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The King of Fighters XV/Geese Howard: Difference between revisions
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<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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| 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. | | 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, a supermassive 2C, and fantastic hop checks, keeping Geese locked down can require a nearly annoying amount of enforcement. | ||
* '''Fantastic All-Rounder:''' | * '''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. | ||
* ''' | * '''''Incredible Neutral:''''' Geese sports an outstanding neutral game that makes getting in on him an overwhelming nuisance. 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 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; his lights are large and convert incredibly 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 yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is both huge and oppressive. Finally, 6B gives Geese a very long range, very active, high coverage max cancel option that is crazy safe - and is also fantastic for maintaining offense after landing 2D. Better yet, Geese also has incredible specials for his neutral as well as some of the best cancel and whiff cancel options of the whole cast. 214A covers hops, while also resetting to neutral with its insane pushback on block, and is a very important part of his conversion potential. 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. | ||
* '''Safe, Efficient Pressure''': 214A makes Geese's stagger pressure overwhelmingly threatening, as any frametrap he does will go into damage, even accidental ones. It also is excessively safe and pushes him back to a great spot for his giant normals, allowing him to spacing trap most of the cast even though he's minus after it. With 3 bars, he gets access to a command grab that deals ''500'' damage, which allows him to have extreme threat on anchor vs anchor battles. Geese also has an overhead that lands itself on the quicker side, as well as giving him an HKD that he can follow up with his OTG grab. | |||
* ''' | * '''Anti-Safejump''': Geese has a selection of metered frame 1 counters to beat safejumps with, allowing him to jumpscare people with high, side-switching damage. | ||
* ''' | | cons= * | ||
* ''' | * '''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. | ||
}} | }} | ||
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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= | ||
A quick st.C that is unfortunately rather stubby and doesn't cancel into anything. | A quick st.C that is unfortunately rather stubby and doesn't cancel into anything. While theoretically unsafe on both hit and block, the pushback is high enough to prevent Geese from being punished by anything. | ||
}} | }} | ||
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|input=cl.B | |input=cl.B | ||
|description= | |description= | ||
* | * Whiff-cancelable. | ||
}} | }} | ||
====close C==== | ====close C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=cl.C | |input=cl.C | ||
|description= | |description= | ||
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= | ||
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. | 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. | ||
}} | }} | ||
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|description= | |description= | ||
* Moves Geese forward slightly during startup. | * Moves Geese forward slightly during startup. | ||
Geese's key anti-airing normal that has excellent vertical range, hitting right above Geese's head. | |||
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. | |||
}} | }} | ||
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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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|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= | ||
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. | |||
}} | }} | ||
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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= | ||
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. | |||
}} | }} | ||
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|input=(close) 4/6C | |input=(close) 4/6C | ||
|description= | |description= | ||
* | * 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= | ||
* | *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= | ||
* | * 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. | 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 | ||
| | |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. | ||
* | * 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. | |||
}} | }} | ||
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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= | ||
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 faster in terms of both startup and recovery, and has a larger startup hitbox than 236C, which makes it easier to use as a combo ender. It also has juggle properties, which is important for corner combos. | |||
}} | }} | ||
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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= | ||
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. | |||
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 | ||
| | |imageCaptions=R.I.P. Jaei Ken 1995-2009 | ||
|hitboxCaptions= A Version, C Version, EX Version | |||
|description3= | |description3= | ||
Fudou Ken is a multi-purpose tool that can be used as a neutral poke, as a combo ender, or for mixups. With meter, it's a very important combo extender that forms the basis of his metered combos. All followups for Fudou Ken are very unsafe on block. This special does almost everything you need. | |||
---- | |||
'''214A:''' An extremely fast strike at 8 frames of startup. Despite being -4 on block, the pushback prevents Geese from being punished by any 4-frame buttons, making it an incredibly safe blockstring ender. 214A is Geese's go-to special for basic combos and pestering the opponent. It also stuffs hops. | |||
---- | |||
'''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 higher pushback than A Fudou Ken, but also has a higher frame disadvantage and can be punished by fast, long-reaching buttons, such as some 5Bs. | |||
---- | |||
'''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 twice the disadvantage as A Fudou Ken on block, making it very easy to punish. | |||
}} | }} | ||
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|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. | * EX version causes a wallbounce. | ||
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|name=Fudou Ken • Ba | |name=Fudou Ken • Ba | ||
|input=214C/AC~2K | |input=214C/AC~2K | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
* | * Hits low | ||
Very unsafe on block with moderate pushback. Can be easily punished by sweeps. | |||
}} | }} | ||
<!--Fudou Ken • Un--> | <!--Fudou Ken • Un--> | ||
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|name=Fudou Ken • Un | |name=Fudou Ken • Un | ||
|input=214C/AC~6K | |input=214C/AC~6K | ||
|hitboxCaptions= Normal Version, , EX Version | |||
|description2= | |description2= | ||
* | * 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. | |||
Geese | |||
}} | }} | ||
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|name=Jyoudan Atemi | |name=Jyoudan Atemi | ||
|input=63214B/BD | |input=63214B/BD | ||
| | |imageCaptions="High Hit Throw"<br> | ||
<small>"Predictabo"</small> | <small>"Predictabo"</small> | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
'''63214B:''' Counters all physical aerial moves, high/mid physical specials (including Shatter Strikes), and Super Special moves. <br> | |||
'''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. <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 | 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. | ||
}} | }} | ||
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|name=Chuudan Atemi | |name=Chuudan Atemi | ||
|input=63214D | |input=63214D | ||
| | |imageCaptions="Center Hit Throw"<br> | ||
<small>"Perceptabo"</small> | <small>"Perceptabo"</small> | ||
|description= | |description= | ||
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. | 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. | ||
}} | }} | ||
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|name=Gedan Atemi | |name=Gedan Atemi | ||
|input=41236B/BD | |input=41236B/BD | ||
| | |imageCaptions="Low Hit Throw" | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= | |description2= | ||
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. | |||
}} | }} | ||
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|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. | ||
* 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. | ||
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|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 0.5 - 3 bar combos. | ||
Hishou Nichirin Zan is a rather unorthodox pressure tool that you probably won't often see meterless, as 214A is usually a better option. Despite appearances, Hishou Nichirin Zan is ''not'' an anti-air whatsoever, and unlike in previous games, it does 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. Geese's strongest combo extender that does more damage than 214AC > 6P, so you'll probably want to use this in 0.5 bar combos. | |||
}} | }} | ||
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|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. | ||
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|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 | * 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. | |||
}} | }} | ||
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* 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. | ||
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. | |||
}} | }} | ||
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|name=Rashoumon | |name=Rashoumon | ||
|input=2363214CD | |input=2363214CD | ||
|captions= | |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. | ||
* | * 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. | |||
}} | }} | ||
Latest revision as of 01:28, 30 September 2024
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 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.
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.
If the opponent gets too predictable with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter any physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range.
Overall, Geese is an extraordinary defensive character that is simple enough to be effective in the hands of beginners, while more seasoned players can utilize his counter throws and frametraps to become the ultimate nightmare.
Geese Howard is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Shippuu Ken - + / (Midair Only) (*)
- ┗Fudou Ken • A (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Ba (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Un (After or EX Fudou Ken) - + /
- ┗Fudou Ken • O (After Fudou Ken) - + /
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B, 2A, 2A, far B, 214A~6P |
178 DMG |
½ Meter |
cl.D(2), 6A, 214C~6P |
347 DNG |
1 Meter |
cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P |
438 DMG |
2 Meters |
cl.D(2), 6A, 214C~6P (super cancel), 2363214AC |
522 DMG |
Normals
Far Standing Normals
far A
far A
f.A
f.A
|
---|
far B
far B
f.B
f.B
|
---|
far C
far C
f.C
f.C
|
---|
far D
far D
f.D
f.D
|
---|
Close Standing Normals
close A
close A
cl.A
cl.A
|
---|
close B
close B
cl.B
cl.B
|
---|
close C
close C
cl.C
cl.C
|
---|
close D
close D
cl.D
cl.D
|
---|
Crouch Normals
crouch A
crouch A
2A
2A
|
---|
crouch B
crouch B
2B
2B
|
---|
crouch C
crouch C
2C
2C
|
---|
crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
Shatterstrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Ko Satsu Shou
Ko Satsu Shou
(close) 4/6C
(close) 4/6C
|
---|
Shinkuu Nage
Shinkuu Nage
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Raikou Mawashi Geri
Raikou Mawashi Geri
6B
6B
|
---|
Tendoh Kudaki
Tendoh Kudaki
6A
6A
|
---|
Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC
|
---|
Shippuu Ken
Shippuu Ken
j.214A/C/AC
j.214A/C/AC
|
---|
Fudou Ken
Fudou Ken
214A/C/AC
214A/C/AC
|
---|
Fudou Ken Followups
Fudou Ken • A
214C/AC~6P
214C/AC~6P
|
---|
Fudou Ken • Ba
214C/AC~2K
214C/AC~2K
|
---|
Fudou Ken • Un
214C/AC~6K
214C/AC~6K
|
---|
Fudou Ken • O
214A~6P
214A~6P
|
---|
Jyoudan Atemi
Jyoudan Atemi
63214B/BD
63214B/BD
|
---|
Chuudan Atemi
Chuudan Atemi
63214D
63214D
|
---|
Gedan Atemi
Gedan Atemi
41236B/BD
41236B/BD
|
---|
Raimei Gouha Nage
Raimei Gouha Nage
632146A/C/AC
632146A/C/AC
|
---|
Hishou Nichirin Zan
Hishou Nichirin Zan
623A/C/AC
623A/C/AC
|
---|
Super Special Moves
Raigou Reppuu Ken
Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC
|
---|
Oni Hanmon
Oni Hanmon
2363214B/D/BD
2363214B/D/BD
|
---|
Climax Super Special Moves
Raging Storm
Raging Storm
2141236CD
2141236CD
|
---|
Rashoumon
Rashoumon
2363214CD
2363214CD
|
---|
Misc
Alternate Colors