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The King of Fighters XIV/Geese Howard

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ko Satsu Shou - close / +  

Shinkuu Nage - close / +

Command Normals

Raikou Mawashi-Geri  - +

Tendoh Kudaki  - +

Special Moves

Reppuu Ken - + / (*)

Shippuu Ken - in air, + / (*)

Fudou Ken - + / (*)

Fudou Ken • A [Fudou Ken or (*) ] + /
Fudou Ken • Ba [Fudou Ken or (*) ] + /
Fudou Ken • Un [Fudou Ken or (*) ] + /

Jyoudan Atemi - parry move, + (*)

Chuudan Atemi - parry move, +

Gedan Atemi - parry move, + (*)

Raimei Gouha Nage - OTG, + /

Super Special Moves

Raigou Reppuu Ken - + / (!)

Oni Hammon - parry move, + / (!)

Climax Super Special Move

Raging Storm - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

st.A, st.C, f+A, qcb+C, f+C(to be updated once recorded)
cr.B, cr.A, qcb+A(to be updated once recorded)
cr.B, cr.A, qcf+C(to be updated once recorded)

1 Meter

Corner
No Corner
Low, Anywhere

(Combo 1) = (damage number here) dmg
j.C, st.C, f+B, BC, j.A, qcb+AC, st.C, f+A, qcb+AC, f+C, cr.D, (whiff cancel) f+A, qcb+C, f+B/D, dp+C(to be updated once recorded){1000}
cr.B, cr.A, qcb+A, [SC] qcfx2 + A/C (to be updated once recorded)

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.
  • Hard knockdown.

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

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

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina