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The King of Fighters XV/Geese Howard/Combos
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Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A*2 > 5B | 85 | Standard low light confirm. Omit 2A as needed at further spacings. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6A | 117 | Standard heavy and jump-in starter. In general you can replace 6A with 6B for about 10 more damage if you are confirming into Quick Max, but not for special cancels. |
cl.D > 6A | 127 | Stronger but slower and whiffs on some crouchers. |
cl.A, cl.C > 6A | 136 | Link combo at close ranges. |
cl.B, cl.C > 6A | 141 | Link combo at close ranges. |
63214D, 2C > 6A | 87 | Easy follow-up to a successful 63214D counter. |
63214D, run, cl.D > 6A | 95 | Slightly stronger. |
63214D, j.C, 2C > 6A | 141 | Very difficult. You must do a hop immediately after Geese recovers, then input j.C immediately for the combo to work. Doesn't work always if Geese is in the corner. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
- Geese can continue most combos that end in a hard knockdown with an OTG 632146P, adding anywhere between 95 to 20 damage, depending on scaling, but you lose corner position and oki.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 169 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 223 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 348 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 452 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214A ~ 6P | 164 | 175 | 20% | Anywhere | |
Heavy Starter > 214C ~ 6P | 248 | 250 | 30% | Anywhere | If you're close enough to the corner, you can follow-up with an OTG grab for 328 damage. |
CD, run, 2D | 143 | 170 | 15% | Anywhere | |
CD, run, 632146P | 160 | 100 | 15% | Anywhere | You can hit OTG after the wall splat. |
CD, 214C ~ 6P | 198 | 220 | 25% | Corner | 273 dmg with OTG grab. |
CD > 623C, 214A ~ 6P | 253 | 280 | 40% | Corner | |
214C-6K/214C~2K/6A, 632146P | 140 | 60 | 15% | Anywhere | OTG grab extensions from some of Geese's mix-up tools. |
41236B, 632146P | 245 | 0 | 30% | Anywhere | Great damage for a counter. You can whiff cancel a 6B before the OTG grab to extend the range. |
EX
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light/Heavy Starter > 214AC ~ 6P, run, 214C ~ 6K | 249/313 | 175 | 25% | Non-Corner | Consistent, but doesn't work in the corner. The run isn't always necessary but it helps for consistency. Does 289/358 with OTG grab. |
Light/Heavy Starter > 623AC, 214C ~ 6P | 271/337 | 195 | 25% | Anywhere | Stronger but can drop at some ranges, which is notable for light confirms such as max range far B. Can only get OTG grab in the corner, doing 336/407. |
Light/Heavy Starter > 214AC, 623A, 214A ~ 6P | 259/323 | 205 | 35% | Corner | Going into 214AC in the corner isn't always ideal, but if you do, this is the best you can get out of it. |
CD, run, 214AC ~ 6P, run, 214C ~ 6K | 259 | 200 | 25% | Non-Corner | Can work even if the 214AC whiffs, as the 6P can still connect. 299 dmg with OTG grab. |
CD, 236A, 623AC, 214C ~ 6P | 323 | 260 | 35% | Corner | 383 dmg with OTG grab. |
214C-6K/214C~2K/6A, 632146AC | 154 | 60 | 5% | Anywhere | Metered OTG grab keeps the corner while doing slightly more damage. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
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