Combos
Geese's combos tend to be very simple, involving usually just a normal linked into cl.HP > 63214MK or a cancel into Deadly Rave. Since his combos don't change much with super cancels, the combo table below includes both meterless and super combos. With any combo ending in 63214MK, if you hit with the max range of cl.HP, it will be too slow. In those situations use 63214LK instead. This is only really prevalent after a crossup j.MK however, but you can also just always do 63214LK for minimal damage loss.
All health values tested using C-Groove Ratio 2 Geese against a C-Groove Ratio 2 Ryu at full health
All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LP, cl.HP > 236MP | Anywhere | 2835 | 27 | Easy | 4 frame link from 2LP into cl.HP. This is a combo on hit, and a true safe blockstring if blocked, making it a simple option to go for. Doesn't knock down or do much damage however, so learn to confirm the hit and do the combo below instead. |
2LP, cl.HP > 63214MK | Anywhere | 3790 | 36 | Easy | Basic jab punish combo, though at longer ranges you can't get cl.HP, so watch for that. Also your go-to after a crossup j.MK. |
2LK, cl.HP > 63214MK | Anywhere | 3885 | 37 | Easy | Similar to the combos above, but starts with a low hit instead. Tighter link at 2 frames as well, but the low hit starter and slight damage increase is worth it overall. You can end in 236MP for less damage (2940) in exchange for guard crush and a safer ender. |
j.HK, cl.HP > 63214MK | Anywhere | 4830 | 46 | Very Easy | Basic jump-in combo for big damage and stun. |
2LK, 2LP, 2MK | Anywhere | 1785 | 17 | Medium | 3 hit hitconfirm. Nothing but Deadly Rave combos from this, but it can be a useful way to hitconfirm if you struggle to confirm off of just two hits. You can cancel into 236MP for a frametrap ender, or just leave it at the 2MK since 2MK on it's own is +1. |
2LK, 2LK, 2HK > 236MP | Anywhere | 2205 | 21 | Medium | Similar to the above combo, but ends in a sweep for a knockdown and more damage. Always cancel into 236MP for safety on block, as this leaves you very unsafe if not. |
cl.HP > 632146K > LP > LP > LK > LK > MP > MK > HP > HK > 214HP | Anywhere | 7980 | 28 | Easy | Simple cl.HP into Deadly Rave combo. Probably the least optimal version, however you can use this if you struggle with Deadly Rave links. Any link into cl.HP will easily lead to this for big damage. |
cl.HP > 632146K...> HK, cl.LK, cl.HP > 63214MK | Anywhere | 8842 | 52 | Medium | The aforementioned Deadly Rave link. Can be somewhat difficult to do, but the damage increase and massive stun increase make it very worth mastering. It does almost 1000 more damage than the above combo alone. |
2LK, 2LP, 2MK > 632146K...> HK, cl.LK, cl.HP > 63214MK | Anywhere | ... | 55 | Hard | Long confirmed link into Deadly Rave from a low. You can go into this from most of Geese's lights, as almost all of them either link or chain to 2LP which links to 2MK. |
2LK, cl.HP > 632146K...> HK, cl.LK , cl.HP > 63214MK | Anywhere | 9095 | 37 | Medium | Low confirm link into cl.HP > Deadly Rave. Easier than the above combo, but does less damage and stun for it. |
2MK > 632146K...> HK, cl.LK, cl.HP > 63214MK | Anywhere | 8422 | 48 | Medium | Poke into Deadly Rave. Likely the main way you'll be going into Deadly Rave thanks to 2MK's long range and fast startup. Essentially your main punish option, although likely the lowest damage one as well. |
j.MK, cl.LK, cl.HP > 632146K...> HK, cl.LK, cl.HP > 63214MK | Anywhere | ... | 66 | Hard | Max damage Geese combo, and a guaranteed stun combo on low stun characters, meaning after this you'll likely TOD them. Mainly done from a crossup j.MK, but it is possible on a non-crossup, though you will likely want to replace cl.HP with 2MK for more consistency after pushback. |
Custom Combos
Geese's Custom Combo Slide by GunterJPN
Old Combo Table
Basic Combos
1. Close short OR Low short OR low jab, Low fierce, HCB+Short
Each starting move has different situations. Close short is the fastest move Geese has coming out in 2 frames so use it when you are sure you are close enough to the opponent and looking for a counterhit or to punish something. If you are just a little bit farther away and arent sure you will get the close short(far short is not a move you want to get accidentally) then low jab is your move. If you need the combo to start low, for example after an empty jump in, then low short is the move to use. This combo adds a lot of stun damage. Also if the opponent's guard meter is flashing or almost flashing, feel free to do this combo even if blocked, as the HCB+Short will guard crush the opponent in that situation.
2. Low jab x2, Low roundhouse xx QCF+Strong
If you get a counterhit jab but are too far away to link the low fierce and you dont have a super ready, then this is the combo you probably want to do. It'll knock the person down and let you get inside. The QCF+Strong won't hit but it is used to prevent the opponent from using safe fall, if your opponent doesn't have a safe fall groove then feel free to leave it off so that you can recover faster and have more time to move. Practice it because if you miss the link from jab to roundhouse, your opponent can hurt you in between the blocked roundhouse and the fireball.
3. Close short OR low short OR low jab, low jab, low forward, HCB, F+Short(Deadly rave) up to 2nd to last hit, close short, close fierce OR low fierce, HCB+Short
This is what you want to do every time you hit the opponent when you have meter. Opening move varies based on situation just like combo #1, then you stop the deadly rave right before the last hit and do the link combo. You can use either close or low fierce in the ending link combo, low fierce is an easier link but close fierce does a little more stun damage.
4. Crossup forward, close short, low fierce, HCB, F+Short(Deadly rave) to last hit, close short, close fierce, HCB+short finisher
This is geese's dizzy combo. This combo will stun 60 stun characters all by itself as it does 65 stun damage. You can make it stun 70 stun characters by adding another standing short before the low fierce, however that will only hit fat characters that are crouching so you won't find yourself landing it very often. Anytime your jumping forward hits and you have meter you should go for this combo as it basically ends the life of whatever character it hits. The forward does not have to be a crossup for it to stun either, but if you connect your jumpin from the front it is best to replace the low fierce with a low forward to make sure it reaches. You will still do 61 stun this way, which is enough.