-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Geese Howard: Difference between revisions
Awesomeguy42 (talk | contribs) |
|||
(44 intermediate revisions by 3 users not shown) | |||
Line 22: | Line 22: | ||
| 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= * | | 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. | ||
}} | }} | ||
Line 151: | Line 151: | ||
|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. | ||
}} | }} | ||
Line 188: | Line 188: | ||
|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. | |||
}} | }} | ||
Line 197: | Line 198: | ||
|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. | ||
}} | }} | ||
Line 226: | Line 227: | ||
|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. | |||
}} | }} | ||
Line 249: | Line 250: | ||
|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. | ||
Line 259: | Line 261: | ||
|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 | ||
Line 270: | Line 273: | ||
|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 | ||
Line 284: | Line 288: | ||
|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 | ||
Line 306: | Line 311: | ||
|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. | |||
}} | }} | ||
Line 319: | Line 323: | ||
* 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 | ||
Line 324: | Line 339: | ||
|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. | |||
}} | }} | ||
Line 337: | Line 351: | ||
|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. | |||
}} | }} | ||
Line 346: | Line 362: | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
Geese | *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. | |||
}} | }} | ||
Line 357: | Line 375: | ||
|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. | ||
}} | }} | ||
Line 369: | Line 387: | ||
|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. | * 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. | 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. | ||
}} | }} | ||
Line 383: | Line 402: | ||
|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. | |||
}} | }} | ||
Line 396: | Line 418: | ||
|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. | Geese throws a fireball from the air, bouncing backward as he does so. | ||
Line 401: | Line 424: | ||
* 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 | 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. | 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. | ||
Line 412: | Line 436: | ||
|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. | |||
}} | }} | ||
Line 428: | Line 455: | ||
|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. | ||
Line 439: | Line 467: | ||
|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--> | ||
Line 448: | Line 477: | ||
|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 | |||
}} | }} | ||
Line 468: | Line 497: | ||
|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 | '''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, 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. | Cannot be followed up after a successful counter whatsoever. <br> | ||
All versions switch sides. | |||
---- | ---- | ||
Line 484: | Line 515: | ||
|name=Chuudan Atemi | |name=Chuudan Atemi | ||
|input=63214D | |input=63214D | ||
| | |imageCaptions="Center Hit Throw"<br> | ||
<small>"Perceptabo"</small> | <small>"Perceptabo"</small> | ||
|description= | |description= | ||
Line 500: | Line 531: | ||
|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. | Counters all low physical attacks. Knocks the opponent to the other side of the screen. | ||
Line 514: | Line 546: | ||
|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. | Geese grabs the opponent off the ground and slams them back down. | ||
Line 530: | Line 563: | ||
|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. Groundbounces on counterhit, and can still combo into the EX version for another groundbounce. | * 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. | ||
Line 549: | Line 583: | ||
|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 563: | Line 598: | ||
|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> | <small>"Demonic Agony"</small> | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2= | |description2= | ||
* Counters all physical attacks. | * Counters all physical attacks. | ||
Line 590: | Line 626: | ||
|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. | 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