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The King of Fighters XV/Geese Howard/Combos: Difference between revisions
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Awesomeguy42 (talk | contribs) m →EX |
Awesomeguy42 (talk | contribs) m →2 Bars |
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|- | |- | ||
| CD || 75 || | | CD || 75 || | ||
|- | |||
| 6B || 80 || Potent Quick Max starter. Anti-air counterhits can be followed up with 623AC. | |||
|} | |} | ||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | ('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | ||
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'''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. | * 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. | ||
* 632146AC adds more damage (114 to 60), keeps same side, and gives slightly better frame advantage, but costs half a bar. It has the same range as non-EX. | ** 632146AC adds more damage (114 to 60), keeps same side, and gives slightly better frame advantage, but costs half a bar. It has the same range as non-EX. | ||
* If you're too far for an OTG grab, you can whiff cancel 6B to get extra range. | ** If you're too far for an OTG grab, you can whiff cancel 6B to get extra range. | ||
* Most combos that utilize a juggle into 214C ~ 6P can also be ended with 214C ~ 6K to keep the opponent closer(and be sideswitched with 632146P anywhere on the screen). | |||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
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|- | |- | ||
| '''Light/Heavy Starter''' > 623AC, 214C ~ 6P || 271/337 (336/407) || 195/250 || 27%/32% (37%/42%) || 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''' > 623AC, 214C ~ 6P || 271/337 (336/407) || 195/250 || 27%/32% (37%/42%) || 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. | ||
|- | |||
| '''Heavy Starter''' > 236AC, 214C ~ 6P || 345 (415) || 250 || 32% (42%) || Anywhere || Heavy-only starter, optimal damage. | |||
|- | |- | ||
| '''Light/Heavy Starter''' > 214AC, 623A, 214A ~ 6P || 259/323 || 205/260 || 36%/41% || Corner || Going into 214AC in the corner with no extra meter isn't always ideal, but if you do, this is the best you can get out of it. | | '''Light/Heavy Starter''' > 214AC, 623A, 214A ~ 6P || 259/323 || 205/260 || 36%/41% || Corner || Going into 214AC in the corner with no extra meter isn't always ideal, but if you do, this is the best you can get out of it. | ||
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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''' > | | '''Light/Heavy Starter''' > 214AC ~ 6P, 623AC, 214C ~ 6P || 327/398 (382/458) || 195/250 || 1 || 27%/32% (37%/42%) || Anywhere || The go-to for 1 bar routing, especially for lights. Technically works in the corner, but will sideswap the opponent out of the corner, so it's strongly encouraged to use a corner-specific route | ||
|- | |- | ||
| '''Light/Heavy Starter''' > 623AC, 214AC ~ 6P, | | '''Light/Heavy Starter''' > 623AC, 214AC ~ 6P, 214C ~ 6P || 329/400 (384/460) || 195/250 || 1 || 27%/32% (37%/42%) || Anywhere || Very slightly more damage than the above route for lights and can get the OTG grab midscreen. | ||
|- | |- | ||
| ''' | | '''Heavy Starter''' > 236AC, 623AC, 214C ~ 6P || 422 (482) || 250 || 1 || 32% (42%) || Anywhere || Optimal damage for heavy starter. | ||
|- | |- | ||
| '''Heavy Starter''' > 214C ~ 6P | | '''Light/Heavy Starter''' > 214AC, 236A, 623AC, 214C ~ 6P || 347/419 (402/479) || 235/290 || 1 || 33.5%/38.5% (43.5%/48.5%) || Corner || Optimal damage for light starter. | ||
|- | |- | ||
| '''Light/Heavy Starter''' > 214AC, | | '''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. | ||
|- | |- | ||
| | | CD, 236A > 2363214P || 237 || 140 || 1 || 14% || Anywhere || Consistent CD conversion. | ||
|- | |- | ||
| CD, | | CD, run, 214AC ~ 6P, run, 623AC, 214C ~ 6P || 282 (322) || 220 || 1 || 27.5% (37.5%) || Midscreen || | ||
|- | |- | ||
| CD, | | CD, 236A, 623AC, 214C ~ 6P, 632146AC || 332 || 260 || 1 || 34% || Corner || | ||
|- | |- | ||
| | | 236CD, 623AC, 214C ~ 6P || 281 (346) || 120 || 1 || 20% (30%) || Anywhere || Shatter Strike combo, works on both grounded and airborne opponents(may require manual delay on air hit). | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > 623AC, 214C ~ 6P > 2363214P || 388/463 (448/528) || 195/250 || 1.5 || 27%/32% (37%/42%) || Anywhere || You can input 6P as 236P to make the super cancel easier. You can OTG grab near the corner. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 236AC, 214C ~ 6P > 2363214P || 471 (536) || 250 || 1.5 || 32% (42%) || Anywhere || | ||
|- | |- | ||
| '''Light/Heavy Starter''' > 623AC, | | '''Light/Heavy Starter''' > 214AC ~ 6P, 623AC, 214C ~ 6K, 632146AC || 381/451 || 175/230 || 1.5 || 26%/31% || Non-Corner || This is your most damaging option from 214AC midscreen. | ||
|- | |- | ||
| '''Light/Heavy Starter''' > 214AC | | '''Light/Heavy Starter''' > 214AC, 214C ~ 6P, 2363214P || 358/429 (423/499) || 195/230 || 1.5 || 27%/32% (37%/42%) || Anywhere || 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, 214C ~ 6P | | '''Light/Heavy Starter''' > 214AC, 236AC, 623AC, 214C ~ 6P || 381/456 (431/511) || 195/250 || 1.5 || 27%/32% (37%/42%) || Corner || With the OTG grab, this is Geese's max damage. | ||
|- | |- | ||
| '''Light/Heavy Starter''' > 214AC, | | '''Light/Heavy Starter''' > 214AC, 236A, 623AC, 214C ~ 6P, 632146AC || 413/491 || 235/290 || 1.5 || 33.5%/38.5% || Corner || Keep the corner with this combo. | ||
|- | |- | ||
| '''Light/Heavy Starter''' > | | '''Light/Heavy Starter''' > 623AC, 236A, 214A ~ 6P > 2363214P || 400/477 (455/537) || 215/270 || 1.5 || 30.5%/35.5% (40.5%/45.5%) || Corner || 623AC corner route. | ||
|- | |- | ||
| ''' | | '''Heavy Starter''' > 236AC, 236A, 214A ~ 6P > 2363214P || 485 (545) || 270 || 1.5 || 35.5% (45.5%) || Corner || | ||
|- | |- | ||
| CD, 236AC, 623AC, 214C ~ 6P, 632146AC || | | CD, 236AC, 623AC, 214C ~ 6P, 632146AC || 360 || 220 || 1.5 || 27.5% || Corner || | ||
|- | |- | ||
| CD, 236A, 623AC, | | CD, 236A, 623AC, 214C ~ 6P > 2363214P || 362 (402) || 260 || 1.5 || 34% (44%) || Corner || | ||
|- | |- | ||
| 236CD | | 236CD, 214C ~ 6P > 2363214P || 333 (403) || 120 || 1.5 || 20% (30%) || Anywhere || Your go-to combo for both grounded and anti-air Shatter Strikes. Make sure to delay the 214C so the 2363214P doesn't whiff. | ||
|- | |- | ||
| 236CD, | | 236CD, 236AC, 623AC, 214C ~ 6P || 360 (415) || 120 || 1.5 || 20% (30%) || 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, | | '''Light/Heavy Starter''' > 214AC ~ 6P, 623AC, 214C ~ 6P > 2363214P || 426/506 (476/561) || 195/250 || 2 || 27%/32% (37%/42%) || Anywhere || Works in the corner, but will sideswitch the opponent out of it. | ||
|- | |- | ||
| '''Light/Heavy Starter''' > | | '''Light/Heavy Starter''' > 623AC, 236AC, 214A ~ 6P > 2363214P || 430/509 (480/564) || 175/230 || 2 || 24%/29% (34%/39%) || Anywhere || Optimal from lights, but range-specific. | ||
|- | |- | ||
| '' | | '''Heavy Starter''' > 236AC, 623AC, 214C ~ 6P > 2363214P || 530 (585) || 250 || 2 || 32% (42%) || Anywhere || Heavy 2-bar midscreen. | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > 214AC, 236A, 623AC, 236A, 214A ~ 6P, 632146P || 455/537 (500/587) || 255/310 || 2 || 37%/42% (47%/52%) || Corner || Corner version of first combo. The second 236A requires a [https://www.youtube.com/watch?v=rKbrtyy8LiA manually-timed delay]. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 236AC, 236A, 623AC, 236A, 214A ~ 6P > 2363214P || 568 (613) || 310 || 2 || 42% (52%) || Anywhere || Heavy 2-bar corner. | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > BC, cl.C > 6A > 236AC, 214C ~ 6P > 2363214P || 400/472 (440/517)|| 325/380 || 2 || 7%/12% (17%/22%) || Non-Corner || 1000/1250 Quick Max combo. Useful after 6B and Far C. | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > BC, cl.C > 6A > 236AC, 623AC, 214C ~ 6P > 236214P || 447/525 (477/560)|| 325/380 || 2 || 7%/12% (17%/22%) || Non-Corner || 1500 Quick Max combo. | ||
|- | |- | ||
| CD, 236A > 236214AC || | | CD, 236A > 236214AC || 332 (392) || 140 || 2 || 14%/24% || Anywhere || | ||
|- | |- | ||
| CD, 236A, 623AC, | | CD, 236A, 623AC, 236AC, 214A ~ 6P > 2363214P || 402 (432) || 240 || 2 || 31% (41%) || Corner || | ||
|- | |- | ||
| 236CD, 623AC, | | 236CD, 623AC, 214C ~ 6P, 2363214P || 398 (458) || 120 || 2 || 20% (30%) || Anywhere || | ||
|- | |- | ||
| 236CD, 236AC, 623AC, 214C ~ 6P || 420 (490) || 120 || 2 ||70% || Corner || | | 236CD, 236AC, 623AC, 214C ~ 6P || ~420 (490) || 120 || 2 || 70% || Corner || | ||
|- | |- | ||
| 236CD, 236A, 623AC, 214C ~ 6P, 632146AC || 463 || 160 || 2 || 75% || Corner || | | 236CD, 236A, 623AC, 214C ~ 6P, 632146AC || 463 || 160 || 2 || 75% || Corner || | ||
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|- | |- | ||
| '''Light/Heavy Starter''' > 623AC, 236C > 236214AC || 446/528 (506/593) || 145/200 || 2.5 || 25% || Corner || | | '''Light/Heavy Starter''' > 623AC, 236C > 236214AC || 446/528 (506/593) || 145/200 || 2.5 || 25% || Corner || | ||
|- | |- | ||
| 236CD, 623AC, (delay) 214C ~ (delay) 6P > 236214P || 466 (541) || 120 || 2.5 || 70% || Non-Corner || | | 236CD, 623AC, (delay) 214C ~ (delay) 6P > 236214P || 466 (541) || 120 || 2.5 || 70% || Non-Corner || | ||
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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 || | | '''Heavy Starter''' > 214C ~ 6P > 236214AC > 214236CD || 848 (918) || 250 || 5 || 0% (10%) || Anywhere || | ||
|- | |- | ||
|} | |} | ||
Revision as of 01:25, 6 January 2025
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 | 65 | 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 | |
6B | 80 | Potent Quick Max starter. Anti-air counterhits can be followed up with 623AC. |
(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.
- 632146AC adds more damage (114 to 60), keeps same side, and gives slightly better frame advantage, but costs half a bar. It has the same range as non-EX.
- If you're too far for an OTG grab, you can whiff cancel 6B to get extra range.
- Most combos that utilize a juggle into 214C ~ 6P can also be ended with 214C ~ 6K to keep the opponent closer(and be sideswitched with 632146P anywhere on the screen).
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 | 24% | Anywhere | |
Heavy Starter > 214C ~ 6P | 248 (328) | 250 | 32% (42%) | Anywhere (Corner) | |
CD, run, 2D | 131 | 170 | 15.5% | Anywhere | |
CD, run, 632146P | 145 | 100 | 17.5% | Anywhere | You can hit OTG after the wall splat. |
CD, 214C ~ 6P | 176 (236) | 220 | 27.5% (37.5%) | Corner | |
CD > 623A, 214A ~ 6P | 199 | 230 | 36.5% | Corner | This and the below route are safe followups to CD that also combo in the corner, but are possible to be interrupted. Watch for mashers. |
CD > 623C, 214A ~ 6P | 220 | 280 | 39.5% | Corner | |
41236B, 632146P | 245 | 0 | 34% | 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, (delay) 214C ~ 6P | 256/321 (321/391) | 195/250 | 27%/32% (37%/42%) | Non-Corner | Consistent, but doesn't work in the corner. Running briefly between 214AC's followup and 214C can give slightly more corner carry. Also, can be followed up with an OTG grab midscreen, but requires very specific timing and is not generally recommended. |
Light/Heavy Starter > 623AC, 214C ~ 6P | 271/337 (336/407) | 195/250 | 27%/32% (37%/42%) | 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. |
Heavy Starter > 236AC, 214C ~ 6P | 345 (415) | 250 | 32% (42%) | Anywhere | Heavy-only starter, optimal damage. |
Light/Heavy Starter > 214AC, 623A, 214A ~ 6P | 259/323 | 205/260 | 36%/41% | Corner | Going into 214AC in the corner with no extra meter isn't always ideal, but if you do, this is the best you can get out of it. |
CD, run, 214AC ~ 6P, run, 214C ~ 6P | 229 | 220 | 22.5% | Non-Corner | Can work even if the 214AC whiffs, as the 6P can still connect. |
CD, 236A, 623AC, 214C ~ 6P | 272/317 | 260 | 34%/44% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC ~ 6P, 623AC, 214C ~ 6P | 327/398 (382/458) | 195/250 | 1 | 27%/32% (37%/42%) | Anywhere | The go-to for 1 bar routing, especially for lights. Technically works in the corner, but will sideswap the opponent out of the corner, so it's strongly encouraged to use a corner-specific route |
Light/Heavy Starter > 623AC, 214AC ~ 6P, 214C ~ 6P | 329/400 (384/460) | 195/250 | 1 | 27%/32% (37%/42%) | Anywhere | Very slightly more damage than the above route for lights and can get the OTG grab midscreen. |
Heavy Starter > 236AC, 623AC, 214C ~ 6P | 422 (482) | 250 | 1 | 32% (42%) | Anywhere | Optimal damage for heavy starter. |
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P | 347/419 (402/479) | 235/290 | 1 | 33.5%/38.5% (43.5%/48.5%) | Corner | Optimal damage for light starter. |
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. |
CD, 236A > 2363214P | 237 | 140 | 1 | 14% | Anywhere | Consistent CD conversion. |
CD, run, 214AC ~ 6P, run, 623AC, 214C ~ 6P | 282 (322) | 220 | 1 | 27.5% (37.5%) | Midscreen | |
CD, 236A, 623AC, 214C ~ 6P, 632146AC | 332 | 260 | 1 | 34% | Corner | |
236CD, 623AC, 214C ~ 6P | 281 (346) | 120 | 1 | 20% (30%) | Anywhere | Shatter Strike combo, works on both grounded and airborne opponents(may require manual delay on air hit). |
Light/Heavy Starter > 623AC, 214C ~ 6P > 2363214P | 388/463 (448/528) | 195/250 | 1.5 | 27%/32% (37%/42%) | Anywhere | You can input 6P as 236P to make the super cancel easier. You can OTG grab near the corner. |
Heavy Starter > 236AC, 214C ~ 6P > 2363214P | 471 (536) | 250 | 1.5 | 32% (42%) | Anywhere | |
Light/Heavy Starter > 214AC ~ 6P, 623AC, 214C ~ 6K, 632146AC | 381/451 | 175/230 | 1.5 | 26%/31% | Non-Corner | This is your most damaging option from 214AC midscreen. |
Light/Heavy Starter > 214AC, 214C ~ 6P, 2363214P | 358/429 (423/499) | 195/230 | 1.5 | 27%/32% (37%/42%) | Anywhere | 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 | 27%/32% (37%/42%) | 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 | 33.5%/38.5% | Corner | Keep the corner with this combo. |
Light/Heavy Starter > 623AC, 236A, 214A ~ 6P > 2363214P | 400/477 (455/537) | 215/270 | 1.5 | 30.5%/35.5% (40.5%/45.5%) | Corner | 623AC corner route. |
Heavy Starter > 236AC, 236A, 214A ~ 6P > 2363214P | 485 (545) | 270 | 1.5 | 35.5% (45.5%) | Corner | |
CD, 236AC, 623AC, 214C ~ 6P, 632146AC | 360 | 220 | 1.5 | 27.5% | Corner | |
CD, 236A, 623AC, 214C ~ 6P > 2363214P | 362 (402) | 260 | 1.5 | 34% (44%) | Corner | |
236CD, 214C ~ 6P > 2363214P | 333 (403) | 120 | 1.5 | 20% (30%) | Anywhere | Your go-to combo for both grounded and anti-air Shatter Strikes. Make sure to delay the 214C so the 2363214P doesn't whiff. |
236CD, 236AC, 623AC, 214C ~ 6P | 360 (415) | 120 | 1.5 | 20% (30%) | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC ~ 6P, 623AC, 214C ~ 6P > 2363214P | 426/506 (476/561) | 195/250 | 2 | 27%/32% (37%/42%) | Anywhere | Works in the corner, but will sideswitch the opponent out of it. |
Light/Heavy Starter > 623AC, 236AC, 214A ~ 6P > 2363214P | 430/509 (480/564) | 175/230 | 2 | 24%/29% (34%/39%) | Anywhere | Optimal from lights, but range-specific. |
Heavy Starter > 236AC, 623AC, 214C ~ 6P > 2363214P | 530 (585) | 250 | 2 | 32% (42%) | Anywhere | Heavy 2-bar midscreen. |
Light/Heavy Starter > 214AC, 236A, 623AC, 236A, 214A ~ 6P, 632146P | 455/537 (500/587) | 255/310 | 2 | 37%/42% (47%/52%) | Corner | Corner version of first combo. The second 236A requires a manually-timed delay. |
Heavy Starter > 236AC, 236A, 623AC, 236A, 214A ~ 6P > 2363214P | 568 (613) | 310 | 2 | 42% (52%) | Anywhere | Heavy 2-bar corner. |
Light/Heavy Starter > BC, cl.C > 6A > 236AC, 214C ~ 6P > 2363214P | 400/472 (440/517) | 325/380 | 2 | 7%/12% (17%/22%) | Non-Corner | 1000/1250 Quick Max combo. Useful after 6B and Far C. |
Light/Heavy Starter > BC, cl.C > 6A > 236AC, 623AC, 214C ~ 6P > 236214P | 447/525 (477/560) | 325/380 | 2 | 7%/12% (17%/22%) | Non-Corner | 1500 Quick Max combo. |
CD, 236A > 236214AC | 332 (392) | 140 | 2 | 14%/24% | Anywhere | |
CD, 236A, 623AC, 236AC, 214A ~ 6P > 2363214P | 402 (432) | 240 | 2 | 31% (41%) | Corner | |
236CD, 623AC, 214C ~ 6P, 2363214P | 398 (458) | 120 | 2 | 20% (30%) | 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 | |
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 | 0% (10%) | Anywhere |
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