Geese (RBFF2)

From SuperCombo Wiki

Introduction

The final boss of the first Fatal Fury game, and this is just another of his usual appearances.

Pros:

  • Amazing damage output
  • Can use his feint cancels to extend combos into his pursuit for free or keep up pressure
  • Tough to stop when he gets started on his rushdown
  • Geese's Rashomon pretty much can secure a round for him, when his opponent is in the red or just close to it (Even if Geese was losing :P)
  • Good combo ability
  • Can open up defensive opponents well
  • Good hitbox on his counters


Cons

  • Quite a fair bit of his gameplan will involve lows to get a knockdown to combo his pursuit
  • Limited moveset
  • High learning curve to use to full potential
  • Opponents will be looking out for dash-in throws to punish eventually

Moves List

Normal Moves

5A - Stand Jab, can catch short hops. 2A - Crouching Jab 5B - Solid Poke, decent range 2B - Low, decent range, starts your better Chain Combos. 5C - Slow Poke with longer reach, Solid Damage. cl.5C - 2 Hit, Frame Advantage with Feint Cancel?(Needs to be tested) 2C - Sweep, Long Reach, Special Cancel.

j.A - Long Active Frames, good to use with Short hops. j.B - decent air to air j.C - Hits multiple times, good for crossups on knockdown Short Hop j.C - Kick with long range, great air to air.

Command Normals

3A: Uppercut, Special and Chain Cancel. Anti-Air. 6A: Overhead with jump (invulnerable on feet and against throws). Chain Combo with 5C. 4B: On hit it shifts opponent to background lane, Can be Kara Cancelled into all of Geese's specials and supers. Very useful for setups and combos.

-> 5D: Overhead Followup to 4B. Can be ducked, if the 4B was blocked, otherwise it is a combo. Special Cancel.
-> 2D: Sweep Followup to 4B. Soft knockdown. Special Cancel.


Chain Combos

2B, 2B, 2C: Special Cancel, Knockdown. 2B, 2B, 3C: launches & Hard Knockdown. Special Cancel, Juggle possible with Reppuken. 2A, 2A, 2C: Special Cancel, No knockdown, Followup combo possible. 5B, 5C (2 Hits): Special Cancel, No Knockdown. 3 hit combo that leaves lots of time for hit. Caution: the first C-hit does not strike against ducked Tung. 5A (c), 5A (c) Special Cancel. 5A (c), 5A (c), 2A, 2C Special Cancel. 5A (c), 2A, 2A, 2C Special Cancel. 5A, 5B, 2C: Special Cancel, Knockdown. 5A, 5B, 5C: No Special Cancel, No knockdown - a pseudo-reset. 3A, 5C, 2C: No Special Cancel. 6A, 5C, 360 ° + A: First hit is an overhead. The 5C must be entered late, the 360 ​​immediately when the 5C starts.

Special Moves

214 + A = Reppuken (Break Shot) 214 + C = Double Reppuken (Break Shot) 41236 + A = Low Counter (2C OTG Followup possible. Mid-Screen you must dash first to get the 2C OTG) 41236 + B = High/Special Counter (2C OTG Followup possible.) 41236 + C = Mid Counter (Allows combo followups) 360° + A = Command Throw AB: Upper body invulnerability, Special Cancellable. 2BC: Raging Storm Feint. (Faster than the Reppuken Feint) 2AC: Reppuken Feint 3C is a special animation Grab Proximity 2C is an OTG grab

Super Moves

641236 + BC = Raging Storm (Desperation Move, Hits Both Lanes, Punishable on Block) 360 ° + C = Rashamon (Super Desperation Move, Command Throw Super, Can be Kara Cancelled into from 4B) 632146 + A, A, A, B, B, C, C, C, 214C = Deadly Rave (Super Desperation Move, Break Shot)

The Basics

Advanced Strategy

Match-Ups