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== introduction ==
== Introduction ==
Ex Geese is a zoning focused character with a good fireball game. In neutral Ex Geese has access to some good grounded and aerial projectiles to control space with, some solid pokes and a set of counters he can use to call out the opponent from poking or jumping in on him. He also has access to the infamous raging storm that works great as an anti air. Up close Ex Geese has access to both a regular and a super command grab.   Ex Geese struggles some on defense as he has no invul reversal, not even his raging storm is fully invul and while his counters are fast they're also risky.
{{StrengthsAndWeaknesses
| description =EX Geese is a zoning-focused character with a good fireball game. In neutral, EX Geese has access to some good grounded and aerial projectiles to control space with, some solid pokes, and a set of counters he can use to stop the opponent from poking or jumping in on him. He also has access to the infamous Raging Storm, which works great as an anti-air. Up close, EX Geese has access to both a regular and DM command grab. EX Geese struggles some on defense, as he has no invincible reversal; not even his Raging Storm is fully invincible, and while his counters are fast, they're also risky.}}


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* cl.C no longer whiffs on short characters
* cl.C no longer whiffs on short characters
* f+B has less recovery, +2 on block
 
* f+B now has less recovery, is now +2 on block


Supers:
Supers:
* db, hcb, df+ P hitbox extended to the interior of the move


==Normal Moves==
* db,hcb,df+P hitbox extended to the interior of the move
 
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: can be used to anti air hops if you're too close for st.A to come out. whiffs on regular crouchers. Chainable. Cancelable.
*cl. B: his fastest normal at 2f startup. good to use in point blank situations where the speed is important. Chainable. Cancelable.
*cl. C: your go to heavy button for combos. Cancelable.
*cl. D: a two hitting normal. comes out fairly fast but is not cancelable so it's use is limited.


'''Stand'''
* cl.A: Can be used to anti-air hops if you're too close for st.A to come out. Whiffs on regular crouchers. Chainable and cancelable.
*st. A: good for stopping hops. whiffs on regular crouchers. Cancelable.
 
*st. B: a mid range poke. It doesn't have very good priority and it is not cancelable.
* cl.B: His fastest normal, at 2f startup. Good to use in point-blank situations where the speed is important. Chainable and cancelable.
*st. C: a fast slightly longer range poke than st.B. Hits higher but is not cancelable either. It does have decent priority.
 
*st. D: Geeses longest range normal. has nice priority and range but also quite a lot of recovery.
* cl.C: Your go-to heavy button for combos. Cancelable.
 
* cl.D: A two-hitting normal. Comes out fairly fast, but is not cancelable, so its use is limited.
 
'''Standing'''
 
* st.A: Good for stopping hops. Whiffs on regular crouchers. Cancelable.
 
* st.B: A mid-range poke. It doesn't have very good priority.
 
* st.C: A fast, slightly longer-range poke than st.B. Hits higher, but it does have decent priority.
 
* st.D: Geese's longest-range normal. Has nice priority and range, but also quite a lot of recovery.
 
'''Crouching'''
 
* cr.A: A standard cr.A. Good for combos and blockstrings. Chainable and cancelable.
* cr.B: Hits low. Good for low combos and for blockstrings. Chainable, not cancelable.
 
* cr.C: An okay anti-air normal for full jumps or predictable hops. It has 3 separate stages, but only the third one is great for anti-airs, making it a bit inconsistent. Cancelable.
 
* cr.D: A nice cancelable sweep.


'''Crouch'''
'''Jumping'''
*cr. A: a standard cr.A. Good for combos and blockstrings. Chainable. Cancelable.
*cr. B: hits low. Good for low combos and for blockstrings. Chainable.
*cr. C: An okay anti air normal for full jumps or predictable hops. It has 3 separate stages but only the third one is great for anti airs making it a bit inconsistent. Cancelable.
*cr. D: a nice cancelable sweep.


'''Jump'''
* j.A: Good jump-in for when you want to have more consistency than j.C. Can crossup, but not as well as j.B.
*j. A: good jumpin for when you want to have more consistency than j.C.
*j. B: Nice crossup jumpin normal. Also his fastest jumping normal so good for fast air to airs.
*j. C: a two hitting jumpin making it good for pressure and mixups.
* neutral j.C: a straight downwards punch with a lot of active frames.
*j. D: an air to air normal.


'''Blowback'''
* j.B: Nice crossup jump-in normal. Also his fastest jumping normal, so good for fast air-to-airs. Instant overhead.
*st. CD:has fairly long startup but has a nice hitbox in front of Geese. Cancelable on contact or whiff.
*j. CD: good for blockstun pressure or anti airs. You can land it on short crouchers but it's tricky.


==Throws==
* j.C: A two-hitting jump-in, making it good for pressure and mixups.
'''Tate Katate Nage''': b/f+C/D


* D version switches sides, both leave the opponent facing you with a hard knockdown giving you enough time to meaty on wakeup.
* nj.C: A straight downwards punch with a lot of active frames. Can work as an instant overhead on large crouchers.


==Command Normals==
* j.D: An air-to-air normal.
'''Raikou Mawashi Geri''': f+B
 
* Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
'''CD Normals'''
 
* st.CD: Has fairly long startup, but has a nice hitbox in front of Geese. Cancelable on hit, block, and whiff.
 
* j.CD: Good for blockstun pressure or anti-airs. You can land it on short crouchers, but it's tricky.
 
== Throws ==
 
'''Tate Katate Nage:''' <code>b/f+C/D</code>
 
* EX Geese's normal throw. C version keeps you on the same side, while D version switches sides. Both leave the opponent facing you with a hard knockdown, giving you enough time for an unblockable fireball on wakeup.
* An unblockable fireball can be done by timing a meaty light Reppuken <code>qcf+A</code> and then either execute a Joudan Atemi Nage <code>hcb+B</code> or a Shinkuu Nage <code>hcb,f+A/C (close)</code> just when the fireball hits.
* Your opponent can avoid this by rolling or dodging but you can always choose not do the unblockable and punish their escape attempt.
 
== Command Moves ==
 
'''Raikou Mawashi Geri:''' <code>f+B</code>
 
* Doesn't combo from anything, not cancelable, but plus on block.
 
'''Raimei Gouha Nage:''' <code>df+C (during opponent knockdown)</code>


'''Raimei Gouha Nage''': df+C on downed
* OTG throw, not guaranteed from anything. Switches sides, poor recovery.
* OTG throw, not guaranteed from anything. Switches sides, poor recovery.


==Special Moves==
==Special Moves==


'''Reppuken''': qcf+A
'''Reppuken:''' <code>qcf+A</code>
* Geese throws a single energy wave out that travels on the ground full screen.
 
* EX Geese throws an energy wave out that travels on the ground fullscreen.


* Combos from light/heavy attacks but only at close range.
* Combos from light/heavy attacks, but only at close range.


* The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball).
* The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball).


* Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.
* Disadvantage at point blank, but from even a short distance away (e.g. cl.C, qcf+A) you will be at advantage.
 
* A way to use it is to anti-air with a late cr.C and then cancel it into Repukken so your opponent lands on it to get advantage.


'''Double Reppuken''': qcf+C
'''Double Reppuken:''' <code>qcf+C</code>
* geese creates a bigger wave that takes longer to come out but still travels along the ground full screen.
 
* EX Geese creates a bigger wave that takes longer to come out, but still travels along the ground fullscreen.


* Combos from heavy attacks in the corner or when opponent is backturned.
* Combos from heavy attacks in the corner or when opponent is backturned.


* The first part can eat a projectile and the second wave will still come out.
* The first part of the startup can absorb a projectile and the second wave will still come out, allowing EX Geese to win projectile wars easily with good timing.


* The hitbox for this move actually follows the sprite and cannot be hopped over.
* The hitbox for this move actually follows the sprite and cannot be hopped over.
Line 86: Line 119:
* Frame advantage works similar to qcf+A.
* Frame advantage works similar to qcf+A.


'''Shippuken''': air qcb+A
'''Shippuken:''' <code>qcb+A (in air)</code>
* Geese creates a big energy projectile in the air and throws it diagonally down towards the ground.


* Can't be used on a hop, backdash or step dash. It has a  minimum height for using after a jump.
* EX Geese creates a big energy projectile in the air and throws it diagonally down towards the ground.


* Maintains jump direction during recovery.
* Can't be used on a hop, backdash or step dash. It has a minimum height for using after a jump.
 
* Maintains jump direction during recovery, although the short pause while he throws the projectile can be useful for modifying EX Geese's trajectory.


* Possible to combo after if in the corner.
* Possible to combo after if in the corner.
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* Can be cancelled into from neutral j.C.
* Can be cancelled into from neutral j.C.


'''Double Shippuken''': air qcb+C
'''Double Shippuken:''' <code>qcb+C (in air)</code>
* Same as above but throws two projectiles instead of one.
 
* Same as above, but throws two projectiles instead of one.


* Worse recovery (can't combo after).
* Worse recovery (can't combo after).


'''Jaei Ken''': hcb+P
'''Jaei Ken:''' <code>hcb+A/C</code>
* Geese rushes forwards with an energy attack.
 
* EX Geese rushes forwards with an energy attack. Solid combo ender.
 
* A version combos from lights and soft knockdowns. C version combos from heavy attacks, switches sides and hard knockdowns. You can set up an unblockable fireball afterwards.


* A version combos from lights, C version combos from heavy attacks and switches sides.
* Unsafe on block.  


* Unsafe on block.
'''Joudan Atemi Nage:''' <code>hcb+B</code>


'''Joudan Atemi Nage''': hcb+B
* EX Geese does a counter move.
* Geese does a counter move.


* Counters jumping attacks and physical specials/DMs.
* Counters jumping attacks and physical specials/DMs.


* frame one active making it great for anti airing or catching safe jump attempts.
* Active immediately, so it beats meaty overheads and meaty jumpins.
 
'''Chuudan Atemi Uchi:''' <code>hcb+D</code>
 
* Counters mid-hitting normals and non overhead command normals.
 
* Activates very quickly but loses to meaties.
 
* Can be used to beat Guard Cancel CDs.
 
* Can also be good to catch neutral pokes on a read.


'''Chuudan Atemi Uchi...* hcb+D
'''Shinkuu Nage:''' <code>hcb,f+A/C (close)</code>
* Counters mid-level normals/command normals.


* frame one active so can be used to reversal mid meaties.
* EX Geese tosses the opponent behind him.


* Can be used to beat CD counters.
* Fast (but importantly not 1-frame) command throw with long recovery after it connects. Switches sides.  


* can also be good to catch neutral pokes on a read.
* If you use this when your back is close to the corner, you'll be minus afterwards as the opponent will recover before you do, but you won't get punished as Geese is fully invincible until the end of the animation.


'''Shinkuu Nage''': hcb,f+P
* Helps with his otherwise pretty lacking mixup game.
* Geese tosses the opponent behind him.


* 1 frame command throw with horrible recovery after it connects. Switches sides.
== Desperation Moves ==


* Don't use this when you are too close to the corner as the opponent can combo you before you recover.
'''Raging Storm:''' <code>db,hcb,df+A/C</code>


* still a good tool as it helps with his otherwise pretty lacking mixup game.
* Huge projectile hitbox. Great anti-air and metered combo ender.


==DM==
[http://www.youtube.com/watch?v=HV96cfmItqw&t=6m12s Raging Storm] - db,hcb,df+P
* Combos from lights and heavies.
* Combos from lights and heavies.


* The cage absorbs normal and some DM projectiles.
* The move absorbs normal and some DM projectiles.
 
* The hitbox is only in front of Geese, not behind him.
 
* MAX version does more damage.
 
'''Rashomon:''' <code>hcbx2+A/C</code>
 
* DM version of hcb,f+P. 1-frame command throw DM.
 
* If you use this when the opponent is close to the corner, you may be minus afterwards as the opponent will recover before you do, but you won't get punished as Geese is fully invincible until the end of the animation.
 
* A more damaging mixup option compared to his regular command grab.
 
* MAX version does more damage.
 
== Combos ==
 
'''General Notes'''
 
* If you have the resources, you can replace db,hcb,df+P with db,hcb,df+AC for more damage. The same is true of hcbx2+P and hcbx2+AC.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.Ax2, st.B</code>
 
: <code>cr.B, cr.A, hcb,f+P/hcb+A</code>
: More damaging low confirm.
 
''Mid/Jump-In''
 
: <code>(j.B/j.C), cl.C, hcb+C/hcb+A</code>
: EX Geese's best meterless punish/jump-in combo. hcb+C does more damage, but hcb+A might be a better option if you want to keep your opponent in the corner.
 
: <code>f+B, Quick Dodge, hcb+A</code>
 
: <code>cl.D, Quick Dodge, hcb+A</code>
 
''Corner''
 
: <code>st.CD, cl.C</code>
: Corner juggle from a counterhit st.CD.
 
===With Meter===
 
''Low''
 
: <code>cr.B, cr.A, (cr.A/st.A), db,hcb,df+P</code>
: Basic light confirm into DM.
 
: <code>cr.B, cr.A, hcbx2+P</code>
: Light confirm into EX Geese's other DM.
 
''Mid/Jump-In''


* The hitbox is only infront of Geese, not behind him.
: <code>(j.B/j.C), cl.C/cr.C, hcbx2+P</code>
: Basic combo into DM from a heavy or jump-in.


[http://www.youtube.com/watch?v=HV96cfmItqw&t=6m16s Rashomon] - hcbx2+P
: <code>cl.D(1), AB (roll cancel), hcbx2+P/hcb,f+P</code>
* 1 frame command throw.
: This might seem impractical but depending on how close you are with <code>cl.D(1)</code>, you can roll through your opponent or stay on the same side. It can catch your opponent offguard once in a while if you use it as a block string.


* Horrible recovery, don't use it when the opponent is too close to the corner as they can combo you before you recover.
: <code>f+B, Quick Dodge, db,hcb,df+P</code>


* a more damaging mixup option compared to his regular command grab.
: <code>(j.B/j.C), cl.D, Quick Dodge, db,hcb,df+P</code>


==Combos==
===With Quick MAX===
====Normal====
* c.B, c.A, c.A, far s.B
* c.B, c.A, hcb,f+P or hcb+A
* j.C/j.B, s.C, hcb+P (C version does more damage, but A version might be better if you want to keep them in the corner)


====DM====
''Low''
* c.B, c.A, (c.A/s.A), db,hcb,df+P (S)DM
* c.B, c.A, hcbx2+P (S)DM
* j.C/j.B, s.C/c.C, either (S)DM
* s.D [1 hit], AB, hcbx2+P (S)DM or hcb,f+P


====Quick Max====
: <code>cr.B, cr.A, ABC, cl.C/cr.C, hcb+A/hcbx2+P</code>
* c.B, c.A, QM, walk s.C/c.C, hcb+A or (S)DM (omit the c.A and you don't need to walk)
: Requires a microwalk after the Quick MAX.
* c.B, c.A, c.A/s.A, QM, far s.C/c.D


====Quick Dodge====
''Roll Cancel''
* f+B, QD, hcb+A or db,hcb,df+P (S)DM
* j.C/j.B, s.D [2 hit], QD, hcb+A or db,hcb,df+P (S)DM


====Misc====
: <code>cr.B (x1~2), ABC, cl.D(1), AB, hcbx2+P</code>
- s.CD counterhit, s.C (corner only)
: Requires roll, won't work with dodge. This combo also works from a jump-in if you're close enough.


== Strategy & Tips ==
== Strategy & Tips ==
* j.B is a crossup (j.A will work on some chars but j.B is just a better move). j.B and vertical j.C are instant overheads (j.C only on large crouchers).
* s.A and far s.A whiff on crouchers. close s.C will whiff on small crouchers like Choi/Chin.
* s.CD is neutral on block.
* c.D is cancellable, but not to command normals.
* Only the first hitbox of c.C is cancellable, the part where his arm is fully raised is not.
* His counters have startup and will not work as reversals in meaty situations.


== Videos ==
== Videos ==

Latest revision as of 02:22, 10 November 2023


Introduction

EX Geese is a zoning-focused character with a good fireball game. In neutral, EX Geese has access to some good grounded and aerial projectiles to control space with, some solid pokes, and a set of counters he can use to stop the opponent from poking or jumping in on him. He also has access to the infamous Raging Storm, which works great as an anti-air. Up close, EX Geese has access to both a regular and DM command grab. EX Geese struggles some on defense, as he has no invincible reversal; not even his Raging Storm is fully invincible, and while his counters are fast, they're also risky.

Changes from Previous Versions

98UM to 98UMFE

Normals:

  • cl.C no longer whiffs on short characters
  • f+B now has less recovery, is now +2 on block

Supers:

  • db,hcb,df+P hitbox extended to the interior of the move

Normal Moves

Close

  • cl.A: Can be used to anti-air hops if you're too close for st.A to come out. Whiffs on regular crouchers. Chainable and cancelable.
  • cl.B: His fastest normal, at 2f startup. Good to use in point-blank situations where the speed is important. Chainable and cancelable.
  • cl.C: Your go-to heavy button for combos. Cancelable.
  • cl.D: A two-hitting normal. Comes out fairly fast, but is not cancelable, so its use is limited.

Standing

  • st.A: Good for stopping hops. Whiffs on regular crouchers. Cancelable.
  • st.B: A mid-range poke. It doesn't have very good priority.
  • st.C: A fast, slightly longer-range poke than st.B. Hits higher, but it does have decent priority.
  • st.D: Geese's longest-range normal. Has nice priority and range, but also quite a lot of recovery.

Crouching

  • cr.A: A standard cr.A. Good for combos and blockstrings. Chainable and cancelable.
  • cr.B: Hits low. Good for low combos and for blockstrings. Chainable, not cancelable.
  • cr.C: An okay anti-air normal for full jumps or predictable hops. It has 3 separate stages, but only the third one is great for anti-airs, making it a bit inconsistent. Cancelable.
  • cr.D: A nice cancelable sweep.

Jumping

  • j.A: Good jump-in for when you want to have more consistency than j.C. Can crossup, but not as well as j.B.
  • j.B: Nice crossup jump-in normal. Also his fastest jumping normal, so good for fast air-to-airs. Instant overhead.
  • j.C: A two-hitting jump-in, making it good for pressure and mixups.
  • nj.C: A straight downwards punch with a lot of active frames. Can work as an instant overhead on large crouchers.
  • j.D: An air-to-air normal.

CD Normals

  • st.CD: Has fairly long startup, but has a nice hitbox in front of Geese. Cancelable on hit, block, and whiff.
  • j.CD: Good for blockstun pressure or anti-airs. You can land it on short crouchers, but it's tricky.

Throws

Tate Katate Nage: b/f+C/D

  • EX Geese's normal throw. C version keeps you on the same side, while D version switches sides. Both leave the opponent facing you with a hard knockdown, giving you enough time for an unblockable fireball on wakeup.
  • An unblockable fireball can be done by timing a meaty light Reppuken qcf+A and then either execute a Joudan Atemi Nage hcb+B or a Shinkuu Nage hcb,f+A/C (close) just when the fireball hits.
  • Your opponent can avoid this by rolling or dodging but you can always choose not do the unblockable and punish their escape attempt.

Command Moves

Raikou Mawashi Geri: f+B

  • Doesn't combo from anything, not cancelable, but plus on block.

Raimei Gouha Nage: df+C (during opponent knockdown)

  • OTG throw, not guaranteed from anything. Switches sides, poor recovery.

Special Moves

Reppuken: qcf+A

  • EX Geese throws an energy wave out that travels on the ground fullscreen.
  • Combos from light/heavy attacks, but only at close range.
  • The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball).
  • Disadvantage at point blank, but from even a short distance away (e.g. cl.C, qcf+A) you will be at advantage.
  • A way to use it is to anti-air with a late cr.C and then cancel it into Repukken so your opponent lands on it to get advantage.

Double Reppuken: qcf+C

  • EX Geese creates a bigger wave that takes longer to come out, but still travels along the ground fullscreen.
  • Combos from heavy attacks in the corner or when opponent is backturned.
  • The first part of the startup can absorb a projectile and the second wave will still come out, allowing EX Geese to win projectile wars easily with good timing.
  • The hitbox for this move actually follows the sprite and cannot be hopped over.
  • Frame advantage works similar to qcf+A.

Shippuken: qcb+A (in air)

  • EX Geese creates a big energy projectile in the air and throws it diagonally down towards the ground.
  • Can't be used on a hop, backdash or step dash. It has a minimum height for using after a jump.
  • Maintains jump direction during recovery, although the short pause while he throws the projectile can be useful for modifying EX Geese's trajectory.
  • Possible to combo after if in the corner.
  • Good frame advantage when blocked.
  • Can be cancelled into from neutral j.C.

Double Shippuken: qcb+C (in air)

  • Same as above, but throws two projectiles instead of one.
  • Worse recovery (can't combo after).

Jaei Ken: hcb+A/C

  • EX Geese rushes forwards with an energy attack. Solid combo ender.
  • A version combos from lights and soft knockdowns. C version combos from heavy attacks, switches sides and hard knockdowns. You can set up an unblockable fireball afterwards.
  • Unsafe on block.

Joudan Atemi Nage: hcb+B

  • EX Geese does a counter move.
  • Counters jumping attacks and physical specials/DMs.
  • Active immediately, so it beats meaty overheads and meaty jumpins.

Chuudan Atemi Uchi: hcb+D

  • Counters mid-hitting normals and non overhead command normals.
  • Activates very quickly but loses to meaties.
  • Can be used to beat Guard Cancel CDs.
  • Can also be good to catch neutral pokes on a read.

Shinkuu Nage: hcb,f+A/C (close)

  • EX Geese tosses the opponent behind him.
  • Fast (but importantly not 1-frame) command throw with long recovery after it connects. Switches sides.
  • If you use this when your back is close to the corner, you'll be minus afterwards as the opponent will recover before you do, but you won't get punished as Geese is fully invincible until the end of the animation.
  • Helps with his otherwise pretty lacking mixup game.

Desperation Moves

Raging Storm: db,hcb,df+A/C

  • Huge projectile hitbox. Great anti-air and metered combo ender.
  • Combos from lights and heavies.
  • The move absorbs normal and some DM projectiles.
  • The hitbox is only in front of Geese, not behind him.
  • MAX version does more damage.

Rashomon: hcbx2+A/C

  • DM version of hcb,f+P. 1-frame command throw DM.
  • If you use this when the opponent is close to the corner, you may be minus afterwards as the opponent will recover before you do, but you won't get punished as Geese is fully invincible until the end of the animation.
  • A more damaging mixup option compared to his regular command grab.
  • MAX version does more damage.

Combos

General Notes

  • If you have the resources, you can replace db,hcb,df+P with db,hcb,df+AC for more damage. The same is true of hcbx2+P and hcbx2+AC.

Meterless

Low

cr.B, cr.Ax2, st.B
cr.B, cr.A, hcb,f+P/hcb+A
More damaging low confirm.

Mid/Jump-In

(j.B/j.C), cl.C, hcb+C/hcb+A
EX Geese's best meterless punish/jump-in combo. hcb+C does more damage, but hcb+A might be a better option if you want to keep your opponent in the corner.
f+B, Quick Dodge, hcb+A
cl.D, Quick Dodge, hcb+A

Corner

st.CD, cl.C
Corner juggle from a counterhit st.CD.

With Meter

Low

cr.B, cr.A, (cr.A/st.A), db,hcb,df+P
Basic light confirm into DM.
cr.B, cr.A, hcbx2+P
Light confirm into EX Geese's other DM.

Mid/Jump-In

(j.B/j.C), cl.C/cr.C, hcbx2+P
Basic combo into DM from a heavy or jump-in.
cl.D(1), AB (roll cancel), hcbx2+P/hcb,f+P
This might seem impractical but depending on how close you are with cl.D(1), you can roll through your opponent or stay on the same side. It can catch your opponent offguard once in a while if you use it as a block string.
f+B, Quick Dodge, db,hcb,df+P
(j.B/j.C), cl.D, Quick Dodge, db,hcb,df+P

With Quick MAX

Low

cr.B, cr.A, ABC, cl.C/cr.C, hcb+A/hcbx2+P
Requires a microwalk after the Quick MAX.

Roll Cancel

cr.B (x1~2), ABC, cl.D(1), AB, hcbx2+P
Requires roll, won't work with dodge. This combo also works from a jump-in if you're close enough.

Strategy & Tips

Videos

King of Fighters 98 UM FE: EX Geese Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro