SvC Chaos: SNK Vs Capcom/Geese Howard: Difference between revisions

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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
Some of Geese's Normals are pretty nice to use in battle(Well, he is just the best in the game), so begin your strategies here.
''s.LP -'' (Far) A nice poke. It's fast and the reach is nice, but whiffs on low crouching chars and cannot be normal canceled. Can be used in light attack combos. (Close) The best starter to light attack combos. It's cancelable, chains into itself, but whiffs on those low crouching chars.<br>
''s.LK -'' (Far) Not as fast as the f.LP, but can be used in light attack combos. It cannot be normal canceled, so use this only in the MAXIMUM Mode(If you want to use, I mean). (Close) A fast knee. Chains into itself, can be canceled, and doesn't whiffs on low crouching characters. Good to use in a match.<br>
''s.HP -'' (Far) A slow poke(The recovery on this move is very bad). If you really want to use, hit with the tip of Geese's hand. Cannot be normal canceled, but can be Super Canceled, and I don't know why. (Close) This move... Is the best of Geese's ground attacks, and one of the reasons to answer the question:"Why am I using Geese in this game?" You can cancel this into any Command Move(Except the OTG one), and any Special/Super move. This is part of an infinite combo too.<br>
''s.HK -'' (Far) This poke has better reach and speed than the f.HP, but this can't be Super canceled. (Close) A two-hit kick that can be canceled in the first hit. The second kick can be used as an anti-air, but it's risky. The cl.HP is better to use.
''j.LP -'' (Diagonal) This move is good as a jump-in move, but Geese has better options. (Neutral) Slow for a light attack. Don't use. Geese has better options than this move.<br>
''j.LK -'' (Diagonal) Nice move to use. This is Geese's best crossup attack. If the opponent blocks it, don't followup, because you'll be punished with those GCFs. (Neutral) Kick that aims down. Can be used in the opponent's wakeup. If you want, followup with an air fireball to confuse your opponent.<br>
''j.HP -'' (Diagonal) A multi-hitting jumping move. It's better when used against BIG chars(Like [[Earthquake (SvC)|EQ]] and [[Hugo (SvC)|Hugo]]) to do THAT damage on them(You'll get meter while you hit them too). (Neutral) Geese's best neutral jump-in. It can be better used on the opponent's wakeup. Hit with this, and followup with what you want. It's good to cancel this move into the air fireball too.<br>
''j.HK -'' (Diagonal) Geese's best Diagonal jump-in. Can be used as an air-to-air, and on combos. Simple to use. (Neutral) You can use this in air-to-air battles, but Geese has a ground game, so avoid it.
''cr.LP -'' This is a great normal move. Good to use in light attack/crouching combos. Chains into itself, can be canceled, and it's fast. Can be used as poke too(This move is better than the f.LP/LK in my opinion).<br>
''cr.LK -'' An extremely important normal against most of the characters in the cast. It has the same properties(And a little more) than the normal above. It hits low, and there's something interesting about this move. You can make Geese avoid some projectiles with this(I could avoid from the Shoto's, and [[Mr. Karate (Takuma Sakazaki) (SvC)|Mr. Karate's]] fireballs), but you'll need to time well. You just need to hit the opponent while he is doing the projectile animation. If you miss the timing, don't worry, you can block the move(This move is safe too, don't worry again). You'll need this in the matches.<br>
''cr.HP -'' Please, you'll need this move. It's one of Geese's best anti-air moves, and can be one of the best ''normal'' anti-airs in the game(If not the best). It's part of Geese's main gameplan. It's not unbeatable, but you can use against all chars of the cast. You can cancel this move too, but if you use this move as an anti-air, you cannot combo with it, so cancel if you need meter.<br>
''cr.HK -'' A kick that hits low and knocks down. It's not that fast as the other cr.HKs in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+LP or you can use the same strategy mentioned in the cr.LK(The timing is different).
==Command Moves==
==Command Moves==
f + C                      Fudou Sakkatsu Uraken<br>
f + C                      Fudou Sakkatsu Uraken<br>

Revision as of 12:19, 15 May 2016

"Oh, cursed fate! Must these young punks constantly confound me?!" By: Geese Howard

Introduction

Geese Howard, the ruler of Southtown, and can be the most classic SNK boss in the history... Oh, and he is the most hated character in this game... Why do you ask? He's the best in the game, really. He has infinite combos that are not hard to do, so... Geese is that character that is nice for beginners, and incredible in high-level matches. Now for his for his Good and Bad Things.

The Ruler of Shouthtown's Good and Bad Things

Good Things:

  • Easy to play, learn and master;
  • Easy combos and infinites;
  • He can be the best defensive/offensive character in the game;
  • Has nice anti-air moves;
  • Has an air fireball;
  • Has counter moves;
  • His Exceed is nice too use(And it can pass through projectiles).

Bad Things:

  • Your opponents will hate you if you use him in the right way(This is bad, really).
  • Only that. He isn't bad in this game. Really.

Moves List

Normal Moves

Some of Geese's Normals are pretty nice to use in battle(Well, he is just the best in the game), so begin your strategies here.

s.LP - (Far) A nice poke. It's fast and the reach is nice, but whiffs on low crouching chars and cannot be normal canceled. Can be used in light attack combos. (Close) The best starter to light attack combos. It's cancelable, chains into itself, but whiffs on those low crouching chars.
s.LK - (Far) Not as fast as the f.LP, but can be used in light attack combos. It cannot be normal canceled, so use this only in the MAXIMUM Mode(If you want to use, I mean). (Close) A fast knee. Chains into itself, can be canceled, and doesn't whiffs on low crouching characters. Good to use in a match.
s.HP - (Far) A slow poke(The recovery on this move is very bad). If you really want to use, hit with the tip of Geese's hand. Cannot be normal canceled, but can be Super Canceled, and I don't know why. (Close) This move... Is the best of Geese's ground attacks, and one of the reasons to answer the question:"Why am I using Geese in this game?" You can cancel this into any Command Move(Except the OTG one), and any Special/Super move. This is part of an infinite combo too.
s.HK - (Far) This poke has better reach and speed than the f.HP, but this can't be Super canceled. (Close) A two-hit kick that can be canceled in the first hit. The second kick can be used as an anti-air, but it's risky. The cl.HP is better to use.

j.LP - (Diagonal) This move is good as a jump-in move, but Geese has better options. (Neutral) Slow for a light attack. Don't use. Geese has better options than this move.
j.LK - (Diagonal) Nice move to use. This is Geese's best crossup attack. If the opponent blocks it, don't followup, because you'll be punished with those GCFs. (Neutral) Kick that aims down. Can be used in the opponent's wakeup. If you want, followup with an air fireball to confuse your opponent.
j.HP - (Diagonal) A multi-hitting jumping move. It's better when used against BIG chars(Like EQ and Hugo) to do THAT damage on them(You'll get meter while you hit them too). (Neutral) Geese's best neutral jump-in. It can be better used on the opponent's wakeup. Hit with this, and followup with what you want. It's good to cancel this move into the air fireball too.
j.HK - (Diagonal) Geese's best Diagonal jump-in. Can be used as an air-to-air, and on combos. Simple to use. (Neutral) You can use this in air-to-air battles, but Geese has a ground game, so avoid it.

cr.LP - This is a great normal move. Good to use in light attack/crouching combos. Chains into itself, can be canceled, and it's fast. Can be used as poke too(This move is better than the f.LP/LK in my opinion).
cr.LK - An extremely important normal against most of the characters in the cast. It has the same properties(And a little more) than the normal above. It hits low, and there's something interesting about this move. You can make Geese avoid some projectiles with this(I could avoid from the Shoto's, and Mr. Karate's fireballs), but you'll need to time well. You just need to hit the opponent while he is doing the projectile animation. If you miss the timing, don't worry, you can block the move(This move is safe too, don't worry again). You'll need this in the matches.
cr.HP - Please, you'll need this move. It's one of Geese's best anti-air moves, and can be one of the best normal anti-airs in the game(If not the best). It's part of Geese's main gameplan. It's not unbeatable, but you can use against all chars of the cast. You can cancel this move too, but if you use this move as an anti-air, you cannot combo with it, so cancel if you need meter.
cr.HK - A kick that hits low and knocks down. It's not that fast as the other cr.HKs in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+LP or you can use the same strategy mentioned in the cr.LK(The timing is different).

Command Moves

f + C Fudou Sakkatsu Uraken
f + D Raikou Mawashi Geri
db~df + C near downed foe Raimei Gouha Nage

Special Moves

Reppu Ken[Sirocco Slam].............. QCF + LP

Double Reppu Ken..................... QCF + SP [Double Sirocco Slam]

Whirlwind Zap(air)................... QCB + LP or SP

Flying Solar Slice................... DP + LP or SP

Evil Shadow Smash.................... HCF + LK or SK

Upper Body Toss...................... HCB + LK

Middle Body Toss..................... HCB + SK

Lower Body Blow...................... HCB + LP

Super Moves

Raging Storm DB, HCB, DF + LP or SP

Rashomon HCB(x2) + SP

Exceed

Dealy Rave........HCB, F + LK-SP-SK-LP, LP, LK, LK, SP, SP, SK, SK, QCB + SP-SK

The Basics

Advanced Strategy

Match-Ups