Callie Rose (talk | contribs) No edit summary |
Callie Rose (talk | contribs) No edit summary |
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Line 99: | Line 99: | ||
| advHit = +7 | | advHit = +7 | ||
| advBlock = +7 | | advBlock = +7 | ||
| invul = | | invul = None | ||
| description = | | description = | ||
This is pretty good as far as standing jabs go but it's sort of overshadowed by his low jab as most characters can duck this. One way to use this move is if you know that someone is performing a jump-in parry/just defend, I use this move to take the parry or JD then you can retaliate in some other way like run behind and low fierce in the case of a JD or to do a low fierce/counter right after in the case of a parry | |||
}} | }} | ||
}} | }} | ||
Line 110: | Line 110: | ||
| input = 5MP / Far MP | | input = 5MP / Far MP | ||
| subtitle = Far Medium Punch | | subtitle = Far Medium Punch | ||
| image = | | image = CVS2_Geese_5MP.PNG | ||
| caption = | | caption = | ||
| linkname = 5MP | | linkname = 5MP | ||
Line 117: | Line 117: | ||
| version = Far {{Icon-Capcom|MP}} | | version = Far {{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 14 | ||
| total = | | total = 28 | ||
| advHit = | | advHit = 0 | ||
| advBlock = | | advBlock = 0 | ||
| invul = | | invul = None | ||
| description = | | description = Geese strikes with a palm. Cancellable into specials and supers. Has some decent reach for a standing normal, making for some decent use as a whiff punish or a way to stuff forward movement or laggy buttons. | ||
}} | }} | ||
}} | }} | ||
Line 138: | Line 138: | ||
| input = 5HP / Far HP | | input = 5HP / Far HP | ||
| subtitle = Far Heavy Punch | | subtitle = Far Heavy Punch | ||
| image = | | image = CVS2_Geese_5HP.PNG | ||
| caption = | | caption = | ||
| linkname = 5HP | | linkname = 5HP | ||
Line 145: | Line 145: | ||
| version = Far {{Icon-Capcom|HP}} | | version = Far {{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1500 | ||
| stun = | | stun = 15 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 8 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 20 | ||
| total = | | total = 34 | ||
| advHit = | | advHit = 0 | ||
| advBlock = | | advBlock = 0 | ||
| invul = | | invul = None | ||
| description = | | description = A beefy punch. One of Geese's farther reaching normals, though it can't cancel in trade for that reach. Still, it does decent single hit damage, making it a decent whiff punish at longer ranges. | ||
}} | }} | ||
}} | }} | ||
Line 166: | Line 166: | ||
| input = 5LK / Far LK | | input = 5LK / Far LK | ||
| subtitle = Far Light Kick | | subtitle = Far Light Kick | ||
| image = | | image = CVS2_Geese_5LK.PNG | ||
| caption = | | caption = | ||
| linkname = 5LK | | linkname = 5LK | ||
Line 173: | Line 173: | ||
| version = Far {{Icon-Capcom|LK}} | | version = Far {{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 14 | ||
| total = | | total = 22 | ||
| advHit = - | | advHit = -3 | ||
| advBlock = - | | advBlock = -3 | ||
| invul = | | invul = None | ||
| description = | | description = Geese kicks at the opponents legs. Not a low, despite looks. Surprisingly good range, and would likely be a great light check if it could cancel to specials. Still is a pretty good light check, but landing this gets you basically nothing. With meter however, this is one of your longer range confirms into Deadly Rave, and the cancel isn't too hard if you do it as a negative edge. At just around tip range, even Deadly Rave won't combo, so watch for that. | ||
}} | }} | ||
}} | }} | ||
Line 194: | Line 194: | ||
| input = 5MK / Far MK | | input = 5MK / Far MK | ||
| subtitle = Far Medium Kick | | subtitle = Far Medium Kick | ||
| image = | | image = CVS2_Geese_5MK.PNG | ||
| caption = | | caption = | ||
| linkname = 5MK | | linkname = 5MK | ||
Line 201: | Line 201: | ||
| version = Far {{Icon-Capcom|MK}} | | version = Far {{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 17 | ||
| total = | | total = 33 | ||
| advHit = - | | advHit = -5 | ||
| advBlock = - | | advBlock = -5 | ||
| invul = | | invul = None | ||
| description = | | description = Geese kicks out around the opponents chest. Despite looks, this isn't really a great ranged poke, as many of Geese's better pokes outrange it, like 5LK, 2MK, and 5HP. Without a cancel window either, this has very little purpose in neutral. It does shrink Geese's lower hurtbox, which lets it work as a low crush. | ||
}} | }} | ||
}} | }} | ||
Line 222: | Line 222: | ||
| input = 5HK / Far HK | | input = 5HK / Far HK | ||
| subtitle = Far Heavy Kick | | subtitle = Far Heavy Kick | ||
| image = | | image = CVS2_Geese_5HK_First.PNG | ||
| caption = | | caption = First Hitbox | ||
| image2 = CVS2_Geese_5HK_Second.PNG | |||
| caption2 = Second Hitbox | |||
| image3 = CVS2_Geese_5HK_Third.PNG | |||
| caption3 = Foot Invuln Endlag | |||
| linkname = 5HK | | linkname = 5HK | ||
| data = | | data = | ||
Line 229: | Line 233: | ||
| version = Far {{Icon-Capcom|HK}} | | version = Far {{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1400 | ||
| stun = | | stun = 14 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 18 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 19 | ||
| total = | | total = 45 | ||
| advHit = - | | advHit = -3 | ||
| advBlock = - | | advBlock = -3 | ||
| invul = | | invul = Foot (Recovery Frames) | ||
| description = | | description = Geese lunges forward with an axe kick. The gorilla Geese agenda, moves you very far forward and is only -3 at worst, meaning the opponent can't punish it. While it does have invuln on Geese's feet in the end, the rest of the move doesn't have this, so if you spam this a good opponent will just snipe you with a 2MK > Super combo. If you're fighting a P/K-Groove player they can also just parry/JD for an even bigger punish. Use sparingly, as when it works it really works, but when it doesn't it really doesn't. | ||
}} | }} | ||
}} | }} | ||
Line 251: | Line 255: | ||
| input = cl.LP | | input = cl.LP | ||
| subtitle = Close Light Punch | | subtitle = Close Light Punch | ||
| image = | | image = CVS2_Geese_5lp.png | ||
| caption = | | caption = | ||
| linkname = cl.LP | | linkname = cl.LP | ||
Line 258: | Line 262: | ||
| version = Close {{Icon-Capcom|LP}} | | version = Close {{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 300 | ||
| stun = | | stun = 4 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = H/L | ||
| parry = | | parry = H/L | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| total = | | total = 13 | ||
| advHit = | | advHit = +7 | ||
| advBlock = | | advBlock = +7 | ||
| invul = | | invul = None | ||
| description = | | description = Identical to the far version. Still a solid jab but also still crouchable, meaning you would still rather use 2LP for a majority of things. | ||
}} | }} | ||
}} | }} | ||
Line 278: | Line 282: | ||
| name = Close Strong | | name = Close Strong | ||
| input = cl.MP | | input = cl.MP | ||
| subtitle = | | subtitle = Close Medium Punch | ||
| image = | | image = CVS2_Geese_clMP.PNG | ||
| caption = | | caption = | ||
| linkname = cl.MP | | linkname = cl.MP | ||
Line 286: | Line 290: | ||
| version = Close {{Icon-Capcom|MP}} | | version = Close {{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 14 | ||
| total = | | total = 26 | ||
| advHit = | | advHit = +1 | ||
| advBlock = | | advBlock = +1 | ||
| invul = | | invul = None | ||
| description = | | description = Geese hits a quick upward palm. Useful as a meaty or pressure normal thanks to being +1, and hit meaty it can be even more plus. Outside of that, doesn't really work for much. Geese's cl.HP has the same startup speed, so you would rather punish with that. Not a great anti-air despite looks either. | ||
}} | }} | ||
}} | }} | ||
Line 307: | Line 311: | ||
| input = cl.HP | | input = cl.HP | ||
| subtitle = Close Heavy Punch | | subtitle = Close Heavy Punch | ||
| image = | | image = CVS2_Geese_cl.HP | ||
| caption = | | caption = | ||
| linkname = cl.HP | | linkname = cl.HP | ||
Line 314: | Line 318: | ||
| version = Close {{Icon-Capcom|HP}} | | version = Close {{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1400 | ||
| stun = | | stun = 14 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 11 | ||
| recovery = | | recovery = 24 | ||
| total = | | total = 39 | ||
| advHit = - | | advHit = -9 | ||
| advBlock = - | | advBlock = -9 | ||
| invul = | | invul = None | ||
| description = | | description = Geese quickly strikes with two palms. Your main normal for linking off of lights and cancelling into Jaeiken and Deadly Rave, and also a great raw punish starter on it's own. The hitbox is pretty beefy, so mixed with the fast startup, this tends to stuff a lot of mashing up close. Links from 2LP, 5LP, 2LK, and cl.LK allowing you to both combo and blockstring off of all of Geese's lights except 5LK into MK Jaeiken. | ||
}} | }} | ||
}} | }} | ||
Line 335: | Line 339: | ||
| input = cl.LK | | input = cl.LK | ||
| subtitle = Close Light Kick | | subtitle = Close Light Kick | ||
| image = | | image = CVS2_Geese_clLK.PNG | ||
| caption = | | caption = | ||
| linkname = cl.LK | | linkname = cl.LK | ||
Line 342: | Line 346: | ||
| version = Close {{Icon-Capcom|LK}} | | version = Close {{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 500 | ||
| stun = | | stun = 5 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 2 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| total = | | total = 12 | ||
| advHit = | | advHit = +7 | ||
| advBlock = | | advBlock = +7 | ||
| invul = - | | invul = - | ||
| description = | | description = Geese quickly knees the opponent. Amazing light normal, with lightning fast startup, massive plus frames to easily link into cl.HP both on hit and on block, and can't be crouched under. Great to start pressure or blockstrings, or as a quick punish when they're very close. Also Geese's highest damage light, so it's seen often after Deadly Rave. Instead of ending Deadly Rave in the usual 214HP input, you can end on the HK input, and you're plus enough to link into this and then link into cl.HP > MK Jaeiken for much higher damage. | ||
}} | }} | ||
}} | }} | ||
Line 363: | Line 367: | ||
| input = cl.MK | | input = cl.MK | ||
| subtitle = Close Medium Kick | | subtitle = Close Medium Kick | ||
| image = | | image = CVS2_Geese_5MK.PNG | ||
| caption = | | caption = | ||
| linkname = cl.MK | | linkname = cl.MK | ||
Line 370: | Line 374: | ||
| version = Close {{Icon-Capcom|MK}} | | version = Close {{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 8 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 17 | ||
| total = | | total = 33 | ||
| advHit = - | | advHit = -5 | ||
| advBlock = - | | advBlock = -5 | ||
| invul = | | invul = None | ||
| description = | | description = Identical to 5MK. | ||
}} | }} | ||
}} | }} | ||
Line 391: | Line 395: | ||
| input = cl.HK | | input = cl.HK | ||
| subtitle = Close Heavy Kick | | subtitle = Close Heavy Kick | ||
| image = | | image = CVS2_Geese_clHK_First.PNG | ||
| caption = | | caption = First Hitbox | ||
| linkname = cl. | | image2 = CVS2_Geese_clHK_Second.PNG | ||
| caption2 = Second Hitbox | |||
| linkname = cl.HK | |||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Close {{Icon-Capcom|HK}} | | version = Close {{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 900+700 | ||
| stun = | | stun = 9+7 | ||
| cancel = | | cancel = SP/SU* | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 4 | ||
| active = | | active = 3(4)6 | ||
| recovery = | | recovery = 16 | ||
| total = | | total = 33 | ||
| advHit = | | advHit = +4 | ||
| advBlock = | | advBlock = +4 | ||
| invul = | | invul = None | ||
| description = | | description = Geese kicks upward and then follows with a kick to the chest. A bit of an odd normal that doesn't see much use. The first hit is fairly good as a close anti-air thanks to the high reach, and if it hits you can cancel into MP Reppuken to meaty them on landing. It can be crouched under however, limiting it's use as a meaty. The second hit cannot be cancelled, but to make up for that, it also can't be crouched and is +4 on block. This really doesn't mean much however, as the pushback limits a lot of what Geese can do, and without a cancel there just isn't much purpose for it. | ||
}} | }} | ||
}} | }} | ||
Line 420: | Line 426: | ||
| input = 2LP / cr.LP | | input = 2LP / cr.LP | ||
| subtitle = Crouching Light Punch | | subtitle = Crouching Light Punch | ||
| image = | | image = CVS2_Geese_2LP.PNG | ||
| caption = | | caption = | ||
| linkname = 2LP | | linkname = 2LP | ||
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| version = {{Motion|d}}+{{Icon-Capcom|LP}} | | version = {{Motion|d}}+{{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 300 | ||
| stun = | | stun = 3 | ||
| cancel = | | cancel = RF/SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 5 | ||
| total = | | total = 12 | ||
| advHit = | | advHit = +8 | ||
| advBlock = | | advBlock = +8 | ||
| invul = | | invul = None | ||
| description = | | description = Geese does a punch low to the ground. Stellar 2LP, massive plus frames and spammable to make for solid pressure. Running in and repeatedly doing these can be pretty oppressive. Often you'll use this after a crossup j.MK for a bit of damage increase, either to their health bar or their guard bar. Easy link into cl.HP as well, especially on counterhit, making this a solid move to fish for counterhits. Great for mashing as well thanks to the fast startup and decent hitbox. Only real downside is the low damage, but outside of Deadly Rave links, that won't matter too much. | ||
}} | }} | ||
}} | }} | ||
Line 448: | Line 454: | ||
| input = 2MP / cr.MP | | input = 2MP / cr.MP | ||
| subtitle = Crouching Medium Punch | | subtitle = Crouching Medium Punch | ||
| image = | | image = CVS2_Geese_2MP.PNG | ||
| caption = | | caption = | ||
| linkname = 2MP | | linkname = 2MP | ||
Line 455: | Line 461: | ||
| version = {{Motion|d}}+{{Icon-Capcom|MP}} | | version = {{Motion|d}}+{{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = Mid | ||
| startup = | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 14 | ||
| total = | | total = 28 | ||
| advHit = - | | advHit = -1 | ||
| advBlock = - | | advBlock = -1 | ||
| invul = | | invul = None | ||
| description = | | description = Geese chops at the floor. Decent reach, but only cancels into supers. You can link this after two 2LP's, though it's a pretty tight link. Your highest damage medium normals as well, so if you need the punish, starting with this is optimal when in range. You'll still rarely use this though. | ||
}} | }} | ||
}} | }} | ||
Line 476: | Line 482: | ||
| input = 2HP / cr.HP | | input = 2HP / cr.HP | ||
| subtitle = Crouching Heavy Punch | | subtitle = Crouching Heavy Punch | ||
| image = | | image = CVS2_Geese_2HP_First.PNG | ||
| caption = | | caption = First Hitbox | ||
| image2 = CVS2_Geese_2HP_Second.PNG | |||
| caption2 = Second Hitbox | |||
| linkname = 2HP | | linkname = 2HP | ||
| data = | | data = | ||
Line 483: | Line 491: | ||
| version = {{Motion|d}}+{{Icon-Capcom|HP}} | | version = {{Motion|d}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1300,1100 | ||
| stun = | | stun = 13,11 | ||
| cancel = | | cancel = SP*/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 3 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 27 | ||
| total = | | total = 40 | ||
| advHit = - | | advHit = -12 | ||
| advBlock = - | | advBlock = -12 | ||
| invul = | | invul = None | ||
| description = | | description = Geese uppercuts high into the air. Your primary anti-air normal, and a pretty solid one overall, though it lacks the invincibility of things like DP's. Outside of anti-airs, this is a frame faster than cl.HP, so in situations where the opponent won't be punished by cl.HP you can use this instead. You can also use this for easier links if you struggle with linking into cl.HP, though it does sacrifice damage. | ||
}} | }} | ||
}} | }} | ||
Line 504: | Line 512: | ||
| input = 2LK / cr.LK | | input = 2LK / cr.LK | ||
| subtitle = Crouching Light Kick | | subtitle = Crouching Light Kick | ||
| image = | | image = CVS2_Geese_2LK.PNG | ||
| caption = | | caption = | ||
| linkname = 2LK | | linkname = 2LK | ||
Line 511: | Line 519: | ||
| version = {{Motion|d}}+{{Icon-Capcom|LK}} | | version = {{Motion|d}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 400 | ||
| stun = | | stun = 4 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| total = | | total = 14 | ||
| advHit = | | advHit = +6 | ||
| advBlock = | | advBlock = +6 | ||
| invul = | | invul = None | ||
| description = | | description = Geese kicks at the opponents feet. Geese's main low mixup, though it doesn't cancel into itself like other 2LK's do. This isn't too bad, as it does link into both cl.HP and 2HP for combo confirms or safe blockstrings for guard crush. You can even just run in and do another, though it isn't quite as good at this as 2LP is due to only being +6 instead of +8. +6 is still nothing to scoff at though. It also makes up for no self-cancel by having surprisingly decent range for a 3 frame low, making it a very useful move to annoy opponents in close range with quick lows, though it can't combo to anything without a link or a Deadly Rave. | ||
}} | }} | ||
}} | }} | ||
Line 532: | Line 540: | ||
| input = 2MK / cr.MK | | input = 2MK / cr.MK | ||
| subtitle = Crouching Medium Kick | | subtitle = Crouching Medium Kick | ||
| image = | | image = CVS2_Geese_2MK.PNG | ||
| caption = | | caption = | ||
| linkname = 2MK | | linkname = 2MK | ||
Line 539: | Line 547: | ||
| version = {{Motion|d}}+{{Icon-Capcom|MK}} | | version = {{Motion|d}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 4 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 14 | ||
| total = | | total = 26 | ||
| advHit = | | advHit = +1 | ||
| advBlock = | | advBlock = +1 | ||
| invul = | | invul = None | ||
| description = | | description = Another low kick like 2LK. Decent range for a Geese normal, making it a great poke. Works after longer 2LP strings and is an easier link than 2LP too. Confirms into Deadly Rave at all ranges as well, and thanks to the very fast startup, this is a stellar way to punish into big damage. Doesn't combo into anything else sadly, but it is plus, making a cancel into MP Reppuken a bit harder to escape than other 2MK > Fireball strings. | ||
}} | }} | ||
}} | }} | ||
Line 560: | Line 568: | ||
| input = 2HK / cr.HK | | input = 2HK / cr.HK | ||
| subtitle = Crouching Heavy Kick | | subtitle = Crouching Heavy Kick | ||
| image = | | image = CVS2_Geese_2HK.PNG | ||
| caption = | | caption = | ||
| linkname = 2HK | | linkname = 2HK | ||
Line 567: | Line 575: | ||
| version = {{Motion|d}}+{{Icon-Capcom|HK}} | | version = {{Motion|d}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1400 | ||
| stun = | | stun = 14 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Low | ||
| parry = | | parry = Low | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 35 | ||
| total = | | total = 45 | ||
| advHit = | | advHit = DWN | ||
| advBlock = | | advBlock = -15 | ||
| invul = | | invul = None | ||
| description = | | description = A long reaching sweep kick with a cancel window. Geese having a cancellable sweep is a great tool, but this does come with a price in the form of massive endlag. If you don't whiff this, you can cancel into MP Reppuken for safety on block without sacrificing much if it does hit. On hit, you get a knockdown, which is great as it lets you run in and meaty for a guard crush string or a combo. This also works as a surprise low after some blockstrings, especially in the corner where the pushback isn't as harsh. However at longer ranges, no cancel is fast enough to be a true blockstring, letting them reversal or roll through whatever you do. | ||
}} | }} | ||
}} | }} | ||
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| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 24 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 29 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = Geese sticks out his hand to smack the opponent. Standard j.LP, though a bit slower than most. Decent hitbox makes it a nice air interrupt, but otherwise you won't use this much. | ||
}} | }} | ||
}} | }} | ||
Line 617: | Line 625: | ||
| input = j.MP | | input = j.MP | ||
| subtitle = Jumping Medium Punch | | subtitle = Jumping Medium Punch | ||
| image = | | image = CVS2_Geese_jMP.PNG | ||
| caption = | | caption = | ||
| linkname = j.MP | | linkname = j.MP | ||
Line 624: | Line 632: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1100 | ||
| stun = | | stun = 11 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 15 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = Geese sticks his arm out in front of him. Decent air-to-air with a high hitbox, though j.HK outranges it horizontally. This does make it a better rising air-to-air, but you would rather 2HP for anti-air most of the time. | ||
}} | }} | ||
}} | }} | ||
Line 645: | Line 653: | ||
| input = j.HP | | input = j.HP | ||
| subtitle = Jumping Heavy Punch | | subtitle = Jumping Heavy Punch | ||
| image = | | image = CVS2_Geese_jHP_First.PNG | ||
| caption = | | caption = First Hitbox | ||
| image2 = CVS2_Geese_jHP_Second.PNG | |||
| caption2 = Second Hitbox | |||
| linkname = j.HP | | linkname = j.HP | ||
| data = | | data = | ||
Line 652: | Line 662: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 800+900 | ||
| stun = | | stun = 8+9 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 4(4)4 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 21 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = Geese strikes downward twice. If both hits connect this is his highest damage jump-in, but combos off of it are a bit more difficult than j.HK. It can also work as a double overhead, but the timing for this can be a bit strict... unless done from a hop. This can be a very annoying overhead mixup off of a hop because of that, and it makes for a stellar confirm into Deadly Rave for huge damage. | ||
}} | }} | ||
}} | }} | ||
Line 673: | Line 683: | ||
| input = j.LK | | input = j.LK | ||
| subtitle = Jumping Light Kick | | subtitle = Jumping Light Kick | ||
| image = | | image = CVS2_Geese_jLK.PNG | ||
| caption = | | caption = | ||
| linkname = j.LK | | linkname = j.LK | ||
Line 680: | Line 690: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 600 | ||
| stun = | | stun = 6 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 22 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 27 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = Geese kicks his leg out and leaves it there for a while. Would be a useful air-interrupt like j.LP, but the hitbox is a bit too low. Instead, it's a fast instant overhead, especially from a hop. | ||
}} | }} | ||
}} | }} | ||
Line 701: | Line 711: | ||
| input = j.MK | | input = j.MK | ||
| subtitle = Jumping Medium Kick | | subtitle = Jumping Medium Kick | ||
| image = | | image = CVS2_Geese_jMK.PNG | ||
| caption = | | caption = | ||
| linkname = j.MK | | linkname = j.MK | ||
Line 708: | Line 718: | ||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | | version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1000 | ||
| stun = | | stun = 10 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 17 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = | | invul = None | ||
| description = | | description = A move with an identical animation to j.LK. Instead of being an IOH though, it's Geese's main crossup, and a very good one at that. Setting this up after a knockdown is very rewarding, as if it hits Geese gets a combo, and if it gets blocked Geese gets a great guard crush string. Mixing this up on knockdowns with a meaty j.HK is great in general for a mixup. | ||
}} | }} | ||
}} | }} | ||
Line 729: | Line 739: | ||
| input = j.HK | | input = j.HK | ||
| subtitle = Jumping Heavy Kick | | subtitle = Jumping Heavy Kick | ||
| image = | | image = CVS2_Geese_njHK_First.PNG | ||
| caption = | | caption = First Hitbox | ||
| image2 = CVS2_Geese_njHK_Second.PNG | |||
| caption2 = Second Hitbox | |||
| image3 = CVS2_Geese_jHK.PNG | |||
| caption3 = Diagonal Jump | |||
| linkname = j.HK | | linkname = j.HK | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = {{Motion| | | version = {{Motion|u}}+{{Icon-Capcom|HK}} | ||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 8 | |||
| active = 7 | |||
| recovery = 0 | |||
| total = 15 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | |||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1300 | ||
| stun = | | stun = 13 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = High | ||
| parry = | | parry = High | ||
| startup = | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 0 | ||
| total = | | total = 13 | ||
| advHit = | | advHit = Varies | ||
| advBlock = | | advBlock = Varies | ||
| invul = - | | invul = Neutral j.HK is a move very similar to 5HK, and diagonal j.HK is a far reaching kick. With nj.HK, it can be a useful neutral jump air-to-air, but you usually won't use it much. Diagonal j.HK is likely the main move you'll use during a jump, as it is both a great jump-in and a solid air-to-air with long reach. While both hits of j.HP together do more damage, you usually won't get both hits, making this a much more consistent jump starter for damage. | ||
}} | }} | ||
}} | }} | ||
== Command Normals == | == Command Normals == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Fudo Kassatsuriken</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Fudo Kassatsuriken | ||
| input = | | input = 6HP | ||
| subtitle = | | subtitle = | ||
| image = | | image = CVS2_Geese_6HP.PNG | ||
| caption = | | caption = | ||
| linkname = | | linkname = 6HP | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = - | | version = {{Motion|f}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1600 | ||
| stun = | | stun = 16 | ||
| cancel = | | cancel = SP/SU | ||
| guard = | | guard = Mid | ||
| parry = | | parry = High | ||
| startup = | | startup = 14 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 20 | ||
| total = | | total = 44 | ||
| advHit = | | advHit = DWN | ||
| advBlock = - | | advBlock = -4 | ||
| invul = | | invul = None | ||
| description = | | description = Geese steps forward before striking down with an elbow. Great reach and an immediate knockdown on hit makes this a rewarding punish tool, and on block it's very safe and can cancel into MP Reppuken for solid pressure and great guard crush. In general this is very useful for guard crush strings, though the long startup means it can't be done as a true blockstring, so the opponent can always reversal or roll through. Still, if the opponent is respecting an option like cl.HP, it does a lot more guard damage. It can also be useful as a poke in general, though it does have a lot of whiff recovery. You can also get a bit greedy in blockstrings with this by walking slightly forward after they block something like MP Reppuken and doing this to catch a mash or jump, and once they respect that, you can walk all the way in and throw them. | ||
}} | }} | ||
}} | }} | ||
== Throws == | == Throws == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Shinkuu Nage</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Shinkuu Nage | ||
| input = Near Opponent, 4/6HP | | input = Near Opponent, 4/6HP | ||
| subtitle = Punch Throw | | subtitle = Punch Throw | ||
| image = | | image = CVS2_Geese_PThrow.PNG | ||
| caption = | | caption = | ||
| linkname = | | linkname = Shinkuu Nage | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | | version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 1900 | ||
| stun = | | stun = 0 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Grab | ||
| parry = | | parry = Grab | ||
| startup = | | startup = 3 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 13 | ||
| total = | | total = 17 | ||
| advHit = | | advHit = DWN | ||
| advBlock = | | advBlock = Grab | ||
| invul = | | invul = None | ||
| description = | | description = Geese's iconic command grab, now downgraded to just a standard grab. Faster of his two throws, like all punch throws are, but throws them very far away making it hard to get okizeme midscreen. The faster startup makes it better for punishes, but you would almost always rather use his kick throw for the stellar knockdown and damage. | ||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Toraya</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Toraya | ||
| input = Near Opponent, 4/6HK | | input = Near Opponent, 4/6HK | ||
| subtitle = Kick Throw | | subtitle = Kick Throw | ||
| image = | | image = | ||
| caption = | | caption = | ||
| linkname = | | linkname = Toraya | ||
| data = | | data = | ||
{{AttackData-CvS2 | {{AttackData-CvS2 | ||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | | version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | ||
| subtitle = | | subtitle = | ||
| damage = | | damage = 2200 | ||
| stun = | | stun = 0 | ||
| cancel = | | cancel = None | ||
| guard = | | guard = Grab | ||
| parry = | | parry = Grab | ||
| startup = | | startup = 5 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 13 | ||
| total = | | total = 19 | ||
| advHit = | | advHit = DWN | ||
| advBlock = | | advBlock = Grab | ||
| invul = | | invul = None | ||
| description = | | description = Geese slams the opponent over his shoulder. Great damage and an amazing knockdown makes for a very rewarding throw overall. A slight microwalk backwards allows you to easily set up a crossup j.MK safejump. Slightly slower than his punch throw, but this makes tick throws from Geese's very plus 2LP a bit easier, so that can almost be a benefit outside of punish situations. | ||
}} | }} | ||
}} | }} |
Revision as of 00:43, 9 July 2022
Introduction
Story
Geese Howard is the infamous villain of the Fatal Fury franchise. Born in South Town, he is the son of a poverish American woman and an Austrian terrorist. Geese's father immediately abandoned him. Once he came of age, Geese worked many jobs to support his mother. Eventually, his mother's health started failing, and she would come to pass when Geese was 15. Enraged at the fact that his very wealthy father never aided them, Geese hunted him down. He found his fathers name, Rudolph Krauser von Stroheim, and would hunt him down in Austria to assassinate him. He was stopped, however, by his half brother Wolfgang Krauser. Humiliated by defeat, Geese quickly learned that power ruled over all. He took to training in martial arts, and started to study under a master named Tung Fu Rue. Tung Fu Rue trained Geese and two other students, Jeff Bogard (who would become Terry's adoptive father) and Cheng Sinzan. The three became known as The Three Brothers of Godly Battle.
Geese could never shake his obsession with power however. Tung Fu Rue knew this, and instead passed the secrets of his martial arts to Jeff Bogard. Enraged, Geese left the dojo, overthrew the local crime bosses, and became the mastermind behind organized crime in South Town. With more and more money flowing in, he started his own business, Howard Connections. He uses this money to fund his plots for revenge and also begin the first ever King of Fighters tournaments, which he used to find new recruits. Geese would eventually start his road to revenge by killing his old training partner and friend, Jeff Bogard, right in front of his two adoptive sons Terry and Andy. The two brothers would chase Geese for years, and eventually put an end to his life by tossing him off the roof of his tower... twice.
Gameplay
Geese is a ridiculously damaging rushdown character. Often ranked in the top tiers or just outside of it, Geese has the ability to rack up damage like nobody else can, and crush guard bars into dust. His infamous Deadly Rave gives him some of the highest damage potential in the game from almost any starter. Great normals for brawling allow Geese to control the close range and threaten massive damage. His neutral isn't entirely anything to scoff at either, with a useful fireball in Reppuken and a few solid normals. His various Atemi counters allow him to call out careless move usage for big damage and a mixup, and while he lacks any sort of reversal without meter, his level 3 Raging Storm is an incredible reversal when he has it. Even if you do end up landing a hit on him, he has one of the highest health values in the game, allowing him to take a few hits and keep going.
Geese can still struggle in some situations however. He's quite tall and somewhat slow, meaning he struggles to escape potent rushdown without calling it out with a mash or counter. His neutral isn't bad, but he lacks any solid ranged poke, and his best anti-air is 2HP which lacks any invinciblity or a knockdown. Geese often has to commit to an approach to maximize his potential, which can be very risky. Still, he has every tool required for this, especially in K-Groove where he truly excels.
Groove Selection
Best - K: It can be hard to justify playing any Geese besides K-Geese. K-Geese has everything he could ever want and more. Just Defend gives Geese a solid and safe way to deal with mindless button pressing in neutral, and thanks to his very stable and damaging combo potential with Jaeiken and Deadly Rave, it often makes the opponent hurt a lot more than they would hurt you. Run and hop give him scary mixup potential that loops into itself as well. Rage makes Geese a true nightmare, giving him access to 80% damage combos and two-touch guard crush strings. If you can get in while Raged with Geese, the round may very well be over, as even without Rage getting Geese off of you is difficult. Lack of a roll basically means nothing, as Geese has no powerful roll cancels, and JD makes up for the lack of it anyway.
Useful - N/P/A: N-Geese is a bit of a lesser K-Geese. He maintains run and hop, with the added benefit of roll. While Geese doesn't need roll, it does give him access to RC Double Reppuken, which is a solid tool overall. A big benefit of N-Geese is that he can utilize Max Mode as if it was a weaker on-command Rage. By waiting until a good moment to capitalize, N-Geese can guarantee having a Deadly Rave to make the punish hurt, while K-Geese can't. Still, Rage is much scarier overall, and without JD Geese struggles a lot more on defense and in neutral. P-Geese is an obviously useful pick, as parries live and die by how well you can punish, and Geese can punish very well. Parries work like a more potent JD as well, giving you all the same strengths but being even more likely to get you a punish. The downside is that you'll rarely have a Deadly Rave to make that punish do good damage, and you lose the guard crush ability. A-Geese gets to use powerful Custom Combos, and he can utilize them fairly well. Roll and Alpha Counter are appreciated defensive tools as well. Custom Combo just doesn't match up in damage to a Raged Deadly Rave cancel however.
Worst - C/S: C-Geese gets very little that A-Geese doesn't get, and A-Geese isn't that good either. While being able to sit on a level 3 for as long as you want is quite nice, Geese gets nothing from a level 2 since level 2 Raging Storm isn't fully startup invincible. If it was, C-Geese would likely be a lot better. He also doesn't abuse level 2 cancels very well, with level 2 Raging Storm into a level 1 Raging Storm being the only thing he really gets. S-Geese is not useful in any way really. Dodge is meaningless to him and his is fairly bad, level 1 Raging Storm isn't very good at all, and not having consistent access to level 3's cuts his damage in half.
Geese is a damage and guard crushing rushdown machine who shines when putting the opponent into scary close-range situations. He can end rounds quick using his powerful Deadly Rave super for massive damage. Arguably no other character synergizes with K-Groove like he does. Geese is best in K-Groove. |
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Pros | Cons |
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!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!
Normal Moves
Far Normals
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 4 | RF/SP/SU | H/L | H/L | 3 | 4 | 6 | 13 | +7 | +7 | None |
This is pretty good as far as standing jabs go but it's sort of overshadowed by his low jab as most characters can duck this. One way to use this move is if you know that someone is performing a jump-in parry/just defend, I use this move to take the parry or JD then you can retaliate in some other way like run behind and low fierce in the case of a JD or to do a low fierce/counter right after in the case of a parry |
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Fudo Kassatsuriken
Throws
Shinkuu Nage
Toraya
Colors