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Real Bout Fatal Fury 2/Geese Howard: Difference between revisions

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  |description=Geese winds up his Reppuken before sending out a much bigger one that eats opposing projectiles and is harder to avoid. This one has some interesting properties. The initial windup period has a projectile hitbox that can nullify opposing projectiles before sending out a smaller one akin to 214A. Its long startup period makes it somewhat difficult to use in a traditional fireball sense, but it can make opposing zoners' lives a bit more difficult. Like its smaller counterpart, this gains invincibility as a Breakshot.
  |description=Geese winds up his Reppuken before sending out a much bigger one that eats opposing projectiles and has a much taller hitbox. This one has some interesting properties. The initial windup period has a projectile hitbox that can nullify opposing projectiles before sending out a smaller one akin to 214A. Its long startup period makes it somewhat difficult to use in a traditional fireball sense, but it can make opposing zoners' lives a bit more difficult. Like its smaller counterpart, this gains invincibility as a Breakshot.
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Revision as of 06:51, 28 November 2020

Gameplay Overview

Geese Howard is a man who needs no introduction. His normally sizable movelist has been slimmed down compared to previous entries; his combos are generally short, and he also has far fewer special moves than most other characters in Real Bout 2. But that's not stopping him from being arguably the best character in the game. Command grabs are incredibly powerful, and Geese gets to command grab you from basically halfscreen. That alone would put him close to S tier, but he also has great damage off of small openings thanks to his powerful Pursuit attack that can be set up off of various knockdowns. Geese either outright ignores the rules of the game or enforces them on the opponent to an insane degree. He's the perfect pick for people who can handle having a specialized toolkit in exchange for dominating neutral and offensive prowess.

Pros Cons
  • Lightning Spin Kick is an advancing normal that's plus on block, has a huge kara cancel window, and leads to a combo if it hits.
  • The best command grabs in the entire roster, with two incredibly reliable options in Vacuum Throw and Rashomon
  • Frame 1 catch counters that immediately reverse the game's momentum and set up Geese's offense very well
  • Strong, utilitarian normals
  • Divine Punishment is the most damaging Pursuit in the game, and is an extremely consistent combo tool
  • Limited toolkit; not much variety in special moves or combo chains
  • Defensive options require a hard guess or meter to work
  • No invincible attacks outside of Breakshot Reppuken

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
n.5A
(within px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
n.5B
(within px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
n.5C
(within px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Command

Buzzsaw
6A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
Rising Palm
3A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
Lightning Spin Kick
4B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
Divine Punishment
2C when opponent is knocked down
Pursuit
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
Slash Uppercut
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Jumping

j.A
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop - - - - - - - H - - -
Diagonal Hop - - - - - - - H - - -
Neutral Jump - - - - - - - H - - -
Diagonal Jump - - - - - - - H - - -
j.B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop - - - - - - - H - - -
Diagonal Hop - - - - - - - H - - -
Neutral Jump - - - - - - - H - - -
Diagonal Jump - - - - - - - H - - -
j.C
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop - - - - - - - H - - -
Diagonal Hop - - - - - - - H - - -
Neutral Jump - - - - - - - H - - -
Diagonal Jump - - - - - - - H - - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - H - - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - L - - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - L - - -

Throw

Clamp of the Tiger
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
Fatal Blow Bopper
632C during Clamp of the Tiger
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
Mauling Tiger Crunch
3C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Feints

Feint Reppuken
2AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
Feint Raging Storm
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Special Moves

Reppuken
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - Y -

Ground travelling fireball. It's deceptively easy to jump over, and the recovery is somewhat hefty, but it has a decent travelling speed that lets Geese pester from afar. If your chain doesn't end with a knockdown and you aren't up close, you'll be cancelling into this most of the time. Also functions well as a Breakshot, as it gains invincibility in that circumstance.

Double Reppuken
214C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - Y -

Geese winds up his Reppuken before sending out a much bigger one that eats opposing projectiles and has a much taller hitbox. This one has some interesting properties. The initial windup period has a projectile hitbox that can nullify opposing projectiles before sending out a smaller one akin to 214A. Its long startup period makes it somewhat difficult to use in a traditional fireball sense, but it can make opposing zoners' lives a bit more difficult. Like its smaller counterpart, this gains invincibility as a Breakshot.

Palm Blast
41236A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Counter that catches all low-hitting attacks, including specials. Geese parries the incoming attack and palm slams the opponent in the face, sending them away. This can be ground teched unlike Dragon Throw, but does not switch sides. It's hard to use this properly unless you have a hard read on your opponent's pattern, but this is necessary to keep your opponent from brainlessly meatying you with lows all day.

Dragon Throw
41236B
File:RBFF2 Geese 41236B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Counter that catches all high-hitting attacks, grounded or airborne, and specials that do not hit low. Geese catches the incoming attack and slams them on the ground behind him for a long untechable knockdown. Your premier anti-air threat against aggressive opponents. On hit, this is a free Divine Punishment every time, which adds a not-insignificant chunk of extra damage on top.

Push of the Tiger
41236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Counter that catches any mid-hitting grounded normal. Geese grabs the opponent and shoves them behind him for a combo opportunity ala Scum Gale. This counter can be difficult to properly land a knockdown off of depending on the spacing, but the threat is huge if you can confirm it into Deadly Rave. Very useful counter that will beat a lot of offensive patterns clean if used properly.

Vacuum Throw
360A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Possibly one of Geese's most infamous moves in Real Bout 2. By itself, this is just a command grab, which is already pretty good. Like other command grabs, there is no associated whiff with this attack, thus leaving it essentially risk-free if buffered properly. On successful connect, it throws the opponent clear to the other side of the screen, which sounds bad. But Geese has very little trouble getting in thanks to the ability to cancel this off of Lightning Spin Kick's startup, giving him a much larger effective range in which he can land this. If the opponent jumps, the spin kick comes out unhindered, frequently still leaving Geese in a good position to punish their jump on landing or make some space. On top of that, if Geese throws the opponent into the corner with this, he can usually get in and still nail them with a Divine Punishment pursuit for more damage!

Desperation Move

Raging Storm
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Super Desperation Move

Rashomon
360C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
Deadly Rave
632146A ~ AABBBCCC 214C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -

Chain Attacks

Combos

Meterless

Metered

Strategy

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser