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The King of Fighters '98 UMFE/EX Geese
introduction
Ex Geese is a zoning focused character with a good fireball game. In neutral Ex Geese has access to some good grounded and aerial projectiles to control space with, some solid pokes and a set of counters he can use to call out the opponent from poking or jumping in on him. He also has access to the infamous raging storm that works great as an anti air. Up close Ex Geese has access to both a regular and a super command grab. Ex Geese struggles some on defense as he has no invul reversal, not even his raging storm is fully invul and while his counters are fast they're also risky.
Changes from previous versions
98UM to 98UMFE
Normals:
- cl.C no longer whiffs on short characters
- f+B has less recovery, +2 on block
Supers:
- db, hcb, df+ P hitbox extended to the interior of the move
Normal Moves
Close
- cl. A: can be used to anti air hops if you're too close for st.A to come out. whiffs on regular crouchers. Chainable. Cancelable.
- cl. B: his fastest normal at 2f startup. good to use in point blank situations where the speed is important. Chainable. Cancelable.
- cl. C: your go to heavy button for combos. Cancelable.
- cl. D: a two hitting normal. comes out fairly fast but is not cancelable so it's use is limited.
Stand
- st. A: good for stopping hops. whiffs on regular crouchers. Cancelable.
- st. B: a mid range poke. It doesn't have very good priority and it is not cancelable.
- st. C: a fast slightly longer range poke than st.B. Hits higher but is not cancelable either. It does have decent priority.
- st. D: Geeses longest range normal. has nice priority and range but also quite a lot of recovery.
Crouch
- cr. A: a standard cr.A. Good for combos and blockstrings. Chainable. Cancelable.
- cr. B: hits low. Good for low combos and for blockstrings. Chainable.
- cr. C: An okay anti air normal for full jumps or predictable hops. It has 3 separate stages but only the third one is great for anti airs making it a bit inconsistent. Cancelable.
- cr. D: a nice cancelable sweep.
Jump
- j. A: good jumpin for when you want to have more consistency than j.C.
- j. B: Nice crossup jumpin normal. Also his fastest jumping normal so good for fast air to airs.
- j. C: a two hitting jumpin making it good for pressure and mixups.
- neutral j.C: a straight downwards punch with a lot of active frames.
- j. D: an air to air normal.
Blowback
- st. CD:has fairly long startup but has a nice hitbox in front of Geese. Cancelable on contact or whiff.
- j. CD: good for blockstun pressure or anti airs. You can land it on short crouchers but it's tricky.
Throws
Tate Katate Nage: b/f+C/D
- D version switches sides, both leave the opponent facing you with a hard knockdown giving you enough time to meaty on wakeup.
Command Normals
Raikou Mawashi Geri: f+B
- Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
Raimei Gouha Nage: df+C on downed
- OTG throw, not guaranteed from anything. Switches sides, poor recovery.
Special Moves
Reppuken: qcf+A
- Geese throws a single energy wave out that travels on the ground full screen.
- Combos from light/heavy attacks but only at close range.
- The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball).
- Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.
Double Reppuken: qcf+C
- geese creates a bigger wave that takes longer to come out but still travels along the ground full screen.
- Combos from heavy attacks in the corner or when opponent is backturned.
- The first part can eat a projectile and the second wave will still come out.
- The hitbox for this move actually follows the sprite and cannot be hopped over.
- Frame advantage works similar to qcf+A.
Shippuken: air qcb+A
- Geese creates a big energy projectile in the air and throws it diagonally down towards the ground.
- Can't be used on a hop, backdash or step dash. It has a minimum height for using after a jump.
- Maintains jump direction during recovery.
- Possible to combo after if in the corner.
- Good frame advantage when blocked.
- Can be cancelled into from neutral j.C.
Double Shippuken: air qcb+C
- Same as above but throws two projectiles instead of one.
- Worse recovery (can't combo after).
Jaei Ken: hcb+P
- Geese rushes forwards with an energy attack.
- A version combos from lights, C version combos from heavy attacks and switches sides.
- Unsafe on block.
Joudan Atemi Nage: hcb+B
- Geese does a counter move.
- Counters jumping attacks and physical specials/DMs.
- frame one active making it great for anti airing or catching safe jump attempts.
Chuudan Atemi Uchi...* hcb+D
- Counters mid-level normals/command normals.
- frame one active so can be used to reversal mid meaties.
- Can be used to beat CD counters.
- can also be good to catch neutral pokes on a read.
Shinkuu Nage: hcb,f+P
- Geese tosses the opponent behind him.
- 1 frame command throw with horrible recovery after it connects. Switches sides.
- Don't use this when you are too close to the corner as the opponent can combo you before you recover.
- still a good tool as it helps with his otherwise pretty lacking mixup game.
DM
Raging Storm - db,hcb,df+P
- Combos from lights and heavies.
- The cage absorbs normal and some DM projectiles.
- The hitbox is only infront of Geese, not behind him.
Rashomon - hcbx2+P
- 1 frame command throw.
- Horrible recovery, don't use it when the opponent is too close to the corner as they can combo you before you recover.
- a more damaging mixup option compared to his regular command grab.
Combos
Normal
- c.B, c.A, c.A, far s.B
- c.B, c.A, hcb,f+P or hcb+A
- j.C/j.B, s.C, hcb+P (C version does more damage, but A version might be better if you want to keep them in the corner)
DM
- c.B, c.A, (c.A/s.A), db,hcb,df+P (S)DM
- c.B, c.A, hcbx2+P (S)DM
- j.C/j.B, s.C/c.C, either (S)DM
- s.D [1 hit], AB, hcbx2+P (S)DM or hcb,f+P
Quick Max
- c.B, c.A, QM, walk s.C/c.C, hcb+A or (S)DM (omit the c.A and you don't need to walk)
- c.B, c.A, c.A/s.A, QM, far s.C/c.D
Quick Dodge
- f+B, QD, hcb+A or db,hcb,df+P (S)DM
- j.C/j.B, s.D [2 hit], QD, hcb+A or db,hcb,df+P (S)DM
Misc
- s.CD counterhit, s.C (corner only)
Strategy & Tips
- j.B is a crossup (j.A will work on some chars but j.B is just a better move). j.B and vertical j.C are instant overheads (j.C only on large crouchers).
- s.A and far s.A whiff on crouchers. close s.C will whiff on small crouchers like Choi/Chin.
- s.CD is neutral on block.
- c.D is cancellable, but not to command normals.
- Only the first hitbox of c.C is cancellable, the part where his arm is fully raised is not.
- His counters have startup and will not work as reversals in meaty situations.