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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV_Geese_Profile.png|thumb|Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV_Geese_Profile.png|thumb|Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 42f
<br>'''Hop:''' 33f
<br>'''Backdash:''' 22f
<br>'''Run Speed Ranking:''' 7
</big></div>]]<section end="image"/>
{{TOClimit|3}}
{{TOClimit|3}}


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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 allows Geese to create lengthy frame traps with his Fudou Ken (214P) rekka, with numerous follow-ups that can hit low or overhead all while leading to a hard knockdown. Geese can end it there and leave himself with a significant frame advantage, or he can extend his damage output with his Raimei Gouha Nage (6246P) OTG throw.
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, he can easily resort to his reliable fireballs. 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 win zoning wars without having to spend meter. His Shippuu Ken (j.214P) is an excellent aerial fireball that makes it even harder for opponents to approach Geese.
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. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent.
| 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:''' Building off of the last pro, 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.
* '''Great Normals:''' Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters ''lost'' in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not possess a single aerial that doesn't have practical application: j.A is a fast normal that combos into 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 yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool.
* '''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. Of course, Geese's specials amplify this. Reppuken is very 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 practically no shortcomings in neutral, and gives him a very safe and strong presence no matter where he is on screen.
* '''Strong Reversals:''' Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, they're getting grabbed.
* '''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.
* '''Braindead High-Damage Combos:''' Many of his optimal combos are simple to do, especially his strongest 5-bar combo which is a basic normal > command normal > special > super > Climax. Omitting the Climax gets you your optimal 2-bar combo, as well.
 
| cons= * '''Heavy Damage Scaling:''' All of Geese's counters that lead to combos and follow-ups add a great deal of damage scaling to anything that they lead into, and while Geese has a wide variety of combo options, many of them will end up costing you damage in the end. The fact that he can get combos after them at all can be considered a blessing, however.
| cons= *
* '''Damage vs. Oki:''' Geese's damage output in combos seems to be balanced factoring in his OTG grab in mind. Unfortunately your knockdown advantage after landing this grab is terrible, and it also switches sides. This means Geese has to give up significant damage for better oki and vice versa.
* '''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.
* '''High Risk Defense:''' Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has ''with'' meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths.
* '''Average Mobility:''' Geese's movespeed is standard and leaves something to be desired, even if 6B mitigates this.
}}
}}


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|input=f.B
|input=f.B
|description=
|description=
 
* Shifts Geese's head hurtbox ''very'' far during the animation, which makes it prone to getting stuffed.
Geese's longest reaching light normal that also cancels into almost everything he has. Forms an almost necessary part of Geese's combos and blockstrings.
Geese's longest reaching light normal that also cancels into almost everything he has. Forms an almost necessary part of Geese's combos and blockstrings.
}}
}}
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|input=f.C
|input=f.C
|description=
|description=
* Stubbier than this button has traditionally been for Geese in past KOF titles, but still a decent poke.
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.
* Does not whiff on crouchers, making it more effective on crouching opponents than standing D.
}}
}}
====far D====
====far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=f.D
|input=f.D
|description=
|description=
* Great long range poke. Reaches far, can stuff most jump-ins, and is a strong MAX confirm as well.
* Whiffs on crouching opponents.
* Whiffs on crouchers.
Excellent standing anti-air, though it's a bit difficult to use as a neutral poke. Has better horizontal range than 2C, so it can catch hops and jumps from further away.
}}
}}


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|description=
|description=
* Links into his close C, but not after a jump-in.
* Links into his close C, but not after a jump-in.
Fast, very plus elbow strike. For some reason, the hitbox does not exactly match appearances, so it does not hit as high as it looks like it would.
}}
}}
====close B====
====close B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=cl.B
|input=cl.B
|description=
|description=
* Can link to cl.C
* Whiff-cancelable.
 
One of Geese's pressure options, a disjointed knee strike with great plus frames on block. The range also makes it preferable over cl.A for linking into cl.C.
}}
}}
====close C====
====close C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=cl.C
|input=cl.C
|description=
|description=
* ''The'' button at close range. Fast startup, begins your combos, reaches high enough to stuff hops.
 
Average cl.C. The only reason this is significantly more preferable over Geese's cl.D is because of how slow his cl.D is.
}}
}}


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|input=cl.D
|input=cl.D
|description=
|description=
* Stronger lead-in than cl.C for combos, but the longer startup makes it more situational.
An unusually slow proximity normal that is reserved for getting the most damage out of Geese's combos. Somewhat difficult to combo into after jump-ins. It's also plus on block, which is a rare attribute for a heavy normal.
* Best combo extender for Quick MAX combos.
* First hit is cancellable, though there's not much reason to do so.
}}
}}


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|input=2A
|input=2A
|description=
|description=
* One of Geese's fastest buttons. Decent range. Good for starting combos and stuffing opponents.
 
* Fast enough to beat out most attempts to punish a blocked 6B.
One of Geese's fastest normals that is useful for mashing out of pressure. Decent range.
}}
}}
====crouch B====
====crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=2C
|input=2C
|description=
|description=
* Your other anti-air poke.
* Moves Geese forward slightly during startup.
* Moves Geese forward a bit.
 
* Combos much in the same way close C does, with a slightly farther reach than close C, but slightly longer startup.
 
* The angle it reaches can prevent cross-ups and corner jump pressure.
Geese's key anti-airing normal that has excellent vertical range, hitting right above Geese's head. This is Geese's most reliable anti-air; use this if you're not sure if the opponent will attack during a jump-in.
}}
}}
====crouch D====
====crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=2D
|input=2D
|description=
|description=
* Fantastic sweep. Moves Geese forward, giving it additional range, and making Geese surprisingly slippery when attempting to cross him up while crouching.
* Fast startup makes it a great poke and punish.
* Can hit at round start if the opponent attempts to start the round with an attack.
* Cannot be whiff cancelled.
* Cannot be whiff cancelled.
* Moves Geese forward slightly.
One of Geese's greatest pokes, 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.
}}
}}
===Jump Normals===
===Jump Normals===
====Jump A====
====Jump A====
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Comes out fast, and is active longer than you'd think.
* Comes out fast, and is active longer than you'd think.
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Jump/super jump version can cross up, even vs small crouching characters
* Jump/super jump version can cross up, even vs small crouching characters
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Hits multiple times, up to three times on a standing tall opponent if done from a hop
* Hits multiple times, up to three times on a standing tall opponent if done from a hop
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* Full jump version applies damage scaling.
* Full jump version applies damage scaling.


Fantastic normal for punishing very laggy moves on opponents it full hits on. Will add a ton of damage to the ensuing combo. Stick to using hop C to avoid the damage scaling applied by the full jump version.
A slow, but powerful jump-in that hits up to three times, practically guaranteeing a combo if it lands. Deals more damage than average if all three hits land. Geese will lose out on a small amount of damage if the third hit doesn't land.
}}
}}


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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Jump/super jump version can cross up, even vs small crouching characters
* Jump/super jump version can cross up, even vs small crouching characters
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|input=CD
|input=CD
|description=
|description=
* Great range. Moves Geese forward a bit. Can hit opponents from round start if they attempt an approach or attack.
 
* Great for oki after an OTG slam. Geese has enough frame advantage to throw out a meaty CD afterward.
A backfist with a generous amount of forward movement, giving it decent range. As with most other CDs, it has a greatly disjointed hitbox, making it a useful counterpoke. The hit advantage allows Geese to perform an OTG throw afterwards from anywhere on screen.
* Recovery on hit is low enough that Geese can run up and OTG slam the opponent even from fullscreen. This is also his optimal meterless combo from wallsplat CD.
}}
}}


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* The great range on Geese's CD carries over to his Shatterstrike, making this yet another powerful counter in his toolkit.
* The great range on Geese's CD carries over to his Shatterstrike, making this yet another powerful counter in his toolkit.
}}
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=geese_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
====jump CD====
====jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Long horizontal range makes it a great aerial poke. Hitbox extends farther than Geese's foot.
An great aerial poke with a slightly disjointed hitbox, j.CD is one of Geese's strongest approach options. A neutral jump j.CD can beat out most aerials and approaches in the game.
* Short vertical hitbox.
* Performing this from a neutral jump is guaranteed to beat out the vast majority of aerials and approaches in the game.
}}
}}


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|input=(close) 4/6C
|input=(close) 4/6C
|description=
|description=
* Placeholder
* Geese grabs the opponent by the neck and launches them off with a palm strike.
 
Outside of the corner, the distance of the launch puts Geese in a position where he can go back to zoning the opponent.
}}
}}


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|input=(close) 4/6D
|input=(close) 4/6D
|description=
|description=
* Tosses the opponent full screen.
*Geese grabs the opponent and tosses them far off behind him, in the same manner as his old command grab.
 
Has slightly better advantage than his C throw, and puts much more distance between Geese and the opponent. If you want to get the opponent off you and zone them hard, use this.
}}
}}


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|captions="Thunder Roundhouse Kick"
|captions="Thunder Roundhouse Kick"
|description=
|description=
* Normally not special or whiff cancellable except into his OTG grab.
* Lacks special cancel properties, but can cancel into his OTG grab, even on whiff.
* Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos.
* Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos.
* Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly.
* Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly.


Mainly used for Super Special/Quick Max confirms, as an ender for small blockstrings, or to get closer to the opponent to perform his OTG grab, which is the only special this move cancels into. Not very minus on block and leaves Geese at a relatively safe distance from the opponent.
Mainly used for Super Special/Quick Max confirms, as an ender for small blockstrings, or to get closer to the opponent to perform his OTG grab, which is the only special this move cancels into. Due to its generous forward movement (about half screen), it can be spaced out to be up to +2 on block.
}}
}}


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|name=Tendoh Kudaki
|name=Tendoh Kudaki
|input=6A
|input=6A
|captions="Heavenly Smash"
|imageCaptions="Heavenly Smash"
|hitboxCaptions= Raw Version, Cancel Version
|description=
|description=
* Values in [] indicate data when move is cancelled into.
* Values in [] indicate data when move is cancelled into.
* Is an overhead if used raw, but startup is much slower and more telegraphed.
* Always causes a spiked hard knockdown on airborne opponents.
* Overhead version knocks down, leading directly into an OTG grab.
 
* Must be cancelled into Climax, cannot be linked after.
Mostly standard overhead/combo extender. Causes a hard knockdown on raw hit. Main move for combos/blockstrings. When used as a mixup 6A has relatively low reward, as the hard knockdown property prevents Geese from getting any Quick Max or super combos off of it. He can, however, tack on additional damage with his OTG grab.
}}
}}


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|name=Reppuken
|name=Reppuken
|input=236A/C/AC
|input=236A/C/AC
|hitboxCaptions= A Version, , C Version, , EX Version
|description3=
|description3=
* C and EX versions essentially create a stationary fireball before launching a second fireball that travels. The first fireball will only hit the opponent if up close.
Reppuken is a very strong and valuable space control tool, useful for keeping the opponent away as well as snuffing out their own fireballs. While other characters have the technique (Rugal, Rock), Geese's version has unique attributes that strengthen his zoning abilities.
* A version is very fast, and recovers quickly as well.
----
* C version's projectile (but not the stationary one) has the same priority level of an EX projectile, though it's only one and will still be stuffed by multiple EX projectiles (e.g. King's double strike).
'''236A:''' A very fast projectile with equally fast recovery. It is also very safe on block at just -4 at point-blank range. This also allows Geese to space himself out far enough during blockstrings to end his blockstrings at plus frames without having to spend meter. 214A is typically preferred as a combo ender, however.
----
'''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 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.


Your zoning tool. A moves fast and recovers quickly, both pressuring the opponent and properly baiting them into punishing it. C is a pocket EX projectile for free, but has much more startup and recovery, with the first hit lacking the higher hitbox from previous games that helped against hops, so using it up close is asking to get blown up. At range, however, it's a great way to win a quick fireball war. The EX version has juggle properties and can add significant damage to your combos in the corner.
}}
}}


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|name=Shippuu Ken
|name=Shippuu Ken
|input=j.214A/C/AC
|input=j.214A/C/AC
|hitboxCaptions= Normal Version, , EX Version
|description3=
|description3=
* Air fireball.
Geese throws a fireball from the air, bouncing backward as he does so.
* Normal versions bounce Geese away, EX retains his jump momentum.
* Normal versions bounce Geese away, EX retains his jump momentum.
* Brief recovery on landing.
* Brief recovery on landing.
* A version has shorter recoil, but more recovery on landing. C version bounces Geese up higher, but has less recovery on landing.
* A version has shorter recoil, but more recovery on landing. C version bounces Geese up higher, but has less recovery on landing.
* Has a ''much'' smaller hitbox than its appearance implies.
Shippuken is a powerful projectile that strengthens Geese's zoning game as well as his offense. Rather than halt his momentum entirely, Shippuken will bounce Geese away from the opponent after startup, allowing him to keep his distance. Meanwhile, '''EX''' Shippuken will retain Geese's jump momentum entirely, which also makes it a great pressure tool, as it is significantly plus the lower Geese is to the ground.


Strengthening both his zoning game and his offense, the Shippuken is one of Geese's most valuable specials. The recoil on the normal versions turn all of his jumps into a 50/50 for the opponent, as Geese can either commit to a jump-in or use this to throw a projectile and retreat, making attempting an anti-air on him a genuine risk. The aversion this can give to opponents to attempt an anti-air can make the actual jump-ins you go for all the safer. This also works as a great air-to-air, as well. The A version throws a very slow fireball, while the C version throws one that moves at a moderate speed, making the latter good for pressure and the former good to throw out early and let it linger as a hazard or catch rolls and backdashes. Geese is rather floaty after the recoil, and can be punished if the opponent dodges the projectile. This can also be used to bait a counter, however, as the C version has less recovery on landing, but the counter will need to be a frame-1, which will cost some meter (2363214 B/D being your best bet). The '''EX''' version retains Geese's momentum and leaves him very plus when used at a low height, making it great for approaching. It also allows Geese to combo afterwards, given he is close enough to do so (his close normals are likely to whiff outside of the corner, but it is still possible).
One thing to note, however, is that Geese will float a noticeable amount after using Shippuken, which leaves him quite vulnerable after using the move. If Shippuken were to whiff, for example, Geese would be left wide open for a highly damaging punish. Therefore, you should exercise caution with Shippuken so as to not get punished while trying to zone the opponent. This issue can be avoided by spending meter, but there is really not much of a good reason to be spending meter on zoning with Shippuken.
}}
}}


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|name=Fudou Ken
|name=Fudou Ken
|input=214A/C/AC
|input=214A/C/AC
|captions=R.I.P. Jaei Ken 1995-2009
|imageCaptions=R.I.P. Jaei Ken 1995-2009
|hitboxCaptions= A Version, C Version, EX Version
|description3=
|description3=
A straight palm, serving as a combo or super cancel filler special.
* A version combos from lights with only one possible followup.
* C version combos from heavies and has a slightly longer range. It has 3 possible followups, forcing the opponent into a high-low mix up with all leading to hard knockdowns.
* EX version combos from light and crumples on the initial palm hit. It has the same 3 followups as the C version, but with slightly altered properties.


The rekka that replaced Jaei Ken. Most used for combo extensions, though poking with the A version occasionally can make for a fast check on your opponent. On hit with the C version you generally want to go with the 6P follow-up for super cancels, or the 6K follow-up to end a combo and lead into either OTG grab or Raging Storm. The light version has a new unique ender with 6P with knocks the opponent a good distance away, but causes a techable knockdown.
Fudou Ken is your go-to meterless combo ender, as well as a very important combo extender that forms the basis of his exceptionally lenient metered light confirms. All versions of and followups for Fudou Ken are very unsafe on block.
----
'''214A:''' An extremely fast strike at 8 frames of startup. However, it has a hurtbox on Geese's arm before the active frames making it risky to use as a poke. It also has very little pushback and is -8 making it death on block.
----
'''214C:''' A slower strike with twice the startup, meaning it can only combo from heavy attacks, but has three different followups—a mid, a low, and an overhead—that all lead to hard knockdowns and can be used as combo enders or as a mixup. C Fudou Ken has slightly higher pushback than A Fudou Ken, but also has a higher frame disadvantage and can be punished by most heavies.
----
'''214AC:''' A fast crumpling attack that has the same followups as C Fudou Ken, but the followups have slightly lower disadvantage (though still very unsafe). AC Fudou Ken also has almost no pushback and has the same disadvantage as A Fudou Ken on block, making it very easy to punish.
}}
}}


Line 418: Line 461:
|name=Fudou Ken • A
|name=Fudou Ken • A
|input=214C/AC~6P
|input=214C/AC~6P
|hitboxCaptions= Normal Version, EX Version
|description2=
|description2=
* EX version causes a wallbounce.
* Great corner carry, allows for a 6B kara cancelled OTG 632146P if close enough.
Forward double palm with the highest damage out of all followups as well as the best followup to use if going for a super cancel.
Forward double palm with the highest damage out of all followups as well as the best followup to use if going for a super cancel.
* EX version causes a wallbounce, but leads into lower damage overall, as this input cannot be repeated in combos.
 
* Great corner carry, allows for a 6B kara cancelled OTG 632146P if close enough.
}}
}}
<!--Fudou Ken • Ba-->
<!--Fudou Ken • Ba-->
Line 428: Line 473:
|name=Fudou Ken • Ba
|name=Fudou Ken • Ba
|input=214C/AC~2K
|input=214C/AC~2K
|hitboxCaptions= Normal Version, EX Version
|description2=
|description2=
* A circular sweep kick that hits low.
* Hits low
The pushback makes this generally safe on block, but characters with good long range punishes such as Shun'Ei, Benimaru and Rock for example can reliably punish this.
Very unsafe on block with moderate pushback. Can be easily punished by sweeps.
}}
}}
<!--Fudou Ken • Un-->
<!--Fudou Ken • Un-->
Line 437: Line 483:
|name=Fudou Ken • Un
|name=Fudou Ken • Un
|input=214C/AC~6K
|input=214C/AC~6K
|hitboxCaptions= Normal Version, , EX Version
|description2=
|description2=
Geese does an axe kick which hits overhead. Guarantees OTG 621346P if it connects.
* Applies a 30% scaling penalty to the next hit.
* This move has the most reach out of all his followups and is useful in juggles following wallbounces.
Causes a spiked hard knockdown right in front of Geese, guaranteeing an OTG grab. Do note that the OTG grab will be heavily scaled.
* The move following 214C is too slow to combo off a grounded 214C hit. EX version has a faster startup and doesn't have this problem.
 
}}
}}
<!--Fudou Ken • O-->
<!--Fudou Ken • O-->
Line 456: Line 503:
|name=Jyoudan Atemi
|name=Jyoudan Atemi
|input=63214B/BD
|input=63214B/BD
|captions="High Hit Throw"<br>
|imageCaptions="High Hit Throw"<br>
<small>"Predictabo"</small>
<small>"Predictabo"</small>
|hitboxCaptions= Normal Version, EX Version
|description2=
|description2=
* Normal version: Counters all physical air moves and high/mid physical special and super special moves. Also counters Shatterstrikes.
'''63214B:''' Counters all physical aerial moves, high/mid physical specials (including Shatter Strikes), and Super Special moves. <br>
* Ex version: Counters all physical air moves, mid/overhead ground normals, and high/mid physical special and super special moves.
'''63214BD:''' Counters all physical aerial moves, high/mid grounded normals, high/mid physical specials (including Shatter Strikes), and Super Special moves.
* Cannot be followed up after a successful counter. Not even with the OTG grab.
Cannot be followed up after a successful counter whatsoever. <br>
All versions switch sides.
----


The most well-known of Geese's counters, largely because it's the one players end up seeing the most. This catches any and all physical specials, supers, Climaxes, and aerials. As these are among the easiest moves to counter, this tends to be the easiest of Geese's counters to pull off. Unlike many other counters, upon activation Geese will immediately put the opponent in a throw state regardless of the attack it stops, rather than simply launching an attack. The EX version catches everything but lows, and comes out frame 1. In some cases this version of the counter can be a better option than his 2363214 B/D, due to the fact it only does 20 less damage from 50% less meter.  
The most well-known of Geese's counters, largely because it's the one players end up seeing the most. This catches any and all physical specials, supers, Climaxes, and aerials. As these are among the easiest moves to counter, this tends to be the easiest of Geese's counters to pull off. Unlike many other counters, upon activation Geese will immediately put the opponent in a throw state regardless of the attack it stops, rather than simply launching an attack. The EX version catches everything but lows, and comes out frame 1. In most cases, Jyoudan Atemi will be a better option than Oni Hanmon, as you're spending half the meter for only slightly less damage.
}}
}}


Line 471: Line 521:
|name=Chuudan Atemi
|name=Chuudan Atemi
|input=63214D
|input=63214D
|captions="Center Hit Throw"<br>
|imageCaptions="Center Hit Throw"<br>
<small>"Perceptabo"</small>
<small>"Perceptabo"</small>
|description=
|description=
* Counters all mid/overhead ground normal attacks.
Counters all mid/overhead ground normal attacks.
* Applies significant damage scaling to whatever combo follows it.
Switches sides and leaves the opponent wide open with a +20 frame advantage.
Applies a scaling penalty to the following hits, starting at 15%.
----
 
Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference. If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C, but the timing is tight. Any combo you follow up with will be heavily scaled down in damage, so you'll need to decide what will get you the damage you want vs. how much meter you want to spend on reduced damage.
Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference. If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C, but the timing is tight. Any combo you follow up with will be heavily scaled down in damage, so you'll need to decide what will get you the damage you want vs. how much meter you want to spend on reduced damage.
}}
}}
Line 484: Line 537:
|name=Gedan Atemi
|name=Gedan Atemi
|input=41236B/BD
|input=41236B/BD
|captions="Low Hit Throw"
|imageCaptions="Low Hit Throw"
|hitboxCaptions= Normal Version, EX Version
|description2=
|description2=
* Counter all low physical moves. Hard Knockdown
Counters all low physical attacks. Knocks the opponent to the other side of the screen.
----
Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does ''not'' scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than most crouching lows, but the EX version is your best bet for catching people trying to low confirm on your wakeup.
Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does ''not'' scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than most crouching lows, but the EX version is your best bet for catching people trying to low confirm on your wakeup.
The EX version deals more damage than many characters' Supers, and has the longest active period out of any of his counters. If you're going to go for a low counter, there's very little reason (aside from having no meter) not to go for the EX version. Especially against characters that heavily rely on low pokes and confirms. Making this move a regular part of your gameplan can have devastating results in certain matchups. A sweeping Clark or Shermie, or a Kula mashing Cr.B, will need to fear losing almost a quarter of their health for sticking their foot out at you.
}}
}}


Line 495: Line 552:
|name=Raimei Gouha Nage
|name=Raimei Gouha Nage
|input=632146A/C/AC
|input=632146A/C/AC
|hitboxCaptions= Normal Version, EX Version
|description2=
|description2=
Geese grabs the opponent off the ground and slams them back down.
* EX version does a minimum of 60 damage.
* EX version does a minimum of 60 damage.
* Able to be whiff cancelled from 6B to quickly close the distance to a downed opponent.
* Normal version sideswitches, EX does not.
* Normal version sideswitches, EX does not.
* This move ''only'' functions as an OTG, so nothing will happen if the opponent hasn't been knocked down.


OTG grab. Most of Geese's combos end in a hard knockdown that should give you time to run up and grab with this unless you're the one with your back to the corner. While this usually tacks on a considerable amount of damage (often the equivalent of spending an EX in a combo), your advantage after is very minimal and you switch sides, potentially losing the corner if you pushed them there. Consider that before going for this every time possible.
OTG grab. Most of Geese's combos end in a hard knockdown that should give you time to run up and grab with this unless you're the one with your back to the corner. While this usually tacks on a considerable amount of damage (often the equivalent of spending an EX in a combo), your advantage after is very minimal and you switch sides, potentially losing the corner if you pushed them there. Consider that before going for this every time possible.
Line 510: Line 569:
|name=Hishou Nichirin Zan
|name=Hishou Nichirin Zan
|input=623A/C/AC
|input=623A/C/AC
|hitboxCaptions= A Version, C Version, , EX Version
|description3=
|description3=
* C is a great oki tool, if it crosses up its plus but if it doesn't its neutral.
* C is a great oki tool, if it crosses up its plus but if it doesn't its neutral. Groundbounces on counterhit, and can still combo into the EX version for another groundbounce.
* EX is your go-to combo extender for 0.5 - 3 bar combos.
* EX is your go-to combo extender for 1 - 3 bar combos.


Despite being a DP that launches Geese in the air, this move is strictly for use on grounded opponents. There are zero anti-air properties with this move. Against grounded opponents, however, it makes for a great mix-up, as well as combo filler. A works as a decent callout, technically negative on block but, much like his 6B, you have enough time to counter a predicted punish. The C version is the one you'll be using the most, though, as it's not only safe on block, but crosses up and delivers a hard knockdown right next to Geese. This can lead into OTG grab, or if you want to really get nasty, an OTG Raging Storm into over 50% damage off a cross-up knockdown. Another great addition to Geese's oki guessing game. The EX version is a great combo extender, putting opponents into a flipped state right in front of you, giving ample time for a follow-up (usually being a Fudou Ken). Also acts as your EX follow-up to a wallbounce.
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.
----
'''623C:''' Hard knockdown. ''Very'' lengthy startup, but is even on block on standing opponents, and +2 on crouching opponents. Groundbounces the opponent if it counterhits, which can lead to some highly damaging punishes. Can be followed up by 623AC. If the opponent has been wallsplatted (after st.CD, for example) 623C will launch the opponent higher up, allowing Geese to get damaging extensions off of his st.CD in the corner.
----  
'''623AC:''' Groundbounces into a hard knockdown. Not quite as strong as 236AC, but gives slightly more corner carry and combos from lights at close range.
}}
}}


Line 523: Line 589:
|name=Raigou Reppuu Ken
|name=Raigou Reppuu Ken
|input=2363214A/C/AC
|input=2363214A/C/AC
|hitboxCaptions= Normal Version, , Max Version
|description2=
|description2=
* Values in [] represent damage when the move OTGs.
* Values in [] represent damage when the move OTGs.
Line 537: Line 604:
|name=Oni Hanmon
|name=Oni Hanmon
|input=2363214B/D/BD
|input=2363214B/D/BD
|imageCaptions= Say "no" to wakeup pressure<br>
<small>"Demonic Agony"</small>
|hitboxCaptions= Normal Version, Max Version
|description2=
|description2=
* Counters all physical attacks.
* Counters all physical attacks.
* Can only combo into Raging Storm, though the damage will be scaled.
* Can only combo into Raging Storm.


This is THE move on your opponent's mind the entire fight. Frame 1 activation, parries every possible physical attack, without exception. Nerfed a bit from KOF XIV, as its active frames are shorter, and any Raging Storm comboed from it will now be scaled down to hell. When comboing into Raging Storm, it's important to remember that now Geese does not side switch until the move is finished, so unlike in XIV, you don't have to reverse your Climax input. However, if you ''do'' want the side switch, you can wait a beat and cancel into Raging Storm slightly later, at which point Geese will have switched sides, while the move is still cancelable. The counter window is half what it was in KOF XIV, as well, so you can't throw this out as comfortably early as you might have back then.
A frame-1 counter that parries ''any'' physical move without exception, dealing 20%-35% if it lands. Unlike Jyoudan Atemi, Oni Hanmon can be followed up with Raging Storm, dealing up to 65.5% from a counter. Oni Hanmon is harder to notice than Geese's other counter throws, with only a faint sound effect that can easily be drowned out by the rest of the game followed by a pose. It is slightly more prone to being punished, however, as it has a smaller counter window than his Atemi counters and longer recovery. While it is easier to catch the opponents attacks with Oni Hanmon, it is as high risk, high reward as his other counters.
}}
}}


Line 554: Line 624:
* As a nod to this move's traditional input, it is possible to input this as 1632143CD.
* As a nod to this move's traditional input, it is possible to input this as 1632143CD.


Invincible on startup when used raw, but your primary application for this move is in combos. Hits with many rapid hits, so a great deal of combo scaling will be applied if tacked on the end of a longer combo, especially if comboed into from Raigou Reppuken, which is also a multi-hitter. Damage gets scaled down from pretty much anything that cancels into it except an actual combo.
Geese's iconic, signature super. Has decently quick startup, but this also means that it has less invulnerability than other Climax supers. However, that doesn't matter much, as Raging Storm is essentially a massive active hitbox after startup.
}}
}}


Line 562: Line 632:
|name=Rashoumon
|name=Rashoumon
|input=2363214CD
|input=2363214CD
|captions= Imagine trying to pressure a Geese with 3 bars
|captions= JUMPSCARE
|description=
|description=
* Command grab, cannot be dodged whatsoever after super flash.
* Command grab, cannot be dodged whatsoever after super flash.
* Can be comboed into, but there really isn't any combo that leads into it that does anywhere near the damage gained from a 3-bar combo into Raging Storm.
* Can be comboed into, but there really isn't any combo that leads into it that does anywhere near the damage gained from a 3-bar combo into Raging Storm.
* Incredibly short range.
* Leans on the larger side of command grabs, though the range is still not great


Amazing reversal if you're willing to spend the meter on it. An instantaneous, invincible grab reversal, completely unavoidable if the opponent is standing in grab range when activated.
A frame-1 command grab with full-body invincibility on its first four frames, allowing it to snuff out any of the opponent's attacks while Geese is defending himself. It also does ''immense'' damage, taking away 50% of the opponent's total health in an instant. Overall, this is the most damaging Climax super in the game by a decent margin, and probably one of the scariest.


At 500 damage, it's the most damaging super in the game. A guaranteed death sentence if your opponent has half of their health or less left.
While it can be canceled into, it won't connect against opponents in blockstun, and regardless, in most scenarios you'll be losing out on damage since it doesn't connect on airborne opponents (including grounded opponents who have been knocked down). You are better off using Raging Storm for combos, and Rashoumon for sudden mixups.
}}
}}



Latest revision as of 07:45, 17 December 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil.
Jump: 42f
Hop: 33f
Backdash: 22f
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
  • 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.
  • 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. Of course, Geese's specials amplify this. Reppuken is very 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 practically no shortcomings in neutral, and gives him a very safe and strong presence no matter where he is on screen.
  • 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.
  • 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.


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ko Satsu Shou - / +

Shinkuu Nage - / +

Command Normals

Raikou Mawashi-Geri - +

Tendoh Kudaki - +

Special Moves

Reppuken - + / (*)

Shippuu Ken - + / (Midair Only) (*)

Fudou Ken - + / (*)

┗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) - + /

Jyoudan Atemi - + (*)

Chuudan Atemi - +

Gedan Atemi - + (*)

Raimei Gouha Nage - + / (*)

Hishou Nichirin Zan - + / (*)


Super Special Moves

Raigou Reppuu Ken - + / (!)

Oni Hanmon - + / (!)

Climax Super Special Moves

Raging Storm - ++

Rashoumon - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

2B, 2A, 2A, far B, 214A~6P
cl.C, 6A, 214C~6P

178 DMG
248 DMG

½ Meter

cl.D(2), 6A, 214C~6P
cl.C, 6A, 214AC~6P, dash 214C~6K, 632146P

347 DNG
358 DMG

1 Meter

cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P
cl.C, 6A, 214C~6P (super cancel), 2363214P

438 DMG
392 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

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid super 5 4 8 +3 +1 - 30 60
  • Standard anti-hop poke. Good range for what it does, but not much additional utility beyond that.

far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 4 11 0 -2 - 30 60
  • Shifts Geese's head hurtbox very far during the animation, which makes it prone to getting stuffed.

Geese's longest reaching light normal that also cancels into almost everything he has. Forms an almost necessary part of Geese's combos and blockstrings.

far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 7 6 22 -7 -9 - 70 120

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.

far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 10 4 17 0 -2 - 70 120
  • Whiffs on crouching opponents.

Excellent standing anti-air, though it's a bit difficult to use as a neutral poke. Has better horizontal range than 2C, so it can catch hops and jumps from further away.

Close Standing Normals

close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60
  • Links into his close C, but not after a jump-in.

Fast, very plus elbow strike. For some reason, the hitbox does not exactly match appearances, so it does not hit as high as it looks like it would.

close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 7 +5 +3 - 30 60
  • Whiff-cancelable.

One of Geese's pressure options, a disjointed knee strike with great plus frames on block. The range also makes it preferable over cl.A for linking into cl.C.

close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 5 15 +1 -1 - 70 120

Average cl.C. The only reason this is significantly more preferable over Geese's cl.D is because of how slow his cl.D is.

close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 9 3 (6) 7 11 +3 +1 - 70 (35+35) 120 (60+60)

An unusually slow proximity normal that is reserved for getting the most damage out of Geese's combos. Somewhat difficult to combo into after jump-ins. It's also plus on block, which is a rare attribute for a heavy normal.

Crouch Normals

crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 9 +3 +1 - 30 60

One of Geese's fastest normals that is useful for mashing out of pressure. Decent range.

crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 5 4 9 +2 0 - 15 30
  • Standard low confirm combo starter.

crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 7 20 -6 -8 - 70 120
  • Moves Geese forward slightly during startup.


Geese's key anti-airing normal that has excellent vertical range, hitting right above Geese's head. This is Geese's most reliable anti-air; use this if you're not sure if the opponent will attack during a jump-in.

crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 10 5 19 KND (+25) -5 - 70 120
  • Cannot be whiff cancelled.
  • Moves Geese forward slightly.

One of Geese's greatest pokes, 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.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 4 6 1 on ground - - - 30 50

jump jump

45 High special 4 7 1 on ground - - - 30 60
  • Comes out fast, and is active longer than you'd think.
  • Great for stuffing the opponent on reaction, either air-to-air or air-to-ground.
  • Combos into EX Shippuken, for a powerful approach.

Jump B

jump B
j.B
j.B

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 9 1 on ground - - - 30 50

jump jump

45 High - 6 10 1 on ground - - - 30 60
  • Jump/super jump version can cross up, even vs small crouching characters
  • Cannot be low-profiled by 2Bs and the like
  • Very active for a light. Easily leads to combo on jump-in and serves as a good backup air-to-air as well.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 (40+20+20) High(1), Mid - 14 3 (2) 3 (2) 2 1 on ground - - - 60 (30+15+15) 120 (60+30+30)

jump jump

80 (40+20+20) High(1), Mid - 12 3 (2) 3 (2) 3 (2) 3 1 on ground - - - 60 (30+15+15) 120 (60+30+30)
  • Hits multiple times, up to three times on a standing tall opponent if done from a hop
  • Long startup, but once the attack starts it keeps going until Geese lands.
  • Guarantees a combo if it hits.
  • Full jump version applies damage scaling.

A slow, but powerful jump-in that hits up to three times, practically guaranteeing a combo if it lands. Deals more damage than average if all three hits land. Geese will lose out on a small amount of damage if the third hit doesn't land.

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 7 5 1 on ground - - - 70 100

jump jump

70 High - 7 6 1 on ground - - - 70 120
  • Jump/super jump version can cross up, even vs small crouching characters
  • Can be low-profiled by some 2Bs and other moves with lowered hurtboxes when used as a cross up
  • Effective air-to-air poke, particularly from a neutral or backward jump. Not as effective as j.CD, but the startup is much faster.

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 8 - - -2 -4 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 11 - - -8 -10 - 30 180 (60+60+60)
  • A rush combo that ends with either A Fudou Ken with its followup, (MAX) Raigou Reppuu Ken or Raging Storm.
  • The rush combo ending with Fudou Ken is unironically his optimal meterless route following a low light confirm.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 6 20 Wall Splat - HKD (gnd) (74 to 90) -3 - 100 160

A backfist with a generous amount of forward movement, giving it decent range. As with most other CDs, it has a greatly disjointed hitbox, making it a useful counterpoke. The hit advantage allows Geese to perform an OTG throw afterwards from anywhere on screen.

Shatterstrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • The great range on Geese's CD carries over to his Shatterstrike, making this yet another powerful counter in his toolkit.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) +3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 13 6 1 on ground SKD - - 80 120

jump jump

90 Mid - 13 7 1 on ground SKD - - 80 140

An great aerial poke with a slightly disjointed hitbox, j.CD is one of Geese's strongest approach options. A neutral jump j.CD can beat out most aerials and approaches in the game.

Throws

Ko Satsu Shou

Ko Satsu Shou
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (33) Unblockable - 0 0
  • Geese grabs the opponent by the neck and launches them off with a palm strike.

Outside of the corner, the distance of the launch puts Geese in a position where he can go back to zoning the opponent.

Shinkuu Nage

Shinkuu Nage
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (42) Unblockable - 0 0
  • Geese grabs the opponent and tosses them far off behind him, in the same manner as his old command grab.

Has slightly better advantage than his C throw, and puts much more distance between Geese and the opponent. If you want to get the opponent off you and zone them hard, use this.

Command Moves

Raikou Mawashi Geri

Raikou Mawashi Geri
6B
6B

"Thunder Roundhouse Kick"

"Thunder Roundhouse Kick"

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 [60] Mid super 17 5 16 0 (Close) to 4 (Max Range) -2 (Close) to 2 (Max Range) - 80 [60] 120 [100]
  • Lacks special cancel properties, but can cancel into his OTG grab, even on whiff.
  • Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos.
  • Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly.

Mainly used for Super Special/Quick Max confirms, as an ender for small blockstrings, or to get closer to the opponent to perform his OTG grab, which is the only special this move cancels into. Due to its generous forward movement (about half screen), it can be spaced out to be up to +2 on block.

Tendoh Kudaki

Tendoh Kudaki
6A
6A

"Heavenly Smash"

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [50] High [Mid] super [special] 22 [15] 6 26 [20] HKD (+30) [-5] -13 [-7] - 60 80
  • Values in [] indicate data when move is cancelled into.
  • Always causes a spiked hard knockdown on airborne opponents.

Mostly standard overhead/combo extender. Causes a hard knockdown on raw hit. Main move for combos/blockstrings. When used as a mixup 6A has relatively low reward, as the hard knockdown property prevents Geese from getting any Quick Max or super combos off of it. He can, however, tack on additional damage with his OTG grab.

Special Moves

Reppuken

Reppuken
236A/C/AC
236A/C/AC

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 15 Full Screen Projectile 30 -4 (Close) to 25 (Max Range) -4 (Close) to 25 (Max Range) - 40 40

C C

96 (30+70) Mid super 14 6 (10) Full Screen Projectile 34 SKD (30: Tech / 57: Non-tech) - Close -9 (Close) to 16 (Max Range) - 70 (30+40) 100 (40+60)

AC AC

125 (40+90) Mid - 15 6 (4) Full Screen Projectile 27 Juggle - SKD (38: Tech / 65: Non-tech) - Close -1 (Close) to 26 (Max Range) - 0 80 (40+40)

Reppuken is a very strong and valuable space control tool, useful for keeping the opponent away as well as snuffing out their own fireballs. While other characters have the technique (Rugal, Rock), Geese's version has unique attributes that strengthen his zoning abilities.


236A: A very fast projectile with equally fast recovery. It is also very safe on block at just -4 at point-blank range. This also allows Geese to space himself out far enough during blockstrings to end his blockstrings at plus frames without having to spend meter. 214A is typically preferred as a combo ender, however.


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 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.

Shippuu Ken

Shippuu Ken
j.214A/C/AC
j.214A/C/AC

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid - 11 Diagonal Projectile 10 on ground -17 (Lowest Height) to -26 (Highest Height) -19 (Lowest Height) to -28 (Highest Height) - 40 40

C C

65 - - 11 Diagonal Projectile 10 on ground -25 (Lowest Height) to -31 (Highest Height) -27 (Lowest Height) to -33 (Highest Height) - 40 40

C C

80 Mid - 9 Diagonal Projectile 13 on ground 12 (Lowest Height) to -2 (Highest Height) 10 (Lowest Height) to -4 (Highest Height) - 0 40

Geese throws a fireball from the air, bouncing backward as he does so.

  • Normal versions bounce Geese away, EX retains his jump momentum.
  • Brief recovery on landing.
  • A version has shorter recoil, but more recovery on landing. C version bounces Geese up higher, but has less recovery on landing.
  • Has a much smaller hitbox than its appearance implies.

Shippuken is a powerful projectile that strengthens Geese's zoning game as well as his offense. Rather than halt his momentum entirely, Shippuken will bounce Geese away from the opponent after startup, allowing him to keep his distance. Meanwhile, EX Shippuken will retain Geese's jump momentum entirely, which also makes it a great pressure tool, as it is significantly plus the lower Geese is to the ground.

One thing to note, however, is that Geese will float a noticeable amount after using Shippuken, which leaves him quite vulnerable after using the move. If Shippuken were to whiff, for example, Geese would be left wide open for a highly damaging punish. Therefore, you should exercise caution with Shippuken so as to not get punished while trying to zone the opponent. This issue can be avoided by spending meter, but there is really not much of a good reason to be spending meter on zoning with Shippuken.

Fudou Ken

Fudou Ken
214A/C/AC
214A/C/AC

R.I.P. Jaei Ken 1995-2009

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 8 5 22 -6 -8 - 40 60

C C

70 Mid super 16 5 24 -8 -10 - 40 60

AC AC

60 Mid - 12 9 16 Crumple - HKD (+101) -8 - 0 60

Fudou Ken is your go-to meterless combo ender, as well as a very important combo extender that forms the basis of his exceptionally lenient metered light confirms. All versions of and followups for Fudou Ken are very unsafe on block.


214A: An extremely fast strike at 8 frames of startup. However, it has a hurtbox on Geese's arm before the active frames making it risky to use as a poke. It also has very little pushback and is -8 making it death on block.


214C: A slower strike with twice the startup, meaning it can only combo from heavy attacks, but has three different followups—a mid, a low, and an overhead—that all lead to hard knockdowns and can be used as combo enders or as a mixup. C Fudou Ken has slightly higher pushback than A Fudou Ken, but also has a higher frame disadvantage and can be punished by most heavies.


214AC: A fast crumpling attack that has the same followups as C Fudou Ken, but the followups have slightly lower disadvantage (though still very unsafe). AC Fudou Ken also has almost no pushback and has the same disadvantage as A Fudou Ken on block, making it very easy to punish.

Fudou Ken Followups

Fudou Ken • A
214C/AC~6P
214C/AC~6P

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

80 Mid Super 12 5 28 HKD (+65) -14 - 80 60

AC AC

40 Mid - 11 7 18 Wall Bounce - HKD(+85) -8 - 0 60
  • EX version causes a wallbounce.
  • Great corner carry, allows for a 6B kara cancelled OTG 632146P if close enough.

Forward double palm with the highest damage out of all followups as well as the best followup to use if going for a super cancel.

Fudou Ken • Ba
214C/AC~2K
214C/AC~2K

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

70 Low super 19 2 28 HKD (+46) -11 - 60 60

AC AC

100 Low - 19 2 22 HKD (+26) -5 - 0 120
  • Hits low

Very unsafe on block with moderate pushback. Can be easily punished by sweeps.

Fudou Ken • Un
214C/AC~6K
214C/AC~6K

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

70 High super 25 5 27 HKD (+32) -13 - 60 60

AC AC

60 High - 22 4 23 HKD (+37) -8 - 0 60
  • Applies a 30% scaling penalty to the next hit.

Causes a spiked hard knockdown right in front of Geese, guaranteeing an OTG grab. Do note that the OTG grab will be heavily scaled.

Fudou Ken • O
214A~6P
214A~6P

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 11 5 30 SKD (20: Tech / 47: Non-tech) -15 - 60 60
  • Your optimal (and only) ender for light combos

The new followup ender for light Fudou Ken. Leads into a soft knockdown.

Jyoudan Atemi

Jyoudan Atemi
63214B/BD
63214B/BD

"High Hit Throw"
"Predictabo"

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 - - 3 17 (Counter Window) 24 HKD (+36) - - 0 0

BD BD

180 - - 1 8 (Counter Window) 31 HKD (+36) - - 0 0

63214B: Counters all physical aerial moves, high/mid physical specials (including Shatter Strikes), and Super Special moves.
63214BD: Counters all physical aerial moves, high/mid grounded normals, high/mid physical specials (including Shatter Strikes), and Super Special moves. Cannot be followed up after a successful counter whatsoever.
All versions switch sides.


The most well-known of Geese's counters, largely because it's the one players end up seeing the most. This catches any and all physical specials, supers, Climaxes, and aerials. As these are among the easiest moves to counter, this tends to be the easiest of Geese's counters to pull off. Unlike many other counters, upon activation Geese will immediately put the opponent in a throw state regardless of the attack it stops, rather than simply launching an attack. The EX version catches everything but lows, and comes out frame 1. In most cases, Jyoudan Atemi will be a better option than Oni Hanmon, as you're spending half the meter for only slightly less damage.

Chuudan Atemi

Chuudan Atemi
63214D
63214D

"Center Hit Throw"
"Perceptabo"

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

- - - 3 17 (Counter Window) 24 +20 - - 0 0

Counters all mid/overhead ground normal attacks. Switches sides and leaves the opponent wide open with a +20 frame advantage. Applies a scaling penalty to the following hits, starting at 15%.


Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference. If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C, but the timing is tight. Any combo you follow up with will be heavily scaled down in damage, so you'll need to decide what will get you the damage you want vs. how much meter you want to spend on reduced damage.

Gedan Atemi

Gedan Atemi
41236B/BD
41236B/BD

"Low Hit Throw"

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 - - 3 17 (Counter Window) 24 HKD (+53) - - 0 0

BD BD

220 - - 1 19 (Counter Window) 26 HKD (+53) - - 0 0

Counters all low physical attacks. Knocks the opponent to the other side of the screen.


Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does not scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than most crouching lows, but the EX version is your best bet for catching people trying to low confirm on your wakeup.

The EX version deals more damage than many characters' Supers, and has the longest active period out of any of his counters. If you're going to go for a low counter, there's very little reason (aside from having no meter) not to go for the EX version. Especially against characters that heavily rely on low pokes and confirms. Making this move a regular part of your gameplan can have devastating results in certain matchups. A sweeping Clark or Shermie, or a Kula mashing Cr.B, will need to fear losing almost a quarter of their health for sticking their foot out at you.

Raimei Gouha Nage

Raimei Gouha Nage
632146A/C/AC
632146A/C/AC

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A/C A/C

100 - - 1 1 49 KND (+10) - - 0 0

AC AC

120 - - 1 2 48 KND (+24) - - 0 0

Geese grabs the opponent off the ground and slams them back down.

  • EX version does a minimum of 60 damage.
  • Normal version sideswitches, EX does not.
  • This move only functions as an OTG, so nothing will happen if the opponent hasn't been knocked down.

OTG grab. Most of Geese's combos end in a hard knockdown that should give you time to run up and grab with this unless you're the one with your back to the corner. While this usually tacks on a considerable amount of damage (often the equivalent of spending an EX in a combo), your advantage after is very minimal and you switch sides, potentially losing the corner if you pushed them there. Consider that before going for this every time possible.

If you can spare half a bar, EX is preferable as it does more damage, and doesn't side-switch, so you don't lose the corner. You'll also have significantly more frame advantage, as well.

Hishou Nichirin Zan

Hishou Nichirin Zan
623A/C/AC
623A/C/AC

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 Mid - 25 6 16 SKD (36: Tech / 76: Non-tech) - Stand Hit -3 (Stand Block) to -1 (Crouch Block) - 30 50

C C

100 Mid - 38 5 14 HKD (46 - Stand hit / 48 Crouch Hit) 0 (Stand Block) to 2 (Crouch Block) - 80 100

AC AC

120 (40+80) Mid - 6 2 (30) 5 15 Ground Bounce - HKD (74) 1st hit only -33 / 2nd Hit (-1 (Stand Block) to 1 (Crouch Block)) - 0 100 (50+50)
  • C is a great oki tool, if it crosses up its plus but if it doesn't its neutral. Groundbounces on counterhit, and can still combo into the EX version for another groundbounce.
  • EX is your go-to combo extender for 1 - 3 bar combos.

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.


623C: Hard knockdown. Very lengthy startup, but is even on block on standing opponents, and +2 on crouching opponents. Groundbounces the opponent if it counterhits, which can lead to some highly damaging punishes. Can be followed up by 623AC. If the opponent has been wallsplatted (after st.CD, for example) 623C will launch the opponent higher up, allowing Geese to get damaging extensions off of his st.CD in the corner.


623AC: Groundbounces into a hard knockdown. Not quite as strong as 236AC, but gives slightly more corner carry and combos from lights at close range.

Super Special Moves

Raigou Reppuu Ken

Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 (40*3+60) [60 (20*3)] Mid advanced, climax 12 Full Screen Projectile 51 HKD (67) - Close -12 (Close) to 2 (Max Range) Full Body: 1 to 3 (3 Frames) 0 0

AC AC

330 (50*5+80) [150 (30*5)] Mid climax 11 Full Screen Projectile 50 HKD (74) - Close -5 (Close) to 9 (Max Range) Full Body: 1 (1 Frame) 0 0
  • Values in [] represent damage when the move OTGs.
  • Loses a huge amount of damage if used to OTG.

Incredibly fast projectile super, able to punish most zoning on reaction. The Level 2 version is even faster, making it one of the fastest projectiles in the game. If attempting a Climax Cancel into Raging Storm, the move must be performed the moment Geese fires the shot (so right as the super flash and windup animation end). The hitbox on the projectile is actually significantly larger if cancelled into, allowing this move to be comboed into from Fudo Ken follow-ups that would otherwise knock the opponent out of its range.

While this move can OTG, it is very meter inefficient to do so. The OTG version of this move can also climax cancel and combo into Raging Storm, but it should be also be avoided due to the heavy scaling to Raging Storm specific to this OTG route. It is essential to use routes that avoid OTG Raigou Reppuken or simply going straight into Raging Storm for more damage.

Oni Hanmon

Oni Hanmon
2363214B/D/BD
2363214B/D/BD

Say "no" to wakeup pressure
"Demonic Agony"

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

230 - advanced, climax 1 10 (Counter Window) 35 HKD (14) - - 0 0

BD BD

370 - climax 1 10 (Counter Window) 35 HKD (+15) - - 0 0
  • Counters all physical attacks.
  • Can only combo into Raging Storm.

A frame-1 counter that parries any physical move without exception, dealing 20%-35% if it lands. Unlike Jyoudan Atemi, Oni Hanmon can be followed up with Raging Storm, dealing up to 65.5% from a counter. Oni Hanmon is harder to notice than Geese's other counter throws, with only a faint sound effect that can easily be drowned out by the rest of the game followed by a pose. It is slightly more prone to being punished, however, as it has a smaller counter window than his Atemi counters and longer recovery. While it is easier to catch the opponents attacks with Oni Hanmon, it is as high risk, high reward as his other counters.

Climax Super Special Moves

Raging Storm

Raging Storm
2141236CD
2141236CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

450 (20*15+150) Min:225 - - 8 32 73 HKD (+44) -56 Full Body: 1 to 12 (12 Frames) 0 0
  • This move can OTG without any additional scaling penalty. However, if climaxed cancelled into off an OTG Raigou Reppuu Ken, an additional 30% scaling is applied.
  • As a nod to this move's traditional input, it is possible to input this as 1632143CD.

Geese's iconic, signature super. Has decently quick startup, but this also means that it has less invulnerability than other Climax supers. However, that doesn't matter much, as Raging Storm is essentially a massive active hitbox after startup.

Rashoumon

Rashoumon
2363214CD
2363214CD

JUMPSCARE

JUMPSCARE

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

500 Min: 250 Throw - 1 4 80 HKD (33) Unblockable Full Body: 1 to 4 (4 Frames) 0 0
  • Command grab, cannot be dodged whatsoever after super flash.
  • Can be comboed into, but there really isn't any combo that leads into it that does anywhere near the damage gained from a 3-bar combo into Raging Storm.
  • Leans on the larger side of command grabs, though the range is still not great

A frame-1 command grab with full-body invincibility on its first four frames, allowing it to snuff out any of the opponent's attacks while Geese is defending himself. It also does immense damage, taking away 50% of the opponent's total health in an instant. Overall, this is the most damaging Climax super in the game by a decent margin, and probably one of the scariest.

While it can be canceled into, it won't connect against opponents in blockstun, and regardless, in most scenarios you'll be losing out on damage since it doesn't connect on airborne opponents (including grounded opponents who have been knocked down). You are better off using Raging Storm for combos, and Rashoumon for sudden mixups.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Alt Color 1
Alt Color 2
Alt Color 3
Alt Color 4
Alt Color 5
Alt Color 6
Alt Color 7
Alt Color 8


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The King of Fighters XV

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The King of Fighters XV
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