The King of Fighters '98: Ultimate Match/EX Geese

From SuperCombo Wiki

Introduction

Real Bout 2 Geese Howard its a modified version of Geese Howard that mixes his Real Bout Special Version of Nightmare Geese along with his Real Bout 2 normal version.

Real Bout 2 Geese Howard had modified his Reppuken now as a fullscreen projectile, but lost his low reversal special along with his seudo anti air, he also had a Command Throw DM instead of his Ryuko Ranbu Deadly Rave version as second DM.

Moves List

At a Glance

Normal throws
Tate Katate Nage (throw) f/b + C/D
Command move
Raikou Mawashi Geri f + B
Raimei Gouha Nage df + C (down opponent)
Special moves
Reppuken qcf + A
Double Reppuken qcf + C
Shippuken qcb + A (air only)
Double Shippuken qcb + C (air only)
Jaei Ken hcb + p
Joudan Atemi Nage hcb + B (counter)
Chuudan Atemi Uchi hcb + D (counter)
Shinkuu Nage (throw) hcb,f + P
Super special moves
Raging Storm db hcb df + p
Rashoumon (throw) hcb hcb + p

Normals

Throws

Tate Katate Nage - b/f+C/D

D version switches sides, both leave the opponent facing you with enough time to meaty on wakeup. Command Normals

Command Normals

Raikou Mawashi Geri - f+B

Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.

Raimei Gouha Nage - df+C on downed

OTG throw, not guaranteed from anything. Switches sides, poor recovery. Upon stunning an opponent onto the ground it becomes a free hit and the opponent will still get up stunned.

Special Moves

Reppuken - qcf+A

Combos from light/heavy attacks but only at close range. The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball). Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.

Double Reppuken - qcf+C

Combos from heavy attacks in the corner or when opponent is backturned. The first part can eat a projectile and the second wave will still come out. The hitbox for this move actually follows the sprite and cannot be hopped over. Frame advantage works similar to qcf+A.

Shippuken - air qcb+A

Can't be used on a hop, minimum height for using after a jump. Maintains jump direction during recovery. Possible to combo after if in the corner. Good frame advantage when blocked. Can be cancelled into from vertical j.C.

Double Shippuken - air qcb+C

Same as above but two projectiles, and worse recovery (can't combo after). Jaei Ken - hcb+P

A version combos from lights, C version combos from heavy attacks and switches sides. Unsafe on block. Joudan Atemi Nage - hcb+B

Counters jumping attacks and physical specials/DMs.

Chuudan Atemi Uchi - hcb+D

Counters mid-level normals/command normals. Can be used to beat CD counters.

Jaeiken - hcb+P

Rushing combo that's super unsafe on block, so it primarily serves as a buff combo ender for large punishes when hitconfirming isn't necessary. Only use the A version as the C one wont combo from cl.C. Can function as a raw punish in certain situations, especially when in Step mode. Causes rollable knockdown.

Shinkuu Nage - hcb,f+P

Instant command throw with horrible recovery after it connects. Switches sides. Don't use this when you are too close to the corner as the opponent can combo you before you recover.

Super Moves

Raging Storm - db,hcb,df+P

Combos from lights. The cage absorbs normal and some DM projectiles. The hitbox is only infront of Geese, not behind him.

Rashomon - hcbx2+P

An Instant commmand throw with good damage but horrible recovery, don't use it when the opponent is too close to the corner as they can combo you before you recover, only suitable in midscreen.

The Basics

Real Bout 2 Geese Howard its a top tier in the first and also the last revision of the game, he is a zoning character focused in throwing projectiles at far distances and reversal specials for close combat.

Your objective will be about spamming wisely your Reppuken or jump in rush with Shippu Ken mixups, for close combat don't be random.

Combos

  • cr.B,cr.A >> weak Yokoshima Kage Ken
    Your main low starter combo , you hcb+A move have faster startup.
  • (Corner) cl.C >> weak Yokoshima Kage Ken >> Raimei Gou Hazakinage
    This is your corner and standing combo variation
  • (Corner) weak Shippu Ken >> cl.C >> weak Yokoshima Kage Ken >> Raimei Gou Hazakinage or strong Yokoshima Kage Ken
    This is your corner and standing combo variation
  • cr.B,cr.A >> Rashoumon
    your low combo starter for your Command Grab.
  • Jump C >> cr.C >> Raging Storm
    This is your best combo for Raging Storm

Advanced Strategy

  • j.B is a crossup (j.A will work on some chars but j.B is just a better move). j.B and vertical j.C are instant overheads (j.C only on large crouchers).
  • s.A and far s.A whiff on crouchers. close s.C will whiff on small crouchers like Choi/Chin.
  • s.CD is neutral on block.
  • c.D is cancellable, but not to command normals.
  • Only the first hitbox of c.C is cancellable, the part where his arm is fully raised is not.
  • His counters have startup and will not work as reversals in meaty situations.

Match-Ups