Introduction
Real Bout 2 Geese Howard is 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 Reppu Ken/double Reppu Ken now as a fullscreen projectile, but lost his low counter along with his pseudo anti air projectile, he also had a Command Throw DM instead of his Ryuko Ranbu Deadly Rave version as his second DM.
Moves List
At a Glance
Normals
Standing - Standard high jab. st., cr., and Raging Storm are Geese's main ground anti-airs.
Standing - Quick shin kick for checking the opponent. Hits mid.
Standing - Nice, mid-hitting straight punch. Faster than st., so use when appropriate when poking, trapping, or AAing.
Standing - Nice reach, okay speed, and one of Geese's longest pokes.
Standing - Nothing special. Neutral on block.
Close - Has a very high hitbox which can whiff smaller characters, so stick to cr. or cl..
Close - Decent combo/string filler. Special cancels, but can't be further chained.
Close - Good activation range, so cr. cl. is an easy frametrap.
Close - A straight kick followed by an upward kick (think a reverse Ryu cl.RH). Uncancelable, so use it for AA or evade cancel into a followup if you're using Ex. Meter.
Crouching - Staple tool on offense. Chains and cancels into anything you need.
Crouching - Standard low kick. Chain into cr. for a hitconfirm, use it to punish whiffed jump-ins, et cetera, et cetera.
Crouching - Geese's main anti-air normal, the crouching uppercut. Special cancelable and terrible on whiff or block.
Crouching - Modest, cancelable sweep. Can lead into a + OTG if the opponent doesn't tech in the corner.
Jumping - Downward chop that hits deeper just a little faster than j., so keep that in mind when seeking a slightly earlier hit.
Jumping - Light horizontal kick with a slight downward angle. Slightly faster than j., but not as useful.
Jumping - Geese's double palm attack. As with Mature, you can alter the timing of the attack to force the opponent to guess between blocking two highs then a low, or one high into a low.
Neutral Jumping - Deep, downward punch that hides Geese's vulnerable hitbox far behind his arm. Good for stopping approaches, but leaves Geese vulnerable to run-unders and proper anti-airs.
Jumping - Straight horizontal kick with a deep vertical hitbox. Use as a jump-in or air-to-air just as you would Iori's j..
Jumping - Wheeling kick with two hitboxes. The first part hits up high in front of Geese before his leg falls downward. Once used to the timing on the attack, j. can air-to-air and air-to-ground all in one go, and being a attack it forces a knockdown, making it more buff as a safejump just in case you trade.
Throws
version switches sides, both leave the opponent facing you with enough time to meaty on wakeup.
Command Normals
Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
Raimei Gouha Nage - + 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
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. st., +) you will be at advantage.
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 +.
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..
Same as above but two projectiles, and worse recovery (can't combo after).
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. version combos from lights, version combos from heavy attacks and switches sides.
Counters jumping attacks and physical specials/DMs.
Counters mid-level normals/command normals. Can be used to beat counters.
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
Combos from lights. The cage absorbs normal and some DM projectiles. The hitbox is only in front of Geese, not behind him.
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 is top tier in 98UMFE. He is a zoning character focused on throwing projectiles at far distances and countering normals in close combat.
Your objective will be wisely spamming your Reppu Ken (+) or rushing down with Shippu Ken (air +) mixups, for close combat don't try to use counters (+/+) too much, as you can get blown up. Geese's normals are also pretty good:
Some good pokes are Standing , Standing , Standing , Crouching , Crouching (main low).
Main jump-ins are Jumping (crossup), Jumping (2 hits for double overhead), and Jumping .
When anti-airing, some good options are St. (anti-hop) cr. (pre-emptive), + (counters air moves) and other highs, and (if you're quick) Raging Storm ( +) if they try to empty jump to beat your counter.
Geese also has great options with his Shinkuu Nage (,+) command grabs. If the opponent is blocking/alternate guarding too much, hop > Shinkuu Nage will blow them up. Same with Rashomon (+) super.
Combos
Advanced Strategy
- j. is a crossup (j. will work on some chars but j. is just a better move). j. and vertical j. are instant overheads (j. only on large crouchers).
- st. and far st. whiff on crouchers. close st. will whiff on small crouchers like Choi/Chin.
- st. is neutral on block.
- cr. is cancellable, but not to command normals.
- Only the first hitbox of cr. 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.