Capcom vs SNK 2/Geese: Difference between revisions

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== NORMAL MOVES ==
== NORMAL MOVES ==


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Knife hand strike to the midsection.  A little more range than it looks like it has but still nothing really special.
Knife hand strike to the midsection.  A little more range than it looks like it has but still nothing really special.
Crouching:  7/7/14, -1, -1
A chop that attacks the opponent's feet.  Kinda slow coming out but it does have it's rare uses if you really want to use it.  This move is sort of like Balrog's low fwd in SF2, it punches the opponent's feet if they try a low attack and it is bufferable into super.  For example this move will always beat blanka's slide and you can combo deadly rave off of it.  However whiffing this move is pretty dangerous so you better be sure, in general this is not very useful.
Jumping:  5/10/NA, NA, NA
A horizontal chop.  This is for jumping air to air.  Your 2 best air to air moves are this and diagonal jump roundhouse, this is good if the person is above you and the diagonal jumping roundhouse is good if they are in front of you.  You wont find yourself using this too often but it does have some specific uses against characters.
'''Fierce'''
Close:  4/11/24, -9, -9
A little palm to the stomach.  Bufferable into specials/supers.  This move pushes you forward a little bit which gives it it's use in CC's since if you time correctly you can do several of these in a row at the beginning to really cause alot of CC damage.  This move can also be linked off of low jab, stand short, low short in order to create combos.
Standing:  8/6/20, +0, +0
Standing punch with pretty good reach.  Most characters can duck this but it is still a useful poke at times.  Not nearly as useful as it could be though, Geese's hittable area seems to move forward alot when you press it so often when trying to punish the whiff of a meaty move with this, youll find yourself bumping yourself into the last frames of it.  Happens alot with Sagat's fierces ><.  However the move does have good range so it has uses.
Crouching: 3/9/27, -12, -12
An uppercut.  You'll find yourself using this move a lot.  It comes out even faster than your low fwd, so for link combos this is a really solid move.  Linking things like low short-low fierce are incredibly easy.  It is also your main anti air move.  However it has alot of recovery frames so be careful when using it as anti air, as if your opponent parries/JD's or it misses thats going to be dangerous.
Jumping: 1st hit: 5/4/NA 2nd hit: 4/4/NA, NA, NA
A short range downward palm that hits twice.  That is the main distinction of the move, if the opponent blocks this it will do more guard crush damage than a normal fierce and both hits must be blocked high.  It is very hard to make both hits hit a crouching opponent.
Towards+Fierce: 14/10/20, -4, knockdown
This move is bufferable to both specials and super moves.  The main distinction of this move is it does alot more guard crush damage than a normal fierce.  It comes out quite slow but if you can make your opponent block it it is a good weapon.  With rage on, this move into his HCB+kick does half the guard bar alone.
'''SHORT'''
Close: 2/4/6, +7, +7
A little knee.  This is your fastest move at 2 frames and it gives you a pretty hefty advantage.  Up close you can use this move for lots of different counterhit/throw setups and link combos.
Standing: 4/4/14, -3, -3
A low kick.  It is a low damaging short that leaves you at -3 and doesnt really have any clear uses to me.
Crouching: 3/4/7, +6, +6
This move is not as good as the low jab as far as speed or frame advantage but it does hit low.  Therefore it's main use is going to be for when you need a low hit, for example after an empty jump to create a high/low mixup.  You can easily dial up a super, QCF+P, or HCB+K off combos starting with this.
Jumping: 5/22/NA, NA, NA
This move has the same animation as the jumping forward, same speed, just weaker and stays out a bit longer.  Really not particularly useful seeing how good jumping forward is.
'''FORWARD'''
Standing: 8/8/17, -5, -5
A mid level side kick.  At first this move doesnt look that useful and it isnt really so great but it does have situational uses.  The hitbox of this move reaches well out beyond your vulnerable area giving it an "invincible tip" sort of.  So occasionally poking with it will stuff several moves that your opponents use.  For example this move always counterhits blanka's low fierce cleanly.  It is unfortunate that you cannot cancel super off of this.
Crouching: 4/7/14, +1, +1
A pretty high priority and fast low hit.  The main use of this move is going to be for whiff punishing and link combos into super.  Cancelling this move into Deadly Rave is going to cause alot of damage.  This move links off of low jab, short, close short all easily so you can easily confirm your hits into super.  Leaves you at +1 also and whiffs fast so its not too dangerous to throw out there.
Jumping: 5/12/NA, NA, NA
You will find yourself using this move a lot.  This move is a huge cross up and also has alot of downward priority.  This move will be a decent part of your offense and certain anti airs have trouble with it.  For example you can find yourself trading/beating stuff like Vega's standing roundhouse with this.  Another less common use of this is as an overhead on larger characters during a low jump.  If Sagat for example is low on life so that a jump forward will kill him, low jump instant forward is a really fast overhead hit that will more than likely end the round.  Using this when they will survive it is somewhat dangerous as you will be vulnerable, however we all know that people dont always react to things like this correctly.  Overhead instant forward, land, super is just like roll -> super lol, works all the time for some reason.
'''ROUNDHOUSE'''
Close: 1st hit: 4/3 2nd hit: 4/6/16, +4, +4
A 2 hit side kick.  The first hit can be ducked by most characters.  This move really isnt horribly useful, except for the fact that it does give frame advantage but looks deceptive.  As long as it is used rarely you can use it on a rising opponent to set up a counterhit.  You have to use it early so they rise into the 2nd hit.  It would be a good anti air except that the low fierce covers the exact same angle much better.
Standing:

Revision as of 02:56, 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.

Crouching: 7/7/14, -1, -1

A chop that attacks the opponent's feet. Kinda slow coming out but it does have it's rare uses if you really want to use it. This move is sort of like Balrog's low fwd in SF2, it punches the opponent's feet if they try a low attack and it is bufferable into super. For example this move will always beat blanka's slide and you can combo deadly rave off of it. However whiffing this move is pretty dangerous so you better be sure, in general this is not very useful.

Jumping: 5/10/NA, NA, NA

A horizontal chop. This is for jumping air to air. Your 2 best air to air moves are this and diagonal jump roundhouse, this is good if the person is above you and the diagonal jumping roundhouse is good if they are in front of you. You wont find yourself using this too often but it does have some specific uses against characters.

Fierce

Close: 4/11/24, -9, -9

A little palm to the stomach. Bufferable into specials/supers. This move pushes you forward a little bit which gives it it's use in CC's since if you time correctly you can do several of these in a row at the beginning to really cause alot of CC damage. This move can also be linked off of low jab, stand short, low short in order to create combos.

Standing: 8/6/20, +0, +0

Standing punch with pretty good reach. Most characters can duck this but it is still a useful poke at times. Not nearly as useful as it could be though, Geese's hittable area seems to move forward alot when you press it so often when trying to punish the whiff of a meaty move with this, youll find yourself bumping yourself into the last frames of it. Happens alot with Sagat's fierces ><. However the move does have good range so it has uses.

Crouching: 3/9/27, -12, -12

An uppercut. You'll find yourself using this move a lot. It comes out even faster than your low fwd, so for link combos this is a really solid move. Linking things like low short-low fierce are incredibly easy. It is also your main anti air move. However it has alot of recovery frames so be careful when using it as anti air, as if your opponent parries/JD's or it misses thats going to be dangerous.

Jumping: 1st hit: 5/4/NA 2nd hit: 4/4/NA, NA, NA

A short range downward palm that hits twice. That is the main distinction of the move, if the opponent blocks this it will do more guard crush damage than a normal fierce and both hits must be blocked high. It is very hard to make both hits hit a crouching opponent.

Towards+Fierce: 14/10/20, -4, knockdown

This move is bufferable to both specials and super moves. The main distinction of this move is it does alot more guard crush damage than a normal fierce. It comes out quite slow but if you can make your opponent block it it is a good weapon. With rage on, this move into his HCB+kick does half the guard bar alone.


SHORT

Close: 2/4/6, +7, +7

A little knee. This is your fastest move at 2 frames and it gives you a pretty hefty advantage. Up close you can use this move for lots of different counterhit/throw setups and link combos.

Standing: 4/4/14, -3, -3

A low kick. It is a low damaging short that leaves you at -3 and doesnt really have any clear uses to me.

Crouching: 3/4/7, +6, +6

This move is not as good as the low jab as far as speed or frame advantage but it does hit low. Therefore it's main use is going to be for when you need a low hit, for example after an empty jump to create a high/low mixup. You can easily dial up a super, QCF+P, or HCB+K off combos starting with this.

Jumping: 5/22/NA, NA, NA

This move has the same animation as the jumping forward, same speed, just weaker and stays out a bit longer. Really not particularly useful seeing how good jumping forward is.


FORWARD

Standing: 8/8/17, -5, -5

A mid level side kick. At first this move doesnt look that useful and it isnt really so great but it does have situational uses. The hitbox of this move reaches well out beyond your vulnerable area giving it an "invincible tip" sort of. So occasionally poking with it will stuff several moves that your opponents use. For example this move always counterhits blanka's low fierce cleanly. It is unfortunate that you cannot cancel super off of this.

Crouching: 4/7/14, +1, +1

A pretty high priority and fast low hit. The main use of this move is going to be for whiff punishing and link combos into super. Cancelling this move into Deadly Rave is going to cause alot of damage. This move links off of low jab, short, close short all easily so you can easily confirm your hits into super. Leaves you at +1 also and whiffs fast so its not too dangerous to throw out there.

Jumping: 5/12/NA, NA, NA

You will find yourself using this move a lot. This move is a huge cross up and also has alot of downward priority. This move will be a decent part of your offense and certain anti airs have trouble with it. For example you can find yourself trading/beating stuff like Vega's standing roundhouse with this. Another less common use of this is as an overhead on larger characters during a low jump. If Sagat for example is low on life so that a jump forward will kill him, low jump instant forward is a really fast overhead hit that will more than likely end the round. Using this when they will survive it is somewhat dangerous as you will be vulnerable, however we all know that people dont always react to things like this correctly. Overhead instant forward, land, super is just like roll -> super lol, works all the time for some reason.


ROUNDHOUSE

Close: 1st hit: 4/3 2nd hit: 4/6/16, +4, +4

A 2 hit side kick. The first hit can be ducked by most characters. This move really isnt horribly useful, except for the fact that it does give frame advantage but looks deceptive. As long as it is used rarely you can use it on a rising opponent to set up a counterhit. You have to use it early so they rise into the 2nd hit. It would be a good anti air except that the low fierce covers the exact same angle much better.

Standing: