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== NORMAL MOVES == | |||
(all frame data from Capcom Vs. SNK 2 Millionaire Fighting 2001 Official Guidebook) | |||
Frame data explanation: STARTUP/DURATION/RECOVERY, +/-X, +/-Y | |||
The first number shows how many frames a move takes to become active, the 2nd shows how long the move is active and can hit, and the 3rd shows how many recovery frames there are. +/-X shows the frame advantage/disadvantage after the move hits, +/-Y shows the same if the move is blocked. | |||
'''JAB''' | |||
Standing: 3/4/6, +7, +7 | |||
This is pretty good as far as standing jabs go but it's sort of overshadowed by his jow jab as most characters can duck this. One way to use this move is if you know that someone is performing a jumpin 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. | |||
Crouching: 3/4/5, +8, +8 | |||
This is one of your bread and butter moves. Unlike CVS1 noone can duck this move and looking at the frame advantage, you can see how this move is very useful for setting up counterhits on opponents that like to press alot of buttons at close range. Links into almost every normal geese has. This is your main counterhit weapon. | |||
Jumping: 5/24/NA, NA, NA | |||
Goofy looking downward angled palm. I really can't think of a use for this move. All of geese's air moves have a 5 frame startup and this move doesnt really cover a good angle. Does stay out a long time I suppose. | |||
'''STRONG''' | |||
Close: 4/9/14, +1, +1 | |||
This is the raise the roof punch, it is a little silly upwards angled palm where Geese slaps himself virtually in the shoulder. The only possible use of this is as a meaty but even if you hit with the last possible active frame, you would just be at +8 which is the same thing you'd get just by doing a low jab. So its really not terribly useful, as far as I know. This is Geese's dodge punch in S Groove. | |||
Standing: 5/9/14, +0, +0 | |||
Knife hand strike to the midsection. A little more range than it looks like it has but still nothing really special. |
Revision as of 02:01, 14 March 2006
NORMAL MOVES
(all frame data from Capcom Vs. SNK 2 Millionaire Fighting 2001 Official Guidebook)
Frame data explanation: STARTUP/DURATION/RECOVERY, +/-X, +/-Y
The first number shows how many frames a move takes to become active, the 2nd shows how long the move is active and can hit, and the 3rd shows how many recovery frames there are. +/-X shows the frame advantage/disadvantage after the move hits, +/-Y shows the same if the move is blocked.
JAB
Standing: 3/4/6, +7, +7
This is pretty good as far as standing jabs go but it's sort of overshadowed by his jow jab as most characters can duck this. One way to use this move is if you know that someone is performing a jumpin 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.
Crouching: 3/4/5, +8, +8
This is one of your bread and butter moves. Unlike CVS1 noone can duck this move and looking at the frame advantage, you can see how this move is very useful for setting up counterhits on opponents that like to press alot of buttons at close range. Links into almost every normal geese has. This is your main counterhit weapon.
Jumping: 5/24/NA, NA, NA
Goofy looking downward angled palm. I really can't think of a use for this move. All of geese's air moves have a 5 frame startup and this move doesnt really cover a good angle. Does stay out a long time I suppose.
STRONG
Close: 4/9/14, +1, +1
This is the raise the roof punch, it is a little silly upwards angled palm where Geese slaps himself virtually in the shoulder. The only possible use of this is as a meaty but even if you hit with the last possible active frame, you would just be at +8 which is the same thing you'd get just by doing a low jab. So its really not terribly useful, as far as I know. This is Geese's dodge punch in S Groove.
Standing: 5/9/14, +0, +0
Knife hand strike to the midsection. A little more range than it looks like it has but still nothing really special.