Lichmassacre (talk | contribs) m (Turns out the SVC Chaos mook had defense modifiers this entire time and I kept glossing over it every time looking at it. It still doesn't explain the health bar itself beyond "224 pixels" but it's something.) |
Lichmassacre (talk | contribs) m (→41236K) |
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(18 intermediate revisions by the same user not shown) | |||
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! align="center" colspan="2" | [[image:Geesesvc.gif|"Oh, cursed fate! Must these young punks constantly confound me?!"|center]] | ! align="center" colspan="2" | [[image:Geesesvc.gif|"Oh, cursed fate! Must these young punks constantly confound me?!"|center]] | ||
|- | |||
| '''Category''' || Sub-Boss | |||
|- | |||
| '''Playstyle''' || Balanced | |||
|- | |- | ||
| '''Difficulty''' || Easy | | '''Difficulty''' || Easy | ||
Line 33: | Line 37: | ||
* While you're on the character select screen, '''before the timer reaches 10 seconds:''' | * While you're on the character select screen, '''before the timer reaches 10 seconds:''' | ||
:*'''(Hold Start) Left(3x), Down, Left, Up, Right, Up''' | :*'''(Hold Start) Left(3x), Down, Left, Up, Right, Up''' | ||
::*'''Numpad notation:''' 44424868 | |||
* Console Method: Hold R1/RT above Kyo Kusanagi | * Console Method: Hold R1/RT above Kyo Kusanagi | ||
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===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cl.A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 90: | Line 95: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cl.B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 117: | Line 122: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cl.C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 144: | Line 149: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cl.D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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====Far Normals==== | ====Far Normals==== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">st.A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">st.B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 226: | Line 231: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">st.C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 253: | Line 258: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">st.D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 281: | Line 286: | ||
====Crouch Normals==== | ====Crouch Normals==== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cr.A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 308: | Line 313: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cr.B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 335: | Line 340: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cr.C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 362: | Line 367: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">cr.D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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====Jump Normals==== | ====Jump Normals==== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">nj.A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 418: | Line 423: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">j.A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 446: | Line 451: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">nj.B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 474: | Line 479: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">j.B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 502: | Line 507: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">nj.C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 530: | Line 535: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">j.C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 559: | Line 564: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">nj.D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 587: | Line 592: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">j.D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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===Command Normals=== | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">6C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 643: | Line 648: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">6D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 670: | Line 675: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">1/3C (OTG)</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 693: | Line 698: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* An OTG | |description=* An OTG grab. You need to press the direction and the attack button at almost the same time, but it's fairly lenient. It's hard to use this in a battle, because the opponent can recovery roll regular knockdowns. The easiest ways to use this move are: | ||
:* After an AB grab - | :* After an AB grab - The opponent will fall near you, so you can GCFS, AB grab, then do OTG. Remember to microwalk first. | ||
:* After a cr.D | :* After a cr.D if the opponent doesn't tech - It's easy to do the OTG grab after cr.D. Just dash 1 or 2 times after the move hits, you have plenty of time to do it. | ||
:* After a | :* After a 41236K in the corner if the opponent doesn't tech - It knocks down on the last hit of the move, so after the move hits, use this. If you need, you can dash, but likely unnecessary when Geese pushes himself forward after 41236K. | ||
}} | }} | ||
}} | }} | ||
===Throws=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">AB Throw</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv=HKD (+80) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Standard forward throw. | |description=* Standard forward throw. | ||
* Geese can combo his df.C command normal OTG grab after this throw, but mistiming it results in him doing cr.C instead. Wait a little bit when the opponent stops bouncing before going for it. | * Geese can combo his df.C command normal OTG grab after this throw, but mistiming it results in him doing cr.C instead. Wait a little bit when the opponent stops bouncing before going for it. You likely also need to microwalk forwards before doing it. | ||
* This in essence always gives him a back throw too, without needing to use CD throw, so he can mixup the correct throw break input with df.C | * This in essence always gives him a back throw too, without needing to use CD throw, so he can mixup the correct throw break input with df.C | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">CD Throw</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 750: | Line 755: | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv=SKD (+17) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Standard back throw. | |description=* Standard back throw. | ||
* When done in the corner with Geese to the corner, Geese will teleport forwards to about the center of the screen away from the opponent. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Blowback</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 773: | Line 779: | ||
|Meter=0 | |Meter=0 | ||
|Cancel=X | |Cancel=X | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=19 | ||
|Recovery= | |Recovery=7 | ||
|Total= | |Total=31 | ||
|Hit Adv= | |Hit Adv=SKD | ||
|Block Adv= | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability=1F~24F (Fully invulnerable on startup and active) | ||
|description=* Standard blowback. | |description=* Standard blowback. | ||
* Block advantage tested with Zero's cr.A. | |||
}} | }} | ||
}} | }} | ||
===Special Moves=== | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">236A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 815: | Line 822: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Canceled 236A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 843: | Line 850: | ||
* Doing this successfully gives Geese a juggle/reset after an anti-air. | * Doing this successfully gives Geese a juggle/reset after an anti-air. | ||
* One of Geese's most used moves in combos. It gives him a Max Mode loop in the corner combined with his DP, and anywhere on the screen it gives him easy, relatively safe confirms into Raging Storm. | * One of Geese's most used moves in combos. It gives him a Max Mode loop in the corner combined with his DP, and anywhere on the screen it gives him easy, relatively safe confirms into Raging Storm. | ||
* In neutral, this basically wins almost all interactions and trades favorably for him, with its multiple disjointed and large hitboxes, the pushback on block and its almost non-existent risk for high reward. Should always be used, and only goes unused if he has to deal with zoning or fireball wars like Guile. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">236C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 879: | Line 887: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">Canceled 236C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 910: | Line 918: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">j.214P</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 940: | Line 948: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">623P</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 957: | Line 965: | ||
|Meter=12 / 4 | |Meter=12 / 4 | ||
|Cancel=Free | |Cancel=Free | ||
|Startup= | |Startup=12 | ||
|Active= | |Active=4, (22), 3 | ||
|Recovery= | |Recovery=23 | ||
|Total= | |Total=64 | ||
|Hit Adv= | |Hit Adv='''2nd= SKD (+60)''' | ||
|Block Adv= | |Block Adv='''2nd= -8''' | ||
|Invulnerability= | |Invulnerability=17F~18F (2 frames after the first active hitbox rising up) | ||
|description=* A good, but overall pointless anti-air move. It does two hits, and in the A version, you can juggle your opponent in the corner for resets. | |description=* A good, but overall pointless anti-air move. It does two hits, and in the A version, you can juggle your opponent in the corner for resets. | ||
* First hit is max cancellable, letting him squeeze some more damage out. | * First hit is max cancellable, letting him squeeze some more damage out. | ||
Line 978: | Line 986: | ||
|Meter=12 / 4 | |Meter=12 / 4 | ||
|Cancel=Free | |Cancel=Free | ||
|Startup= | |Startup=22 | ||
|Active= | |Active=3, (23), 3 | ||
|Recovery= | |Recovery=30 | ||
|Total= | |Total=81 | ||
|Hit Adv= | |Hit Adv='''2nd= SKD (+53)''' | ||
|Block Adv= | |Block Adv='''1st= -41''' ; '''2nd= -15''' | ||
|Invulnerability= | |Invulnerability=26F~27F (2 frames after the first active hitbox rising up) | ||
|description=* | |description=* Pretty much worse than the A version, only use it if you really need to hit the opponent in the air with a DP move and you don't have meter or your other anti-airs won't suffice. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">41236K</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 1,010: | Line 1,018: | ||
|Recovery=18 | |Recovery=18 | ||
|Total=56 | |Total=56 | ||
|Hit Adv= | |Hit Adv=SKD (+55) | ||
|Block Adv= | |Block Adv='''3rd=''' -9 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Another reason to use Geese. This move plays a nice role in Geese's combos(especially in Max Mode), and if you're having trouble with the infinite, this can help you. B version will stop in the middle of the screen, and the D version will stop near the corner. Enjoy this move in Max Mode, really(Just see the combos section later), because any hit from this Special move can be max canceled. It's unsafe too. | |description=* Another reason to use Geese. This move plays a nice role in Geese's combos(especially in Max Mode), and if you're having trouble with the infinite, this can help you. B version will stop in the middle of the screen, and the D version will stop near the corner. Enjoy this move in Max Mode, really(Just see the combos section later), because any hit from this Special move can be max canceled. It's unsafe too. | ||
Line 1,028: | Line 1,036: | ||
|Recovery=18 | |Recovery=18 | ||
|Total=67 | |Total=67 | ||
|Hit Adv= | |Hit Adv=SKD (+50) | ||
|Block Adv= | |Block Adv='''3rd=''' -14 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
Line 1,035: | Line 1,043: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">63214B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 1,055: | Line 1,063: | ||
|Recovery=24 | |Recovery=24 | ||
|Total=44 | |Total=44 | ||
|Hit Adv= | |Hit Adv=HKD (+60) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Interesting counter move. And it's pretty basic to use too. The counter will only work if something hits Geese's hand. This can be used to counter jumping attacks(Yeah, like an anti-air move), some Special moves(I could stop the Shoto's Tatsu with this), Supers(I could stop [[Ryu (SvC)|Ryu's]] Tatsu Super with this too), and even Exceeds(I will test this later, but I could prove that [[Vega (SvC)|Claw's]] Exceed is counterable). Don't abuse of it, because the opponent can predict those counters with ease. | |description=* Interesting counter move. And it's pretty basic to use too. The counter will only work if something hits Geese's hand. This can be used to counter jumping attacks(Yeah, like an anti-air move), some Special moves(I could stop the Shoto's Tatsu with this), Supers(I could stop [[Ryu (SvC)|Ryu's]] Tatsu Super with this too), and even Exceeds(I will test this later, but I could prove that [[Vega (SvC)|Claw's]] Exceed is counterable). Don't abuse of it, because the opponent can predict those counters with ease. | ||
Line 1,062: | Line 1,070: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">63214D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 1,082: | Line 1,090: | ||
|Recovery=24 | |Recovery=24 | ||
|Total=44 | |Total=44 | ||
|Hit Adv= | |Hit Adv=HKD (+60) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This can be the same as the above, but can counter only the middle moves(I don't know why, but Ryu's f+A is an overhead, as you probably know, and it could be stopped by this move). Can be the less used of the three. Don't abuse of it too. | |description=* This can be the same as the above, but can counter only the middle moves(I don't know why, but Ryu's f+A is an overhead, as you probably know, and it could be stopped by this move). Can be the less used of the three. Don't abuse of it too. | ||
Line 1,090: | Line 1,098: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">63214A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 1,110: | Line 1,118: | ||
|Recovery=26 | |Recovery=26 | ||
|Total=46 | |Total=46 | ||
|Hit Adv= | |Hit Adv=SKD (+41) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This is to counter low moves(Low ≠ crouching move, remember that). Good to use in the opponent's wakeup, and against those characters with ''low'' special moves(Like [[Sagat (SvC)|Sagat]] and [[Rockman Zero (SvC)|Zero]]). This can help you. Don't abuse of this move, please. | |description=* This is to counter low moves(Low ≠ crouching move, remember that). Good to use in the opponent's wakeup, and against those characters with ''low'' special moves(Like [[Sagat (SvC)|Sagat]] and [[Rockman Zero (SvC)|Zero]]). This can help you. Don't abuse of this move, please. | ||
Line 1,118: | Line 1,126: | ||
===Super Moves=== | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">1632143P</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 1,134: | Line 1,142: | ||
|Meter=0 | |Meter=0 | ||
|Cancel=X | |Cancel=X | ||
|Startup= | |Startup=0+6 | ||
|Active= | |Active=61 | ||
|Recovery= | |Recovery=15 | ||
|Total= | |Total=82 | ||
|Hit Adv= | |Hit Adv=SKD (+35) | ||
|Block Adv= | |Block Adv=+7 | ||
|Invulnerability=1F~ | |Invulnerability=1F~2F (Startup frames after super flash), 80F~82F (End of recovery) | ||
|description=* Great anti-air super with a huge hitbox primarily in front of Geese. | |description=* Detailed active frames: <span style="color:#ff00ff">2</span> (start of pink projectile boxes) + <span style="color:#ff0000">1</span> (start of red active hitboxes) + <span style="color:#ff0000">2</span> + <span style="color:#ff00ff">2</span> + <span style="color:#ff0000">2</span> + <span style="color:#ff00ff">4</span> + <span style="color:#ff0000">2</span> + <span style="color:#ff00ff">4</span> + <span style="color:#ff0000">40</span> (end of red active hitboxes) + <span style="color:#ff00ff">2</span> + <span style="color:#ff00ff">2</span> (end of pink projectile boxes) | ||
* Great anti-air super with a huge hitbox primarily in front of Geese. | |||
* For some characters, it's impossible to jump over it. | * For some characters, it's impossible to jump over it. | ||
* This is the most common, damaging ender to use after a 96-Reppu Ken. | * This is the most common, damaging ender to use after a 96-Reppu Ken. | ||
Line 1,153: | Line 1,162: | ||
}} | }} | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">6321463214C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
Line 1,169: | Line 1,178: | ||
|Meter=0 | |Meter=0 | ||
|Cancel=X | |Cancel=X | ||
|Startup= | |Startup=0 | ||
|Active= | |Active=1? | ||
|Recovery= | |Recovery=25 | ||
|Total= | |Total=26 | ||
|Hit Adv= | |Hit Adv=HKD (Varies) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is great to use against those turtles that are afraid of Geese's gameplay and are just waiting for the time to punish you. | |description=* Active hitbox is assumed to be 1F, due to the lack of viewable throwboxes. | ||
* Frame advantage on hit varies due to screen position affecting when opponents hit the wall and fall to the ground. | |||
* This move is great to use against those turtles that are afraid of Geese's gameplay and are just waiting for the time to punish you. | |||
* You can use this after a GCFS as well, instead of normal throw. | * You can use this after a GCFS as well, instead of normal throw. | ||
* If you're struggling to do 6321463214C after cl.C, you can buffer it as 63214C, 63214C. The super can be comboed after a cl.C. | * If you're struggling to do 6321463214C after cl.C, you can buffer it as 63214C, 63214C. The super can be comboed after a cl.C. | ||
* After the Super hits the opponent, they will wake up back-turned (potentially near you also), giving you a chance to follow-up with a crossup afterwards. | * After the Super hits the opponent, they will wake up back-turned (potentially near you also), giving you a chance to follow-up with a crossup afterwards. | ||
* Nothing exceptionally broken by itself but still a strong mixup for Geese, either to open the opponent up, or punish front step attempts. Being a throw, it means he has to be really close to land it, but you're probably already close to the opponent as is. | |||
}} | }} | ||
}} | }} | ||
Line 1,198: | Line 1,210: | ||
|Meter=0 | |Meter=0 | ||
|Cancel=X | |Cancel=X | ||
|Startup= | |Startup=5+1 | ||
|Active= | |Active=29 | ||
|Recovery= | |Recovery=10 | ||
|Total= | |Total=45 | ||
|Hit Adv= | |Hit Adv=SKD (+58; Final hit) | ||
|Block Adv= | |Block Adv=-3 (Final hit) | ||
|Invulnerability= | |Invulnerability=1F~6F (Startup), 7F~19F (First half of active) | ||
|description=*'''Full Input:''' 632146BCD > AA, BB, CC, DD, 214CD | |description=* '''Full Input:''' 632146BCD > AA, BB, CC, DD, 214CD | ||
<div class="mw-collapsible mw-collapsed" style="width:400px; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">'''Full Hit Advantage:'''</div> | |||
<div class="mw-collapsible-content"> | |||
* Initial hit: +5 | |||
* A: +17 | |||
* AA: +17 | |||
* AAB: +32 | |||
* AABB: +17 | |||
* AABBC: +20 | |||
* AABBCC: +32 | |||
* AABBCCD: +16 | |||
* AABBCCDD: +16 | |||
* Final hit: SKD (+58) | |||
</div></div> | |||
<div class="mw-collapsible mw-collapsed" style="width:400px; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">'''Full Block Advantage:'''</div> | |||
<div class="mw-collapsible-content"> | |||
* Initial hit: +3 | |||
* A: +7 | |||
* AA: +3 | |||
* AAB: +7 | |||
* AABB: +7 | |||
* AABBC: +6 | |||
* AABBCC: +7 | |||
* AABBCCD: +6 | |||
* AABBCCDD: +6 | |||
* Final hit: -3 | |||
</div></div> | |||
* Follow-up hits after 632146BCD must be correctly timed right as they hit the opponent. You will need to be a little fast with the button presses. It may be awkward at first, but doesn't take too much practice to get used to. | * Follow-up hits after 632146BCD must be correctly timed right as they hit the opponent. You will need to be a little fast with the button presses. It may be awkward at first, but doesn't take too much practice to get used to. | ||
* If you practice enough, it's best to not finish Deadly Rave with | * If you practice enough, it's best to not finish Deadly Rave with 214CD. Geese can do better finishers than the Exceed finisher since he can follow-up with any combo afterwards, especially with max mode cancels. | ||
* You can pass under floating projectiles with this Exceed, unlike [[SvC Chaos: SNK Vs Capcom/Terry Bogard|Terry's]] Deadly Rave which cannot. | * You can pass under floating projectiles with this Exceed, unlike [[SvC Chaos: SNK Vs Capcom/Terry Bogard|Terry's]] Deadly Rave which cannot. | ||
* Deadly Rave is unsafe after the second hit, so if the opponent blocks it, stop proceeding with the rest of it. | * Deadly Rave is unsafe after the second hit, so if the opponent blocks it, stop proceeding with the rest of it. |
Latest revision as of 17:40, 19 April 2025
ギース・ハワード, Geese Howard | |
---|---|
Category | Sub-Boss |
Playstyle | Balanced |
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | God Tier (SS) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
Geese Howard, the ruler of Southtown, and easily the most classic SNK bosses in history, but also one of the most hated in this game. After murdering Terry Bogard's father, Jeff Bogard, Terry has been out for revenge ever since, spawning a rivalry between the two that spans the entire Fatal Fury chronology up till Geese's untimely demise in Real Bout: Fatal Fury. He's still alive in the King of Fighters timeline, separate from Fatal Fury, but the rivalry still burns strong. And regardless of the timeline, his legacy lives on in Garou: Mark of the Wolves as the father of Rock Howard, who was later adopted by Terry Bogard.
He's the single best character in the game, packing tools for literally every situation, god tier screen control and packing a super deadly infinite both on hit and block. That said, playing him will mean no one likes you due to how easy and rewarding he is to play. Now sure, he has flaws, but they mean very little when it basically boils down to "a couple characters can do X or Y slightly better." About the only aspects that make Geese difficult to play are the lack of any real light starters for combos (low-hitting ones, that is) and his infinite combo changing timing depending on the matchup due to proximity issues for each character. But even then, he doesn't need his infinite as he has an answer for everything and does so much damage for so little work. He doesn't even need to combo Raging Storm in-between any normals and can just perform it after a launcher, making the leniency to do the pretzel motion that much easier compared to other games. Everyone is gonna know the matchup against Geese because of how prominent he is, but that won't change how deadly he is against every character in the game to the point only the god tiers pose any sort of threat.
How to select Geese Howard (outside of Super Plus)
- While you're on the character select screen, before the timer reaches 10 seconds:
- (Hold Start) Left(3x), Down, Left, Up, Right, Up
- Numpad notation: 44424868
- Console Method: Hold R1/RT above Kyo Kusanagi
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
cl.A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Any | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
cl.B
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Any | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
cl.C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 23 | Mid | 16 | 19 | 12 | Cmd, Sp, Su | 4 | 11 | 18 | 33 | -9 | -11 | - | |
|
cl.D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10x2 | 16 | Mid | 11x2 | 11x2 | 12 | Cmd, Sp, Su (1) | 4 | 3, (3), 7 | 15 | 32 | 1st= -5 ; 2nd= -2 | 1st= -7 ; 2nd= -4 | - | |
|
Far Normals
st.A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | 6 | Self, Sp | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
st.B
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | 6 | Free | 5 | 4 | 9 | 18 | -1 | -3 | - | |
|
st.C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 19 | 12 | Free | 6 | 6 | 19 | 31 | -5 | -7 | - | |
|
st.D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 19 | 12 | Free | 6 | 6 | 18 | 30 | -4 | -6 | - | |
|
Crouch Normals
cr.A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Ch, Sp, Su | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
cr.B
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Low | 5 | 5 | 6 | Sp, Su | 4 | 4 | 6 | 14 | +2 | +0 | - | |
|
cr.C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | 12 | Sp, Su | 4 | 2, 3 | 17 | 26 | 1st= -2 | 1st= -4 | - | |
|
cr.D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Low | 16 | 19 | 12 | Sp, Su | 9 | 6 | 15 | 30 | SKD | -3 | - | |
|
Jump Normals
nj.A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Sp | 6 | 7 | - | - | - | - | - | |
|
j.A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Sp | 5 | 7 | - | - | - | - | - | |
|
nj.B
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Free | 4 | 7 | - | - | - | - | - | |
|
j.B
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Free | 4 | 7 | - | - | - | - | - | |
|
nj.C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Sp | 6 | 9 | - | - | - | - | - | |
|
j.C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9x4 | 13 | Overhead | 9x4 | 9x4 | 12 | Sp | 11 | [3, (2),] x1-4 | - | - | - | - | - | |
nj.D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Sp | 9 | 3, 5 | - | - | - | - | - | |
|
j.D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Free | 6 | 9 | - | - | - | - | - | |
|
Command Normals
6C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14 | 20 | Mid | 16 | 18 | 8 | Sp, Su | 15 | 4 | 20 | 39 | KD | -6 | - | |
|
6D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 18 | Mid | 11 | 16 | 8 | Sp, Su | 16 | 3 | 5 | 24 | +12 | +10 | - | |
|
1/3C (OTG)
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 13 | OTG | 11 | 11 | 12 / 0 | X | 1 | - | - | - | - | - | - | |
|
Throws
AB Throw
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | HKD (+80) | X | - | |
|
CD Throw
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | SKD (+17) | X | - | |
|
Blowback
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | 5 | 19 | 7 | 31 | SKD | -4 | 1F~24F (Fully invulnerable on startup and active) | |
|
Special Moves
236A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 20 | Mid | 11 | 11 | 12 / 8 | X | 16 | ~ | 30 | 46 | +1 | -1 | - | |
|
Canceled 236A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 16 | Mid | 11 | 11 | 12 / 8 | X | 9 | 3, 2, 5 | 10 | 29 | SKD | +0 | - | |
|
236C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16x2 | 20 | Mid | 10x2 | 10x2 | 12 / 4 | X | 19 | 21, ~ | 45 | 85 | -15 | -17 | - | |
|
Canceled 236C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12x2 | 16 | Mid | 10x2 | 10x2 | 12 / 4 | X | 9 | 3, 2, 5, (13), 3, 2, 4 | 16 | 57 | 2nd= SKD | 2nd= -5 | - | |
|
j.214P
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 22 | Mid | 10 | 10 | 12 / 8 | X | 10 | 14 | - | - | Varies | Varies | - | |
|
623P
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623A | 16x2 | 20 | Mid | 11x2 | 11x2 | 12 / 4 | Free | 12 | 4, (22), 3 | 23 | 64 | 2nd= SKD (+60) | 2nd= -8 | 17F~18F (2 frames after the first active hitbox rising up) |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
623C | 16x2 | 20 | Mid | 11x2 | 11x2 | 12 / 4 | Free | 22 | 3, (23), 3 | 30 | 81 | 2nd= SKD (+53) | 1st= -41 ; 2nd= -15 | 26F~27F (2 frames after the first active hitbox rising up) |
|
41236K
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
41236B | 15x3 | 20 | Mid | 10x3 | 10x3 | 8 / 4 | Free | 16 | 22 | 18 | 56 | SKD (+55) | 3rd= -9 | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
41236D | 15x3 | 20 | Mid | 10x3 | 10x3 | 8 / 4 | Free | 21 | 28 | 18 | 67 | SKD (+50) | 3rd= -14 | - |
|
63214B
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 30 | High | 0 | 0 | 4 / 16 | X | 2 | 18 | 24 | 44 | HKD (+60) | X | - | |
|
63214D
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | 4 / 16 | X | 2 | 18 | 24 | 44 | HKD (+60) | X | - | |
|
63214A
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18x2 | 18 | Low | 0 | 0 | 4 / 16 | X | 2 | 18 | 26 | 46 | SKD (+41) | X | - | |
Super Moves
1632143P
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40x5 | 46 | Mid | 4 | 0 | 0 | X | 0+6 | 61 | 15 | 82 | SKD (+35) | +7 | 1F~2F (Startup frames after super flash), 80F~82F (End of recovery) | |
|
6321463214C
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
72 | 72 | Throw | 0 | 0 | 0 | X | 0 | 1? | 25 | 26 | HKD (Varies) | X | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20+(5x8)+(40x4) | 20, 5, 40 | Mid | 0 | 0 | 0 | X | 5+1 | 29 | 10 | 45 | SKD (+58; Final hit) | -3 (Final hit) | 1F~6F (Startup), 7F~19F (First half of active) | |
Full Hit Advantage:
Full Block Advantage:
|