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NGBC - Geese

Started by jinxhand, November 30, 2010, 11:01:51 PM

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jinxhand

Normals

Close
* cl. ;a / ;c / ;d are cancel-able.
* cl. ;b has a rather large hitbox.
* cl. ;d does two hits making it very easy to hit-confirm into command moves or special attacks only after the first hit.

Standing
* st. ;a / ;b / ;d is cancel-able/whiff cancel-able.
* st. ;c is a good normal that can sometimes be used as an anti-air, depending on the distance of the opponent.
* st. ;d is a advancing reverse roundhouse kick that can be canceled into a move almost instantly.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able/whiff cancel-able.
* ;dn ;a is chain-able and his best ground poke.
* ;dn ;c is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air
* ;dn ;d is a great trip primarily because it can be canceled into his ;dn ;df ;fd + ;a / ;c move, so even if the opponent blocks the trip, Geese can go straight into a Reppuken, or a reversal move.

Jumping
* ;uf ;c hits twice, and can be used to start a combo if done deep enough in the jump.
* ;uf ;d is a great crossup tool.
* ;up ;c can be canceled into his air ;qcb ;a / ;c .


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Geese to do counter with a standing  ;fd + ;c , and he will then tag out.


Throw
Katate Nage - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown. This throw tosses the opponent quite some distance, allowing for zoning tactics to get put back into play. This move is great for throwing opponents in the corner from the center of the screen.


Command Moves
Kourin Hazaki - ;fd + ;c
* Geese does an arm smash attack. This move can be linked from a close standing attack, and will also knock down.


Special Moves
Reppuken: ;dn ;df ;fd + ;a
* Geese throws a projectile that rides the ground. It's rather slow, but can be used to put pressure on the opponent.

Double Reppuken: ;dn ;df ;fd + ;c
* Geese throws two reppukens together to form a bigger projectile that rides the ground. This projectile moves fast. Also note that if the opponent is close to Geese, this move hits twice.

Shippuken: ;dn ;db ;bk + ;a / ;c in air
* This is Geese's air projectile. The button strength determines the angle of the projectile, and the speed. There is a slight delay when Geese does this move.

Atemi Nage (Gedan): ;fd ;df ;dn ;db ;bk + ;a
* Geese's high counter.

Atemi Nage (Joudan): ;fd ;df ;dn ;db ;bk + ;b
* Geese's mid counter.

Atemi Nage (Chuudan): ;fd ;df ;dn ;db ;bk + ;c
* Geese's low counter.

Jaei Ken: charge ;bk , ;fd + ;b / ;d
* Geese dashes towards the opponent and does a series of attacks that ends in a palm strike. The button strength determines the distance, and the delay. Using ;d instead of ;b leaves Geese rather safe. This move cannot be used directly in a combo.

Raimei Gouha Nage: ;df + ;c (on downed opponent)
* This is Geese's down attack. It only works on a few moves, as most attacks that land either do not knockdown, or if they do knockdown, the opponent can tech roll. Use this move if the opponent forgets to tech roll. Be careful, however, as the recovery for this move is not fast. Here are the moves that can "guarantee" a ;df + ;c if the opponent does not tech:
** ;fd + ;c
** charge ;bk , ;fd + ;b / ;d (the timing is strict)
** ;hcb + ;b

Shinkuu Nage: 360 + ;a / ;c
* Geese's command throw. This move tosses the opponent behind Geese and across the screen. This move is good for corner trapping.


Desperation Moves
Raging Storm: ;db ;fd ;df ;dn ;db ;bk ;df + ;a / ;c / ;a + ;c
* This is Geese's classic super. He crouches down and throws both hands to the ground, causing a geyser of energy to shoot up and around him. This super stops projectiles, but is not recommended to use for that purpose. It is possible to cancel a strong attack with this move, but doing so pushes Geese back just enough for this super to whiff sometimes. Pressing ;a + ;c together does a stronger version, but costs 2 stocks instead of 1. This super can be done after his ;fd ;df ;dn ;db ;bk + ;b .

Rashoumon: 720 + ;c
* This is the super version of Geese's command throw. This move can be done with an empty jump, or from doing a GCFS/JDFS, but the timing is rather strict.

Deadly Rave: ;fd ;df ;dn ;db ;bk ;fd + ;a , ;a , ;a , ;b , ;b , ;c , ;c , ;d , ;d , ;dn ;db ;bk + ;c
* Geese's "ranbu" super costs 3 stocks, and does take time to learn. This super can be used in a combo, and can also be used to extend a combo. In order to extend the combo, this super has to be stopped at the 1st ;d attack. There are other points in which this move can be stopped at to extend a combo and will be added soon.

Strats and combos are found here: http://dreamcancel.com/wiki/index.php?title=Geese_Howard_(NGBC)
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jinxhand

Jumping straight up and using ;c can allow Geese to cancel into air ;qcb + ;a / ;c . This is the only air attack that can be canceled in the air...
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jinxhand

Geese's standing ;d can be used to buffer a 720 + ;c . If timed right, you can get close to the opponent and get a free super...

One good way to use this is after using ;dn ;c as an anti-air and on recovery, use a standing ;d and quickly buffer in a 720 + ;c to get the throw... The 720 shortcuts like ;hcf ;hcf ;ub + ;c work just as well if you're afraid of jumping accidentally...

Vs Kyo - Always remember that during a block string, Geese has enough time to pull out a mid counter if Kyo decides to use his overhead kick in a blocked string... If the initial hit connects before he goes into his overhead kick, that actually connects, so there's nothing you can do about that... Look out for those ;uf + ;dn ;c s, as they have tons of priority... You've gotta be on your toes as zoning against Kyo isn't the easy route, since fireballs can be kinda slow and easily avoidable... Stay at the ready with a counter though, because some Kyo players when they rush will try to go for an overhead most times be it a ;fd ;b or one from his punch strings...
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jinxhand

Up close, whether ;qcf ;c connects, or is blocked, a standing ;c followup can be used to Geese's advantage. If blocked, it can push the opponent back, or if they attempt to GCFS, that normal will hit them. If both moves connect, the ;c will add a 3rd hit to the combo. This can at times be replaced with ;dn ;d , which can be slightly better, as it increases the mixup options, and allows for a safe exit by using another projectile, or if you were charging ;bk , a ;bk ~ ;fd ;d Jaei Ken can be used, albeit a gutsy option vs certain characters.

;dn ;d actually can allow Geese to do all kinds of other things to either keep him safe, bait a counter, or GCFS and either continue rushing down, or buffer a 360 throw or 720 throw. Geese is basically doesn't have enough priority, and is too slow to truly play keep away.

Shippuken can be done very low to the ground with the tiger knee motion. This technique can at times prevent a character from running in and attempt to jump, at which if you did this move close to the ground, Geese should have enough time to counter effectively, and oki from there. [I'll test to see if Geese has enough time to land and Raging Storm as an anti-air].
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Remzi

Corner loop I made AGES ago : 5D 236C 5C 632146A A A B B C C D 5C 236C 236E
It does KILLER damage for a lv3.
MBAA: H-Aoko
MBAC: Hisui & Kohaku
LB2: S-Akari
NGBC: DIO & Kaede
KOFXIII: Yuri / King / DuoLon