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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''?''' || || Standard low light confirm.
| 2B > 2A > 5B || 85 || Standard low light confirm. Omit 2A as needed at further spacings. You can add another 2A if you're point blank, but it can push you out of range from some specials, notably 623AC.
|}
|}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''j.X > ?''' || || Standard jump-in starter.
| '''cl.C/2C > 6A''' || 117 || Standard heavy and jump-in starter. In general you can replace 6A with 6B for about 10 more damage if you are confirming into Quick Max, but not for special cancels.
|-
| cl.D > 6A || 127 || Stronger but slower and whiffs on some crouchers.
|-
| cl.A, cl.C > 6A || 136 || Link combo at close ranges.
|-
| cl.B, cl.C > 6A || 141 || Link combo at close ranges.
|-
| 63214D, 2C > 6A || 87 || Easy follow-up to a successful 63214D counter.
|-
| 63214D, run, cl.D > 6A || 95 || Slightly stronger.
|-
| 63214D, j.C, 2C > 6A || 141 || Very difficult. You must do a hop immediately after Geese recovers, then input j.C immediately for the combo to work. Doesn't work always if Geese is in the corner.
|}
|}


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==Combos==
==Combos==
'''General Notes'''
'''General Notes'''
* Geese can continue most combos that end in a hard knockdown with an OTG 632146P, adding anywhere between 95 to 20 damage, depending on scaling, but you lose corner position and oki. The damage value will be expressed in parantheses.
* If you're too far for an OTG grab, you can whiff cancel 6B to get extra range.


===Rush Auto Combo===
===Rush Auto Combo===
Line 68: Line 82:
! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || || 0 || Rush combo ending in a special move.
|  cl.A > A > A > B || 169 || 0 || Rush combo ending in a special move.
|-
|-
|  cl.A > A > A > C || || 1 || Rush combo ending in a super.
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|-
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super.
|  cl.A > A > A > D || 348 || 2 || Rush combo ending in a Max super.
|-
|-
|  cl.A > A > A > A || || 3 || Rush combo ending in a Climax super.
|  cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super.
|}
|}


===Meterless===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > 214A ~ 6P || 164 || 175 || 20% || Anywhere ||
|-
| '''Heavy Starter''' > 214C ~ 6P || 248 (328) || 250 || 30% || Anywhere || If you're close enough to the corner, you can follow-up with an OTG grab.
|-
| CD, run, 2D || 143 || 170 || 15% || Anywhere ||
|-
| CD, run, 632146P || 160 || 100 || 15% || Anywhere || You can hit OTG after the wall splat.
|-
| CD, 214C ~ 6P || 198 (273) || 220 || 25% || Corner ||
|-
| CD > 623C, 214A ~ 6P || 253 || 280 || 40% || Corner ||
|-
| 214C~6K/214C~2K/6A, 632146P || 140 || 60 || 15% || Anywhere || OTG grab extensions from some of Geese's mix-up tools.
|-
|-
|2B > 2A*2 > 5B > 214A ~ 6P || || || || || ||
| 41236B, 632146P || 245 || 0 || 30% || Corner || Great damage for a counter. You can whiff cancel a 6B before the OTG grab to extend the range.
|}
|}


===EX===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light/Heavy Starter''' > 214AC ~ 6P, run, 214C ~ 6K || 249/313 (289/358) || 175/230 || 25% || Non-Corner || Consistent, but doesn't work in the corner. The run isn't always necessary but it helps for consistency.
|-
| '''Light/Heavy Starter''' > 623AC, 214C ~ 6P || 271/337 (336/407) || 195/250 || 25% || Anywhere || Stronger but can drop at some ranges, which is notable for light confirms such as max range far B. Can only get OTG grab in the corner.
|-
| '''Light/Heavy Starter''' > 214AC, 623A, 214A ~ 6P || 259/323 || 205/260 || 35% || Corner || Going into 214AC in the corner isn't always ideal, but if you do, this is the best you can get out of it.
|-
| CD, run, 214AC ~ 6P, run, 214C ~ 6K || 259 (299) || 200 || 25% || Non-Corner || Can work even if the 214AC whiffs, as the 6P can still connect.
|-
| CD, 236A, 623AC, 214C ~ 6P || 323 (383) || 260 || 35% || Corner ||
|-
| 214C-6K/214C~2K/6A, 632146AC || 154 || 60 || 5% || Anywhere || Metered OTG grab keeps the corner while doing slightly more damage.
|-
|-
| || || || || || ||
| 41236BD, 632146P || 275 || 0 || 10% || Corner || Doing an EX counter and meterless grab does more damage, but a meterless counter > EX grab keeps the corner.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Light/Heavy Starter''' > 623AC, 214AC ~ 6P, run, 214C ~ 6K || 323/393 (353/428) || 175/230 || 1 || 25% || Anywhere || With the addition of 623AC, wall-bounce combos have the extra height that allow them to work even in the corner.
|-
| '''Light/Heavy Starter''' > 623AC, 214AC ~ 6P, 623A, 214A ~ (delay) 6P || 350/423 || 205/260 || 1 || 40% || Midscreen || At a precise spacing, around round start, you can slip in a 623A after the wallbounce.
|-
| '''Light/Heavy Starter''' > 214AC ~ 6P, run, 623AC, 214C ~ 6K || 321/391 (351/426) || 175/230 || 1 || 25% || Anywhere ||
|-
| '''Heavy Starter''' > 214C ~ 6P > 236214P || 392 || 250 || 1 || 30% || Anywhere || 467 dmg with OTG grab, possible when near the corner. This would make it stronger than the above combo.
|-
| '''Light/Heavy Starter''' > 214AC, 236A, 623AC, 214C ~ 6P || 347/419 (402/479) || 235/290 || 1 || 30% || Corner ||
|-
| '''Light/Heavy Starter''' > 236AC, 623AC, 214C ~ 6P || 350/422 (405/482) || 195/250 || 1 || 25% || Corner || Slightly stronger but doesn't work at longer ranges.
|-
| CD, 236A > 236214P || 274 || 140 || 1 || 10% || Anywhere || Consistent CD conversion.
|-
| CD, run, 214AC ~ 6P, run, 623AC, 214C ~ 6K || 331 (361) || 200 || 1 || 25% || Anywhere ||
|-
| CD, 236A, 623AC, 214C ~ 6P, 632146AC || 395 || 260 || 1 || 30% || Corner ||
|-
| CD, 236AC, 623AC, 214C ~ 6P || 360 (415) || 220 || 1 || 25% || Corner ||
|-
| 236CD, 214C ~ 6P || 221 (311) || 120 || 1 || 70% || Anywhere || Shatter Strike combo.
|-
| '''Light/Heavy Starter''' > 623AC, (delay) 214C ~ 6P > 236214P || 388/463 (448/528) || 195/250 || 1.5 || 25% || Non-Corner || You can input 6P as 236P to make the super cancel easier. Super whiffs too close to the corner. You can OTG grab near the corner.
|-
| '''Light/Heavy Starter''' > 214AC ~ 6P, run, 623AC, 214C ~ 6K, 632146AC || 381/451 || 175/230 || 1.5 || 25% || Non-Corner || This is your most damaging option from 214AC midscreen.
|-
| '''Light/Heavy Starter''' > 214AC, 214C ~ 6P, 236214P || 358/429 (423/499) || 195/230 || 1.5 || 25% || Non-Corner || Weaker without the OTG grab, but the advantage is generally better. You don't need to delay the 6P, but you get more advantage if you do as the super will hit later.
|-
| '''Light/Heavy Starter''' > 214AC, 236AC, 623AC, 214C ~ 6P || 381/456 (431/511) || 195/250 || 1.5 || 25% || Corner || With the OTG grab, this is Geese's max damage.
|-
| '''Light/Heavy Starter''' > 214AC, 236A, 623AC, 214C ~ 6P, 632146AC || 413/491 || 235/290 || 1.5 || 35% || Corner || Keep the corner with this combo.
|-
| '''Light/Heavy Starter''' > 623AC, 236C > 236214P || 351/423 (411/488) || 145/200 || 1.5 || 15% || Corner || Best option if you land 623AC in the corner.
|-
| CD, 236AC, 623AC, 214C ~ 6P, 632146AC || 426 || 220 || 1.5 || 25% || Corner ||
|-
| CD, 236A, 623AC, 236C > 236214P || 396 (451) || 210 || 1.5 || 20% || Corner ||
|-
| 236CD, 623AC, 214C ~ 6P || 322 (402) || 120 || 1.5 || 70% || Anywhere ||
|-
| 236CD, 236A, 623AC, 214C ~ 6P || 373 (448) || 160 || 1.5 || 75% || Corner ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Light/Heavy Starter''' > 214AC, 623AC, (delay) 214C ~ 6P > 236214P || 417/494 (472/554) || 195/250 || 2 || 25% || Non-Corner ||
|-
| '''Heavy Starter''' > 214C ~ 6P > 236214AC || 512 (587) || 250 || 2 || 30% || Anywhere || Max damage with the OTG grab.
|-
| '''Light/Heavy Starter''' > 623AC, (delay) 214C ~ 6P > 236214P, 632146AC || 460/541 || 195/250 || 2 || 25% || Near Corner ||
|-
| '''Light/Heavy Starter''' > 214AC, 236AC, 623AC, 214C ~ 6P, 632146AC || 441/522 || 195/250 || 2 || 25% || Corner ||
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 623AC, (delay) 214C ~ 6P > 236214P || 394/466 (434/511)|| 325/380 || 2 || 5% || Non-Corner || 1000/1250 Quick Max combo. Useful after 6B and Far C.
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 214AC, 623AC, (delay) 214C ~ 6P > 236214P || 420/494 (455/534)|| 325/380 || 2 || 5% || Non-Corner || 1500 Quick Max combo.
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 623AC, 236C > 236214P || 367/436 (407/481) || 275/330 || 2 || 5% || Corner || 1000 Quick Max combo. Geese's weak corner combo game is especially apparent here. You can spend an extra half bar on an EX OTG grab if you'd like.
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 214AC, 236AC, 623AC, 214C ~ 6P || 376/457 (406/492) || 325/330 || 2 || 25% || Corner || 1250 Quick Max combo.
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 236AC, 623AC, 236C > 236214P || 425/500 (455/535) || 275/330 || 2 || 5% || Corner || 1500 Quick Max combo. Make sure to give Geese enough time to run to get in range for 236AC.
|-
| CD, 236A > 236214AC || 394 (469) || 140 || 2 || 10% || Anywhere ||
|-
| CD, 236A, 623AC, 236C > 236214P, 643216AC || 462 || 210 || 2 || 25% || Corner ||
|-
| 236CD, 623AC, 214AC ~ 6P, run, 214C ~ 6K || 387 (432) || 100 || 2 || 70% || Anywhere ||
|-
| 236CD, 236AC, 623AC, 214C ~ 6P || 420 (490) || 120 || 2 ||70% || Corner ||
|-
| 236CD, 236A, 623AC, 214C ~ 6P, 632146AC || 463 || 160 || 2 || 75% || Corner ||
|-
| '''Light/Heavy Starter''' > 623AC, (delay) 214C ~ (delay) 6P > 236214AC || 483/568 (543/633) || 195/250 || 2.5 || 25% || Non-Corner ||
|-
| '''Light/Heavy Starter''' > 214AC, 214C ~ (delay) 6P > 236214AC || 463/539 (528/609) || 195/250 || 2.5 || 25% || Non-Corner ||
|-
| '''Light/Heavy Starter''' > 236AC, 623AC, 236C > 236214P, 632146AC || 477/561 || 145/200 || 2.5 || 15% || Corner ||
|-
| '''Light/Heavy Starter''' > 214AC, 236A, 623AC, 236C > 236214P, 632146AC || 474/558 || 185/240 || 2.5 || 25% || Corner ||
|-
| '''Light/Heavy Starter''' > 623AC, 236C > 236214AC || 446/528 (506/593) || 145/200 || 2.5 || 25% || Corner ||
|-
| CD, 236A, 623AC, 236C > 236214AC || 486 (541) || 210 || 2.5 || 25% || Corner ||
|-
| 236CD, 623AC, (delay) 214C ~ (delay) 6P > 236214P || 466 (541) || 120 || 2.5 || 70% || Non-Corner ||
|-
| 236CD, 236AC, 623AC, 214C ~ 6P, 632146AC || 504 || 120 || 2.5 || 70% || Corner ||
|-
| 236CD, 236A, 623AC, 236C > 236214P || 466 (536) || 110 || 2.5 || 65% || Corner ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || ||  || || || ||
| '''Light Starter''' > 214AC, 623AC, (delay) 214C ~ (delay) 6P > 236214AC || 507/589 (562/649) || 195/250 || 3 || 25% || Non-Corner ||
|-
| '''Heavy Starter''' > 214C ~ 6P > 214236CD || 608 (683) || 250 || 3 || 30% || Anywhere || If you're close enough to the corner, you don't need to cancel the 6P; you can just link the Climax to hit OTG. If you land a heavy normal, this is generally his strongest confirm.
|-
| '''Light Starter''' > 623AC, 236C > 236214AC, 632146AC || 518 || 145 || 3 || 15% || Corner ||
|-
| '''Light Starter''' > 236AC, 623AC, 236C > 236214AC || 497 (547) || 145 || 3 || 25% || Corner ||
|-
| '''Light Starter''' > 214AC, 236A, 623AC, 236C > 236214AC || 494 (544) || 185 || 3 || 20% || Corner ||
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 623AC, 214C ~ 6P > 214236CD || 529/601 (569/646) || 325/380 || 3 || 5% || Anywhere || 1000/1250 Quick Max combo. This is optimal from heavies if you use 6B instead of 6A.
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 6A > 623AC, 214AC ~ 6P, 214C > 214236CD || 535/608 (570/648) || 245/300 || 3 || 5% || Anywhere || 1500 Quick Max combo. Be careful, as there are a few spots on screen where the wallbounce is hard to follow-up with 214C.
|-
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 214C ~ 6P > 236214P > 214236CD || 573/668 (623/723) || 265/320 || 3 || 5% || Corner || 1250/1500 Quick Max combo. Optimal to leave the 6A out. You can cancel or link into the Climax.
|-
| CD, super jump forward, 214236CD || 457 || 100 || 3 || 5% || Anywhere || The super jump guarantees you're in range for all hits of the Climax.
|-
| CD, 214C ~ 6P > 214236CD || 535 (605) || 220 || 3 || 25% || Corner ||
|-
| 236CD, 214C ~ (delay) 6P > 236214AC || 518 (603) || 120 || 3 || 70% || Anywhere ||
|-
| 236CD, 236AC, 623AC, 236C > 236214P, 632146AC || 550 || 110 || 3 || 65% || Corner ||   
|-
| 214C~6K, 214236CD || 385 (450) || 60 || 3 || 5% || Anywhere || You can link Climax after 214C~6K, which helps for confirming into it.
|-
| 6A > 214236CD || 385 (450) || 60 || 3 || 5% || Anywhere || However, 6A must be cancelled for the combo to work, making it harder to hitconfirm.
|-
| 6A > BC, 236214P > 214236CD || 361 (381) || 60 || 3 || 5% || Anywhere || Using Quick Max makes for a slightly weaker, but much safer confirm.
|-
| '''Light/Heavy Starter''' > 623AC, 214C ~ 6P > 214236CD || 563/652 (623/717) || 195 || 3.5 || 25% || Anywhere || Not terribly worth it compared to your Quick Max combos.
|-
| CD, 236A, 623AC, 214C ~ 6P > 214236CD || 593 (648) || 260 || 3.5 || 35% || Corner ||
|-
| 236CD, 623AC, (delay) 214C ~ (delay) 6P > 236214AC || 586 (661) || 120 || 3.5 || 70% || Non-Corner ||
|-
| 236CD, 236A, 623AC, 236C > 236214AC || 576 (646) || 110 || 3.5 || 65% || Corner ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| ''(QM)'' '''Light/Heavy Starter''' > BC, cl.C > 214C ~ 6P > 236214AC > 214236CD || 663/762 (712/817) || 265/320 || 4 || 5% || Anywhere || 1250/1500 Quick Max combo. This is Geese's best use of 4 bars. 4.5 bar combos generally aren't worth it.
|-
| CD, 236A > 236214P, 214236CD || 611 (681) || 140 || 4 || 5% || Near Corner || You can super jump to close the distance for the climax.
|-
| CD, 214C > (delay) 236214P, 214236CD || 615 (685) || 140 || 4 || 15% || Corner || You can super jump to close the distance for the climax. Max damage in the corner. Add an EX OTG for optimal 4.5 bar.
|-
| 236CD, 214C ~ 6P > 214236CD || 626 (711) || 120 || 4 || 70% || Anywhere ||
|-
| 236CD, 236A, 623AC, 236C > 236214AC, 632146AC || 660 || 110 || 4 || 65% || Corner ||
|-
| 236CD, 623AC, 214C ~ 6P > 214236CD || 682 (757) || 120 || 4.5 || 70% || Anywhere ||
|-
| 236CD, 214C ~ 6P > 214236CD, 632146AC || 728 || 120 || 4.5 || 70% || Anywhere ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Heavy Starter''' > 214C ~ 6P > 236214AC > 214236CD || 848 (918) || 250 || 5 || 30% || Anywhere ||
|-
| CD, 236A > 236214AC, 214236CD || 731 (801) || 140 || 5 || 10% || Near Corner || You can super jump to close the distance for the climax. Max damage in the corner.
|-
| 236CD, 214C > 236214P > 214236CD || 720 (806) || 40 || 5 || 60% || Anywhere ||
|-
| 236CD, 236A, 623AC, 214C ~ 6P > 214236CD, 632146AC || 794 || 160 || 5 || 75% || Anywhere ||
|-
| 236CD, 623AC, 214C > (delay) 236214P > 214236CD || 767 (842) || 40 || 5.5 || 60% || Anywhere ||
|-
| 236CD, 236A, 623AC, 236C > 236214P > 214236CD || 781 (846) || 110 || 5.5 || 70% || Corner ||
|-
| 236CD, 236AC, 623AC, 214C ~ 6P > 214236CD, 632146AC || 813 || 120 || 5.5 || 70% || Corner ||
|}
|}



Latest revision as of 18:32, 3 June 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2A > 5B 85 Standard low light confirm. Omit 2A as needed at further spacings. You can add another 2A if you're point blank, but it can push you out of range from some specials, notably 623AC.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 117 Standard heavy and jump-in starter. In general you can replace 6A with 6B for about 10 more damage if you are confirming into Quick Max, but not for special cancels.
cl.D > 6A 127 Stronger but slower and whiffs on some crouchers.
cl.A, cl.C > 6A 136 Link combo at close ranges.
cl.B, cl.C > 6A 141 Link combo at close ranges.
63214D, 2C > 6A 87 Easy follow-up to a successful 63214D counter.
63214D, run, cl.D > 6A 95 Slightly stronger.
63214D, j.C, 2C > 6A 141 Very difficult. You must do a hop immediately after Geese recovers, then input j.C immediately for the combo to work. Doesn't work always if Geese is in the corner.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

  • Geese can continue most combos that end in a hard knockdown with an OTG 632146P, adding anywhere between 95 to 20 damage, depending on scaling, but you lose corner position and oki. The damage value will be expressed in parantheses.
  • If you're too far for an OTG grab, you can whiff cancel 6B to get extra range.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 169 0 Rush combo ending in a special move.
cl.A > A > A > C 223 1 Rush combo ending in a super.
cl.A > A > A > D 348 2 Rush combo ending in a Max super.
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A ~ 6P 164 175 20% Anywhere
Heavy Starter > 214C ~ 6P 248 (328) 250 30% Anywhere If you're close enough to the corner, you can follow-up with an OTG grab.
CD, run, 2D 143 170 15% Anywhere
CD, run, 632146P 160 100 15% Anywhere You can hit OTG after the wall splat.
CD, 214C ~ 6P 198 (273) 220 25% Corner
CD > 623C, 214A ~ 6P 253 280 40% Corner
214C~6K/214C~2K/6A, 632146P 140 60 15% Anywhere OTG grab extensions from some of Geese's mix-up tools.
41236B, 632146P 245 0 30% Corner Great damage for a counter. You can whiff cancel a 6B before the OTG grab to extend the range.

EX

Combo Damage Stun Meter Gain Location notes
Light/Heavy Starter > 214AC ~ 6P, run, 214C ~ 6K 249/313 (289/358) 175/230 25% Non-Corner Consistent, but doesn't work in the corner. The run isn't always necessary but it helps for consistency.
Light/Heavy Starter > 623AC, 214C ~ 6P 271/337 (336/407) 195/250 25% Anywhere Stronger but can drop at some ranges, which is notable for light confirms such as max range far B. Can only get OTG grab in the corner.
Light/Heavy Starter > 214AC, 623A, 214A ~ 6P 259/323 205/260 35% Corner Going into 214AC in the corner isn't always ideal, but if you do, this is the best you can get out of it.
CD, run, 214AC ~ 6P, run, 214C ~ 6K 259 (299) 200 25% Non-Corner Can work even if the 214AC whiffs, as the 6P can still connect.
CD, 236A, 623AC, 214C ~ 6P 323 (383) 260 35% Corner
214C-6K/214C~2K/6A, 632146AC 154 60 5% Anywhere Metered OTG grab keeps the corner while doing slightly more damage.
41236BD, 632146P 275 0 10% Corner Doing an EX counter and meterless grab does more damage, but a meterless counter > EX grab keeps the corner.


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 623AC, 214AC ~ 6P, run, 214C ~ 6K 323/393 (353/428) 175/230 1 25% Anywhere With the addition of 623AC, wall-bounce combos have the extra height that allow them to work even in the corner.
Light/Heavy Starter > 623AC, 214AC ~ 6P, 623A, 214A ~ (delay) 6P 350/423 205/260 1 40% Midscreen At a precise spacing, around round start, you can slip in a 623A after the wallbounce.
Light/Heavy Starter > 214AC ~ 6P, run, 623AC, 214C ~ 6K 321/391 (351/426) 175/230 1 25% Anywhere
Heavy Starter > 214C ~ 6P > 236214P 392 250 1 30% Anywhere 467 dmg with OTG grab, possible when near the corner. This would make it stronger than the above combo.
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P 347/419 (402/479) 235/290 1 30% Corner
Light/Heavy Starter > 236AC, 623AC, 214C ~ 6P 350/422 (405/482) 195/250 1 25% Corner Slightly stronger but doesn't work at longer ranges.
CD, 236A > 236214P 274 140 1 10% Anywhere Consistent CD conversion.
CD, run, 214AC ~ 6P, run, 623AC, 214C ~ 6K 331 (361) 200 1 25% Anywhere
CD, 236A, 623AC, 214C ~ 6P, 632146AC 395 260 1 30% Corner
CD, 236AC, 623AC, 214C ~ 6P 360 (415) 220 1 25% Corner
236CD, 214C ~ 6P 221 (311) 120 1 70% Anywhere Shatter Strike combo.
Light/Heavy Starter > 623AC, (delay) 214C ~ 6P > 236214P 388/463 (448/528) 195/250 1.5 25% Non-Corner You can input 6P as 236P to make the super cancel easier. Super whiffs too close to the corner. You can OTG grab near the corner.
Light/Heavy Starter > 214AC ~ 6P, run, 623AC, 214C ~ 6K, 632146AC 381/451 175/230 1.5 25% Non-Corner This is your most damaging option from 214AC midscreen.
Light/Heavy Starter > 214AC, 214C ~ 6P, 236214P 358/429 (423/499) 195/230 1.5 25% Non-Corner Weaker without the OTG grab, but the advantage is generally better. You don't need to delay the 6P, but you get more advantage if you do as the super will hit later.
Light/Heavy Starter > 214AC, 236AC, 623AC, 214C ~ 6P 381/456 (431/511) 195/250 1.5 25% Corner With the OTG grab, this is Geese's max damage.
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P, 632146AC 413/491 235/290 1.5 35% Corner Keep the corner with this combo.
Light/Heavy Starter > 623AC, 236C > 236214P 351/423 (411/488) 145/200 1.5 15% Corner Best option if you land 623AC in the corner.
CD, 236AC, 623AC, 214C ~ 6P, 632146AC 426 220 1.5 25% Corner
CD, 236A, 623AC, 236C > 236214P 396 (451) 210 1.5 20% Corner
236CD, 623AC, 214C ~ 6P 322 (402) 120 1.5 70% Anywhere
236CD, 236A, 623AC, 214C ~ 6P 373 (448) 160 1.5 75% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 214AC, 623AC, (delay) 214C ~ 6P > 236214P 417/494 (472/554) 195/250 2 25% Non-Corner
Heavy Starter > 214C ~ 6P > 236214AC 512 (587) 250 2 30% Anywhere Max damage with the OTG grab.
Light/Heavy Starter > 623AC, (delay) 214C ~ 6P > 236214P, 632146AC 460/541 195/250 2 25% Near Corner
Light/Heavy Starter > 214AC, 236AC, 623AC, 214C ~ 6P, 632146AC 441/522 195/250 2 25% Corner
(QM) Light/Heavy Starter > BC, cl.C > 6A > 623AC, (delay) 214C ~ 6P > 236214P 394/466 (434/511) 325/380 2 5% Non-Corner 1000/1250 Quick Max combo. Useful after 6B and Far C.
(QM) Light/Heavy Starter > BC, cl.C > 6A > 214AC, 623AC, (delay) 214C ~ 6P > 236214P 420/494 (455/534) 325/380 2 5% Non-Corner 1500 Quick Max combo.
(QM) Light/Heavy Starter > BC, cl.C > 6A > 623AC, 236C > 236214P 367/436 (407/481) 275/330 2 5% Corner 1000 Quick Max combo. Geese's weak corner combo game is especially apparent here. You can spend an extra half bar on an EX OTG grab if you'd like.
(QM) Light/Heavy Starter > BC, cl.C > 6A > 214AC, 236AC, 623AC, 214C ~ 6P 376/457 (406/492) 325/330 2 25% Corner 1250 Quick Max combo.
(QM) Light/Heavy Starter > BC, cl.C > 6A > 236AC, 623AC, 236C > 236214P 425/500 (455/535) 275/330 2 5% Corner 1500 Quick Max combo. Make sure to give Geese enough time to run to get in range for 236AC.
CD, 236A > 236214AC 394 (469) 140 2 10% Anywhere
CD, 236A, 623AC, 236C > 236214P, 643216AC 462 210 2 25% Corner
236CD, 623AC, 214AC ~ 6P, run, 214C ~ 6K 387 (432) 100 2 70% Anywhere
236CD, 236AC, 623AC, 214C ~ 6P 420 (490) 120 2 70% Corner
236CD, 236A, 623AC, 214C ~ 6P, 632146AC 463 160 2 75% Corner
Light/Heavy Starter > 623AC, (delay) 214C ~ (delay) 6P > 236214AC 483/568 (543/633) 195/250 2.5 25% Non-Corner
Light/Heavy Starter > 214AC, 214C ~ (delay) 6P > 236214AC 463/539 (528/609) 195/250 2.5 25% Non-Corner
Light/Heavy Starter > 236AC, 623AC, 236C > 236214P, 632146AC 477/561 145/200 2.5 15% Corner
Light/Heavy Starter > 214AC, 236A, 623AC, 236C > 236214P, 632146AC 474/558 185/240 2.5 25% Corner
Light/Heavy Starter > 623AC, 236C > 236214AC 446/528 (506/593) 145/200 2.5 25% Corner
CD, 236A, 623AC, 236C > 236214AC 486 (541) 210 2.5 25% Corner
236CD, 623AC, (delay) 214C ~ (delay) 6P > 236214P 466 (541) 120 2.5 70% Non-Corner
236CD, 236AC, 623AC, 214C ~ 6P, 632146AC 504 120 2.5 70% Corner
236CD, 236A, 623AC, 236C > 236214P 466 (536) 110 2.5 65% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC, 623AC, (delay) 214C ~ (delay) 6P > 236214AC 507/589 (562/649) 195/250 3 25% Non-Corner
Heavy Starter > 214C ~ 6P > 214236CD 608 (683) 250 3 30% Anywhere If you're close enough to the corner, you don't need to cancel the 6P; you can just link the Climax to hit OTG. If you land a heavy normal, this is generally his strongest confirm.
Light Starter > 623AC, 236C > 236214AC, 632146AC 518 145 3 15% Corner
Light Starter > 236AC, 623AC, 236C > 236214AC 497 (547) 145 3 25% Corner
Light Starter > 214AC, 236A, 623AC, 236C > 236214AC 494 (544) 185 3 20% Corner
(QM) Light/Heavy Starter > BC, cl.C > 6A > 623AC, 214C ~ 6P > 214236CD 529/601 (569/646) 325/380 3 5% Anywhere 1000/1250 Quick Max combo. This is optimal from heavies if you use 6B instead of 6A.
(QM) Light/Heavy Starter > BC, cl.C > 6A > 623AC, 214AC ~ 6P, 214C > 214236CD 535/608 (570/648) 245/300 3 5% Anywhere 1500 Quick Max combo. Be careful, as there are a few spots on screen where the wallbounce is hard to follow-up with 214C.
(QM) Light/Heavy Starter > BC, cl.C > 214C ~ 6P > 236214P > 214236CD 573/668 (623/723) 265/320 3 5% Corner 1250/1500 Quick Max combo. Optimal to leave the 6A out. You can cancel or link into the Climax.
CD, super jump forward, 214236CD 457 100 3 5% Anywhere The super jump guarantees you're in range for all hits of the Climax.
CD, 214C ~ 6P > 214236CD 535 (605) 220 3 25% Corner
236CD, 214C ~ (delay) 6P > 236214AC 518 (603) 120 3 70% Anywhere
236CD, 236AC, 623AC, 236C > 236214P, 632146AC 550 110 3 65% Corner
214C~6K, 214236CD 385 (450) 60 3 5% Anywhere You can link Climax after 214C~6K, which helps for confirming into it.
6A > 214236CD 385 (450) 60 3 5% Anywhere However, 6A must be cancelled for the combo to work, making it harder to hitconfirm.
6A > BC, 236214P > 214236CD 361 (381) 60 3 5% Anywhere Using Quick Max makes for a slightly weaker, but much safer confirm.
Light/Heavy Starter > 623AC, 214C ~ 6P > 214236CD 563/652 (623/717) 195 3.5 25% Anywhere Not terribly worth it compared to your Quick Max combos.
CD, 236A, 623AC, 214C ~ 6P > 214236CD 593 (648) 260 3.5 35% Corner
236CD, 623AC, (delay) 214C ~ (delay) 6P > 236214AC 586 (661) 120 3.5 70% Non-Corner
236CD, 236A, 623AC, 236C > 236214AC 576 (646) 110 3.5 65% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Light/Heavy Starter > BC, cl.C > 214C ~ 6P > 236214AC > 214236CD 663/762 (712/817) 265/320 4 5% Anywhere 1250/1500 Quick Max combo. This is Geese's best use of 4 bars. 4.5 bar combos generally aren't worth it.
CD, 236A > 236214P, 214236CD 611 (681) 140 4 5% Near Corner You can super jump to close the distance for the climax.
CD, 214C > (delay) 236214P, 214236CD 615 (685) 140 4 15% Corner You can super jump to close the distance for the climax. Max damage in the corner. Add an EX OTG for optimal 4.5 bar.
236CD, 214C ~ 6P > 214236CD 626 (711) 120 4 70% Anywhere
236CD, 236A, 623AC, 236C > 236214AC, 632146AC 660 110 4 65% Corner
236CD, 623AC, 214C ~ 6P > 214236CD 682 (757) 120 4.5 70% Anywhere
236CD, 214C ~ 6P > 214236CD, 632146AC 728 120 4.5 70% Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214C ~ 6P > 236214AC > 214236CD 848 (918) 250 5 30% Anywhere
CD, 236A > 236214AC, 214236CD 731 (801) 140 5 10% Near Corner You can super jump to close the distance for the climax. Max damage in the corner.
236CD, 214C > 236214P > 214236CD 720 (806) 40 5 60% Anywhere
236CD, 236A, 623AC, 214C ~ 6P > 214236CD, 632146AC 794 160 5 75% Anywhere
236CD, 623AC, 214C > (delay) 236214P > 214236CD 767 (842) 40 5.5 60% Anywhere
236CD, 236A, 623AC, 236C > 236214P > 214236CD 781 (846) 110 5.5 70% Corner
236CD, 236AC, 623AC, 214C ~ 6P > 214236CD, 632146AC 813 120 5.5 70% Corner

External Links

Geese Combos by Kakuge
Geese Combos by Meno


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