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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 > 5B | 85 | Standard low light confirm. Omit 2A as needed at further spacings. You can add another 2A if you're point blank, but it can push you out of range from some specials, notably 623AC. |
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. The damage value will be expressed in parantheses.
- If you're too far for an OTG grab, you can whiff cancel 6B to get extra range.
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 (328) | 250 | 30% | Anywhere | If you're close enough to the corner, you can follow-up with an OTG grab. |
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 (273) | 220 | 25% | Corner | |
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% | Corner | 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 (289/358) | 175/230 | 25% | Non-Corner | Consistent, but doesn't work in the corner. The run isn't always necessary but it helps for consistency. |
Light/Heavy Starter > 623AC, 214C ~ 6P | 271/337 (336/407) | 195/250 | 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. |
Light/Heavy Starter > 214AC, 623A, 214A ~ 6P | 259/323 | 205/260 | 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 (299) | 200 | 25% | Non-Corner | Can work even if the 214AC whiffs, as the 6P can still connect. |
CD, 236A, 623AC, 214C ~ 6P | 323 (383) | 260 | 35% | Corner | |
214C-6K/214C~2K/6A, 632146AC | 154 | 60 | 5% | Anywhere | Metered OTG grab keeps the corner while doing slightly more damage. |
41236BD, 632146P | 275 | 0 | 10% | Corner | Doing an EX counter and meterless grab does more damage, but a meterless counter > EX grab keeps the corner. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 623AC, 214AC ~ 6P, run, 214C ~ 6K | 323/393 (353/428) | 175/230 | 1 | 25% | Anywhere | With the addition of 623AC, wall-bounce combos have the extra height that allow them to work even in the corner. |
Light/Heavy Starter > 623AC, 214AC ~ 6P, 623A, 214A ~ (delay) 6P | 350/423 | 205/260 | 1 | 40% | Midscreen | At a precise spacing, around round start, you can slip in a 623A after the wallbounce. |
Light/Heavy Starter > 214AC ~ 6P, run, 623AC, 214C ~ 6K | 321/391 (351/426) | 175/230 | 1 | 25% | Anywhere | |
Heavy Starter > 214C ~ 6P > 236214P | 392 | 250 | 1 | 30% | Anywhere | 467 dmg with OTG grab, possible when near the corner. This would make it stronger than the above combo. |
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P | 347/419 (402/479) | 235/290 | 1 | 30% | Corner | |
Light/Heavy Starter > 236AC, 623AC, 214C ~ 6P | 350/422 (405/482) | 195/250 | 1 | 25% | Corner | Slightly stronger but doesn't work at longer ranges. |
CD, 236A > 236214P | 274 | 140 | 1 | 10% | Anywhere | Consistent CD conversion. |
CD, run, 214AC ~ 6P, run, 623AC, 214C ~ 6K | 331 (361) | 200 | 1 | 25% | Anywhere | |
CD, 236A, 623AC, 214C ~ 6P, 632146AC | 395 | 260 | 1 | 30% | Corner | |
Light/Heavy Starter > 623AC, 214C ~ (delay) 6P > 236214P | 388/463 (448/528) | 195/250 | 1.5 | 25% | Non-Corner | You can input 6P as 236P to make the super cancel easier. Super whiffs too close to the corner. You can OTG grab near the corner. |
Light/Heavy Starter > 214AC ~ 6P, run, 623AC, 214C ~ 6K, 632146AC | 381/451 | 175/230 | 1.5 | 25% | Non-Corner | This is your most damaging option from 214AC midscreen. |
Light/Heavy Starter > 214AC, 214C ~ 6P, 236214P | 358/429 (423/499) | 195/230 | 1.5 | 25% | Non-Corner | Weaker without the OTG grab, but the advantage is generally better. You don't need to delay the 6P, but you get more advantage if you do as the super will hit later. |
Light/Heavy Starter > 214AC, 236AC, 623AC, 214C ~ 6P | 381/456 (431/511) | 195/250 | 1.5 | 25% | Corner | With the OTG grab, this is Geese's max damage. |
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P, 632146AC | 413/491 | 235/290 | 1.5 | 35% | Corner | Keep the corner with this combo. |
Light/Heavy Starter > 623AC, 236C > 236214P | 351/423 (411/488) | 145/200 | 1.5 | 15% | Corner | Best option if you land 623AC in the corner. |
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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