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[[File:Ffspecgeese.png|right|The Conqueror of the Underworld]] | |||
[[File:Ffspecgeese colors.png|right]] | |||
{{TOClimit|3}} | |||
= | ==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. | |||
== | {| | ||
|-style="text-align:left;" | |||
! Pros !! Cons | |||
|- style="vertical-align:top;text-align:left" | |||
| style="width: 50%;"| | |||
* Counter moves for nearly every situation | |||
* Well-rounded set of normals | |||
* The only character with an air projectile | |||
* His theme song | |||
| style="width: 50%;"| | |||
* Timing counter moves right can be tricky | |||
* Most damaging combos don’t work on small characters | |||
* Has a hard time against characters that can circumvent his projectiles | |||
* Steeper learning curve | |||
|- | |||
|} | |||
== | ==Move List== | ||
== | ===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 === | ||
= | ===== <span class="invisible-header">c5A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_c5A.png | |||
|subtitle=Murasame-Uchi/村雨打ち | |||
|caption= | |||
|name=c5A | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=8 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=5 | |||
|Active=6 | |||
|Recovery=0 | |||
|Total=10 | |||
|Hit Adv=+10 | |||
|Block Adv=+11 | |||
|Property=Kara Cancel | |||
|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. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header">c5B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_c5B.png | |||
|subtitle=Inazuma-Geri/稲妻蹴り | |||
|caption= | |||
|name=c5B | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=10 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=3 | |||
|Active=5 | |||
|Recovery=6 | |||
|Total=13 | |||
|Hit Adv=+5 | |||
|Block Adv=+6 | |||
|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. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">c5C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_c5C.png | |||
|subtitle=Suigetsu-Uchi/水月打ち | |||
|caption= | |||
|name=c5C | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=18 | |||
|Stun=4 | |||
|Guard=Mid | |||
|Startup=6 | |||
|Active=9 | |||
|Recovery=14 | |||
|Total=28 | |||
|Hit Adv=+1 | |||
|Block Adv=0 | |||
|Property=Kara Cancel | |||
|description=* Can combo into light Reppuken. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">c5D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_c5D.png | |||
|subtitle=Tentou Sakkatsu Nidangeri/天倒殺活二段蹴り | |||
|caption= | |||
|name=c5D | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=20x2 | |||
|Stun=4x2 | |||
|Guard=Mid | |||
|Startup=6 | |||
|Active=4 (4) 10 | |||
|Recovery=10 | |||
|Total=33 | |||
|Hit Adv=-4 | |||
|Block Adv=+2 | |||
|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. | |||
<gallery class="mw-collapsible"> | |||
FFS Geese c5D.png| | |||
FFS Geese c5D 1.png| | |||
</gallery> | |||
}} | |||
}} | |||
== | === Far Standing Normals === | ||
== | ===== <span class="invisible-header">f5A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_5A.png | |||
|subtitle=Heavenly Breaking Fist (天破拳) | |||
|caption= | |||
|name=f5A | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=6 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=4 | |||
|Active=7 | |||
|Recovery=0 | |||
|Total=10 | |||
|Hit Adv=+9 | |||
|Block Adv=+10 | |||
|Property=Kara Cancel | |||
|description= | |||
* Strong hitbox and fast startup, making it ideal for countering rushing moves such as Andy's Zaneiken and Kim's Hououkyaku. | |||
* Links into itself and f5C. | |||
* You can land more hits in a combo if you walk forward while chaining 5As. Once you're pushed out of the move's range, finish the combo with f5C. | |||
* The opponent cannot guard during the final active frame of this move if used as Player 1, allowing for unblockables. If the last frame hits as either player, Geese can act with no recovery during hitstop. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">f5B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_5B.png | |||
|subtitle=Hidden Kick (秘中蹴り) | |||
|caption= | |||
|name=f5B | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=8 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=8 | |||
|Active=10 | |||
|Recovery=17 | |||
|Total=34 | |||
|Hit Adv=-11 | |||
|Block Adv=-10 | |||
|Property=Kara Cancel | |||
|description= | |||
* Reaches very far for a light normal and hits all crouching characters. Great when cancelled into light Reppuken for chip damage. | |||
* Long recovery if it whiffs, so don't get too careless when using this. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">f5C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_5C.png | |||
|subtitle=Forward Step Middle Strike (踏み込み中段打ち) | |||
|caption= | |||
|name=f5C | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=16 | |||
|Stun=4 | |||
|Guard=Mid | |||
|Startup=7 | |||
|Active=13 | |||
|Recovery=19 | |||
|Total=38 | |||
|Hit Adv=-9 | |||
|Block Adv=-10 | |||
|Property= | |||
|description= | |||
* Excellent reach and speed. A key move in neutral. | |||
* Good for punishing unsafe moves from a distance, like Cheng's balloon. Links from 5A, so it's also Geese's main combo ender. | |||
* Has somewhat long recovery, though, so some characters may be able punish it if done too close to your opponent (Billy 2C, Laurence f5D, etc.). | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">f5D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_5D_1.png | |||
|subtitle=Lightning Roundhouse Kick (電光回し蹴り) | |||
|caption= | |||
|name=f5D | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=18 | |||
|Stun=4 | |||
|Guard=Mid | |||
|Startup=15 | |||
|Active=12 | |||
|Recovery=10 | |||
|Total=36 | |||
|Hit Adv=+1 | |||
|Block Adv=0 | |||
|Property= | |||
|description= | |||
* A rolling kick that moves Geese forward. You can use the momentum of this move to give you a speed boost as it's faster than walking. | |||
* Safe on block when spaced correctly. | |||
* It takes a while for the hitbox to activate, so it's easy to counter this move with a dodge attack. | |||
<gallery class="mw-collapsible"> | |||
FFS Geese 5D 1.png| | |||
FFS Geese 5D 2.png| | |||
</gallery> | |||
}} | |||
}} | |||
== | === Crouching Normals === | ||
== | ===== <span class="invisible-header">2A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_2A.png | |||
|subtitle=Yakoutsuki/夜光突き | |||
|caption= | |||
|name=2A | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=6 | |||
|Stun=2 | |||
|Guard=Mid | |||
|Startup=4 | |||
|Active=5 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+3 | |||
|Block Adv=+4 | |||
|Property=Kara Cancel | |||
|description=*Inferior to 2B in almost every way possible. Startup is faster by 1 frame, but it doesn't link into anything. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">2B</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_2B.png | |||
|subtitle=Kurubushigeri/踝蹴り | |||
|caption= | |||
|name=2B | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=8 | |||
|Stun=2 | |||
|Guard=Low | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=6 | |||
|Total=14 | |||
|Hit Adv=+6 | |||
|Block Adv=+7 | |||
|Property=Kara Cancel | |||
|description=*Great low poke and combo starter. Links to itself and 5A. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">2C</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS Geese 2C.gif | |||
|subtitle=Shouten Myoujou-uchi/昇天明星打ち | |||
|caption= | |||
|name=2C | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=11x2 | |||
|Stun=4x2 | |||
|Guard=Mid | |||
|Startup=3 | |||
|Active=3+6+12 | |||
|Recovery=21 | |||
|Total=44 | |||
|Hit Adv=-14 | |||
|Block Adv=-13 | |||
|Property=Kara Cancel | |||
|description=*Anti-air normals don't get much better than this. Comes out faster than most lights and beats just about any jump attack clean, especially from close range. | |||
* The fast startup makes it even a good button to throw out in close range ground game. Be sure to cancel it into Reppuken as the recovery will be long otherwise. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">2D</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_2D.png | |||
|subtitle=Kusazurigaeshi/草ずり返し | |||
|caption= | |||
|name=2D | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=14 | |||
|Stun=4 | |||
|Guard=Low | |||
|Startup=9 | |||
|Active=10 | |||
|Recovery=22 | |||
|Total=40 | |||
|Hit Adv=KD | |||
|Block Adv=-9 | |||
|Property=Kara Cancel | |||
|description=*Very good long range sweep. Can be cancelled into Reppuken on block to deal chip damage. | |||
}} | |||
}} | |||
== | ===Jumping Normals=== | ||
== | ===== <span class="invisible-header">jA</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_jA.png | |||
|subtitle=Tentouwari/天倒割り | |||
|caption= | |||
|name=jA | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=6 | |||
|Stun=2 | |||
|Guard=Overhead | |||
|Startup=6 | |||
|Active=∞ | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description=* Underwhelming. If you see a Geese player use this, they most likely just failed to input Shippuken properly. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">jB</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_jB.png | |||
|subtitle=Kasumigeri/霞蹴り | |||
|caption= | |||
|name=jB | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=8 | |||
|Stun=2 | |||
|Guard=Overhead | |||
|Startup=5 | |||
|Active=∞ | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description=* Fast startup, good hitbox, stays active for the entire duration of the jump. Geese's main jump-in. | |||
}} | |||
}} | |||
== Vs. Wolfgang Krauser == | ===== <span class="invisible-header">jC</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS Geese jfC 1.png | |||
|image2=FFS_Geese_jC.png | |||
|subtitle=Tobi Rendaken/跳び連打拳 | |||
|caption=Diagonal Jump | |||
|caption2=Neutral Jump | |||
|name=jC | |||
|data= | |||
{{AttackData-FFS | |||
|version=Diagonal Jump | |||
|Damage=16x2 | |||
|Stun=4x2 | |||
|Guard=Overhead | |||
|Startup=5 | |||
|Active=6 (3) 6 (3) 6 (3) 6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= * Doesn't have a lot of reach, but does the most damage out of Geese's jump normals. | |||
<gallery class="mw-collapsible"> | |||
FFS Geese jfC 1.png| | |||
FFS Geese jfC 2.png| | |||
</gallery> | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=Neutral Jump | |||
|Damage=18 | |||
|Stun=4 | |||
|Guard=Overhead | |||
|Startup=3 | |||
|Active=21 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">jD</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS Geese jfD.png | |||
|image2=FFS_Geese_jD_1.png | |||
|subtitle=Tobikomi Kassatsugeri/飛び込み活殺蹴り | |||
|caption=Diagonal Jump | |||
|caption2=Neutral Jump | |||
|name=jD | |||
|data= | |||
{{AttackData-FFS | |||
|version=Diagonal Jump | |||
|Damage=14 | |||
|Stun=4 | |||
|Guard=Overhead | |||
|Startup=11 | |||
|Active=15 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= * Good horizontal reach, but easier to anti-air than jump B. | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=Neutral Jump | |||
|Damage=20 | |||
|Stun=4 | |||
|Guard=Overhead | |||
|Startup=7 | |||
|Active=8+7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= | |||
<gallery class="mw-collapsible"> | |||
FFS Geese jD 1.png| | |||
FFS Geese jD 2.png| | |||
</gallery> | |||
}} | |||
}} | |||
=== Universal Mechanics === | |||
===== <span class="invisible-header">Lane Blast (CD)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_CD.png | |||
|image2=FFS Geese CD Back.png | |||
|subtitle=Fudou Kassatsu Uraken/不動活殺裏拳 | |||
|caption=Front Lane | |||
|caption2=Back Lane | |||
|name=Lane Blast | |||
|input=C+D | |||
|data= | |||
{{AttackData-FFS | |||
|version=Front Lane | |||
|Damage=22 | |||
|Stun=5 | |||
|Guard=Mid | |||
|Startup=16 | |||
|Active=17 | |||
|Recovery=7 | |||
|Total=39 | |||
|Hit Adv=KD | |||
|Block Adv=-5 | |||
|Property=Cancel | |||
|description= * Slow startup, but stays active for quite a while and recovers fast. Not a bad move to throw out every now and then. | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=Back Lane | |||
|Damage=22 | |||
|Stun=5 | |||
|Guard=Mid | |||
|Startup=13 | |||
|Active=12 | |||
|Recovery=20 | |||
|Total=44 | |||
|Hit Adv=KD | |||
|Block Adv=-13 | |||
|Property=Cancel | |||
|description= * Much worse recovery than the front lane version and thus less safe to use. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Lane Attack</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_Lane_Punch Front.png | |||
|image2=FFS Geese Lane Kick Front.png | |||
|image3=FFS_Geese_Lane_Attack.png | |||
|image4=FFS Geese Lane Kick Back.png | |||
|subtitle= | |||
|caption=Front Lane Punch | |||
|caption2=Front Lane Kick | |||
|caption3=Back Lane Punch | |||
|caption4=Back Lane Kick | |||
|name=Lane Attack | |||
|input=A/B/C/D from opposite lane | |||
|data= | |||
{{AttackData-FFS | |||
|version=A | |||
|Damage=20 | |||
|Stun=2 | |||
|Guard=Overhead | |||
|Startup=9 | |||
|Active= | |||
|Recovery=4 | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=B | |||
|Damage=20 | |||
|Stun=2 | |||
|Guard=Overhead | |||
|Startup=14 | |||
|Active= | |||
|Recovery=4 | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=C | |||
|Damage=20 | |||
|Stun=4 | |||
|Guard=Overhead | |||
|Startup=9 | |||
|Active= | |||
|Recovery=4 | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= | |||
}} | |||
{{AttackData-FFS | |||
|header=no | |||
|version=D | |||
|Damage=20 | |||
|Stun=4 | |||
|Guard=Overhead | |||
|Startup=14 | |||
|Active= | |||
|Recovery=4 | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property= | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">Dodge Attack</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_Dodge_Attack_1.png | |||
|subtitle=Tsubamegaeshi/燕返し | |||
|caption= | |||
|name=Dodge Attack | |||
|input=6A during proximity guard | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=11 | |||
|Stun=5 | |||
|Guard=Mid | |||
|Startup=9 | |||
|Active=12 | |||
|Recovery=17 | |||
|Total=37 | |||
|Hit Adv=Air reset | |||
|Block Adv=-10 | |||
|Property=Kara Cancel, Upper-Body Invuln 1-20F | |||
|description= * Top class dodge attack. Very fast startup and extremely reliable as an anti-air. | |||
<gallery class="mw-collapsible"> | |||
FFS Geese Dodge Attack 1.png| | |||
FFS Geese Dodge Attack 2.png| | |||
</gallery> | |||
}} | |||
}} | |||
=== Throws === | |||
===== <span class="invisible-header">Katate Nage (4/6C)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_C_Throw 1.png | |||
|caption= | |||
|name=Katate Nage | |||
|input=close 4/6C | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=26 | |||
|Stun=3 | |||
|range=12 | |||
|Guard=Throw | |||
|Startup=1 | |||
|Active=1 | |||
|Recovery=/ | |||
|Hit Adv=KD (+82) | |||
|Block Adv=/ | |||
|description= * Switches sides. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shinkuu Nage (3C)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_3C_Throw 1.png | |||
|caption= | |||
|name=Shinkuu Nage | |||
|input=close 3C | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=26 | |||
|Stun=3 | |||
|range=12 | |||
|Guard=Throw | |||
|Startup=1 | |||
|Active=1 | |||
|Recovery=/ | |||
|Hit Adv=KD (+41) | |||
|Block Adv=/ | |||
|description= * Switches sides. | |||
* The knockdown doesn't have as much frame advantage as 4/6C, but 2C is much better than c5C if the throw whiffs. Also, it deals damage earlier than 4/6C in case the timer is about to run out. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Kosatsusho (4/6D)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_D_Throw 1.png | |||
|caption= | |||
|name=Kosatsusho | |||
|input=close 4/6D | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=20~32 (4 x 5~8) | |||
|Stun=0 | |||
|range=11 | |||
|Guard=Throw | |||
|Startup=1 | |||
|Active=1 | |||
|Recovery=/ | |||
|Hit Adv=+8 | |||
|Block Adv=/ | |||
|description= * Hold throw. Opponent can mash to reduce hits. | |||
* Hit advantage is when the opponent mashes out. | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header">Reppuken (236A)</span> ===== | |||
{{MoveData | |||
| name = Reppuken | |||
| input = 236A | |||
| subtitle = | |||
| image = FFS Geese Reppuken.png | |||
| caption = | |||
| data = | |||
{{AttackData-FFS | |||
| subtitle = | |||
| Damage = 16 (4) | |||
| Stun = 3 | |||
| Guard = Mid | |||
| Startup = 18 | |||
| Active = | |||
| Recovery = 35 | |||
| Total = 52 | |||
| Hit Adv = -2 | |||
| Block Adv = -5 | |||
| Property = | |||
| description = *Geese's trademark projectile. Travels across the ground, so it can't be avoided with a dodge attack. You'll generally want to cancel your normals into this move whenever possible to deal chip damage. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Double Reppuken (236C)</span> ===== | |||
{{MoveData | |||
| name = Double Reppuken | |||
| input = 236C | |||
| subtitle = | |||
| image = FFS Geese DReppu 1.png | |||
| image2 = FFS Geese DReppu 2.png | |||
| caption = | |||
| data = | |||
{{AttackData-FFS | |||
| subtitle = | |||
| Damage = 22 (5) | |||
| Stun = 6 | |||
| Guard = Mid | |||
| Startup = 17 | |||
| Active = | |||
| Recovery = 59 | |||
| Total = 75 | |||
| Hit Adv = -18 | |||
| Block Adv = -25 | |||
| Property = | |||
| description = *Bigger and more damaging than regular Reppuken, but much harder to land due to the long startup. Mostly used to chip and push back the opponent after a successful anti-air. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shippuuken (j214P)</span> ===== | |||
{{MoveData | |||
| name = Shippuuken | |||
| input = j214A/C | |||
| subtitle = | |||
| image = FFS Geese Shippuken.png | |||
| caption = | |||
| data = ※If the fireball hits low to the ground, it must be blocked low. | |||
* Good tool for punishing enemy projectiles or anti-air attempts. | |||
* Both versions send Geese up and backward, allowing him to alter his jump trajectory. | |||
{{AttackData-FFS | |||
| version = A | |||
| subtitle = | |||
| Damage = 12 (4) | |||
| Stun = 3 | |||
| Guard = Mid/Low※ | |||
| Startup = 11 | |||
| Active = | |||
| Recovery = Landing + 3 | |||
| Total = | |||
| Hit Adv = | |||
| Block Adv = | |||
| Property = | |||
| description = * Fireball travels slower. | |||
}} | |||
{{AttackData-FFS | |||
| header = no | |||
| version = C | |||
| subtitle = | |||
| Damage = 18 (4) | |||
| Stun = 6 | |||
| Guard = Mid/Low※ | |||
| Startup = 11 | |||
| Active = | |||
| Recovery = Landing + 3 | |||
| Total = | |||
| Hit Adv = | |||
| Block Adv = | |||
| Property = | |||
| description = * Fireball travels faster. Longer recovery. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Jyoudan Atemi Nage (41236B)</span> ===== | |||
{{MoveData | |||
| name = Jyoudan Atemi Nage | |||
| input = 41236B | |||
| subtitle = | |||
| image = FFS Geese Counter B.png | |||
| caption = | |||
| data = | |||
{{AttackData-FFS | |||
| subtitle = | |||
| Damage = 18 | |||
| Stun = 3 | |||
| Guard = / | |||
| Startup = 1 | |||
| Active = 19 | |||
| Recovery = 21 | |||
| Total = 40 | |||
| Hit Adv = KD | |||
| Block Adv = / | |||
| Property = | |||
| description = * An instant catch counter that beats special moves and air normals that touch the extended hurtbox. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Chuudan Atemi Nage (41236D)</span> ===== | |||
{{MoveData | |||
| name = Chuudan Atemi Nage | |||
| input = 41236D | |||
| subtitle = | |||
| image = FFS Geese Coutner D.png | |||
| caption = | |||
| data = | |||
{{AttackData-FFS | |||
| subtitle = | |||
| Damage = 18 | |||
| Stun = 3 | |||
| Guard = / | |||
| Startup = 1 | |||
| Active = 19 | |||
| Recovery = 21 | |||
| Total = 40 | |||
| Hit Adv = KD | |||
| Block Adv = | |||
| Property = | |||
| description = * An instant catch counter that beats ground normals that touch the pink hurtbox. | |||
}} | |||
}} | |||
===Super Move=== | |||
===== <span class="invisible-header">Raging Storm (1632143BC)</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image=FFS_Geese_Raging_Storm.gif | |||
|subtitle=1632143B+C | |||
|caption= | |||
|name=Raging Storm | |||
|data= | |||
{{AttackData-FFS | |||
|Damage=48 (12) | |||
|Stun=4 | |||
|Guard=Mid | |||
|Startup=22 | |||
|Active=30 | |||
|Recovery=12 | |||
|Total=63 | |||
|Hit Adv=KD | |||
|Block Adv=-8 | |||
|Property= | |||
|description= | |||
}} | |||
}} | |||
==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 | |||
Character/Backturn specific. | |||
==Strategy== | |||
===The Basics=== | |||
===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}} | |||
[[Category:Fatal Fury Special]] | |||
[[Category:Geese Howard]] |
Latest revision as of 10:22, 5 May 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
jD
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
Throws
Katate Nage (4/6C)
Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
26 | 3 | 12 | Throw | 1 | 1 | / | - | KD (+82) | / | - |
|
Shinkuu Nage (3C)
Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
26 | 3 | 12 | Throw | 1 | 1 | / | - | KD (+41) | / | - |
|
Kosatsusho (4/6D)
Damage | Stun | Range | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
20~32 (4 x 5~8) | 0 | 11 | Throw | 1 | 1 | / | - | +8 | / | - |
|
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
Character/Backturn specific.
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.