|
|
Line 663: |
Line 663: |
| |bs= | | |bs= |
| |juggle= | | |juggle= |
| |description=Pretty normal throw that side switches and leaves the opponent just shy of Geese's feet. With a quick micro-walk, or if he throws them in the corner, he can land a Divine Punishment afterwards. | | |description=Pretty normal throw that side switches and leaves the opponent just shy of Geese's feet. If he throws them into the corner, he can land a Divine Punishment afterwards. |
| }} | | }} |
| }} | | }} |
Line 685: |
Line 685: |
| |bs= | | |bs= |
| |juggle= | | |juggle= |
| |description=An alternate version of his standard throw, where Geese repeatedly palm strikes the opponent's face while they're on the ground. It does more damage, but Geese jumps away afterwards, leaving very little room to press any advantage afterwards. You're better off going for something else most of the time. | | |description=An alternate version of his standard throw, where Geese repeatedly palm strikes the opponent's face while they're on the ground. It does more damage, but Geese jumps away afterwards instead of remaining close. You're better off going for something else most of the time. |
| }} | | }} |
| }} | | }} |
Line 707: |
Line 707: |
| |bs= | | |bs= |
| |juggle= | | |juggle= |
| |description=Chokehold throw that deals the most damage of any of Geese's normal throws. It leaves the opponent on the same side, thus making this the throw to use if you want to keep your opponent's back to the wall. | | |description=Chokehold throw that deals the most damage of any of Geese's normal throws. It leaves the opponent on the same side, thus making this the throw to use if you want to keep your opponent's back to the wall. Speaking of which, throwing them into the corner with this lets you nail a Divine Punishment. |
| }} | | }} |
| }} | | }} |
Revision as of 06:58, 28 November 2020
Gameplay Overview
Geese Howard is a man who needs no introduction. His normally sizable movelist has been slimmed down compared to previous entries; his combos are generally short, and he also has far fewer special moves than most other characters in Real Bout 2. But that's not stopping him from being arguably the best character in the game. Command grabs are incredibly powerful, and Geese gets to command grab you from basically halfscreen. That alone would put him close to S tier, but he also has great damage off of small openings thanks to his powerful Pursuit attack that can be set up off of various knockdowns. Geese either outright ignores the rules of the game or enforces them on the opponent to an insane degree. He's the perfect pick for people who can handle having a specialized toolkit in exchange for dominating neutral and offensive prowess.
Pros |
Cons
|
- Lightning Spin Kick is an advancing normal that's plus on block, has a huge kara cancel window, and leads to a combo if it hits.
- The best command grabs in the entire roster, with two incredibly reliable options in Vacuum Throw and Rashomon
- Frame 1 catch counters that immediately reverse the game's momentum and set up Geese's offense very well
- Strong, utilitarian normals
- Divine Punishment is the most damaging Pursuit in the game, and is an extremely consistent combo tool
|
- Limited toolkit; not much variety in special moves or combo chains
- Defensive options require a hard guess or meter to work
- No invincible attacks outside of Breakshot Reppuken
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
n.5A (within px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
n.5B (within px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
n.5C (within px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Command
Buzzsaw 6A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Rising Palm 3A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Lightning Spin Kick 4B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Divine Punishment 2C when opponent is knocked down
Pursuit
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Slash Uppercut 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Neutral Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
j.B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Neutral Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
j.C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Neutral Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
L
|
-
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
L
|
-
|
-
|
-
|
|
Throw
Clamp of the Tiger 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Pretty normal throw that side switches and leaves the opponent just shy of Geese's feet. If he throws them into the corner, he can land a Divine Punishment afterwards.
|
|
Fatal Blow Bopper 632C during Clamp of the Tiger
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
An alternate version of his standard throw, where Geese repeatedly palm strikes the opponent's face while they're on the ground. It does more damage, but Geese jumps away afterwards instead of remaining close. You're better off going for something else most of the time.
|
|
Mauling Tiger Crunch 3C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8x5 (40)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Chokehold throw that deals the most damage of any of Geese's normal throws. It leaves the opponent on the same side, thus making this the throw to use if you want to keep your opponent's back to the wall. Speaking of which, throwing them into the corner with this lets you nail a Divine Punishment.
|
|
Feints
Feint Reppuken 2AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint Raging Storm 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Reppuken 214A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Y
|
-
|
Ground travelling fireball. It's deceptively easy to jump over, and the recovery is somewhat hefty, but it has a decent travelling speed that lets Geese pester from afar. If your chain doesn't end with a knockdown and you aren't up close, you'll be cancelling into this most of the time. Also functions well as a Breakshot, as it gains invincibility in that circumstance.
|
|
Double Reppuken 214C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Y
|
-
|
Geese winds up his Reppuken before sending out a much bigger one that eats opposing projectiles and has a much taller hitbox. This one has some interesting properties. The initial windup period has a projectile hitbox that can nullify opposing projectiles before sending out a smaller one akin to 214A. Its long startup period makes it somewhat difficult to use in a traditional fireball sense, but it can make opposing zoners' lives a bit more difficult. Like its smaller counterpart, this gains invincibility as a Breakshot.
|
|
Palm Blast 41236A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Counter that catches all low-hitting attacks, including specials. Geese parries the incoming attack and palm slams the opponent in the face, sending them away. This can be ground teched unlike Dragon Throw, but does not switch sides. It's hard to use this properly unless you have a hard read on your opponent's pattern, but this is necessary to keep your opponent from brainlessly meatying you with lows all day.
|
|
Dragon Throw 41236B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Counter that catches all high-hitting attacks, grounded or airborne, and specials that do not hit low. Geese catches the incoming attack and slams them on the ground behind him for a long untechable knockdown. Your premier anti-air threat against aggressive opponents. On hit, this is a free Divine Punishment every time, which adds a not-insignificant chunk of extra damage on top.
|
|
Push of the Tiger 41236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Counter that catches any mid-hitting grounded normal. Geese grabs the opponent and shoves them behind him for a combo opportunity ala Scum Gale. This counter can be difficult to properly land a knockdown off of depending on the spacing, but the threat is huge if you can confirm it into Deadly Rave. Very useful counter that will beat a lot of offensive patterns clean if used properly.
|
|
Vacuum Throw 360A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Possibly one of Geese's most infamous moves in Real Bout 2. By itself, this is just a command grab, which is already pretty good. Like other command grabs, there is no associated whiff with this attack, thus leaving it essentially risk-free if buffered properly. On successful connect, it throws the opponent clear to the other side of the screen, which sounds bad. But Geese has very little trouble getting in thanks to the ability to cancel this off of Lightning Spin Kick's startup, giving him a much larger effective range in which he can land this. If the opponent jumps, the spin kick comes out unhindered, frequently still leaving Geese in a good position to punish their jump on landing or make some space. On top of that, if Geese throws the opponent into the corner with this, he can usually get in and still nail them with a Divine Punishment pursuit for more damage!
|
|
Desperation Move
Raging Storm 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Super Desperation Move
Rashomon 360C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Deadly Rave 632146A ~ AABBBCCC 214C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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Chain Attacks
Combos
Meterless
Metered
Strategy