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{{CvS2 Character Subnav|char=Geese|short=Geese}} | {{CvS2 Character Subnav|char=Geese|short=Geese}} | ||
<div> | <div> | ||
[[File:CVS2_Geese_Data.png|right|500px]] | |||
== Story == | == Story == | ||
'''Geese Howard''' is the infamous villain of the Fatal Fury franchise. Born in South Town, he is the son of | '''Geese Howard''' is the infamous villain of the Fatal Fury franchise. Born in South Town, he is the son of an impoverished American woman and an Austrian terrorist. Geese's father immediately abandoned him. Once he came of age, Geese worked many jobs to support his mother. Eventually, his mother's health started failing, and she would come to pass when Geese was 15. Enraged at the fact that his very wealthy father never aided them, Geese hunted him down. He found his fathers name, Rudolph Krauser von Stroheim, and would hunt him down in Austria to assassinate him. He was stopped, however, by his half brother Wolfgang Krauser. Humiliated by defeat, Geese quickly learned that power ruled over all. He took to training in martial arts, and started to study under a master named Tung Fu Rue. Tung Fu Rue trained Geese and two other students, Jeff Bogard (who would become Terry's adoptive father) and Cheng Sinzan. The three became known as The Three Brothers of Godly Battle. | ||
Geese could never shake his obsession with power however. Tung Fu Rue knew this, and instead passed the secrets of his martial arts to Jeff Bogard. Enraged, Geese left the dojo, overthrew the local crime bosses, and became the mastermind behind organized crime in South Town. With more and more money flowing in, he started his own business, Howard Connections. He uses this money to fund his plots for revenge and also begin the first ever King of Fighters tournaments, which he used to find new recruits. Geese would eventually start his road to revenge by killing his old training partner and friend, Jeff Bogard, right in front of his two adoptive sons Terry and Andy. The two brothers would chase Geese for years, and eventually put an end to his life by tossing him off the roof of his tower... twice. | Geese could never shake his obsession with power however. Tung Fu Rue knew this, and instead passed the secrets of his martial arts to Jeff Bogard. Enraged, Geese left the dojo, overthrew the local crime bosses, and became the mastermind behind organized crime in South Town. With more and more money flowing in, he started his own business, Howard Connections. He uses this money to fund his plots for revenge and also begin the first ever King of Fighters tournaments, which he used to find new recruits. Geese would eventually start his road to revenge by killing his old training partner and friend, Jeff Bogard, right in front of his two adoptive sons Terry and Andy. The two brothers would chase Geese for years, and eventually put an end to his life by tossing him off the roof of his tower... twice. | ||
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'''Best - K:''' It can be hard to justify playing any Geese besides K-Geese. K-Geese has everything he could ever want and more. Just Defend gives Geese a solid and safe way to deal with mindless button pressing in neutral, and thanks to his very stable and damaging combo potential with Jaeiken and Deadly Rave, it often makes the opponent hurt a lot more than they would hurt you. Run and hop give him scary mixup potential that loops into itself as well. Rage makes Geese a true nightmare, giving him access to 80% damage combos and two-touch guard crush strings. If you can get in while Raged with Geese, the round may very well be over, as even without Rage getting Geese off of you is difficult. Lack of a roll basically means nothing, as Geese has no powerful roll cancels, and JD makes up for the lack of it anyway. | '''Best - K:''' It can be hard to justify playing any Geese besides K-Geese. K-Geese has everything he could ever want and more. Just Defend gives Geese a solid and safe way to deal with mindless button pressing in neutral, and thanks to his very stable and damaging combo potential with Jaeiken and Deadly Rave, it often makes the opponent hurt a lot more than they would hurt you. Run and hop give him scary mixup potential that loops into itself as well. Rage makes Geese a true nightmare, giving him access to 80% damage combos and two-touch guard crush strings. If you can get in while Raged with Geese, the round may very well be over, as even without Rage getting Geese off of you is difficult. Lack of a roll basically means nothing, as Geese has no powerful roll cancels, and JD makes up for the lack of it anyway. | ||
'''Useful - N/P/A:''' N-Geese is a bit of a lesser K-Geese. He maintains run and hop, with the added benefit of roll. While Geese doesn't need roll, it does give him access to RC Double Reppuken, which is a | '''Useful - N/P/A:''' N-Geese is a bit of a lesser K-Geese. He maintains run and hop, with the added benefit of roll. While Geese doesn't need roll, it does give him access to RC Double Reppuken, which is a great reversal and anti-air. A big benefit of N-Geese is that he can utilize Max Mode as if it was a weaker on-command Rage. By waiting until a good moment to capitalize, N-Geese can guarantee having a Deadly Rave to make the punish hurt, while K-Geese can't. Still, Rage is much scarier overall, and without JD Geese struggles a lot more on defense and in neutral. P-Geese is an obviously useful pick, as parries live and die by how well you can punish, and Geese can punish very well. Parries work like a more potent JD as well, giving you all the same strengths but being even more likely to get you a punish. The downside is that you'll rarely have a Deadly Rave to make that punish do good damage, and you lose the crazy guard crush ability of Rage. A-Geese gets to use powerful Custom Combos, and he can utilize them fairly well. Roll and Alpha Counter are appreciated defensive tools as well. Geese's Custom Combo does great damage, but he doesn't utilize it as well as the other best A-Groove characters do, making him a bit of a weaker pick for A-Groove in comparison. Still, Geese is a great character, and excels in all of these Grooves. They just aren't K-Geese. | ||
'''Worst - C/S:''' C-Geese gets very little that A-Geese doesn't get | '''Worst - C/S:''' C-Geese gets very little that A-Geese doesn't get. While being able to sit on a level 3 for as long as you want is quite nice, Geese gets nothing from a level 2 since level 2 Raging Storm isn't fully startup invincible. If it was, C-Geese would likely be a lot better. He also doesn't abuse level 2 cancels very well, with level 2 Raging Storm into a level 1 Raging Storm being the only thing he really gets. C-Geese is still just looking for a cancel into Deadly Rave, which all of the other Grooves do a bit better. The one benefit C-Geese has is being able to sit on that Deadly Rave for a long time. S-Geese is not useful in any way really. Dodge is meaningless to him and his is fairly bad, level 1 Raging Storm isn't very good at all, and not having consistent access to level 3's cuts his damage in half. S-Geese gets the benefit of still being Geese, but that's all he really has. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
Line 59: | Line 24: | ||
--------------------------- | --------------------------- | ||
'''Geese''' is a damage and guard crushing rushdown machine who shines when putting the opponent into scary close-range situations. He can end rounds quick using his powerful Deadly Rave super for massive damage. Arguably no other character synergizes with K-Groove like he does. Geese is best in '''K-Groove'''. | '''Geese''' is a damage and guard crushing rushdown machine who shines when putting the opponent into scary close-range situations. He can end rounds quick using his powerful Deadly Rave super for massive damage. Arguably no other character synergizes with K-Groove like he does. Geese is best in '''K-Groove'''. | ||
'''Difficulty''': Hard<br>'''Tier''': A+ | |||
|pros= | |pros= | ||
* '''Damage:''' Geese has insane damage output, especially when in Rage, and can easily close out rounds with 2 or 3 solid hits | * '''Damage:''' Geese has insane damage output, especially when in Rage, and can easily close out rounds with 2 or 3 solid hits. Even two raged kick throws can equal close to 50%. | ||
* '''Offense:''' With multiple ways to put the opponent in blockstun, crush guard, and mix opponents with scary hop mixups, Geese can solidly get in and stay in | * '''Offense:''' With multiple ways to put the opponent in blockstun, crush guard, and mix opponents with scary hop mixups, Geese can solidly get in and stay in | ||
* '''Zoning:''' Geese has solid zoning tools, with a good fireball and an air fireball, and a great anti-zoning tool with Double Reppuken | * '''Zoning:''' Geese has solid zoning tools, with a good fireball and an air fireball, and a great anti-zoning tool with Double Reppuken | ||
* '''Deadly Rave:''' Deadly Rave is a massive damage super with the ability to link into normals for even higher damage | * '''Deadly Rave:''' Deadly Rave is a massive damage super with the ability to link into normals for even higher damage | ||
* '''K-Groove King:''' Geese has everything he could ever want when he's in K-Groove, with JD's making him much better at dealing with keepaway, and Rage skyrocketing his damage | * '''K-Groove King:''' Geese has everything he could ever want when he's in K-Groove, with JD's making him much better at dealing with keepaway, and Rage skyrocketing his damage | ||
* '''Stun Monster''' Geese has very high stun output to match his damage. After a Deadly Rave combo, most characters will be close to stun (70 stun) or stunned if done after a cross up (60 stun and select 70 stun fighters) | |||
* '''Health:''' Geese has one of the highest health values in the game, meaning he can get hit a lot more than others and keep moving forward | * '''Health:''' Geese has one of the highest health values in the game, meaning he can get hit a lot more than others and keep moving forward | ||
|cons= | |cons= | ||
* '''Tall and Slow:''' Geese's mobility isn't the greatest, and he's quite tall. This makes him subject to a lot of pressure that others simply avoid, especially when crouching | * '''Tall and Slow:''' Geese's mobility isn't the greatest, and he's quite tall. This makes him subject to a lot of pressure that others simply avoid, especially when crouching. Geese is one of the few who can not duck Sagat's s.fp as an example. | ||
* '''No Reversal:''' Without spending a lot of meter for level 3 Raging Storm, which would usually better be spent on a Deadly Rave, Geese lacks any sort of reversal | * '''No standard Reversal:''' Without spending a lot of meter for level 3 Raging Storm, which would usually better be spent on a Deadly Rave, Geese lacks any sort of universal reversal. Counter is 1 frame true reversal, but requires guessing on your part although if successful can be rewarding. | ||
* '''Zoned Out:''' Like any rushdown, Geese can lack a solid aggressive answer to zoning, and while he can use Double Reppuken it isn't guaranteed or very rewarding | * '''Zoned Out:''' Like any rushdown, Geese can lack a solid aggressive answer to zoning, and while he can use Double Reppuken it isn't guaranteed or very rewarding | ||
}} | }} | ||
=== Players to Watch === | |||
{| class="wikitable" | |||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| GAO || Japan || K-Groove || N/A || A dominating player with a godlike K-Geese. Does even the hardest of JDs with ease and the punishes to match. <br> [https://youtu.be/gTjx6kJgY4Q?t=28m22s Sample Match] | |||
|- | |||
| 178 || Japan || C-Groove || Twitter: @chandesogeese || One of the few C-Geese users. Extremely methodical in his approach but deadly in his combos, no pun intended. <br> [https://youtu.be/PeUNHW8Pu4M?t=6277 Sample Match] | |||
|- | |||
| Wei || Japan || P-Groove || N/A || They don't call him P-Groove Guy for nothing. A very dominant Geese with very good parry punishes. <br> [https://youtu.be/iwvdQpXkb_8?t=1140 Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
== Normal Moves == | == Normal Moves == | ||
Line 81: | Line 62: | ||
| input = 5LP / Far LP | | input = 5LP / Far LP | ||
| subtitle = Standing Light Punch | | subtitle = Standing Light Punch | ||
| image = | | image = CVS2_Geese_5LP.PNG | ||
| caption = | | caption = | ||
| linkname = 5LP | | linkname = 5LP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version | | version = Far {{Icon-Capcom|LP}} | ||
| subtitle = | |||
| damage = 300 | | damage = 300 | ||
| stun = 4 | | stun = 4 | ||
| cancel = RF/SP/SU | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = 3 | | startup = 3 | ||
| active = 4 | | active = 4 | ||
Line 311: | Line 292: | ||
| input = cl.HP | | input = cl.HP | ||
| subtitle = Close Heavy Punch | | subtitle = Close Heavy Punch | ||
| image = | | image = CVS2_Geese_clHP.PNG | ||
| caption = | | caption = | ||
| linkname = cl.HP | | linkname = cl.HP | ||
Line 587: | Line 568: | ||
| advBlock = -15 | | advBlock = -15 | ||
| invul = None | | invul = None | ||
| description = A long reaching sweep kick with a cancel window. Geese having a cancellable sweep is a great tool, but this does come with a price in the form of massive endlag. If you don't whiff this, you can cancel into MP Reppuken for safety on block without sacrificing much if it does hit. On hit, you get a knockdown, which is great as it lets you run in and meaty for a guard crush string or a combo. This also works as a surprise low after some blockstrings, especially in the corner where the pushback isn't as harsh. However at longer ranges, no cancel is fast enough to be a true blockstring, letting them reversal or roll through whatever you do. | | description = A long reaching sweep kick with a cancel window. Geese having a cancellable sweep is a great tool, but this does come with a price in the form of massive endlag. If you don't whiff this, you can cancel into MP Reppuken for safety on block without sacrificing much if it does hit. On hit, you get a knockdown, which is great as it lets you run in and meaty for a guard crush string or a combo. This also works as a surprise low after some blockstrings, especially in the corner where the pushback isn't as harsh. However at longer ranges, no cancel is fast enough to be a true blockstring, letting them reversal or roll through whatever you do. His main BnB ender. | ||
}} | }} | ||
}} | }} | ||
Line 597: | Line 578: | ||
| input = j.LP | | input = j.LP | ||
| subtitle = Jumping Light Punch | | subtitle = Jumping Light Punch | ||
| image = | | image = CVS2_Geese_jLP.PNG | ||
| caption = | | caption = | ||
| linkname = j.LP | | linkname = j.LP | ||
Line 777: | Line 758: | ||
| advHit = Varies | | advHit = Varies | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = Neutral j.HK is a move very similar to 5HK, and diagonal j.HK is a far reaching kick. With nj.HK, it can be a useful neutral jump air-to-air, but you usually won't use it much. Diagonal j.HK is likely the main move you'll use during a jump, as it is both a great jump-in and a solid air-to-air with long reach. While both hits of j.HP together do more damage, you usually won't get both hits, making this a much more consistent jump starter for damage. | | invul = None | ||
| description = Neutral j.HK is a move very similar to 5HK, and diagonal j.HK is a far reaching kick. With nj.HK, it can be a useful neutral jump air-to-air, but you usually won't use it much. Diagonal j.HK is likely the main move you'll use during a jump, as it is both a great jump-in and a solid air-to-air with long reach. While both hits of j.HP together do more damage, you usually won't get both hits, making this a much more consistent jump starter for damage. | |||
}} | }} | ||
}} | }} | ||
Line 806: | Line 788: | ||
| advBlock = -4 | | advBlock = -4 | ||
| invul = None | | invul = None | ||
| description = Geese steps forward before striking down with an elbow. Great reach and an immediate knockdown on hit makes this a rewarding punish tool, and on block it's very safe and can cancel into MP Reppuken for solid pressure and great guard crush. In general this is very useful for guard crush strings, though the long startup means it can't be done as a true blockstring, so the opponent can always reversal or roll through. Still, if the opponent is respecting an option like cl.HP, it does a lot more guard damage. It can also be useful as a poke in general, though it does have a lot of whiff recovery. You can also get a bit greedy in blockstrings with this by walking slightly forward after they block something like MP Reppuken and doing this to catch a mash or jump, and once they respect that, you can walk all the way in and throw them. | | description = Geese steps forward before striking down with an elbow. Great reach and an immediate knockdown on hit makes this a rewarding punish tool, and on block it's very safe and can cancel into MP Reppuken for solid pressure and great guard crush. In general this is very useful for guard crush strings, though the long startup means it can't be done as a true blockstring, so the opponent can always reversal or roll through. Still, if the opponent is respecting an option like cl.HP, it does a lot more guard damage. It can also be useful as a poke in general, though it does have a lot of whiff recovery. You can also get a bit greedy in blockstrings with this by walking slightly forward after they block something like MP Reppuken and doing this to catch a mash or jump, and once they respect that, you can walk all the way in and throw them. Notably, this move can kara-cancel pretty late into the startup, allowing you to add some forward movement to a Reppuken or Atemi counter. | ||
}} | }} | ||
}} | }} | ||
Line 844: | Line 826: | ||
| input = Near Opponent, 4/6HK | | input = Near Opponent, 4/6HK | ||
| subtitle = Kick Throw | | subtitle = Kick Throw | ||
| image = | | image = CVS2_Geese_KThrow.PNG | ||
| image2 = Geese hk throw damage.png | |||
| caption = | | caption = | ||
| linkname = Toraya | | linkname = Toraya | ||
Line 864: | Line 847: | ||
| invul = None | | invul = None | ||
| description = Geese slams the opponent over his shoulder. Great damage and an amazing knockdown makes for a very rewarding throw overall. A slight microwalk backwards allows you to easily set up a crossup j.MK safejump. Slightly slower than his punch throw, but this makes tick throws from Geese's very plus 2LP a bit easier, so that can almost be a benefit outside of punish situations. | | description = Geese slams the opponent over his shoulder. Great damage and an amazing knockdown makes for a very rewarding throw overall. A slight microwalk backwards allows you to easily set up a crossup j.MK safejump. Slightly slower than his punch throw, but this makes tick throws from Geese's very plus 2LP a bit easier, so that can almost be a benefit outside of punish situations. | ||
This throw is VERY powerful when Geese is raged. Geese can perform a deep cross up j.mk from a small jump and combo into s.lk easily to land a big combo. The throw also does a massive damage and just two of these can cause 50% damage. The opponent will usually be afraid of a combo into Deadly Rave, so don't be afraid to abuse HK throw. | |||
}} | |||
}} | |||
== Specials == | |||
=== <span class="invisible-header">Reppuken</span> === | |||
{{MoveData | |||
| name = Reppuken | |||
| input = 236LP/MP | |||
| subtitle = Fireball | |||
| image = CVS2_Geese_236P.PNG | |||
| caption = | |||
| linkname = Reppuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = Traveling | |||
| recovery = 46 | |||
| total = 58 | |||
| advHit = -13 | |||
| advBlock = -13 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = Traveling | |||
| recovery = 46 | |||
| total = 58 | |||
| advHit = -13 | |||
| advBlock = -13 | |||
| invul = None | |||
| description = Zoning tools and blockstring enders. The LP version is a slow tool to toss at fullscreen to take up space, while the MP version is your go-to blockstring ender for safety and guard crush, though it always ends your string. Grounded fireballs are universally inferior for zoning, as they're much easier to evade, so using these as you would usually use a fireball doesn't work as well as a high flying fireball would. This sorta limits them to blockstrings, close range pressure, and meaties, though they excel in these categories. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Double Reppuken</span> === | |||
{{MoveData | |||
| name = Double Reppuken | |||
| input = 236HP | |||
| subtitle = Double Fireball | |||
| image = CVS2_Geese_236HP_First.PNG | |||
| caption = Windup | |||
| image2 = CVS2_Geese_236HP_Second.PNG | |||
| caption2 = Traveling Hitbox | |||
| linkname = Double Reppuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 600+1000 | |||
| stun = 6+10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 20~Traveling | |||
| recovery = 43 | |||
| total = 74 | |||
| advHit = -10 | |||
| advBlock = -10 | |||
| invul = None | |||
| description = Geese spins a bit of energy up in front of him before sending it out as a Reppuken. Useful counter-zoning tools, as the first half deletes projectiles and will still send out the second part. Still not super useful for zoning sadly, even moreso because of the very long total duration. If both hits connect it does more damage than a Reppuken, but most of the time only the fireball will connect, which is identical to MP Reppuken. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shippuken</span> === | |||
{{MoveData | |||
| name = Shippuken | |||
| input = j.214P | |||
| subtitle = Air Fireball | |||
| image = CVS2_Geese_j214P.PNG | |||
| caption = | |||
| linkname = Shippuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 16 | |||
| active = Traveling | |||
| recovery = Till Landing +6 | |||
| total = 20+ | |||
| advHit = -7 | |||
| advBlock = -5 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 16 | |||
| active = Traveling | |||
| recovery = Till Landing +6 | |||
| total = 20+ | |||
| advHit = -7 | |||
| advBlock = -5 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 16 | |||
| active = Traveling | |||
| recovery = Till Landing +6 | |||
| total = 20+ | |||
| advHit = -7 | |||
| advBlock = -5 | |||
| invul = None | |||
| description = Geese tosses a fireball out midair and flies backwards. Useful zoning and anti-air bait tools, but they do have a bit of lag, so watch for spamming them as they can be punished into big damage. Against opponents who are trying to rush Geese down these can be very useful for escaping and zoning. The backwards movement can also be useful to bait and punish anti-airs, though invincible ones or fast ones will still usually win because of the high startup. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Jaeiken</span> === | |||
{{MoveData | |||
| name = Jaeiken | |||
| input = 63214K | |||
| subtitle = Rush | |||
| image = CVS2_Geese_63214K.PNG | |||
| caption = | |||
| linkname = Jaeiken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400x2+1000 | |||
| stun = 4x2+10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7, 8~28 +2 | |||
| active = (2)4(5)4(11)6 | |||
| recovery = 11/41 | |||
| total = 58~101 | |||
| advHit = DWN | |||
| advBlock = -23 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 400x2+1100 | |||
| stun = 4x2+11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12, 13~33 +2 | |||
| active = 4(5)4(11)6 | |||
| recovery = 11/41 | |||
| total = 51~106 | |||
| advHit = DWN | |||
| advBlock = -23 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 500x2+1200 | |||
| stun = 5x2+12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 17, 18~38 +2 | |||
| active = 4(5)4(11)6 | |||
| recovery = 11/41 | |||
| total = 61~111 | |||
| advHit = DWN | |||
| advBlock = -23 | |||
| invul = None | |||
| description = Geese rushes forward, and once in proximity of the opponent, goes into a series of strikes ending in a double palm for a knockdown. Your primary combo ender off of heavy hits, though you usually can't combo into the HK version. They can also be decent roll cancels to go through fireballs. Very unsafe on block, so make sure you know they'll hit or you'll eat a punish. The HK version is a guard crush monster, and when they're at about half guard bar, you can basically guarantee it will guard break. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">Atemi</span> === | |||
{{MoveData | |||
| name = Atemi Counters | |||
| input = 63214P | |||
| subtitle = Counters | |||
| image = CVS2_Geese_63214LP.PNG | |||
| caption = High Counter, Jodan | |||
| image2 = CVS2_Geese_63214MP.PNG | |||
| caption2 = Mid Counter, Chudan | |||
| image3 = CVS2_Geese_63214HP.PNG | |||
| caption3 = Low Counter, Gedan | |||
| linkname = Atemi | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LP}} | |||
| subtitle = Jodan Atemi | |||
| damage = 1900 | |||
| stun = 19 | |||
| cancel = None | |||
| guard = N/A | |||
| parry = N/A | |||
| startup = 0 | |||
| active = 1~18 | |||
| recovery = 32 | |||
| total = 50 | |||
| advHit = DWN | |||
| advBlock = N/A | |||
| invul = High (Counters from frame 1 to 18) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MP}} | |||
| subtitle = Chudan Atemi | |||
| damage = 2100 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = N/A | |||
| parry = N/A | |||
| startup = 0 | |||
| active = 1~18 | |||
| recovery = 32 | |||
| total = 50 | |||
| advHit = DWN | |||
| advBlock = N/A | |||
| invul = Mid (Counters from frame 1 to 18) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HP}} | |||
| subtitle = Gedan Atemi | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = N/A | |||
| parry = N/A | |||
| startup = 0 | |||
| active = 1~18 | |||
| recovery = 32 | |||
| total = 50 | |||
| advHit = DWN | |||
| advBlock = N/A | |||
| invul = Low (Counters from frame 1 to 18) | |||
| description = Geese holds out his hands either at his head, around his torso, or down on the ground. If the opponent does an attack that comes in contact with his hands, he grabs them and knocks them down. High risk/high reward tools for calling out obvious pressure, jump-ins, and repetitive pokes. If you do get one of these, you take a chunk of the opponents lifebar and get a hard knockdown. However, they have a long total duration, so the opponent can easily punish into a combo if you whiff these or guess wrong on what parry you do. Frame 1 startup means that they can be reversals, but they aren't as reliable as a reversal DP while carrying just as much risk. They also don't beat throws like a reversal DP would. The high version can be a useful anti-air as well, but again, not as much as a reversal DP. Simply empty jumping will make Geese whiff the counter and allow the opponent to punish him. | |||
}} | |||
}} | |||
== Supers == | |||
=== <span class="invisible-header">Raging Storm</span> === | |||
{{MoveData | |||
| name = Raging Storm | |||
| input = 1632143P | |||
| subtitle = Anti-Air, Reversal Super | |||
| image = CVS2_Geese_1632143P.PNG | |||
| caption = | |||
| linkname = Raging Storm | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|db}}{{Motion|63214}}{{Motion|df}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 3300 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:10 | |||
| active = 9(3)9(3)9 | |||
| recovery = 30 | |||
| total = 77 | |||
| advHit = DWN | |||
| advBlock = -7 | |||
| invul = 1~8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|db}}{{Motion|63214}}{{Motion|df}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 4800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:10 | |||
| active = 9(3)9(3)9(3)9 | |||
| recovery = 30 | |||
| total = 89 | |||
| advHit = DWN | |||
| advBlock = -7 | |||
| invul = 1~14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|db}}{{Motion|63214}}{{Motion|df}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 6500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:10 | |||
| active = 9(3)9(3)9(3)9(3)9 | |||
| recovery = 30 | |||
| total = 101 | |||
| advHit = DWN | |||
| advBlock = -7 | |||
| invul = 1~22 (Full) | |||
| description = Geese sends a huge storm of energy up and around him. These act as massive damage anti-airs, as long as you can do the input fast enough. Only the level 3 one is a reversal, and while it's a very good one, you usually want to save the level 3 for a Deadly Rave cancel rather than a high damage reversal. Slow startup makes these hard to use in general as well, with 10 frame startup after the super flash. While -7 sounds pretty safe for a reversal, some characters can still punish with a fast poke into super, so be sure what punish options every character has. | |||
The key to using this super is to pump the motions while poking or whiffing a normal, typically a light attack or c.mk. Pumping half circles while poking and the moment they jump hit down forward + punch to get a very fast instantaneous Raging Storm. Working this tactic into you gameplay will help scare your opponent even more, allowing you to land you hits or break guard and perform a Deadly Rave combo. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Deadly Rave</span> === | |||
{{MoveData | |||
| name = Deadly Rave | |||
| input = 632146K... | |||
| subtitle = Rave Super | |||
| image = CVS2_Geese_632146K.PNG | |||
| caption = | |||
| linkname = Deadly Rave | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|LK}}>{{Icon-Capcom|LP}}>{{Icon-Capcom|LP}}>{{Icon-Capcom|LK}}>{{Icon-Capcom|LK}}>{{Icon-Capcom|MP}}>{{Icon-Capcom|MK}}>{{Icon-Capcom|HP}}>{{Icon-Capcom|HK}}>{{Motion|214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 6200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 41 | |||
| recovery = 23 | |||
| total = 72 | |||
| advHit = DWN | |||
| advBlock = +13 | |||
| invul = 22 (Full) | |||
| description = Geese rushes forward before going into a series of attacks tied to your inputs. One of the reasons Geese is the top tier he is. This super does massive damage, the rush is +13 making it a safe fireball callout, and you can link after the HK part of the root for a damage increase. Combos from a lot of Geese's normals as well, making a single Geese punish capable of going through 70% of a lifebar. Mixed with Geese's amazing pressure, a guard crush can confirm into this easily. Your main way to end this isn't the 214HP ender, but instead, link a cl.LK, and then do cl.HP > 63214MK for much higher damage. | |||
}} | |||
}} | |||
[https://www.youtube.com/watch?v=8B05qriDl1w Deadly Rave stun combo] | |||
== Colors == | == Colors == |
Latest revision as of 23:37, 16 May 2025
Introduction
Story
Geese Howard is the infamous villain of the Fatal Fury franchise. Born in South Town, he is the son of an impoverished American woman and an Austrian terrorist. Geese's father immediately abandoned him. Once he came of age, Geese worked many jobs to support his mother. Eventually, his mother's health started failing, and she would come to pass when Geese was 15. Enraged at the fact that his very wealthy father never aided them, Geese hunted him down. He found his fathers name, Rudolph Krauser von Stroheim, and would hunt him down in Austria to assassinate him. He was stopped, however, by his half brother Wolfgang Krauser. Humiliated by defeat, Geese quickly learned that power ruled over all. He took to training in martial arts, and started to study under a master named Tung Fu Rue. Tung Fu Rue trained Geese and two other students, Jeff Bogard (who would become Terry's adoptive father) and Cheng Sinzan. The three became known as The Three Brothers of Godly Battle.
Geese could never shake his obsession with power however. Tung Fu Rue knew this, and instead passed the secrets of his martial arts to Jeff Bogard. Enraged, Geese left the dojo, overthrew the local crime bosses, and became the mastermind behind organized crime in South Town. With more and more money flowing in, he started his own business, Howard Connections. He uses this money to fund his plots for revenge and also begin the first ever King of Fighters tournaments, which he used to find new recruits. Geese would eventually start his road to revenge by killing his old training partner and friend, Jeff Bogard, right in front of his two adoptive sons Terry and Andy. The two brothers would chase Geese for years, and eventually put an end to his life by tossing him off the roof of his tower... twice.
Gameplay
Geese is a ridiculously damaging rushdown character. Often ranked in the top tiers or just outside of it, Geese has the ability to rack up damage like nobody else can, and crush guard bars into dust. His infamous Deadly Rave gives him some of the highest damage potential in the game from almost any starter. Great normals for brawling allow Geese to control the close range and threaten massive damage. His neutral isn't entirely anything to scoff at either, with a useful fireball in Reppuken and a few solid normals. His various Atemi counters allow him to call out careless move usage for big damage and a mixup, and while he lacks any sort of reversal without meter, his level 3 Raging Storm is an incredible reversal when he has it. Even if you do end up landing a hit on him, he has one of the highest health values in the game, allowing him to take a few hits and keep going.
Geese can still struggle in some situations however. He's quite tall and somewhat slow, meaning he struggles to escape potent rushdown without calling it out with a mash or counter. His neutral isn't bad, but he lacks any solid ranged poke, and his best anti-air is 2HP which lacks any invinciblity or a knockdown. Geese often has to commit to an approach to maximize his potential, which can be very risky. Still, he has every tool required for this, especially in K-Groove where he truly excels.
Groove Selection
Best - K: It can be hard to justify playing any Geese besides K-Geese. K-Geese has everything he could ever want and more. Just Defend gives Geese a solid and safe way to deal with mindless button pressing in neutral, and thanks to his very stable and damaging combo potential with Jaeiken and Deadly Rave, it often makes the opponent hurt a lot more than they would hurt you. Run and hop give him scary mixup potential that loops into itself as well. Rage makes Geese a true nightmare, giving him access to 80% damage combos and two-touch guard crush strings. If you can get in while Raged with Geese, the round may very well be over, as even without Rage getting Geese off of you is difficult. Lack of a roll basically means nothing, as Geese has no powerful roll cancels, and JD makes up for the lack of it anyway.
Useful - N/P/A: N-Geese is a bit of a lesser K-Geese. He maintains run and hop, with the added benefit of roll. While Geese doesn't need roll, it does give him access to RC Double Reppuken, which is a great reversal and anti-air. A big benefit of N-Geese is that he can utilize Max Mode as if it was a weaker on-command Rage. By waiting until a good moment to capitalize, N-Geese can guarantee having a Deadly Rave to make the punish hurt, while K-Geese can't. Still, Rage is much scarier overall, and without JD Geese struggles a lot more on defense and in neutral. P-Geese is an obviously useful pick, as parries live and die by how well you can punish, and Geese can punish very well. Parries work like a more potent JD as well, giving you all the same strengths but being even more likely to get you a punish. The downside is that you'll rarely have a Deadly Rave to make that punish do good damage, and you lose the crazy guard crush ability of Rage. A-Geese gets to use powerful Custom Combos, and he can utilize them fairly well. Roll and Alpha Counter are appreciated defensive tools as well. Geese's Custom Combo does great damage, but he doesn't utilize it as well as the other best A-Groove characters do, making him a bit of a weaker pick for A-Groove in comparison. Still, Geese is a great character, and excels in all of these Grooves. They just aren't K-Geese.
Worst - C/S: C-Geese gets very little that A-Geese doesn't get. While being able to sit on a level 3 for as long as you want is quite nice, Geese gets nothing from a level 2 since level 2 Raging Storm isn't fully startup invincible. If it was, C-Geese would likely be a lot better. He also doesn't abuse level 2 cancels very well, with level 2 Raging Storm into a level 1 Raging Storm being the only thing he really gets. C-Geese is still just looking for a cancel into Deadly Rave, which all of the other Grooves do a bit better. The one benefit C-Geese has is being able to sit on that Deadly Rave for a long time. S-Geese is not useful in any way really. Dodge is meaningless to him and his is fairly bad, level 1 Raging Storm isn't very good at all, and not having consistent access to level 3's cuts his damage in half. S-Geese gets the benefit of still being Geese, but that's all he really has.
Geese is a damage and guard crushing rushdown machine who shines when putting the opponent into scary close-range situations. He can end rounds quick using his powerful Deadly Rave super for massive damage. Arguably no other character synergizes with K-Groove like he does. Geese is best in K-Groove. Difficulty: HardTier: A+ |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
GAO | Japan | K-Groove | N/A | A dominating player with a godlike K-Geese. Does even the hardest of JDs with ease and the punishes to match. Sample Match |
178 | Japan | C-Groove | Twitter: @chandesogeese | One of the few C-Geese users. Extremely methodical in his approach but deadly in his combos, no pun intended. Sample Match |
Wei | Japan | P-Groove | N/A | They don't call him P-Groove Guy for nothing. A very dominant Geese with very good parry punishes. Sample Match |
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Fudo Kassatsuriken
Throws
Shinkuu Nage
Toraya
Specials
Reppuken
Double Reppuken
Shippuken
Jaeiken
Atemi
Supers
Raging Storm
Deadly Rave
Colors