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Real Bout Fatal Fury 2/Geese Howard: Difference between revisions
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|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=16 | ||
|stun= | |stun=5 | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery=49 | ||
|hitAdv= | |hitAdv=-4 | ||
|blockAdv= | |blockAdv=-6 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel=N | ||
|bs=Y | |bs=Y (23f invuln) | ||
|juggle= | |juggle=N | ||
|description=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. | |description=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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=16+16 (30)/28 | ||
|stun= | |stun=5+5/3 | ||
|startup= | |startup=20, 40 | ||
|active= | |active= | ||
|recovery= | |recovery=40 | ||
|hitAdv= | |hitAdv=-4 | ||
|blockAdv= | |blockAdv=-6 | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel=N | ||
|bs=Y | |bs=Y (41f invuln) | ||
|juggle= | |juggle=N | ||
|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. | |description=Geese winds up his Reppuken before sending out a much bigger one that deals increased damage, 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, but for a much longer period. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=28 | ||
|stun= | |stun=7 | ||
|startup= | |startup=1 | ||
|active= | |active=14 | ||
|recovery= | |recovery=21 | ||
|hitAdv= | |hitAdv=KD | ||
|blockAdv= | |blockAdv=N/A | ||
|guard= | |guard=N/A | ||
|cancel= | |cancel=N | ||
|bs= | |bs=N | ||
|juggle= | |juggle=N/A | ||
|description=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. | |description=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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=28 | ||
|stun= | |stun=7 | ||
|startup= | |startup=1 | ||
|active= | |active=14 | ||
|recovery= | |recovery=20 | ||
|hitAdv= | |hitAdv=KD | ||
|blockAdv= | |blockAdv=N/A | ||
|guard= | |guard=N/A | ||
|cancel= | |cancel=N | ||
|bs= | |bs=N | ||
|juggle= | |juggle=N/A | ||
|description=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. | |description=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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=N/A | ||
|stun= | |stun=N/A | ||
|startup= | |startup=1 | ||
|active= | |active=14 | ||
|recovery= | |recovery=20 | ||
|hitAdv= | |hitAdv=+18 | ||
|blockAdv= | |blockAdv=N/A | ||
|guard= | |guard=N/A | ||
|cancel= | |cancel=N | ||
|bs= | |bs=N | ||
|juggle= | |juggle=N | ||
|description=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. | |description=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. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=RBFF2_Geese_360a.jpg | |image=RBFF2_Geese_360a.jpg | ||
|caption= | |caption=53px range | ||
|input=360A | |input=360A | ||
|name=Vacuum Throw | |name=Vacuum Throw | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=35 | ||
|stun= | |stun=5 | ||
|startup= | |startup=0 | ||
|active= | |active=1 | ||
|recovery= | |recovery=N/A | ||
|hitAdv= | |hitAdv=KD | ||
|blockAdv= | |blockAdv=N/A | ||
|guard= | |guard=Throw | ||
|cancel= | |cancel=N | ||
|bs= | |bs=N | ||
|juggle= | |juggle=N | ||
|description=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! | |description=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! | ||
}} | }} |
Revision as of 20:21, 11 April 2021
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 |
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Normals
Standing
5A |
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5B |
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5C |
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n.5A (within 48px of opponent) |
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n.5B (within 43px of opponent) |
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n.5C (within 70px of opponent) |
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Crouching
2A |
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2B |
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2C |
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Command
Buzzsaw 6A |
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Rising Palm 3A |
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Lightning Spin Kick 4B |
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Divine Punishment 2C when opponent is knocked down |
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Slash Uppercut 5AB |
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Jumping
j.A |
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j.B |
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j.C |
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Oversway Actions
5D (opponent in oversway) |
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2D (opponent in oversway) |
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A (from oversway) |
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B (from oversway) |
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C (from oversway) |
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Throw
Clamp of the Tiger 4/6C |
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Fatal Blow Bopper 632C during Clamp of the Tiger |
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Mauling Tiger Crunch 3C |
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Feints
Feint Reppuken 2AC |
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Feint Raging Storm 2BC |
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Special Moves
Reppuken 214A |
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Double Reppuken 214C |
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Palm Blast 41236A |
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Dragon Throw 41236B |
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Push of the Tiger 41236C |
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Vacuum Throw 360A |
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Desperation Move
Raging Storm 641236BC |
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Super Desperation Move
Rashomon 360C |
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Deadly Rave 632146A ~ AABBBCCC 214C |
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