Ralf
[spoiler]
Ralf is a walking tank, a hard hitter that excels in mid range and up-close, but unlike the heavier cast he has decent mobility.
He's equipped with some of the best normals in the game, tools to get in, fight against zoning and for pressure.
His gameplan has changed compared to XIII as he was all about getting close enough to pressure with his crazy + on block gut punch that he can link off of.
Now his strongest spot is mid range where he can bully you with his superior normals or start his hop pressure.
His main issues are his hit confirms and that his mixups are pretty straight forward now (RIP argentina backbreaker)
His best spot is point imo but can now be a good second thanks to the EX Ralf impact buff. Put him second if you want the extra meter and longer MAX mode duration, but he hits like a fuckin truck with 1 or 2 bars so it's not a neccesity.
Your main buttons are far C, far D, crouch D, CD and his crouch C (all heavies basically).
All are fantastic pokes and cover space really well.
Far D (9f/-3) is fuckin nuts, covers so much space, you can buffer galactica phantom off of it, basically by doing the far D as a qcf+D motion, if it connects you do qcf+P for galactica.
Far C (8/-5), his infamous backfist, is also a great poke, and it doubles as an anti-air. Just keep in mind that this whiffs on crouchers.
Cr C (8f/-2)and cr D (7f/-1) are still good as well.
His CD (15f/-3) is my personal favorite after far D, it moves him forward and you can whiff cancel it to kara your specials. You can combo bareback vulcan after it anywhere on the screen, you can also do CD ralf kick then combo into cr D. In the corner you can combo it into A ralf impact for a restand into full combo.
For anti airs his main ones are far C and far A (5f/+3) for hops, and df.A (7f/-7) for higher jumps. Rapid punch and qcb+P can also be used but they're situational.
Air to airs he has j.B (6f) and j.CD (13f). His other air normals are excellent jump ins for offense, and his j.A (6f), j.C (9f) and j.CD are special cancellable into his dive for an overhead>overhead mixup (j.CD is not an overhead but people won't usually crouch jump-ins).
His j.D (8f) is generally the go-to coz of it's range and angle, you can also do hop j.D for an instant overhead.
His j.CD is one of my favorites in the entire game, use this a lot of start your pressure. It's hitbox is amazing. if it's blocked late enough you have enough blockstun for a free hop mixup.
His specials are not bad but not amazing either, he sadly has lost both his best specials through the years (the command grab and XIII gut punch), but his current specials still have their uses, and he got his awesome RALFU KIIICK back.
His slide punches are mainly for combos and juggles, A (8f/-2) is safe-ish but the second punch can whiff in random spots and leave you open. C (15f/-14) knocks back but very unsafe. They are a tad better mainly coz they are now hcf instead of charge, but their use is still only in combos really.
EX (9f/-13) is same as XIII, a lot of extra punches and knocks back but comboing off of it is tough.
Qcb+P is more or less the same as before, probably his most useful special. A (10f/-4) is a quick small explosion and C (21f/-3) is a slower one with a bigger hitbox. As i said before this can anti-air in some cases, mainly cross up attempts, it's hitbox is decent once it's out. It can combo into bareback vulcan if it hits high enough.
It recovers really quick so you can use it for meter building. It also cancels projectiles which helps Ralf against zoning immensely as it builds meter as well negating their projectile (and their meter gain).
EX (13f/+5) has A's speed and C's hitbox and pops up a bit higher.
His other "useful" special is the new Ralf impact. A (23f/+4) C (28f/+7) It's basically his old gut punch but reworked a bit, mainly it's slower so you can't just blockstring into it for beefy pressure, but it's kept all it's other features.
You can link off of it into A slide punch, or into normals into the corner, and it's plus on block. It's can also be used to frametrap in some cases (mainly from CD).
However, you can't combo into it outside of CD.
EX (19f/-2) causes a wallbounce and it combos from df.A, can spike up Ralf's damage midscreen.
Ralf kick (27f/-13) is what you'd expect of it, advancing kick that goes pretty far. It's not 98 damage, hitbox, or height but it's alright for what it is. On CH you can combo into slide punch or bareback vulcan.
D is a fient that goes into an auto hop, can be used if the opponent is sleeping for some ghetto pressure. Can be cancelled into dive.
EX (9f/-2) is his best EX move, launches for a juggle which is your go-to once you combo into MAX mode. Can combo into slide punch, either super or Climax. In the corner can go into his other specials like gatling punch or qcb+P as well.
Rapid punch (14f) is mainly for ghetto anti-airs and (risky) chip out but can be used in some corner combos. Very risky on block as you'll usually still be in animation long after they're out of blockstun.
EX (14f/-2) can be used in corner juggles after EX ralf kick.
Bareback vulcan (12f/-31) is for combos only really as it's suicide on block. Can combo from anywhere CD wallstick. EX (7f/-32) is quicker and does much more damage.
Galactica phantom (17f/-20) is just like XIII, it's a quick punch with no charge, does more damage with half a charge and becomes unblockable once fully charged.
EX (10f/-24)does 2 punches and has auto guard from release till it's active. Use this super if you want to advanced or Climax cancel as they connect properly from it.
Climax (11f/-27) is close range, combo ender only, and while it can combo from different things you can only get the full hits from specific combos. It's worth it imo coz it's the most badass Climax in the game lol, just don't cancel into it from Bareback vulcan (almost all hits whiff..)
For combos, Ralf got hit hard due to the extra universal pushback where df.A will whiff after 2 hits leaving you open. His close C is now 1 hit only as well and doesn't connect to df.A so close D and close B are your main go-to options (cl.D df.A will whiff on block as well..). Overall his combos are short and simple, but they do real man damage.
-Cr.b, cl.B or cl.D into df.A hcf+C, cancel into Galactica for damage (hold for a bit)
-Cl.D df.A MAX cl.D df.A EX ralf kick Into Hcf+C, either super or Climax
-Cl.D df.A MAX cl.D df.A EX Impact EX ralf kick into Hcf+C, either super or climax
• Corner:
-Cl.D df.A MAX Cl.D EX Ralf kick Rapid punch, either super or Climax
-Cl.D df.A MAX cl.D df.A EX impact EX Ralf kick EX rapid punch > rapid punch xx Super or Climax
-Cl.D df.A MAX CD A ralf impact s.A EX ralf kick qcb+A into either super or Climax
Extra:
-EX dive has a bit of invincibility.
-Ending the match with his Climax is by far the coolest way to win.
[/spoiler]
Mian
[spoiler]
Mian is a very new style to kof, where she takes air mobility to a whole new level.
Her "gameplan" revolves around her divekicks, to harass people with them and pressure them, atm she a character that can steamroll people if they don't know how to deal with her which is why a lot of people picking her up forget that that's not all she has.
She can be play the regular kof game really well as she has good pokes, anti-airs, jump arc and air normals.
Her main move is her float, and it's divekicks followups.
The float can be done in the air and on the ground.
Qcb+K goes back and qcf+K goes forward.
B version is quicker but goes a smaller distance, D version is a tad slower but covers more space.
She says different words with B or D version, B is "Sorai" and D is "Maru". Might be useful down the line to help in fighting her as she can do some gapless stuff with the B version.
She can do ground float into air float, or 2 air floats back to back, but it's dependent on how high she is, if she reaches the top of the screen (around the health bars) you can't do a second float where if you do it on the way down from the jump you can do 2.
The divekicks are followups off the float, what button you press decides the angle she dives in.
A is slightly backwards (60 degree angle), B is straight down, C is slightly forward (60 degree) and D is almost horizontal (30 degree).
The divekicks are active all the way through but their hitbox is not that good, throwing out a normal or a special in their way will usually beat it or trade.
You can cancel divekicks into float as long as they connect with the opponent, hit or block. There is no limit to how many you can do, you can go float~ dive > float ~ dive infinitely as long as the dives are connecting to the opponent.
The window to cancel from and to the dives is freakin huge where you can cancel the moment you touch them or wait and cancel late to leave gaps and bait stuff.
On block, Delayed D backfloat after a divekick is a good "check" to see how the opponent reacts.
The dives are safe if blocked but negative, wouldn't recommend pressing buttons after. If they're deep they can be even and if they're meaty they can be plus and can even combo into lights.
Dives don't knockdown and you can't combo off of them outside of meaty stuff.
On CH they do a knockback which can combo into another dive midscreen or normals/super in the corner, but it's not easy.
If they divekicks don't connect they have landing recovery (13f) which can be punished. It's not long but some characters can punish divekick attempts from fullscreen if they have the bar (ex haoh shokoken, Mai Climax, Ramon off the wall super etc).
Float builds meter as long as you do the divekick followup, and the divekicks do chip damage. These factors are why Mian is really good as a point character and it's why people get anxious and start pressing buttons and doing stupid stuff when they're under a divekick barrage.
There's a lot of patterns you can do to get in the opponent's head, blocked dive > B backfloat~ D dive > D float B dive for example can cross up depending on the timing, and even if it doesn't the B dives are nasty coz it's a tough angle to anti-air.
That was a lot of dive stuff which should tell you how important they are to her gameplan, but they're not her only tools.
Her pokes are far C (9f), far D (16f/-1), CD (15f/-7) and cr D (6/-6).
Her far C and cr D especially are really good.
she can max cancel far C in footsies from max range and still get a full combo.
Her cr D is cancellable so you can do her floats after it into safety or into divekick pressure. Cr D qcf+D into B divekick crosses up crouching opponents.
For anti-airs she has far B (8/-3), crouch C (14f/-8), and far D (situational), far B is mainly for hops where crouch C is for higher jumps coz it's on the slower side. Far D is situational but it's a nice normal overall, if it hits at the tip you can link into cr D.
she has j.B (6f), j.D (10f), j.CD (16f) and of course D divekick for air to airs. J.D is my preferred one but j.B is better in situations where you need a quicker button, but it can whiff on crouchers.
Keep in mind that all Mian's air normals are cancellable into floats, so she can start her divekick stuff from basic hop pressure or air to airs, she can also use backfloat off of them to escape to safety.
I've heard that j.A (6f) and j.C (8f) can cross up but they're not reliable by any means.
Her specials... ok so they're not really useful outside of combos, but they're good to know about.
Qcf+P is a multi hit dance move, it's like an auto rekka, light (12f/-2) is super cancellable all the way and heavy (18f/-21) is cancellable before the airborne hits. You can combo into it from lights, cr.B cr.A cr.B is a good hit confirm for it.
Light is safe on block, but both versions are open to guard cancel into full combo punishes so DON'T do this on block.
EX (17f/-6) is the same as heavy but pops them up higher so you can combo into dp+K or to her supers.
qcb+P is a slow floating palm, causes a wallstick. A (26f/-4) C (31f/0). Can't be combo's into outside of CD wallstick. It's also not really safe aside from max range. EX (26f/-4) is invincible and causes a wall bounce but I've yet to find a practical use for it. Anti air EX palm can combo into C palm if the height and distance from the corner is just right.
Her last special is dp+K (13f/-7) is a slide into up-kick. D is more damage and more unsafe. Her highest damage combo ender. Cancellable on 1st hit into super. EX (9f) is invincible for a bit and pops up for followups.
EX float is quicker and the divekicks knockback on normal hit, can be used to combo 2 divekicks and other stuff in the corner.
Her "reversal" is her qcfx2 K super (13f/-Death). it's generally not worth the risk as it's negative a billion on block but it's her only invincible option.
EX (10f) is the same deal but at least damage-wise it might be worth the hail mary attempt.
Punch super (11f/-20) is a super close range ranbu, her main meter combo ender. Not invul at all. EX (11f/-20) keeps them close for pressure and to do meaty divekick stuff.
Climax (9f/-60) goes fullscreen, can combo from CD wallstick anywhere on the screen.
A bit invincible but also not reliable. On block has a sway backwards animation so it'll be safe on most people the first time they see it lol.
Her combos are very straight forward, but she has some (mostly impractical) crazy divekick juggles and a gazillion palm combos in the corner which you can learn later on. These are all the combos you'd really need with her.
-cr.B cr.A cr.B qcf+A xx ranbu
-Cl.C f.B MAX cl.C f.B EX qcf+P or EX Dp+K > ranbu is your meter go-to.
•Corner:
-Cl.C f.B MAX CD qcb+C qcb+A EX dp+K EX ranbu, only mid or anchor. Point will have to spend an extra bar for EX Ranbu
•Divekick combos:
These are not necessary and mainly to swag out on someone but I'll list some to give you an idea of what's possible. These are all corner only.
- Qcb+A wallstick, Qcf+B~B EX Qcf+K~B EX Dp+K cl.C
-Anchor only: 6 dives
MAX CD Wallstick, Qcb+D~C Qcb+D~D EX Qcf+K~B Qcf+D~B EX Qcf+K~B EX Qcf+K~B Cl.C
-Anchor, raw MAX activate: 5 dives
wallstick, Qcb+D~C EX Qcf+K~B Qcf+B~B EX Qcf+K~B EX Qcf+K~B EX Dp+K cl.C or Ranbu
Extra:
-you can link into her s.A (5f/+1) from cl.D (12f/+3).
-Raw f.B (24f/-8) crumples, realistically you won't ever land this.
-if her D dive touches the edge of the screen, it automatically changes trajectory and goes into a B dive.
-If timed right, you can link cr.A (4f/+1) or cl.C (6f/-4) after palm wallsticks and get a restand. It's pretty tight though.
-After EX Dp+K midscreen, cl.C reset into EX Qcf+K~C dive can cross up.
-If it hits meaty enough, far D can link into Cl.C for a full combo.
- EX Dp+K can launch multiple times in the same combo as long as the first hit doesn't connect.
[/spoiler]
Daimon
[spoiler]
Dubbed the "great wall of Japan" in his 98 version, Daimon is back to oppress people with his huge normals and tossing people around like a ragdoll.
Daimon one of the biggest characters in the game, with multiple command throws and big damage. His playstyle is mainly smacking you and tossing you into the corner where he can full utilize his command throw into safe hop/throw mixup which he can loop into scary damage.
He still has all his tools from XIII but they're a bit reworked, his best far button is now far C and far D is mainly an anti-air now as it hits a much higher angle. His command throws still leave him with enough time to run in and hop safely and he can do meaty K throw into the same setup again. His biggest new addition is the OTG super which can be used after Both of his command grabs for extra damage or a side switch.
Personally I think Daimon is better in the middle, but he can work as a point character.
On point, he'll play more neutral game and he can take more risks because mistakes won't cost him as much life, but he is also not as scary because he won't have meter to cancel into OTG super which is where his real damage lies.
Putting him second makes him scary because he now has some bars stocked and any throw will now turn to 400 damage thanks to EX OTG super, but the opponent has more bar here too so they'll have more options open to keep Daimon out and to hurt him more if he gets hit.
It's up to you to see which of the two sounds better for your team's composition.
Daimon has a lot of good pokes, and they're heavies or cancellable so they hurt a lot.
Far C (9f/-8), cr C (8f/-6), far B (4f/-4), and CD (16f/-5) are his pokes.
Far C is the "gawd". has mad range, can anti-air and you can MAX cancel into a combo off of it.
Far B is the same as before, but it's not a low. cancellable into B ukemi which combos into Tenchi (not at the very tip though sadly). Can also cancel into df.C for more damage and a hit-confirm.
Crouch C is solid for the range between far C and far B. cancellable. Open to hops though.
CD has a deceptive hitbox and it's now even better as it immediately slams them to the corner, if you're close enough you can combo df.C xx air grab. You can also whiff cancel it into ukemi for mindgames.
His pokes are scary coz they're in the range where he can hop and be right in your face, and it's also the range where he can use B ukemi (qcb+B) for a surprise Tenchi throw (hcb,f+P). Makes it a "stay put and get grabbed or jump and get tagged by far C" mindgame zone. Far B is also a factor as it hits far enough so they can't just try to "shimmy" their way in.
Anti-airs are one of Daimon's specialties, it's generally a bad idea to approach Daimon from the air as he can score a lot of damage if you get caught.
he has far A (5f/0) and far D (6f/-5) for hops, and df.C (5f/-15) and air grab for higher jumps.
Df.C especially is crazy coz you can cancel it into air grab or on CH you can do df.C B ukemi df.C air grab for big damage.
Air grab, hcf+A, (7f) will snatch you in weird angles and has a nice hitbox, it's cancellable into OTG super as well.
Far A is his signature "stop sign", it's excellent for stopping hops.
Far D is a more damaging far A, but a tad slower so it's riskier on a read.
Air to air he has j.CD (14f) and j.A (5f).
J.A is for a quick air to air, j.CD is a great tool and has a crazy hitbox but it's on the slow side, mainly a jump-in but can air to air. It's one of Daimon's main tools to start offense as you can do it going up and if blocked you can start your tick-throw mindgames.
His jump ins are j.C (9f), j.D (7f), j.B (6f) and j.CD.
J.C is good for deep jumps and go-to for combos. Can cross up as well.
J.D has more range than j.C but harder to combo off of, for further jumps. Can instant overhead off of hops.
J.B is for crossups as it's more consistent than j.C
J.CD does alot of blockstun so hopping in with it is useful, do it deep enough and you have enough time for another hop attempt or a K throw tick-throw.
Daimon has 2 command grabs, learning when you use which one is important. Tenchi (hcb,f+P) is 1 frame and has more range, tosses them high in the air and does a hard knockdown.
K throw (9f) is slower but it's invincible (!) and keeps them right in front of you, also a hard knockdown.
Both can be cancelled into OTG super but off of P throw it's less damage as it does a slightly different animation. Tenchi can also be cancelled into Climax if you want more damage for more meter.
K throw's main use is as a meaty. It's slow enough that it'll catch them as they're getting up and it's invincibility can also beat a lot of wake-up options (including rolls), many Dps will also go through Daimon when he does K throw leaving them open for a punish when they land. Can combo from close or far B so on wake-up you can do "K throw or stand B xx K throw" mixup. The stand B will catch jump attempts or beat buttons on wakeup. Buffer the K throw off of stand B so it will also catch rolls here.
You can also do df.C here instead of stand B if you think they'll backdash or jump to avoid the throw. This is better in the corner so you capitalize with more damage.
Tenchi is better in combos or punishes. It's also better for corner carry.
Keep in mind that the command grabs are in CH state through the whole animation, so if you whiff or get baited you can eat big damage.
EX Tenchi is the same animation as the regular but you can combo when they're coming down, only possible in the corner however. Can combo into df.C or air grab.
EX K throw is more invincible, not super cancellable though (as are all EX moves) which hurts it's utility outside of being a reversal, but you can link OTG super after it in the corner.
ukemi (qcb+K) is a command roll, B (34f) is cancellable at any point into other specials, which is useful to kara your throws and in combos to be in range for your throws to connect.
D (41f) is invincible and goes further but it's not cancellable, mainly to get in really.
EX (37f) is invincible and cancellable, goes into a free EX move when cancelled.
Dp+P (28f/-29) is his ground pound, hits low and knocks down. Doesn't do blockstun or chip. Pretty slow so be wary of people jumping it on reaction/anticipation as it's Daimon's only far range option.
A does the ground pound and C is a feint (to punish those jumps).
This is Daimon's main tool against zoning, when he does the ground pound he goes super low to the ground which can avoid some projectiles.
EX (18f/-29) pops up and it's his main MAX combo tool.
Throw super (1f) is similar to Tenchi in it's uses. Invincible and can be used as a combo ender for standing combos. EX does more damage. Use it if you want to advanced/Climax cancel.
His other super, qcfx2 +K, is an OTG. only connects on knocked down opponents. Can be cancelled of a couple of moves. Tenchi, K throw, Throw super, air grab/slam down grab and even off j.CD if you're quick or they don't recover roll.
Off of tenchi and Throw super it does a different animation (goes straight into the jumping clutch part) and does less damage :/
His Climax (1f) is a counter. Does a mega ground pound once activated.
You can cancel into it off of Tenchi or Throw super.
His combos are very straight forward and simple
In combos off of cl.C or df.C, Tenchi can be replaced with K throw, but Tenchi is quicker and easier to land so for K throw you'll have to do B ukemi xx dp+K for it to combo
-St.B qcb+B xx Tenchi
-Cl.A cr.A far B df.C Qcb+B xx Tenchi
-Cl.A cl.B df.C Tenchi
-Cl.C df.C Tenchi
-Cl.A Cr.B Tenchi (this is a link not a cancel)
-Cl.C df.C MAX cl.C df.C Tenchi xx Otg super or Climax
-Cl.C df.C MAX cl.B K throw xx Otg super
-Cl.C df.C MAX cl.C df.C EX dp+P df.C hcf+A xx Otg super
•Corner:
-Cl.C df.C MAX cl.C EX Tenchi, air grab xx OTG super
This combo and the one above do a lot of damage and will put them back in the corner
Extra:
-Daimon has one of the few (or the only?) unique neutral jump normal with his nj.C (10f). it's basically his cr C but airborne.
-You can link off of close D (12f/+3), if it hits you can do stuff like Cl.D st.B df.C Tenchi. It's slow but it's great as a meaty and there are setups to land meaty cl.D in the corner.
After K throw, whiff cl.C, meaty cl.D
After Tenchi, forward roll, meaty cl.D
-For combos using B ukemi cancels into Tenchi, you can do it as hcb+B f+C. This way you buffer Tenchi's input while doing the qcb in ukemi's input. If done as fast as possible you won't even see the ukemi's animation while getting the extra range boost. Same input shortcut works for K throw, do the same input but press K.
-In cases where B ukemi into Tenchi will combo, you can do a ghetto reset by delaying the Ukemi cancel and doing K throw instead. This'll reset the damage if you'll cancel into OTG super so it's the worth the risk imo, just don't do it if your opponent is the type that mashes Dp or holds up the whole time.
-Same as the above tactic, delaying the ukemi cancel can be used in blockstrings for tick-throws. K throw's slower speed is great for this as it isn't a big delay input-wise and it'll look like it combo'd on the screen.
Plus it'll eat quick poke attempts with it's invincibility, the opponent needs to know it's coming and jump to avoid the tick.
-His climax's animation looks similar to the dp+C fient, this is on purpose. It's to punish people that'll try to hit you or jump in on you as soon as they see Daimon's hands go up. It's an expensive bait but catch someone with this once and it'll be forever in their minds and you can then do all the dp+C feints you want lol.
-EX air grab (hcf+AC) can cannect and be combo'd into if the opponent is on the ground, they don't have to be airborne.
-hcf+C is a different move than hcf+A, It picks up off the ground. Can combo from cl.C or cr C to switch sides if you're cornered. Also combos from cr.D, jump or ground CD in the corner if you're quick or they don't recover.
-Daimon can safejump off Tenchi, K throw or either of his supers in the corner.
Off of Tenchi, cr.A hop forward j.C.
Off of K throw, wait just a bit then hop forward j.C
Off of OTG super. cr.D hop forward j.C
Off of Throw super, wait just a bit then hop forward j.C.
-off of K throw, simply holding uf into j.D is a safejump anywhere. Doesn't work on super fast reversals though.
[/spoiler]
Geese
[spoiler]
Geese Howard, the original weaboo and one of the SNK's classic bosses makes his return into a canon KoF game (Finally).
Geese is an all-rounder style character that heavily focuses on reading the opponent to capitalize on it with his counters and big damage. He's pretty decent up-close where he can start his offense and has one of the highest damage outputs for 1 bar, but his mid range game is where he shines having good normals, a new Reppuken super to kill projectiles, and having his trusted counters to stop anything predictabo!
I personally use Geese on point or as an anchor, but he's one of the characters that can work anywhere.
When he's on point he has the advantage of doing crazy damage off of only 1 bar and his zoning is more of a factor.
As an anchor he gets access to more damage for more meter, he gets more time in MAX mode which Geese can use if he needs to. He also has his Counter super on deck as well as his Raging Storm, one of the most damaging anti-airs in the game, as constant threats if they do something stupid.
Geese is one of the few characters where getting slammed to the ground doesn't mean that his combo is over as he has multiple options to knock you down and to pick you up as well.
His main pokes are far C (7f/-5), CD (16f/-3), far B (6f/-2), f.B (17f/-2), qcb+A and A Reppuken.
Far C is a good poke and can stop hops as well, his general go-to in that range but it whiffs on a lot of crouchers (it's not supposed to but that's what happens).
Far C whiffs on these characters crouching: Leona, Mian, Love, Nakoruru, Choi, Alice, Zarina, Yuri, Kula, King, Chin, Sylvie, Tung, Mui Mui
Basically a lot of females and the midgets.
CD is solid and combos into C reppuuken from anywhere wall-stick, can cancel into final Reppuuken for more damage. Can also feint with it and whiff cancel into counter if they jump.
Far B is nice but not a low sadly. very open to hops.
F.B is my personal favorite, it goes super far and it's a range where not many characters have normals to fight it. It is a bit slow tho so don't use it if they're close enough for you to use other normals.
Cr.D is a good poke as well, cancel it into f.B or Qcb+A to stay safe. If you're quick or they don't recover roll you can do cr.D f.B OTG grab.
Qcb+A is a basically a safe poke and builds meter, can also be used as a blockstring ender. Does a soft knockdown.
A reppuuken is good at this range as a poke to condition them to jump into your cr C or counter. Just don't be obvious with it as hops will punish you.
Far A (5f/+1), close C (5f/-1), far C and far D (10f/-2) are his anti-airs for hops.
Cr C (10f/-1) and far D are for higher jumps.
Far D is a great normal but it's a bit slow so you'll need to do it early to anti-air, but it can work on most jumps once it's out.
Cr C is solid but it doesn't hit that high up so long jump-ins (j.D with a lot of characters) can beat it.
High counter is an al-mighty anti-air for both hops and jumps, but keep in mind that they always have the option to empty jump to try to do it if you know they'll press a button.
His Raging Storm can anti-air just about anything but it's 3 bars. If you have the meter and you see the jump it's always an option.
Air to air he has his j.B (6f) for a quick check and j.CD (13f) which is practically made for this but it's slower.
His j.A 6f) is alright and also cancellable into Shippuuken (air qcb+P) but it's mainly for combos.
Neutral hop j.CD is great as a poke and to stop air approaches. On CH you can combo Final Reppuuken if you're quick enough.
His jump-ins are j.C (12f), j.D (7f), and j.CD.
J.C is the go-to if you're close enough, this move is nuts. Once you press it Geese will keep doing punches till he lands, do it on the way up and he'll do like 10 of them.
From a hop, you can make it hit once, twice or even 3 times (harder) depending on the timing you do the j.C in. It's a funny mixup you have as they all hit overhead. So it's a quick OH/low or OH/OH/low mixup when he hops in with it.
You can also get even nastier by doing 2 hit j.C into raw f.A when you land for a Triple overhead.
J.D is the other jump-in, quicker and has more range than j.C so use it if they're a bit further.
J.CD can also be used for offense, do it deep and you'll have enough blockstun for another hop mixup.
Reppuuken is Geese's classic ground fireball, A (15f/-4) is quicker and the one you'll mainly use as fireball or poke.
C (15f/-3) is a double Reppuuken where he does an up-close one then shoots it fullscreen. It's mainly to combat fireballs as the first wave eats projectiles and then shoots his own. It doesn't override other projectiles once he shoots it. It's also useful in corner juggles. Don't use this in neutral as it's very slow and they can punish you with a jump on reaction.
EX (13f/-10) is a double Reppuuken that eats projectiles (not supers though)
Shippuuken (11f) is a slow air fireball, can be decent for keepout but be wary as Geese bounces back for a long time after it. The higher you do it the longer Geese will stay in the air after it. Very punishable by some characters with fullscreen options.
Can be used as air to air and give you space as you'll be fullscreen away if it hits.
EX (9f) is slower and doesn't have the bounce back, can be used as a cover to start your offense and in combos.
Geese has 3 different counters and they're very important in his gameplan.
Hcb+D counters mid, hcb+B counters high, and hcf+B counters low.
Landing a few of these is great for his mindgames as it gets to opponent's head, mainly the high one.
This will let you use cr.C and far C more as anti-airs as the opponent will try to more empty jumps to avoid the counter. The opponent will respect your wakeup more as well after eating a counter or two.
Mid counter lets you combo into cr.C for a full combo, so it can shift the momentum if your favor with one solid read.
Low counter smacks them fullscreen away to give you space and start your zoning.
EX counters are more damage, you can only EX high and low counters.
Qcb+P is an advancing palm, A (9f/-4) is quick, goes a bit forward and safe with a soft knockdown.
C (16f/-14) is slower and goes further, and has 3 follow-up options. All hard knockdown.
F+P (12f/-14) is a mid double palm.
F+D (22f/-8) is an overhead stomp.
D+D (21f/-5) is a low sweep.
F+P is the only gapless option and it's negative on block. The other 2 have a gap before they connect.
You can do pick-up grab after all 3 options, but f+P needs a run before and doesn't work midscreen, but you can do Final Reppuuken for worthless damage instead (don't).
EX (12f/-18) has a guard-point so it can be used in neutral and to beat Guard cancel blowback.
EX f+P followup wallbounces.
Dp+P is a pick-up grab, only works if they're on the ground. Can be combo'd off multiple things.
Cr.D f.B, raw f.A, qcb+C followups, final Reppuuken and even Raging Storm in the corner.
It does a lot of damage so use it whenever possible.
keep in mind that it switches sides so you'll have the choice of more damage or keep them in the corner.
His final Reppuuken (12f) is a basically big Reppuuken, useful for fireball battles and combo ender. Can OTG but it doesn't get all hits that way and does pathetic damage. Use it in combos but not as an OTG.
Hard knockdown so you can use pick-up grab after it (might need to run to get close).
Die Foreva counter is a counter super, counters everything aside from grabs and projectiles. Does solid damage and can cancel into Raging Storm for insane damage. EX counter super into Raging Storm is like 800 damage which is insane for a counter but it's 5 bars.
Switches sides just like his pick-up grab.
His Climax, Raging Storm (8f/-56) is a big almighty tornado. Fully invincible, can anti-air and it OTGs. Can cancel from both his supers.
Can OTG in all the places pick-up grab works. Hard knockdown, can do pick-up grab after if they're in the corner.
Geese has combos that are hard but basic stuff is good enough to bring the pain.
You can replace f.A for MAX cancelling with f.B
-F.A, OTG grab or Climax
-Cr.B cr.B cr.A qcb+A
-Cl.C f.A qcb+C~f+P, OTG grab or climax if close. Can also cancel into EX final Reppuuken for good damage.
-Cl.C f.A MAX cl.C f.A EX qcb+P~f+P qcb+C~f+D, OTG grab or Climax
•Corner:
-Cl.C f.A MAX cl.C f.A EX qcb+P~f+P C reppuuken xx Final Reppuuken
-Cr.B cr.A far B MAX cl.C ...
-Cr.C f.B MAX cl.C ... this is if you're not sure you're close enough for Close C.
Harder but more damage:
-Cl.C f.A MAX j.A EX Shippuuken cl.C f.A EX qcb+P~f+P qcb+C~f+D, otg grab or Climax
-Cl.C f.A MAX Cl.C f.A EX qcb+P~f+P jump forward EX Shippuuken qcb+C~f+P xx Final Reppuuken
Extra:
-f.A (22f/-7) is an overhead and knocks down if done raw, cancelled into it becomes a mid that's cancellable.
-in the corner the EX qcb+P wallbounce is harder to combo off of and Geese loses damage, you can do C Reppuuken into Final Reppuuken but you lose the corner. Here you can do a reset with cl.A (5f/+3) f.B, depending on the timing you can land front or behind the opponent for a left/right mixup.
-A possible conversion in the corner is MAX cancel neutral hop j.A into EX Shippuuken Cl.C into combo.
-You can super cancel Reppuukens reeally late in the animation into Counter super. This can catch a lot of punish attempts and it's nasty coz the Reppuuken waves hide the animation of his hands going up. You can also do this on reaction to a lot of things to punish the punish.
-f+B can crush lows at the right ranges, basically if the low doesn't reach his leg that's on the ground you can beat it with f+B.
-Cr D can be whiff cancelled into f+B for even more range, MAX cancel for a combo.
-Cr D into Climax combos, you can also cr D final Reppuuken xx Climax.
-j.B can cross-up but it's hard as shit and not very consistent, doesn't work on crouchers from my experience.
-j.D can cross-up both standing and crouchers but it's also hard to land.
-You can combo Final Reppuuken after Final Reppuuken, but again, worthless damage as an OTG. Only worth it if it'll kill.
-Geese's backdash is godlike, use it when you want space instead of backroll.
-Geese vs Terry plays the best theme in the game
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