Capcom vs SNK 2/Geese: Difference between revisions

From SuperCombo Wiki
No edit summary
 
No edit summary
Line 1: Line 1:
Geese is good for guard crushing and his best groove would be K groove or A groove. K groove is preferred because he has such strong moves that can guard crush and then you can get a level 3.


Raging Storm is helpful but not a necessity. In fact, don't try to spend the entire match to do the super. If you do get the move out, but it doesn't hit or you lose all your life, what's the point?
== NORMAL MOVES ==
The official motion is dwn back, hcb, dwn fwd, + punch but I just do hcb hcb + punch. I like to do it on wake up because it's safe or if I know that someone is going to jump. Honestly in my opinion, you use Raging Storm when you know it's going to hit.


He has good normals such as s.lk, cr.lp, s.fierce, cr.fierce, f + fierce, s.RH, j.RH and low jump mk or RH.  
(all frame data from Capcom Vs. SNK 2 Millionaire Fighting 2001 Official Guidebook)


If you're close to someone, do s.lk, cr.jab, cr.jab, cr.RH, cancel to jab reppuken. It doesn't matter if it hits or not. If it hits good, if it doesn't, then it still does good guard damage. HOWEVER, (big however), sometimes your opponent can hit you during the recovery from the reppuken. I've have numerous times where someone got a free Custom Combo on me or a level 3 super. So be careful (some examples are Blanka's level 3 Direct Lighting, Sagat's tiger cannon super or tiger raid, or just fast supers. CCs can usually hit Geese but people can mess up so that by the time the invincibility wears off, they get hit by the reppuken).
Frame data explanation:  STARTUP/DURATION/RECOVERY, +/-X, +/-Y
BTW the point of the reppuken is to cancel the recovery time of the cr.RH. It can hit people who use safe fall grooves and safe fall after they get hit by the cr.RH.


if you can get a cross up after j.mk, you can do cr.jab (or s.lk), s.fierce, Deadly Rave (hcb, f _ lk jab jab short short, mp, mp, mk mk) then instead of finishing it, do cr.jab (or s.lk), s.fierce, hcb + mk. Usually it can dizzy a 63 stun character or make it close for a 70 char. What you can do is run up, low jump mk so that they can get hit and get stunned. Then do cr.jab (or s.lk), s.fierce, hcb + mk.  
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.


DON'T do random  Jaei Kens (hcb + k). It's slow and sucks without being in a combo.
'''JAB'''


Counters
Standing: 3/4/6, +7, +7
jab counter is good for high counters (like jumps), special moves (moves that require direction and normals) and supers. This is the best part of Geese's counters. It can COUNTER SUPERS! But keep in mind, it can only counter non projectile supers. So don't try counter Ryu's shinku hadouken. ever.


mp counter = good for s.normals like s.fierce.  
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.
fierce counter = counters cr.normals like cr.lk or cr.RH.
 
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.