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The King of Fighters '98 UMFE/EX Geese: Difference between revisions

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==Normals==
====Throws====
Tate Katate Nage - b/f+C/D
* D version switches sides, both leave the opponent facing you.


====Command Normals====
Raikou Mawashi Geri - f+B
* Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
Raimei Gouha Nage - df+C on downed
* OTG throw, only guaranteed off hcb+K but can be used after a number of moves if the opponent doesn't recovery roll (does not work after throw or Raging Storm). Switches sides, terrible recovery.
==Special Moves==
Reppuken - qcf+A
* Combos from lights, absorbs projectiles, disadvantage on block.
Double Reppuken - qcf+C
* Combos from lights, absorbs projectiles, moves forward during startup, almost neutral on block (-1 or -2) with no pushback in the corner.
Shippuken - air qcb+P
* Can't be done from a hop/dash, gives enough frame advantage to combo afterwards if done late (there is a minimum height for it to come out though). Only cancellable into from vertical j.C.
Jaei Ken - hcb+P
* A version combos from heavy attacks. C version is slower startup but better recovery (both still punishable on block).
Hishou Nichiringan - dp+P
* A version combos from lights, C version combos from heavy attacks. Horrible on block.
Joudan Atemi Nage - hcb+B
* Counters jumping attacks and physical specials/DMs and sets up df+C.
Chuudan Atemi Nage - hcb+D
* Counters mid-level normals and sets up df+C. Can be used to beat CD counters if you know it's coming.
Gedan Atemi Nage - hcf+B
* Counters low attacks and sets up a juggle. Can be quickmaxed.
Shinkuu Nage - hcb,f+P
* Instant command throw with horrible recovery after it connects. Don't use this when you are too close to the corner as the opponent can combo you before you recover.
==DM==
Raging Storm - db,hcb,df+P
* Combos from lights, full invincibility at startup. The cage absorbs normal and some DM projectiles. Can juggle after if it hits really late.
Deadly Rave - qcf,hcp+P
* Combos from lights, C version travels fullscreen. Does slightly less damage than Raging Storm.
==Combos==
====Normal====
* c.B, c.A, c.A, far s.B
* c.B, c.A, qcf+C (can add another c.A, but the second slash will whiff unless in the corner)
* c.B, c.A, hcb,f+P
* j.C/j.B, s.C, dp+C/hcb+A (dp+C does more damage and better oki but will whiff if previous part pushed back too far (e.g. maxmode, poor jump angle)
* hcf+B, j.CD (or dp+P in corner)
* hcb+C, s.C/c.C/s.B (corner only)
====(S)DM====
* c.B, c.A, (c.A/s.A), either (S)DM
* j.C/j.B, s.C, either (S)DM
* hcf+B, qcf,hcb+P (S)DM midscreen or db,hcb,df+P (S)DM in corner.
(Raging Storm gives slightly better damage as a payoff for the harder execution)
====Quick Max====
* c.B, c.A, QM, walk s.C/c.C, hcb+A or (S)DM (omit the c.A and you don't need to walk)
* c.B, c.A, c.A/s.A, QM, far s.C/c.D
* j.C/j.B, s.C, dp+C, QM, dp+A or either (S)DM (must be in the corner for the final part)
* c.B, c.A, dp+A, QM, either (S)DM (corner only)
* hcb+C, QM, dp+A or either (S)DM (corner only)
* hcf+B, dp+C, QM, either (S)DM (corner only)
====Quick Dodge====
- f+B, QD, qcf,hcb+P (S)DM
==Misc==
* s.D [1 hit], AB, hcb,f+P
* s.CD counterhit, s.C or qcf,hcb+P DM (corner only)
* j.CD counterhit, qcf,hcb+P (fast enough to confirm midscreen)
==Notes==
* j.B is a crossup (j.A will work on some chars but j.B is just a better move). j.B and vertical j.C are instant overheads (j.C only on large crouchers).
* s.A and far s.A whiff on crouchers. close s.C will whiff on small crouchers like Choi/Chin.
* s.CD is neutral on block.
* c.D is cancellable, but not to command normals.
* Only the first hitbox of c.C is cancellable, the part where his arm is fully raised is not.
* His counters have startup and will not work as reversals in meaty situations.

Revision as of 14:53, 7 October 2010