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The King of Fighters XV/Geese Howard: Difference between revisions
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<big>'''Jump:''' 42f | <big>'''Jump:''' 42f | ||
<br>'''Hop:''' 33f | <br>'''Hop:''' 33f | ||
<br>'''Backdash:''' | <br>'''Backdash:''' 24f | ||
<br>'''Run Speed Ranking:''' 7 | <br>'''Run Speed Ranking:''' 7 | ||
</big></div>]]<section end="image"/> | </big></div>]]<section end="image"/> | ||
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Notorious for his array of near-instant counter throws, Geese is not only capable of shutting down aggressive opponents but is also a master at dominating opponents with weak defense. | Notorious for his array of near-instant counter throws, Geese is not only capable of shutting down aggressive opponents but is also a master at dominating opponents with weak defense. | ||
Geese's normals on the ground as well as in the air are all excellent, with considerably long range. His grounded normals have great cancel options for when Geese goes on the offense; he even has a command cancellable st.B, a rare characteristic among the KoF cast. Having this option | Geese's normals on the ground as well as in the air are all excellent, with considerably long range. His grounded normals have great cancel options for when Geese goes on the offense; he even has a command cancellable st.B, a rare characteristic among the KoF cast. Having this option gives Geese extremely reliable and consistent hit confirms, as well as being able to end his blockstrings safely with 6B or 236A, or he can extend his damage output with his Raimei Gouha Nage (6246P) OTG throw. | ||
Should Geese find himself unable to find a way in on an opponent, | Should Geese find himself unable to find a way in on an opponent, his fireballs mitigate his difficulty in closing distance. His Reppuken (236P) comes in two forms: the '''A''' version is fast with quick recovery, and the '''C''' version hits twice and snuffs out other fireballs, allowing Geese to hold his own against zoners. His Shippuu Ken (j.214P) is an excellent aerial fireball that makes it even harder for opponents to approach Geese. | ||
If the opponent gets too ''predictable'' with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter '''any''' physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range. | If the opponent gets too ''predictable'' with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter '''any''' physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range. | ||
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| intro = '''''{{SUBPAGENAME}} is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right.''''' | | intro = '''''{{SUBPAGENAME}} is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right.''''' | ||
| pros= * '''Ridiculous Defense:''' Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. But this alone would only be powerful for hard reads, so of course Geese sports some of the best abare in the entire game. With gigantic, fast lights that convert from any connection range, | | pros= * '''Ridiculous Defense:''' Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. But this alone would only be powerful for hard reads, so of course Geese sports some of the best abare in the entire game. With gigantic, fast lights that convert from any connection range, an extremely vertical 2C, and strong hop checks, keeping Geese locked down can require persistent enforcement. | ||
* '''Fantastic All-Rounder:''' Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky. | * '''Fantastic All-Rounder:''' Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky. | ||
* ''' | * '''Strong Neutral:''' Geese sports an strong neutral game that makes getting in on him very frustrating. First off, just about every button Geese has is useful or incredible. His standing D and crouching C make for VERY reliable anti-air pokes; his sweep is long-reaching and forward moving(if a little slow); his close C is fast and can even stuff hops; his lights are large and convert very easily; AND he does not possess a single aerial that doesn't have practical application: j.A is a fast normal that combos into EX Shippuken; j.B is a highly effective cross-up; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is excellent as a jump-in, and j.CD is a fantastic air-to-air. Finally, 6B gives Geese a very long range, very active, high coverage max cancel option that is safe, sometimes even plus - and is also fantastic for maintaining offense after landing 2D. To accompany his buttons, Reppuken is fast, and the C version has the properties of an EX fireball without costing the meter for one, allowing him to counterzone. All of these tools give Geese a relatively safe and strong presence in neutral. | ||
* '''Anti-Safejump''': Geese has a selection of metered frame 1 counters to beat safejumps with, allowing him to jumpscare people with high, side-switching damage. | * '''Anti-Safejump''': Geese has a selection of metered frame 1 counters to beat safejumps with, allowing him to jumpscare people with high, side-switching damage. | ||
| cons= * | | cons= * | ||
* '''No Meterless Reversals:''' Though Geese's defense is incredible overall, his wakeup game is limited to metered options only which don't cover jumps or delayed oki. | * '''No Meterless Reversals:''' Though Geese's defense is incredible overall, his wakeup game is limited to metered options only which don't cover jumps or delayed oki. | ||
* '''Average Mobility:''' Geese's movespeed is standard and leaves something to be desired, even if 6B mitigates this. | |||
}} | }} | ||
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|input=f.C | |input=f.C | ||
|description= | |description= | ||
One of Geese's | One of Geese's many horizontal pokes, a palm strike with no special-cancelability that is very minus on both hit and block, although the pushback makes it usually safe. Also strong at catching hops. | ||
}} | }} | ||
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* Moves Geese forward slightly. | * Moves Geese forward slightly. | ||
A strong poke, 2D is a bit slow, but has excellent range. It also cancels into Geese's command normals and specials, so it also functions as a decent blockstring starter if you're out of range for st.B. | |||
}} | }} | ||
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'''236C:''' Basically a free EX projectile, Double Reppuken is an excellent overall projectile. It stuffs out meterless projectiles, and also knocks down, much like an EX fireball. It also has a startup stationary hitbox that hits opponents up close and allows it to combo from light attacks at point blank. | '''236C:''' Basically a free EX projectile, Double Reppuken is an excellent overall projectile. It stuffs out meterless projectiles, and also knocks down, much like an EX fireball. It also has a startup stationary hitbox that hits opponents up close and allows it to combo from light attacks at point blank. | ||
---- | ---- | ||
'''236AC:''' Improves upon 236C in every way possible. 236AC (EX Double Reppuken) is faster | '''236AC:''' Improves upon 236C in every way possible. 236AC (EX Double Reppuken) is MUCH faster on recovery and has a larger startup hitbox than 236C, which makes it easier to use as a combo ender. On a grounded opponent, it gives a very advantageous juggle with little horizontal movement that allows for a followup of 623AC or any version of 214P, making it your ideal confirm from heavies. On an airborne opponent, the juggle is more limited, only allowing for a followup of 214A. | ||
}} | }} | ||
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* EX is your go-to combo extender for 1 - 3 bar combos. | * EX is your go-to combo extender for 1 - 3 bar combos. | ||
Hishou Nichirin Zan is a rather unorthodox pressure tool that | Hishou Nichirin Zan is a rather unorthodox pressure tool that still manages to shine as a safe blockstring ender. Despite appearances, Hishou Nichirin Zan is ''not'' an anti-air whatsoever, and unlike in previous games, A and C versions do not have multiple hits and cannot be combo'd into unless you spend meter. Both of the meterless versions leave noticeable gaps in blockstrings that can be punished, though Geese flies relatively high before the attack that can make punishing it difficult. | ||
---- | ---- | ||
'''623A:''' Soft knockdown. One of Geese's safest blockstring enders, especially if the opponent is crouching, but is otherwise lackluster. Prevents 623AC from being used in the combo if it hits. | '''623A:''' Soft knockdown. One of Geese's safest blockstring enders, especially if the opponent is crouching, but is otherwise lackluster. Prevents 623AC from being used in the combo if it hits. |
Latest revision as of 06:39, 31 December 2024

Hop: 33f
Backdash: 24f
Run Speed Ranking: 7
Gameplay Overview
Notorious for his array of near-instant counter throws, Geese is not only capable of shutting down aggressive opponents but is also a master at dominating opponents with weak defense.
Geese's normals on the ground as well as in the air are all excellent, with considerably long range. His grounded normals have great cancel options for when Geese goes on the offense; he even has a command cancellable st.B, a rare characteristic among the KoF cast. Having this option gives Geese extremely reliable and consistent hit confirms, as well as being able to end his blockstrings safely with 6B or 236A, or he can extend his damage output with his Raimei Gouha Nage (6246P) OTG throw.
Should Geese find himself unable to find a way in on an opponent, his fireballs mitigate his difficulty in closing distance. His Reppuken (236P) comes in two forms: the A version is fast with quick recovery, and the C version hits twice and snuffs out other fireballs, allowing Geese to hold his own against zoners. His Shippuu Ken (j.214P) is an excellent aerial fireball that makes it even harder for opponents to approach Geese.
If the opponent gets too predictable with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter any physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range.
Overall, Geese is an extraordinary defensive character that is simple enough to be effective in the hands of beginners, while more seasoned players can utilize his counter throws and frametraps to become the ultimate nightmare.
Geese Howard is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Shippuu Ken - +
/
(Midair Only) (*)
- ┗Fudou Ken • A (After
or EX Fudou Ken) -
+
/
- ┗Fudou Ken • Ba (After
or EX Fudou Ken) -
+
/
- ┗Fudou Ken • Un (After
or EX Fudou Ken) -
+
/
- ┗Fudou Ken • O (After
Fudou Ken) -
+
/
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B, 2A, 2A, far B, 214A~6P |
178 DMG |
½ Meter |
cl.D(2), 6A, 214C~6P |
347 DNG |
1 Meter |
cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P |
438 DMG |
2 Meters |
cl.D(2), 6A, 214C~6P (super cancel), 2363214AC |
522 DMG |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Ko Satsu Shou
Ko Satsu Shou
(close) 4/6C
(close) 4/6C |
---|
Shinkuu Nage
Shinkuu Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Raikou Mawashi Geri
Raikou Mawashi Geri
6B
6B |
---|
Tendoh Kudaki
Tendoh Kudaki
6A
6A |
---|
Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC |
---|
Shippuu Ken
Shippuu Ken
j.214A/C/AC
j.214A/C/AC |
---|
Fudou Ken
Fudou Ken
214A/C/AC
214A/C/AC |
---|
Fudou Ken Followups
Fudou Ken • A
214C/AC~6P
214C/AC~6P |
---|
Fudou Ken • Ba
214C/AC~2K
214C/AC~2K |
---|
Fudou Ken • Un
214C/AC~6K
214C/AC~6K |
---|
Fudou Ken • O
214A~6P
214A~6P |
---|
Jyoudan Atemi
Jyoudan Atemi
63214B/BD
63214B/BD |
---|
Chuudan Atemi
Chuudan Atemi
63214D
63214D |
---|
Gedan Atemi
Gedan Atemi
41236B/BD
41236B/BD |
---|
Raimei Gouha Nage
Raimei Gouha Nage
632146A/C/AC
632146A/C/AC |
---|
Hishou Nichirin Zan
Hishou Nichirin Zan
623A/C/AC
623A/C/AC |
---|
Super Special Moves
Raigou Reppuu Ken
Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC |
---|
Oni Hanmon
Oni Hanmon
2363214B/D/BD
2363214B/D/BD |
---|
Climax Super Special Moves
Raging Storm
Raging Storm
2141236CD
2141236CD |
---|
Rashoumon
Rashoumon
2363214CD
2363214CD |
---|
Misc
Alternate Colors
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