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The King of Fighters XV/Geese Howard/Combos: Difference between revisions

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| '''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''' > 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 > 236214P || 237 || 140 || 1 || 14% || Anywhere || Consistent CD conversion.
| 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, run, 214AC ~ 6P, run, 623AC, 214C ~ 6P || 282 (322) || 220 || 1 || 27.5% (37.5%) || Midscreen ||
Line 155: Line 155:
| 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).
| 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 > 236214P || 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.
| '''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 > 236214P || 471 (536) || 250 || 1.5 || 32% (42%) || Anywhere ||
| '''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 ~ 6P, 623AC, 214C ~ 6K, 632146AC || 381/451 || 175/230 || 1.5 || 26%/31% || Non-Corner || This is your most damaging option from 214AC midscreen.
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| '''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''' > 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 > 236214P || 400/477 (455/537) || 215/270 || 1.5 || 30.5%/35.5% (40.5%/45.5%) || Corner || 623AC corner route.
| '''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 > 236214P || 485 (545) || 270 || 1.5 || 35.5% (45.5%) || Corner ||
| '''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, 236AC, 623AC, 214C ~ 6P, 632146AC || 360 || 220 || 1.5 || 27.5% || Corner ||
|-
|-
| CD, 236A, 623AC, 214C ~ 6P > 236214P || 362 (402) || 260 || 1.5 || 34% (44%) || Corner ||
| CD, 236A, 623AC, 214C ~ 6P > 2363214P || 362 (402) || 260 || 1.5 || 34% (44%) || Corner ||
|-
|-
| 236CD, 214C ~ 6P > 236214P || 333 (403) || 120 || 1.5 || 20% (30%) || Anywhere ||
| 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, 236A, 623AC, 214C ~ 6P || ~373 (448) || 160 || 1.5 || 75% || Corner ||
| 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, (delay) 214C ~ 6P > 236214P || 417/494 (472/554) || 195/250 || 2 || 25% || Non-Corner ||
| '''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.
|-
|-
| '''Heavy Starter''' > 214C ~ 6P > 236214AC || 512 (587) || 250 || 2 || 30% || Anywhere || Max damage with the OTG grab.
| '''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.
|-
|-
| '''Light/Heavy Starter''' > 623AC, (delay) 214C ~ 6P > 236214P, 632146AC || 460/541 || 195/250 || 2 || 25% || Near Corner ||
| '''Heavy Starter''' > 236AC, 623AC, 214C ~ 6P > 2363214P || 530 (585) || 250 || 2 || 32% (42%) || Anywhere || Heavy 2-bar midscreen.
|-
|-
| '''Light/Heavy Starter''' > 214AC, 236AC, 623AC, 214C ~ 6P, 632146AC || 441/522 || 195/250 || 2 || 25% || Corner ||
| '''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].
|-
|-
| ''(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.
| '''Heavy Starter''' > 236AC, 236A, 623AC, 236A, 214A ~ 6P > 2363214P || 568 (613) || 310 || 2 || 42% (52%) || Anywhere || Heavy 2-bar corner.
|-
|-
| ''(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.  
| '''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.
|-
|-
| ''(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.
| '''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.  
|-
|-
| ''(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.
| CD, 236A > 236214AC || 332 (392) || 140 || 2 || 14%/24% || Anywhere ||
|-
|-
| ''(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, 623AC, 236AC, 214A ~ 6P > 2363214P || 402 (432) || 240 || 2 || 31% (41%) || Corner ||
|-
|-
| CD, 236A > 236214AC || 394 (469) || 140 || 2 || 10% || Anywhere ||
| 236CD, 623AC, 214C ~ 6P, 2363214P || 398 (458) || 120 || 2 || 20% (30%) || Anywhere ||
|-
|-
| CD, 236A, 623AC, 236C > 236214P, 643216AC || 462 || 210 || 2 || 25% || Corner ||
| 236CD, 236AC, 623AC, 214C ~ 6P || ~420 (490) || 120 || 2 || 70% || 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 ||
| 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 ||
|-
| 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, 623AC, (delay) 214C ~ (delay) 6P > 236214P || 466 (541) || 120 || 2.5 || 70% || Non-Corner ||

Revision as of 01:25, 6 January 2025

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 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

External Links

Geese Combos by Kakuge
Geese Combos by Meno


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