The opponent cannot guard during the final active frame of this move if used as Player 1, allowing for unblockables. If the last frame hits as either player, Geese can act with no recovery during hitstop. | |||
}} | }} | ||
}} | }} | ||
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|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
* | * Reaches very far for a light normal and hits all crouching characters. Great when cancelled into light Reppuken for chip damage. | ||
* | * Long recovery if it whiffs, so don't get too careless when using this. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_5C.png | |image=FFS_Geese_5C.png | ||
|subtitle= | |subtitle=Forward Step Middle Strike (踏み込み中段打ち) | ||
|caption= | |caption= | ||
|name=f5C | |name=f5C | ||
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|Property= | |Property= | ||
|description= | |description= | ||
* Excellent reach and speed. | * Excellent reach and speed. A key move in neutral. | ||
* | * Good for punishing unsafe moves from a distance, like Cheng's balloon. Links from 5A, so it's also Geese's main combo ender. | ||
* | * Has somewhat long recovery, though, so some characters may be able punish it if done too close to your opponent (Billy 2C, Laurence f5D, etc.). | ||
}} | }} | ||
}} | }} | ||
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|Property= | |Property= | ||
|description= | |description= | ||
* A | * A rolling kick that moves Geese forward. You can use the momentum of this move to give you a speed boost as it's faster than walking. | ||
* Safe on block when spaced correctly. | |||
* | * It takes a while for the hitbox to activate, so it's easy to counter this move with a dodge attack. | ||
* | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_2A.png | |image=FFS_Geese_2A.png | ||
|subtitle= | |subtitle=Yakoutsuki/夜光突き | ||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
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|Block Adv=+4 | |Block Adv=+4 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=*Inferior to 2B in almost every way possible. Startup is faster by 1 frame, but it doesn't link into anything. | ||
}} | }} | ||
}} | }} | ||
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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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS Geese 2C.gif | |image=FFS Geese 2C.gif | ||
|subtitle= | |subtitle=Shouten Myoujou-uchi/昇天明星打ち | ||
|caption= | |caption= | ||
|name=2C | |name=2C | ||
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|Block Adv=-13 | |Block Adv=-13 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=*Anti-air normals don't get much better than this. Comes out faster than most lights and beats just about any jump attack clean, especially from close range. | ||
* The fast startup makes it even a good button to throw out in close range ground game. Be sure to cancel it into Reppuken as the recovery will be long otherwise. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_2D.png | |image=FFS_Geese_2D.png | ||
|subtitle= | |subtitle=Kusazurigaeshi/草ずり返し | ||
|caption= | |caption= | ||
|name=2D | |name=2D | ||
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|Block Adv=-9 | |Block Adv=-9 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description= | |description=*Very good long range sweep. Can be cancelled into Reppuken on block to deal chip damage. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_jA.png | |image=FFS_Geese_jA.png | ||
|subtitle= | |subtitle=Tentouwari/天倒割り | ||
|caption= | |caption= | ||
|name=jA | |name=jA | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=*Underwhelming. If you see a Geese player use this, they most likely just failed to input Shippuken properly. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=FFS_Geese_jB.png | |image=FFS_Geese_jB.png | ||
|subtitle= | |subtitle=Kasumigeri/霞蹴り | ||
|caption= | |caption= | ||
|name=jB | |name=jB | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=*Fast startup, good hitbox, stays active for the entire duration of the jump. Geese's main jump-in. | ||
}} | }} | ||
}} | }} | ||
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|image2=FFS Geese jfC 2.png | |image2=FFS Geese jfC 2.png | ||
|image3=FFS_Geese_jC.png | |image3=FFS_Geese_jC.png | ||
|subtitle= | |subtitle=Tobi Rendaken/跳び連打拳 | ||
|caption2=Diagonal Jump | |caption2=Diagonal Jump | ||
|caption3=Neutral Jump | |caption3=Neutral Jump | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=*Doesn't have a lot of reach, but does the most damage out of Geese's jump normals. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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|image2=FFS_Geese_jD_1.png | |image2=FFS_Geese_jD_1.png | ||
|image3=FFS_Geese_jD_2.png | |image3=FFS_Geese_jD_2.png | ||
|subtitle= | |subtitle=Tobikomi Kassatsugeri/飛び込み活殺蹴り | ||
|caption=Diagonal Jump | |caption=Diagonal Jump | ||
|caption3=Neutral Jump | |caption3=Neutral Jump | ||
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|Block Adv= | |Block Adv= | ||
|Property= | |Property= | ||
|description= | |description=*Good horizontal reach, but easier to anti-air than jump B. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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=== Universal Mechanics === | === Universal Mechanics === | ||
===== <span class="invisible-header">Lane Blast</span> ===== | ===== <span class="invisible-header">Lane Blast (CD)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image=FFS_Geese_CD.png | |image=FFS_Geese_CD.png | ||
|image2=FFS Geese CD Back.png | |image2=FFS Geese CD Back.png | ||
|subtitle= | |subtitle=Fudou Kassatsu Uraken/不動活殺裏拳 | ||
|caption=Front Lane | |caption=Front Lane | ||
|caption2=Back Lane | |caption2=Back Lane | ||
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|Block Adv=-5 | |Block Adv=-5 | ||
|Property=Cancel | |Property=Cancel | ||
|description= | |description=*Slow startup, but stays active for quite a while and recovers fast. Not a bad move to throw out every now and then. | ||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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|Block Adv=-13 | |Block Adv=-13 | ||
|Property=Cancel | |Property=Cancel | ||
|description= | |description=*Much worse recovery than the front lane version and thus less safe to use. | ||
}} | }} | ||
}} | }} | ||
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|caption4=Back Lane Kick | |caption4=Back Lane Kick | ||
|name=Lane Attack | |name=Lane Attack | ||
|input=A/B/C/D from opposite lane | |||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
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|image=FFS_Geese_Dodge_Attack_1.png | |image=FFS_Geese_Dodge_Attack_1.png | ||
|image2=FFS_Geese_Dodge_Attack_2.png | |image2=FFS_Geese_Dodge_Attack_2.png | ||
|subtitle= | |subtitle=Tsubamegaeshi/燕返し | ||
|caption= | |caption= | ||
|name=Dodge Attack | |name=Dodge Attack | ||
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|Block Adv=-10 | |Block Adv=-10 | ||
|Property=Kara Cancel, Upper-Body Invuln 1-20F | |Property=Kara Cancel, Upper-Body Invuln 1-20F | ||
|description= | |description=*Top class dodge attack. Very fast startup and extremely reliable as an anti-air. | ||
}} | }} | ||
}} | }} | ||
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=== Throws === | === Throws === | ||
<font style="visibility:hidden" size="0"> | ===== <span class="invisible-header">Katate Nage (4/6C)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | {{MoveData | ||
|image=FFS_Geese_C_Throw.png | |image=FFS_Geese_C_Throw.png | ||
|caption= | |caption= | ||
|name=Katate Nage | |name=Katate Nage | ||
|input= | |input=close 4/6C | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|Guard= | |Guard=Throw | ||
|Startup=1 | |Startup=1 | ||
|Active=1 | |Active=1 | ||
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|Block Adv=/ | |Block Adv=/ | ||
|description= * Switches sides. | |description= * Switches sides. | ||
<gallery class="mw-collapsible"> | |||
FFS Geese C Throw 1.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<font style="visibility:hidden" size="0"> | ===== <span class="invisible-header">Shinkuu Nage (3C)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | {{MoveData | ||
|image=FFS_Geese_3C_Throw.png | |image=FFS_Geese_3C_Throw.png | ||
|caption= | |caption= | ||
|name=Shinkuu Nage | |name=Shinkuu Nage | ||
|input= | |input=close 3C | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage=26 | |Damage=26 | ||
|Stun=3 | |Stun=3 | ||
|Guard=Throw | |||
|Startup=1 | |Startup=1 | ||
|Active=1 | |Active=1 | ||
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|Block Adv=/ | |Block Adv=/ | ||
|description= * Switches sides. | |description= * Switches sides. | ||
* Much less advantageous than the other C throw. | |||
<gallery class="mw-collapsible"> | |||
FFS Geese 3C Throw 1.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<font style="visibility:hidden" size="0"> | ===== <span class="invisible-header">Kosatsusho (4/6D)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | {{MoveData | ||
|image=FFS_Geese_D_Throw.png | |image=FFS_Geese_D_Throw.png | ||
|caption= | |caption= | ||
|name=Kosatsusho | |name=Kosatsusho | ||
|input= | |input=close 4/6D | ||
|data= | |data= | ||
{{AttackData-FFS | {{AttackData-FFS | ||
|Damage=20~32 (4 x 5~8) | |Damage=20~32 (4 x 5~8) | ||
|Stun=0 | |Stun=0 | ||
|Guard=Throw | |||
|Startup=1 | |Startup=1 | ||
|Active=1 | |Active=1 | ||
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|description= * Hold throw. Opponent can mash to reduce hits. | |description= * Hold throw. Opponent can mash to reduce hits. | ||
* Hit advantage is when the opponent mashes out. | * Hit advantage is when the opponent mashes out. | ||
<gallery class="mw-collapsible"> | |||
FFS Geese D Throw 1.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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| Block Adv = -5 | | Block Adv = -5 | ||
| Property = | | Property = | ||
| description = | | description = *Geese's trademark projectile. Travels across the ground, so it can't be avoided with a dodge attack. You'll generally want to cancel your normals into this move whenever possible to deal chip damage. | ||
}} | }} | ||
}} | }} | ||
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| Block Adv = -25 | | Block Adv = -25 | ||
| Property = | | Property = | ||
| description = | | description = *Bigger and more damaging than regular Reppuken, but much harder to land due to the long startup. Mostly used to chip and push back the opponent after a successful anti-air. | ||
}} | }} | ||
}} | }} | ||
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| image = FFS Geese Shippuken.png | | image = FFS Geese Shippuken.png | ||
| caption = | | caption = | ||
| data = ※If the fireball hits the | | data = ※If the fireball hits low to the ground, it must be blocked low. | ||
* Good tool for punishing enemy projectiles or anti-air attempts. | |||
* Both versions send Geese up and backward, allowing him to alter his jump trajectory. | |||
{{AttackData-FFS | {{AttackData-FFS | ||
| version = A | | version = A | ||
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| Block Adv = | | Block Adv = | ||
| Property = | | Property = | ||
| description = * Fireball travels faster. | | description = * Fireball travels faster. Longer recovery. | ||
}} | }} | ||
}} | }} | ||
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==Strategy== | ==Strategy== | ||
===The Basics=== | ===The Basics=== | ||
===Advanced Strategy=== | ===Advanced Strategy=== | ||
== | There is a [[Fatal Fury Special/System#No Hitstop Glitch|bug]] that allows Player 1 Geese to make his Reppuken unblockable after a knockdown by whiffing f5A so that the projectile hits on f5A's last active frame. Even if it is a frame perfect trick, there is no risk to missing the timing, so you might as well go for it. Good opportunities for an unblockable Reppuken are after a counter or 4/6C throw, and it is recommended to walk back slightly before throwing the Reppuken. P1 Geese's c5A is also unblockable under the same conditions, but is far more risky so not as practical. | ||
==Matchups== | |||
===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=== | |||
{{Navbox-FFS}} | {{Navbox-FFS}} | ||
[[Category:Fatal Fury Special]] | [[Category:Fatal Fury Special]] | ||
[[Category:Geese Howard]] | [[Category:Geese Howard]] |
Latest revision as of 23:39, 6 April 2025
Introduction
Geese Howard will not hesitate to stand his ground as the ultimate mob boss of South Town and Terry Bogard's ultimate rival. Geese is packing a deadly toolkit, crafted for punishing even the strongest of fighters with a solid read. Grounded Reppukens and his handy air fireball combined with his counter moves make it easy for Geese to zone any character out while also punishing any attempt at jumping in, especially if the player can pull off the pretzel motion 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 by being a unique character capable of handling most any situation. And of course, he's got an awesome stage and a rocking theme song.
Pros | Cons |
---|---|
|
|
Move List
General Hurtboxes
Standing/Walking | Crouching/Crawling | Jumping |
![]() |
![]() |
![]() |
58F (4+51+3) duration, tied for the slowest jump in the game. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 5 | 6 | 0 | 10 | +10 | +11 | Kara Cancel | |
|
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 3 | 5 | 6 | 13 | +5 | +6 | Kara Cancel | |
|
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 6 | 9 | 14 | 28 | +1 | 0 | Kara Cancel | |
|
c5D
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 7 | 0 | 10 | +9 | +10 | Kara Cancel | |
|
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 8 | 10 | 17 | 34 | -11 | -10 | Kara Cancel | |
|
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 7 | 13 | 19 | 38 | -9 | -10 | - | |
|
f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 15 | 12 | 10 | 36 | +1 | 0 | - | |
|
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 5 | 8 | 16 | +3 | +4 | Kara Cancel | |
|
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 5 | 4 | 6 | 14 | +6 | +7 | Kara Cancel | |
|
2C
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
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
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Overhead | 6 | ∞ | - | - | - | - | - | |
|
jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 5 | ∞ | - | - | - | - | - | |
|
jC
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
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 (CD)
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 | |
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Back Lane | 22 | 5 | Mid | 13 | 12 | 20 | 44 | KD | -13 | Cancel | |
|
Lane Attack
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
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
Katate Nage (4/6C)
Shinkuu Nage (3C)
Kosatsusho (4/6D)
Special Moves
Reppuken (236A)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 (4) | 3 | Mid | 18 | - | 35 | 52 | -2 | -5 | - | |
|
Double Reppuken (236C)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
22 (5) | 6 | Mid | 17 | - | 59 | 75 | -18 | -25 | - | |
|
Shippuuken (j214P)
- Good tool for punishing enemy projectiles or anti-air attempts.
- Both versions send Geese up and backward, allowing him to alter his jump trajectory.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 12 (4) | 3 | Mid/Low※ | 11 | - | Landing + 3 | - | - | - | - | |
| |||||||||||
C | 18 (4) | 6 | Mid/Low※ | 11 | - | Landing + 3 | - | - | - | - | |
|
Jyoudan Atemi Nage (41236B)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 3 | / | 1 | 19 | 21 | 40 | KD | / | - | |
|
Chuudan Atemi Nage (41236D)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 3 | / | 1 | 19 | 21 | 40 | KD | - | - | |
|
Super Move
Raging Storm (1632143BC)
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
There is a bug that allows Player 1 Geese to make his Reppuken unblockable after a knockdown by whiffing f5A so that the projectile hits on f5A's last active frame. Even if it is a frame perfect trick, there is no risk to missing the timing, so you might as well go for it. Good opportunities for an unblockable Reppuken are after a counter or 4/6C throw, and it is recommended to walk back slightly before throwing the Reppuken. P1 Geese's c5A is also unblockable under the same conditions, but is far more risky so not as practical.