Difference between revisions of "XV Broken/Geese Howard"
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a versatile character who | | intro = '''''{{SUBPAGENAME}} is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right.''''' | ||
| pros= * '''Ridiculous Defense:''' Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent. | | pros= * '''Ridiculous Defense:''' Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent. | ||
* '''Fantastic All-Rounder:''' Building off of the last pro, Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky. | * '''Fantastic All-Rounder:''' Building off of the last pro, Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky. | ||
* '''Great Normals:''' Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters ''lost'' in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not | * '''Great Normals:''' Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters ''lost'' in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not possess a single aerial that doesn't have practical application: j.A is a fast normal that combos into Shippuken; j.B is a highly effective cross-up; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool. | ||
* '''Strong Reversals:''' Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, there's getting grabbed. | * '''Strong Reversals:''' Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, there's getting grabbed. | ||
* '''Braindead High-Damage Combos:''' Many of his optimal combos are simple to do, especially his strongest 5-bar combo which is a basic normal > command normal > special > super > Climax. Omitting the Climax gets you your optimal 2-bar combo, as well. | * '''Braindead High-Damage Combos:''' Many of his optimal combos are simple to do, especially his strongest 5-bar combo which is a basic normal > command normal > special > super > Climax. Omitting the Climax gets you your optimal 2-bar combo, as well. | ||
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* '''High Risk Defense:''' Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has ''with'' meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths. | * '''High Risk Defense:''' Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has ''with'' meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths. | ||
}} | }} | ||
==Movelist== | ==Movelist== |
Revision as of 03:14, 16 December 2022
Gameplay Overview
Geese Howard is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Shippuu Ken - + / (Midair Only) (*)
- ┗Fudou Ken • A (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Ba (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Un (After or EX Fudou Ken) - + /
- ┗Fudou Ken • O (After Fudou Ken) - + /
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B, 2A, 2A, far B, 214A~6P |
178 DMG |
½ Meter |
cl.D(2), 6A, 214C~6P |
347 DNG |
1 Meter |
cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P |
438 DMG |
2 Meters |
cl.D(2), 6A, 214C~6P (super cancel), 2363214AC |
522 DMG |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Ko Satsu Shou
Ko Satsu Shou
(close) 4/6C
(close) 4/6C |
---|
Shinkuu Nage
Shinkuu Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Raikou Mawashi Geri
Raikou Mawashi Geri
6B
6B |
---|
Tendoh Kudaki
Tendoh Kudaki
6A
6A |
---|
Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC |
---|
Shippuu Ken
Shippuu Ken
j.214A/C/AC
j.214A/C/AC |
---|
Fudou Ken
Fudou Ken
214A/C/AC
214A/C/AC |
---|
Fudou Ken Followups
Fudou Ken • A
214C/AC~6P
214C/AC~6P |
---|
Fudou Ken • Ba
214C/AC~2K
214C/AC~2K |
---|
Fudou Ken • Un
214C/AC~6K
214C/AC~6K |
---|
Fudou Ken • O
214A~6P
214A~6P |
---|
Jyoudan Atemi
Jyoudan Atemi
63214B/BD
63214B/BD |
---|
Chuudan Atemi
Chuudan Atemi
63214D
63214D |
---|
Gedan Atemi
Gedan Atemi
41236B/BD
41236B/BD |
---|
Raimei Gouha Nage
Raimei Gouha Nage
632146A/C/AC
632146A/C/AC |
---|
Hishou Nichirin Zan
Hishou Nichirin Zan
623A/C/AC
623A/C/AC |
---|
Super Special Moves
Raigou Reppuu Ken
Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC |
---|
Oni Hanmon
Oni Hanmon
2363214B/D/BD
2363214B/D/BD |
---|
Climax Super Special Moves
Raging Storm
Raging Storm
2141236CD
2141236CD |
---|
Rashoumon
Rashoumon
2363214CD
2363214CD |
---|