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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 into itself and far 5A. | |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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|Block Adv=+6 | |Block Adv=+6 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description=*Slightly better startup and damage compared to close A, but worse as a combo tool as it gives less frame advantage on hit. | |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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|Block Adv=0 | |Block Adv=0 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|description=*Can combo into light Reppuken. | |description=* Can combo into light Reppuken. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=+2 | |Block Adv=+2 | ||
|Property=Kara Cancel | |Property=Kara Cancel | ||
|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. | |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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* Links into itself and f5C. | * 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. | * 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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=== 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 | ||
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|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 | ||
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|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 | ||
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|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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| 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. | * 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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==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 |
![]() |
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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 | |
| |||||||||||
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.