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The King of Fighters XIV/Geese Howard: Difference between revisions
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==1 meter== | ==1 meter== | ||
* ( | '''Open Ground''' | ||
* cr. B, st. B/j.D, cl.C, f+A [BC] cl. C f+A, qcb+A+C~f+A, qcb+A+C~f+B, dp+A = (357/456 DMG) | |||
(for damage) | |||
* st. CD, qcf+A/C, super cancelled~qcfx2+A/C | |||
==2 meters== | ==2 meters== |
Revision as of 22:52, 19 April 2018
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Jyoudan Atemi - parry move, + (*)
Gedan Atemi - parry move, + (*)
Super Special Moves
Oni Hammon - parry move, + / (!)
Climax Super Special Move
Quick Combo Reference
0 Meter |
Anywhere |
st.A, st.C, f+A, qcb+C, f+C(to be updated once recorded) |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Geese Howard is the final boss from the original Fatal Fury series. He has made numerous appearances in the KOF series, once in KOF96, others in non-canonical dream matches, cross-over games, and cameos. Geese is the character who originated the the concept of the "SNK Boss Syndrome" (which is generally a term that general translates to a final boss character being absurdly difficult with AI that will constantly read the players inputs. Occasionally, the said AI will often have huge oversights that make defeating the boss very tedious). Over many years, he has gained the reputation of being the original SNK boss with a rather unique move set consisting solid offensive options, projectiles, and very lethal counter attacks, the latter which he is well known for. Geese Howard makes another canonical appearance in KOFXIV as the leader of the Southtown Team, joined by Billy Kane and Hein.
In KOFXIV, Geese retains most of the moves that he is known for. His Reppuuken is a ground-based projectile that travels across the screen (in some of Geese's appearances, his Reppuuken served served as a close range that retained its projectile properties and was useful in a lot of combos). He also has Shippuken the air projectile that propels him backwards after launching it in a 45 degree angle towards the opponent. While Shippuken is very useful, it is also risky as it leaves Geese vulnerable for a few frames after landing on the ground. He also retains his nasty counter-attacks but some of them work a bit differently than they did in previous installments, specifically HCF+D which is the mid-counter. It is actually a combo starter. After countering a specific mid-hitting move on the ground, Geese flings the opponent to the other side, leaving them in an extended hit stun state. Thus, it acts a lot like Iori's Scum Gale command grab when it used correctly. As usual, all of Geese's counter attacks require very careful timing and reaction as they cannot be abused and they can be heavily punished. Geese's normals are still relatively powerful, such as his st.C, st.B, and his f+B for example, the latter which can cover quite a bit of distance. He also has a new normal which is his forward+A, which is an overhead. It can combo easily from his heavy normal moves and it can cancel into special moves as well. Another thing to note about his special moves is that he has a new move known as the Fudou Ken (QCB+P), which seems to replace his Jaei-Ken, an older move he normally had in his last appearances in a KOF game. QCB+A is quick but does not offer the the follow ups from the hard punch version. The C version of Fudou Ken and its follow ups can be used very well in juggles and finishing combos for big damage. However, the follow ups from them are not very safe on block, even though they can be treated somewhat like rekkas. Then there his Raigou Reppuuken which has Geese launching a bigger projectile towards the opponent on the ground, even having OTG properties for guaranteed damage in some cases. He also has a DM that operates as a counter against moves from all angles but requires very good timing in order to use properly. Then there is his Raging Storm which is easier to input this time around. Instead of the usual "pretzel" input (db,hcb,df+P), Geese has a more lenient command for utilize such a technique but it will zap meter pretty quickly, consuming 3 bars, as it is his climax move.
Geese also has a number of ways of getting guaranteed damage against opponent that are on the ground, having quite a few OTG moves (DP+P, Raigou Reppuuken, and even his Raging Storm climax). To augment this, he would have a lot of moves that force a hard knockdown (his f+A, his HCB+B counter, and his Fodou Ken f+K follow up).
Overall, Geese is a powerful character recommended for players with decent reactions and a strong knowledge of KOF-based fundamentals.
- GreatDarkHero
Normals
Standing
- st. A Standard quick anti air jab.
- st. B Ground Poke and is special cancellable. Does not hit low despite its animation.
- st. C A quick, heavy, long ranged palm thrust. Can be used as a ground poke & anti-air against hops. It whiffs on these characters while they are crouching: Sylvie, Mian, Zarina, Nakoruru, Muimui, Love Heart, Choi, Kula, Leona, King, Mai, Alice, Athena, Chin, Yuri, and Whip.
- st. D This high reaching roundhouse kick can be used as an anti-air. Do be careful that it whiffs on crouchers.
Close
- cl. A +3 on block and is often used for Geese’s frame traps.
- cl. B A special cancellable knee that is -1 F on block.
- cl. C Special cancellable and has a decent sized horizontal hitbox used to catch close jumps.
- cl. D A two hit move. Is special cancellable.
Crouching
- cr. A Special cancellable. Chain cancellable.
- cr. B Standard footsie tool. Hits low. Chain cancellable.
- cr. C Anti air tool that has decent horizontal range.
- cr. D Sweep. Special/f+B cancellable on hit or whiff.
Jumping
- j. A Air special cancellable jab that has a downward diagonal angle.
- j. B A short ranged horizontal air to air tool.
- j. C A Jump-in air to ground tool that gives 3 hits. Good for hop pressure.
- j. D Another jump-in air to ground tool that’s great for building pressure. Has more downward horizontal hitbox than j. C.
Blowback
- st. CD Geese throws out a fierce back fist attack. A slow horizontal move that causes a wall splat upon grounded opponents.
- j. CD A long range horizontal air to air blowback normal.
Throws
Ko Sastsu Shou - (b/f+C) (close)
- Geese grabs the opponent by the neck, then punches them, launching them into the air. The opponent lands half-screen distance away from Geese.
- Soft knockdown.
Shinkuu Nage - (b/f + D)
- Geese swing tosses the opponent towards the corner of the screen.
- Soft knockdown.
Command Moves
Raikou Mawashi-Geri - (f+B)
- Pushes forward a lot, can avoid lows, depending on spacing, and is useful for corner pressure. -2F on block. Can be chain cancelled from normals.
Tendoh Kudaki - (f+A)
- If this command normal is not chain cancelled from another normal, it is an overhead that causes a hard knockdown. If chain cancelled from another normal, it is used as a hit confirm into max mode off of cl/cr.C, or as a frame trap off of lights.
Special Moves
Reppuu Ken - (qcf+A/C)
- qcf+A version: A tool used to control the neutral and bait the opponents in. It is 15F projectile that can’t be used to out-zone characters, but is often used to pressure your opponent. Is super cancellable.
- qcf+C version: Nullifies projectiles before launching towards the opponent.
EX: Defeats non-EX projectiles and travels the screen fast.
Shippuu Ken - (in air) (qcb+ A/C)
- qcb+A version: An air fireball that pushes Geese back and is used to control the neutral. Effective at zoning your opponents. However, it has long recovery frames for your opponent to close the gap.
EX: A lingering air fireball that beats down any regular fireballs. Useful for creating pressure and for reset options.
Fudou Ken - (qcb+A/C)
- qcb+A version: Can be used to convert off crouching normals as a meterless bread and butter combos.
- qcb+C version: It is used for its follow-ups and is crucial for combos on meter.
EX: Provides guard point throughout the start animation.
- ∟Fudou Ken • A [Fudou Ken C or (*)] (f+A/C)
- Pushes the opponent towards the corner. Causes a hard knockdown.
- EX: Pushes the opponent towards the corner and causes a wall splat. Often used for combos.
- ∟Fudou Ken • Ba [Fudou Ken C or (*)] (down+B/D)
- A slow low followup. Often used to open up opponents who are afraid of qcb+C follow-ups. Unsafe on block however.
- ∟Fudou Ken • Un [Fudou Ken C or (*)] (f+B/D)
- A slow overhead followup that causes a hard knockdown. Unsafe on block however.
Jyoudan Atemi - (parry) (hcb+B)
- A tool used to catch jumping normals/non-low specials and is one of the key points to Geese’s defense.
Chuudan Atemi - (parry) (hcb+D)
- A tool that’s used to catch grounded mid/overhead normals and changes position of your opponent. Can be comboed afterwards.
EX: hcb+BD counters everything except lows and has 1f startup. It has the animation of hcb+B.
Gedan Atemi - (parry) (hcf+B)
- A tool used to counter lows.
EX: 1f startup but still only counters lows.
Raimei Gouha Nage - (On The Ground) (dp+A/C)
An OTG finisher that’s often used to finish combos upon hard knockdown. It also causes a hard knockdown, but only has enough advantage to meaty with something quick. Also causes position change.
Super Special Moves
Raigou Reppuu Ken - (qcfx2+A/C)
- An OTG super that can destroy any special projectiles. Usually used as an ender for certain combos.
Max: An OTG super that has slightly faster startup (11 frames) and dishes out more damage. Also often used as an ender for certain combos.
Oni Hammon - (parry) (qcf~hcb+B/D)
- A super that protects upper and lower body and is used to punish pressuring opponents. Causes a hard knockdown.
Max: A super that protects upper and lower body and dishes out more damage. Causes a hard knockdown and is climax cancellable. Both versions of this counter super have 1 frame startup.
Climax Super Special Moves
Raging Storm - (qcb~hcf+AC)
- An OTG climax super that can punish opponents upon hard knockdown. Provides upper and lower body invincibility and gives strong oki options. Can also give opportunity to allow combos to finish off with a dp+A/C.
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- Overhead f+A, dp+A
- cr. B, cr. A, st. B, qcb+A = 135 dmg
- Cr. B, cr. B, st. B, qcb+A = 140 dmg
- cl. C, f+A qcb+C~f+A/C. If close to the wall, f+B, dp+A.
1 meter
Open Ground
- cr. B, st. B/j.D, cl.C, f+A [BC] cl. C f+A, qcb+A+C~f+A, qcb+A+C~f+B, dp+A = (357/456 DMG)
(for damage)
- st. CD, qcf+A/C, super cancelled~qcfx2+A/C
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- qcf, hcb+BD, [CC] qcb, hcf+AC(851 DMG)
(DIE FOEVAH! This could essentially be considered the Hail-Mary of all Hail Maries due to how risky the Counter Super can be)
Misc
Frame Data
Videos
Geese Master Class
Geese Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel