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| '''Defense Modifier''' || ? | | '''Defense Modifier''' || ? | ||
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Revision as of 02:42, 20 November 2022
ギース・ハワード, Geese Howard | |
---|---|
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | God Tier (SS) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | ? |
Wall Jump | No |
Introduction
Geese Howard, the ruler of Southtown, and easily the most classic SNK bosses in history, but also one of the most hated in this game. After murdering Terry Bogard's father, Jeff Bogard, Terry has been out for revenge ever since, spawning a rivalry between the two that spans the entire Fatal Fury chronology up till Geese's untimely demise in Real Bout: Fatal Fury. He's still alive in the King of Fighters timeline, separate from Fatal Fury, but the rivalry still burns strong. And regardless of the timeline, his legacy lives on in Garou: Mark of the Wolves as the father of Rock Howard, who was later adopted by Terry Bogard.
He's the single best character in the game, packing tools for literally every situation, god tier screen control and packing a super deadly infinite both on hit and block. That said, playing him will mean no one likes you due to how easy and rewarding he is to play. Now sure, he has flaws, but they mean very little when it basically boils down to "a couple characters can do X or Y slightly better." About the only aspects that make Geese difficult to play are the lack of any real light starters for combos (low-hitting ones, that is) and his infinite combo changing timing depending on the matchup due to proximity issues for each character. But even then, he doesn't need his infinite as he has an answer for everything and does so much damage for so little work. He doesn't even need to combo Raging Storm in-between any normals and can just perform it after a launcher, making the leniency to do the pretzel motion that much easier compared to other games. Everyone is gonna know the matchup against Geese because of how prominent he is, but that won't change how deadly he is against every character in the game to the point only the god tiers pose any sort of threat.
How to select Geese Howard (outside of Super Plus)
- You want to use Geese Howard? 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
- Console Method: Hold R1/RT above Kyo Kusanagi
Strengths | Weaknesses |
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|
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Any | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Any | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 23 | Mid | 16 | 19 | 12 | Cmd, Sp, Su | 4 | 11 | 18 | 33 | -9 | -11 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10x2 | 16 | Mid | 11x2 | 11x2 | 12 | Cmd, Sp, Su (1) | 4 | 3, (3), 7 | 15 | 32 | 1st= -5 ; 2nd= -2 | 1st= -7 ; 2nd= -4 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | 6 | Self, Sp | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | 6 | Free | 5 | 4 | 9 | 18 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 19 | 12 | Free | 6 | 6 | 19 | 31 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 19 | 12 | Free | 6 | 6 | 18 | 30 | -4 | -6 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Ch, Sp, Su | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Low | 5 | 5 | 6 | Sp, Su | 4 | 4 | 6 | 14 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | 12 | Sp, Su | 4 | 2, 3 | 17 | 26 | 1st= -2 | 1st= -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Low | 16 | 19 | 12 | Sp, Su | 9 | 6 | 15 | 30 | SKD | -3 | - | |
|
Jump Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Sp | 6 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Sp | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Free | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Free | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Sp | 6 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9x4 | 13 | Overhead | 9x4 | 9x4 | 12 | Sp | 11 | [3, (2),] x1-4 | - | - | - | - | - | |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Sp | 9 | 3, 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Free | 6 | 9 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14 | 20 | Mid | 16 | 18 | 8 | Sp, Su | 15 | 4 | 20 | 39 | KD | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 18 | Mid | 11 | 16 | 8 | Sp, Su | 16 | 3 | 5 | 24 | +12 | +10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 13 | OTG | 11 | 11 | 12 / 0 | X | 1 | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 20 | Mid | 11 | 11 | 12 / 8 | X | 16 | ~ | 30 | 46 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 16 | Mid | 11 | 11 | 12 / 8 | X | 9 | 3, 2, 5 | 10 | 29 | SKD | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16x2 | 20 | Mid | 10x2 | 10x2 | 12 / 4 | X | 19 | 21, ~ | 45 | 85 | -15 | -17 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12x2 | 16 | Mid | 10x2 | 10x2 | 12 / 4 | X | 9 | 3, 2, 5, (13), 3, 2, 4 | 16 | 57 | 2nd= SKD | 2nd= -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 22 | Mid | 10 | 10 | 12 / 8 | X | 10 | 14 | - | - | Varies | Varies | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 30 | High | 0 | 0 | 4 / 16 | X | 2 | 18 | 24 | 44 | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | 4 / 16 | X | 2 | 18 | 24 | 44 | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18x2 | 18 | Low | 0 | 0 | 4 / 16 | X | 2 | 18 | 26 | 46 | - | - | - | |
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40x5 | 46 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | 1F~30F (Startup frames), 108F~110F (End of recovery) | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
72 | 72 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20+(5x8)+(40x4) | 20, 5, 40 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Geese has an almost 100% ground game, so you don't need to jump constantly, because his ground options are typically 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, his counter move for high attacks, and if necessary, '96-Reppu Ken. Geese has his infinites too, but don't play him as if the infinites are the only thing involved in Geese's gameplan. He has far too many other good options besides his infinites that make him incredibly good at doing anything you can think of. Even his most basic BnB combos are able to deal almost 33% to almost 50% of your life. Whatever the case, you can basically play Geese however you want, just bear in mind he's slightly better tooled on the ground.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
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.
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X), cl.C, f.D | TBA | TBA | TBA | TBA | If you can master this easy combo, congratulations, you have a good part of Geese's combos in your mind. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
AB throw, df.C | TBA | TBA | TBA | TBA | 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.C, qcb P | TBA | TBA | TBA | TBA | Tall characters only. This is the Shippu Ken's simple combo. Nothing really interesting in this combo, but you can use when you need. |
j.C, cl.C, f.D, any follow-up | TBA | TBA | TBA | TBA | Tall characters only. 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) cr.B, qcf A, dp A, cl.A | Corner | TBA | TBA | TBA | Geese's reset combo. Can be hard to land, but it's a nice simple combo to use. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X), cl.C, f.D, qcf A, db,hcb,df P | TBA | TBA | TBA | TBA | 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. |
(j.X) cr.B, qcf A, db,hcb,df P | TBA | TBA | TBA | TBA | Only low hitting confirm into a combo Geese has. He can start combos with the A light attacks, but there's no good reason to. cr.B also cannot chain into cr.A or cl.A, which limits how useful cr.B can be for combos, but it's something and potentially an easy way to force the opponent to eat a Raging Storm. |
(j.X), cl.C, hcb x2 C | TBA | TBA | TBA | TBA | 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. |
(j.X), [cl.C, f+D, forward dash (quickly cancel into)]xN, cl.C, f.D, qcf A, db,hcb,df P | TBA | TBA | TBA | TBA | 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. Messy inputs also leads to accidental f.C command normals. |
(j.X), [cl.C, f+D infinite]xN, Exceed > any follow-up | TBA | TBA | TBA | TBA | 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. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X), (cl.C, f.D), [hcf B(1-2), (C)f.D]xN, (while stunned) cl.C, f.D, qcf A, db,hcb,df P | TBA | TBA | TBA | TBA | 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.C, f.D), [hcf B(1-2), (C)f.D]xN, (while stunned) cl.C, f.D, qcf A, hcb~f BCD > any follow-up | TBA | TBA | TBA | TBA | |
(j.X) cl.D(2), f.D, Dash, [cl.D(1), (C)f.D]xN, any follow-up after stun | TBA | TBA | TBA | TBA | Can be one of Geese's hardest infinites and not often used, but it's there if you want. |
[dp A(1), (C)qcf A]xN, db,hcb,df P | Corner | TBA | TBA | TBA | 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. |
[dp A(1), (C)qcf A]xN, Exceed > any follow-up | Corner | TBA | TBA | TBA |