Lichmassacre (talk | contribs) m (→Combos) |
Lichmassacre (talk | contribs) m (SNK button notation applied.) |
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|Block Adv='''1st= -7''' ; '''2nd= -4''' | |Block Adv='''1st= -7''' ; '''2nd= -4''' | ||
|Invulnerability= | |Invulnerability= | ||
|description=* 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. | |description=* 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.C is better to use. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-1 | |Block Adv=-1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* 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. | |description=* 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.A/B in my opinion). | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-3 | |Block Adv=-3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A kick that hits low and knocks down. It's not that fast as the other cr. | |description=* A kick that hits low and knocks down. It's not that fast as the other cr.Ds in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+A or you can use the same strategy mentioned in the cr.B(The timing is different). | ||
}} | }} | ||
}} | }} | ||
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|Block Adv=-6 | |Block Adv=-6 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* An attack that knocks down. You can use this as a poke, because it has a nice reach, and Geese | |description=* An attack that knocks down. You can use this as a poke, because it has a nice reach, and Geese waBs a little forward while he performs this move. You can normal cancel it, but you cannot combo with the special moves. The best way to combo with this move is when it gets a counter hit. Try something like: f+C(Make sure you get a counter hit), QCF+A, db, HCB, df+P. This is nice to use when you need. You can combo using this move after a normal too, like this: [Jump Attack] cl.C/D, f+C, df+C(Optional, and you can use it only while your opponent is down). This can heA you a lot, but this isn't that useful when compared to the move below. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* An OTG(on/off the ground) grab. You need to ''press the direction and the attack button at the same time, and remember that this is a "Face Grab"''. It's hard to use this in a battle, because the opponent can recovery roll if he falls down. The easiest ways to use this move are: | |description=* An OTG(on/off the ground) grab. You need to ''press the direction and the attack button at the same time, and remember that this is a "Face Grab"''. It's hard to use this in a battle, because the opponent can recovery roll if he falls down. The easiest ways to use this move are: | ||
:* After an AB grab - Well... The AB grab is something really interesting, because the opponent will fall near you, so you can GCF, AB grab, db/df+ | :* After an AB grab - Well... The AB grab is something really interesting, because the opponent will fall near you, so you can GCF, AB grab, db/df+C. | ||
:* After a cr. | :* After a cr.D(And the opponent didn't do a recovery roll) - The cr.D isn't something good, but it's easy to do this OTG grab after the cr.D. Just dash 1 or 2 times after the move hits and be happy. | ||
:* After a HCF+K in the corner(And the opponent didn't do a recovey roll) - The HCF+K is something that can | :* After a HCF+K in the corner(And the opponent didn't do a recovey roll) - The HCF+K is something that can heA you in the combos, and it knocks down in the last hit of the move, so after the move hits, use this, it isn't hard, because you'll be in the right position(If you use the special move in the corner, I mean). If you need, you can dash. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is pretty good to use too(This is another reason to use Geese Howard in this game), but it isn't a projectile. If it hits the opponent, he/she will be in a juggle state, so followup with something damaging like the Raging Storm Super, okay? Oh, and it's possible to use this move as an anti-air too. ''But how can I use this move alone, if you said that this move will only come out in the middle of a combo?'' First, I didn't say that. I said that this can be used ''after'' a cancelable move, not exclusively in combos. Yeah, you can whiff cancel into this move(Which is nice, but not 100% good). Try something like, cr. | |description=* This move is pretty good to use too(This is another reason to use Geese Howard in this game), but it isn't a projectile. If it hits the opponent, he/she will be in a juggle state, so followup with something damaging like the Raging Storm Super, okay? Oh, and it's possible to use this move as an anti-air too. ''But how can I use this move alone, if you said that this move will only come out in the middle of a combo?'' First, I didn't say that. I said that this can be used ''after'' a cancelable move, not exclusively in combos. Yeah, you can whiff cancel into this move(Which is nice, but not 100% good). Try something like, cr.B(You can use any crouching move), QCF+A. You can anti-air the opponent, and he/she will still be in that juggle state(You can followup an anti-air, that's nice, Geese Howard). | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This isn't that good as the Normal one. About the last hit, I don't know if it can juggle the opponent(But the first hit will). Stick with the | |description=* This isn't that good as the Normal one. About the last hit, I don't know if it can juggle the opponent(But the first hit will). Stick with the A version only, it's better. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* An air projectile. Good to use against tall characters after a cancelable jumping normal(The n. | |description=* An air projectile. Good to use against tall characters after a cancelable jumping normal(The n.C is the best to use). It can be unsafe if your opponent blocks it, so watch out. And Geese has a ground game, so... Use if you want. Use this as something like an air-to-air. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A good anti-air move. It does two hits, and in the | |description=* A good anti-air move. It does two hits, and in the A version, you can juggle your opponent in the corner(And lead to some interesting resets). Oh, and you can't combo into the Supers/Exceed after the second hit. It's very unsafe on block too, so watch out when you use. The first hit can be MAX canceled. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Another reason to use Geese. This move plays a nice role in Geese's combos(especially in MAXIMUM Mode), and if you're having trouble with the infinite, this can | |description=* Another reason to use Geese. This move plays a nice role in Geese's combos(especially in MAXIMUM Mode), and if you're having trouble with the infinite, this can heA you. B version will stop in the middle of the screen, and the D version will stop near the corner. Enjoy this move in MAXIMUM Mode, really(Just see the combos section later), because any hit from this Special move can be MAX canceled. It's unsafe too. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|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+ | |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. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|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 | |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 heA you. Don't abuse of this move, please. | ||
}} | }} | ||
}} | }} | ||
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===Geese's Gameplan=== | ===Geese's Gameplan=== | ||
Geese has an almost 100% ground game, so you don't need to jump everytime, because his ground options are better. If the opponent jumps, don't even think about jumping, because Geese can anti-air almost every character in the game by using his cr. | Geese has an almost 100% ground game, so you don't need to jump everytime, because his ground options are better. If the opponent jumps, don't even think about jumping, because Geese can anti-air almost every character in the game by using his cr.C, the Raging Storm super(Which is a nice anti-air for Geese), that counter move for high attacks(Time well), and, if you need, the Comboed Reppu Ken. If the opponent can be punished, give to him something damaging, and he will not forget what you have done to his heart(That was horrible, I know that). Geese has his infinites too, but don't play with him like if the infinites are the only thing involved in Geese's game. He has good options other than the infinites, and I'm saying that because everyone can mess any infinite combo anytime(and that includes you, the reader), and when you fail, get ready to see the opponent's revenge. | ||
==Advanced Strategy== | ==Advanced Strategy== | ||
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Geese is a combo friendly character, so you can enjoy his easy-to-do combos. If you're having trouble with his infinites, you don't need to learn them as his other combos are just as strong. | Geese is a combo friendly character, so you can enjoy his easy-to-do combos. If you're having trouble with his infinites, you don't need to learn them as his other combos are just as strong. | ||
{| border="1em" | {| border="1em" celAadding="3" cellspacing="0" | ||
| colspan="6" align="center" | '''(Without Max Mode)''' | | colspan="6" align="center" | '''(Without Max Mode)''' | ||
|- | |- | ||
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|Pretty bad damage compared to the other combos, but this is a good option to use after a GCFS if you cannot pull off his super command grab. | |Pretty bad damage compared to the other combos, but this is a good option to use after a GCFS if you cannot pull off his super command grab. | ||
|- | |- | ||
|(j.X), cl. | |(j.X), cl.C, hcbx2+C | ||
| | | | ||
|Remember the input to make this combo easier? If not, it is here: hcb+C, hcb+C. If you add a Jump Attack (preferably j.D), the moves will connect, but the game will recognize the combo as a "double 2-hit combo." Remember that after the Super hits, the opponent will wakeup with his back turned, and he will need to block in the opposite direction. | |Remember the input to make this combo easier? If not, it is here: hcb+C, hcb+C. If you add a Jump Attack (preferably j.D), the moves will connect, but the game will recognize the combo as a "double 2-hit combo." Remember that after the Super hits, the opponent will wakeup with his back turned, and he will need to block in the opposite direction. | ||
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|This is an interesting combo. It's Geese's easier infinite too. The combo will only work with the hcf+B version. You should practice the hcf+B, f+D part, because it's important. You can do almost all of Geese's infinites everywhere. | |This is an interesting combo. It's Geese's easier infinite too. The combo will only work with the hcf+B version. You should practice the hcf+B, f+D part, because it's important. You can do almost all of Geese's infinites everywhere. | ||
|- | |- | ||
|(j.X) cl.D(2), f+D, Dash, [cl. | |(j.X) cl.D(2), f+D, Dash, [cl.D(1), (C)f+D]xN, any follow-up after stun | ||
| | | | ||
|Can be one of Geese's hardest infinites and not often used, but it's there if you want. | |Can be one of Geese's hardest infinites and not often used, but it's there if you want. |
Revision as of 18:48, 15 May 2022
Introduction
Geese Howard, the ruler of Southtown, and easily the most classic SNK boss in the history. But also one of the most hated in this game. Why? 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.
Good Things: | Bad Things: |
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How to select Geese Howard (outside of Super Plus)
- Are you saying that you want to use Geese Howard, but cannot select him? Press these directions while you're on the character select screen, before the timer reaches 10 seconds:
- (Hold Start) Left(3x), Down, Left, Up, Right, Up
Who is the strongest?
The question still stays... Who is the strongest? Zero, or Geese Howard?
- I, Redarts, think that Geese is better than Zero. One of the reasons are his infinites. Geese is easier to play, has better projectiles, easier normal mode infinite. Now, let's... "Delete" the infinites. Zero's arsenal is bigger than Geese's, and that's what makes him more technical. Now for Geese's game without the infinite, he still would be with his ground game, damaging anti-airs, and his simple combos. So, again, Geese's better in my opinion.
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 11 | 18 | 33 | -9 | -11 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3, (3), 7 | 15 | 32 | 1st= -5 ; 2nd= -2 | 1st= -7 ; 2nd= -4 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 9 | 18 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 6 | 19 | 31 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 6 | 18 | 30 | -4 | -6 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 4 | 4 | 6 | 14 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, 3 | 17 | 26 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 9 | 6 | 15 | 30 | KD | -3 | - | |
|
Jump Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | [3, (2),] x1-4 | - | - | - | - | - | |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 3, 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 9 | - | - | - | - | - | |
|
Command Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 15 | 4 | 20 | 39 | KD | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 16 | 3 | 5 | 24 | +12 | +10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | OTG | - | - | - | - | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
The Basics
Geese's Gameplan
Geese has an almost 100% ground game, so you don't need to jump everytime, because his ground options are better. If the opponent jumps, don't even think about jumping, because Geese can anti-air almost every character in the game by using his cr.C, the Raging Storm super(Which is a nice anti-air for Geese), that counter move for high attacks(Time well), and, if you need, the Comboed Reppu Ken. If the opponent can be punished, give to him something damaging, and he will not forget what you have done to his heart(That was horrible, I know that). Geese has his infinites too, but don't play with him like if the infinites are the only thing involved in Geese's game. He has good options other than the infinites, and I'm saying that because everyone can mess any infinite combo anytime(and that includes you, the reader), and when you fail, get ready to see the opponent's revenge.
Advanced Strategy
Match-Ups
Combos
Geese is a combo friendly character, so you can enjoy his easy-to-do combos. If you're having trouble with his infinites, you don't need to learn them as his other combos are just as strong.
(Without Max Mode) | |||||
Combo | Damage | Notes | |||
(j.X), cl.C, f+D | If you can master this easy combo, congratulations, you have a good part of Geese's combos in your mind. | ||||
(j.X), cl.C, f+D, qcf+A, db,hcb,df+P | An easy and damaging combo. Extremely good to use against your opponent when you need. You can use the Super's shortcut to land this combo. | ||||
(Corner only) (j.X) cr.B, qcf+A, dp+A, cl.A | Geese's reset combo. Can be hard to land, but it's a nice simple combo to use. | ||||
AB throw, df+C | Pretty bad damage compared to the other combos, but this is a good option to use after a GCFS if you cannot pull off his super command grab. | ||||
(j.X), cl.C, hcbx2+C | Remember the input to make this combo easier? If not, it is here: hcb+C, hcb+C. If you add a Jump Attack (preferably j.D), the moves will connect, but the game will recognize the combo as a "double 2-hit combo." Remember that after the Super hits, the opponent will wakeup with his back turned, and he will need to block in the opposite direction. | ||||
(Tall characters only) j.C, qcb+P | This is the Shippu Ken's simple combo. Nothing really interesting in this combo, but you can use when you need. | ||||
(Tall characters only) j.C, cl.C, f+D, any follow-up | The j.C is extremely good against tall characters for allowing Geese to connect all hits, so use this jumping attack instead of the j.D if you're against any tall characters. | ||||
(j.X), [cl.C, f+D, forward dash (quickly cancel into)]xN, cl.C, f+D, qcf+A, db,hcb,df+P | This is Geese's main infinite combo. If you're having trouble with the infinite, you don't need it and can practice it later. Even on block, if you are a bit messy, it's still good pressure since Geese is +10 on block after f.D. Good to use, but can be difficult to land because of two reasons: the cl.C after dash is a link, and you also have to change your timing of cl.C depending on the character. Skinnier characters are harder to consistently link cl.C on, requiring Geese to get in deeper to land cl.C properly. | ||||
(j.X), [cl.C, f+D infinite]xN, Exceed, Any combo | This can be strange to do, because of the Exceed part. It can be easy to mess up this combo in the Exceed part. If you haven't mastered the Exceed's inputs yet, do the 5th combo instead. After the qcf+A hits (and puts the opponent in a juggle state), the Exceed can be landed with ease (The opponent will not be knocked down after it hits). It can insta-KO your opponent too with the infinite. | ||||
(With Max Mode) | |||||
(j.X), (cl.C, f+D), [hcf+B(1-2), (C)f+D]xN, (while stunned) cl.C, f+D, qcf+A, Exceed (With any followup) / db,hcb,df+P | This is an interesting combo. It's Geese's easier infinite too. The combo will only work with the hcf+B version. You should practice the hcf+B, f+D part, because it's important. You can do almost all of Geese's infinites everywhere. | ||||
(j.X) cl.D(2), f+D, Dash, [cl.D(1), (C)f+D]xN, any follow-up after stun | Can be one of Geese's hardest infinites and not often used, but it's there if you want. | ||||
(Corner only) [dp+A(1), (C)qcf+A]xN, Exceed, any follow-up / db,hcb,df+P | This combo isn't that good only because it's a corner only combo. It can be hard to do depending on the character. The timing of the dp+A varies depending on the size of the character. Smaller characters tend to be a lot harder to perform it on, and need to be closer to the ground whereas bigger characters don't, and it's more consistent. |