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The King of Fighters '98 UMFE/Geese Howard: Difference between revisions
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==Normal Moves== | ==Normal Moves== | ||
'''Close''' | '''Close''' | ||
*cl. A: | *cl. A: can be used to anti air hops if you're too close for st.A to come out. whiffs on regular crouchers. Chainable. Cancelable. | ||
*cl. B: | *cl. B: his fastest normal at 2f startup. good to use in point blank situations where the speed is important. Chainable. Cancelable. | ||
*cl. C: | *cl. C: your go to heavy button for combos. Cancelable. | ||
*cl. D: | *cl. D: a two hitting normal. comes out fairly fast but is not cancelable so it's use is limited. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: good for stopping hops. whiffs on regular crouchers. Cancelable. | ||
*st. B: | *st. B: a mid range poke. It doesn't have very good priority and it is not cancelable. | ||
*st. C: | *st. C: a fast slightly longer range poke than st.B. Hits higher but is not cancelable either. It does have decent priority. | ||
*st. D: | *st. D: Geeses longest range normal. has nice priority and range but also quite a lot of recovery. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: a standard cr.A. Good for combos and blockstrings. Chainable. Cancelable. | ||
*cr. B: | *cr. B: hits low. Good for low combos and for blockstrings. Chainable. | ||
*cr. C: | *cr. C: An okay anti air normal for full jumps or predictable hops. It has 3 separate stages but only the third one is great for anti airs making it a bit inconsistent. Cancelable. | ||
*cr. D: | *cr. D: a nice cancelable sweep. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: good jumpin for when you want to have more consistency than j.C. | ||
*j. B: | *j. B: Nice crossup jumpin normal. Also his fastest jumping normal so good for fast air to airs. | ||
*j. C: | *j. C: a two hitting jumpin making it good for pressure and mixups. | ||
*j. D: | * neutral j.C: a straight downwards punch with a lot of active frames. | ||
*j. D: an air to air normal. | |||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | *st. CD:has fairly long startup but has a nice hitbox in front of Geese. Cancelable on contact or whiff. | ||
*j. CD: | *j. CD: good for blockstun pressure or anti airs. You can land it on short crouchers but it's tricky. | ||
==Throws== | ==Throws== |
Revision as of 00:20, 13 October 2021
Introduction
Geese is primarily a midrange poking character. This is due to the fact that he has one of the best special moves in the game in his qcf+C. It's a big close range projectile that's safe on block, while also being kinda tricky to jump over. He also has a short ranged air fireball that he can use to control a bit of the aerial space. Up close Geese has access to a command grab that lets him mix up a bit. His raging storm functions as a invincible reversal and as a good anti air. He also has access to some counters that he can use to call out predictable offense or obvious jumpin attempts.
Changes from previous versions
98UM to 98UMFE
Normals:
- f+B has less recovery, +2 on block
- cl.C no longer whiffs on short characters
Specials:
- dp+A descending attack is easier to connect against crouching opponents, less recovery on landing
Normal Moves
Close
- cl. A: can be used to anti air hops if you're too close for st.A to come out. whiffs on regular crouchers. Chainable. Cancelable.
- cl. B: his fastest normal at 2f startup. good to use in point blank situations where the speed is important. Chainable. Cancelable.
- cl. C: your go to heavy button for combos. Cancelable.
- cl. D: a two hitting normal. comes out fairly fast but is not cancelable so it's use is limited.
Stand
- st. A: good for stopping hops. whiffs on regular crouchers. Cancelable.
- st. B: a mid range poke. It doesn't have very good priority and it is not cancelable.
- st. C: a fast slightly longer range poke than st.B. Hits higher but is not cancelable either. It does have decent priority.
- st. D: Geeses longest range normal. has nice priority and range but also quite a lot of recovery.
Crouch
- cr. A: a standard cr.A. Good for combos and blockstrings. Chainable. Cancelable.
- cr. B: hits low. Good for low combos and for blockstrings. Chainable.
- cr. C: An okay anti air normal for full jumps or predictable hops. It has 3 separate stages but only the third one is great for anti airs making it a bit inconsistent. Cancelable.
- cr. D: a nice cancelable sweep.
Jump
- j. A: good jumpin for when you want to have more consistency than j.C.
- j. B: Nice crossup jumpin normal. Also his fastest jumping normal so good for fast air to airs.
- j. C: a two hitting jumpin making it good for pressure and mixups.
- neutral j.C: a straight downwards punch with a lot of active frames.
- j. D: an air to air normal.
Blowback
- st. CD:has fairly long startup but has a nice hitbox in front of Geese. Cancelable on contact or whiff.
- j. CD: good for blockstun pressure or anti airs. You can land it on short crouchers but it's tricky.
Throws
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
- cr.B, cr.A, cr.A, st.B
- cr.B, cr.A, qcf+C (can add another cr.A, but the second slash will whiff unless in the corner)
- cr.B, cr.A, hcb,f+P
- j.C/j.B, cl.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, cl.C/cr.C/cl.B/cl.D (corner only)
(S)DM
- cr.B, cr.A, (cr.A/st.A), either (S)DM
- j.C/j.B, cl.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
- cr.B, cr.A, QM, walk cl.C/cr.C, hcb+A or (S)DM (omit the cr.A and you don't need to walk)
- cr.B, cr.A, cr.A/st.A, QM, st.C/cr.D
- j.C/j.B, cl.C, dp+C, QM, dp+A or either (S)DM (must be in the corner for the final part)
- cr.B, cr.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
- cl.D [1 hit], AB, hcb,f+P
- st.CD counterhit, cl.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).
- cl.A and st.A whiff on crouchers. cl.C will whiff on small crouchers like Choi/Chin.
- st.CD is neutral on block.
- cr.D is cancellable, but not to command normals.
- Only the first hitbox of cr.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.