Young Geese Howard

From SuperCombo Wiki
Revision as of 07:42, 15 April 2006 by Rogueyoshi (talk | contribs) (filling in the geese article)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

'Combos'

Any Mode:
1. Crouch B x 4, df+B - 20%
2. Crouch B, C, f+B(1 hit), hcf+B - 30%

Super Cancel:
(nothing special)

Guard Break:
1. qcf+CD, E(if needed), Deadly Rave

'Poke Strings:'
1. Crouch B x n, df+b
2. low jump towards D, Crouch B x n
3. D, f+B(1 or 2hits), qcf+P
4. CD, qcf+P

'Tick-Throw Setups'
1. (after a close knockdown) f d df+P, Raising Storm or throw
2. jump in C/D, Raising Storm or throw 3 Deadly Rave(blocked), Raising Storm or throw(walk or run if needed)

'Move Properties:'
-cancellable normals are close A, far A, crouch A, close B, crouch B, close C, crouch C, close D, crouch D, far D
-CD is cancellable into specials
-no special moves are supercancelable
-f d df+P crosses up at point blank range
-Deadly Rave is an invulnerable auto combo

'Strategies:' -play footsies, and try to cancel safe pokes into repuken
-deadly rave is the best super in the game, make it a point for you to land it -deadly rave is completely safe if blocked; it's insane priority stops most pokes/specials/DMs
-super cancel provides the most meter for deadly rave
-a successful guard break attack guarrantees a deadly rave
-never use unsafe specials outside of a combo
-mixup is essential to playing geese, keep your foe on their toes