Capcom vs SNK 2/Geese/Combos

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Combos

All health values tested using C-Groove Ratio 2 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.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
Notation Here Position Damage Stun Difficulty Notes
Notation Here Position Damage Stun Difficulty Notes

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.


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