Difference between revisions of "XV Broken/Geese Howard"

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 9: Line 9:
With these counters in mind, Geese can also effectively create these situations through his fireballs by control a certain amount of space on the ground to force a move out of the target. From up close, he has a pretty decent amount of combo routes that can cause a great amount of damage upon meter consumption. As such, if the player knows how to read the target's moves carefully, they will be able to implement a very deadly play style.   
With these counters in mind, Geese can also effectively create these situations through his fireballs by control a certain amount of space on the ground to force a move out of the target. From up close, he has a pretty decent amount of combo routes that can cause a great amount of damage upon meter consumption. As such, if the player knows how to read the target's moves carefully, they will be able to implement a very deadly play style.   
| pros= * '''Unmatched Defense:''' Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent.
| pros= * '''Unmatched Defense:''' Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent.
* '''Fantastic All-Rounder:''' Building off of the last pro, Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect.
* '''Fantastic All-Rounder:''' Building off of the last pro, Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky.
| cons= * Con #1
* '''Great Normals:''' Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters ''lost'' in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not posses a single aerial that doesn't have practical application: j.A is a fast normal that combos into Shippuken; j.B is a highly effective cross-up for hops; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool.
* Con #2
* '''Frame 0 Reversal:''' Geese is the only character to posses two entirely unique Climax supers, one of which is an instantaneous reversal grab, and while its range is small, it cannot be avoided on reaction (or in many cases, even preemptively). If they see the startup cinematic, and they were standing next to Geese, that's all she wrote...
* '''Braindead High-Damage Combos:''' Many of his optimal combos are frighteningly simple to do, especially his strongest 5-bar combo which is a basic normal > command normal > special > super > Climax. Omitting the Climax gets you your optimal 2-bar combo, as well.
| cons= * '''Heavy Damage Scaling:''' All of Geese's counters that lead to combos and follow-ups add a great deal of damage scaling to anything that they lead into, and while Geese has a wide variety of combo options, many of them will end up costing you damage in the end. A Raging Storm following a successful Oni Hanmon will have its damage severely reduced to the point where you're potentially spending 4-5 bars of meter to do less than 50% damage. Additionally, Geese's jumping C will also add damage scaling to the combo that follows it if it strikes multiple times, as a trade-off to the fact that it guarantees a combo regardless of timing. Adding to that, while the Raigou Reppuken does hit OTG, the damage is scaled so severely that it's only worth it if the little bit of damage it'll do will KO the opponent, and following up an OTG Raigou Reppuken with Raging Storm will only end up heavily weakening the latter. Both his Raigou Reppuken and Raging Storm hit multiple times, which cause his combos ending with them to be scaled if enough attacks were used in the combo before them, meaning if you plan to spend more meter for more damage, you need to weigh how many attacks you'll use to lead into them, and what attacks to omit from your combo for optimal damage.
* '''High Risk Defense:''' Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has ''with'' meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths.
}}
}}


Line 163: Line 166:
|input=f.D
|input=f.D
|description=
|description=
* Placeholder
* Great long range poke. Reaches far, can stuff most jump-ins, and is a strong MAX confirm as well.
}}
}}


Line 189: Line 192:
|input=cl.C
|input=cl.C
|description=
|description=
* Placeholder
* ''The'' button at close range. Fast startup, begins your combos, reaches high enough to stuff hops.
}}
}}


Line 198: Line 201:
|input=cl.D
|input=cl.D
|description=
|description=
* Placeholder
* Stronger lead-in than cl.C for combos, but the longer startup makes it more situational.
* Best combo extender for Quick MAX combos.
* First hit is cancellable, though there's not much reason to do so.
}}
}}


Line 232: Line 237:
|input=2D
|input=2D
|description=
|description=
* Placeholder
* Fantastic sweep. Moves Geese forward, giving it additional range, and making Geese surprisingly slippery when attempting to cross him up while crouching.
}}
}}
===Jump Normals===
===Jump Normals===
Line 241: Line 246:
|input=j.A
|input=j.A
|description2=
|description2=
* Placeholder
* Comes out fast, and as active longer than you'd think.
* Great for stuffing the opponent on reaction, either air-to-air or air-to-ground.
* Combos into Shippuken, for either a quick escape with the normal version or powerful approach with EX.
}}
}}
====Jump B====
====Jump B====
Line 259: Line 266:
|input=j.C
|input=j.C
|description2=
|description2=
* Placeholder
* Hits multiple times
* Long startup, but once the attack starts it keeps going until Geese lands.
* Guarantees a combo if it hits, but will apply some minor combo scaling as compensation.
}}
}}
====Jump D====
====Jump D====
Line 323: Line 332:
|input=(close) 4/6D
|input=(close) 4/6D
|description=
|description=
* Placeholder
* Tosses the opponent full screen.
}}
}}


Line 334: Line 343:
|description=
|description=
* Normally not special or whiff cancellable except into his OTG grab.
* Normally not special or whiff cancellable except into his OTG grab.
* Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos.
* Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly.
}}
}}


Line 432: Line 443:
|description=
|description=
* Counters all mid/overhead ground normal attacks.
* Counters all mid/overhead ground normal attacks.
* Applies significant damage scaling to whatever combo follows it.
Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference.
Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference.
If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C.
If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C.
Line 462: Line 474:
|input=632A/C/AC
|input=632A/C/AC
|description3=
|description3=
* c is a great oki tool, if it crosses up its plus but if it doesn't its nuteral.
* C is a great oki tool, if it crosses up its plus but if it doesn't its neutral.
}}
}}


Line 482: Line 494:
|input=2363214B/D/BD
|input=2363214B/D/BD
|description2=
|description2=
* Counter all physical attacks.
* Counters all physical attacks.
* Can only combo into Raging Storm, though the damage will be scaled.
}}
}}


Line 503: Line 516:
|description=
|description=
* a command grab, it cannot be jumped post super flash
* a command grab, it cannot be jumped post super flash
*Can be comboed into, but the range is tiny.
* Can be comboed into, but there really isn't any combo that leads into it that does anywhere near the damage gained from a 3-bar combo into Raging Storm.
* Incredibly short range.
}}
}}



Revision as of 11:01, 24 May 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil.

Gameplay Overview

Geese Howard is a versatile character who specifically excels at counteracting players with powerful throws that yield a beneficial result in form of frame advantage or a KND state for setting up another offensive measure or for preparing a defensive maneuver.

With these counters in mind, Geese can also effectively create these situations through his fireballs by control a certain amount of space on the ground to force a move out of the target. From up close, he has a pretty decent amount of combo routes that can cause a great amount of damage upon meter consumption. As such, if the player knows how to read the target's moves carefully, they will be able to implement a very deadly play style.
Pros Cons
  • Unmatched Defense: Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent.
  • Fantastic All-Rounder: Building off of the last pro, Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky.
  • Great Normals: Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters lost in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not posses a single aerial that doesn't have practical application: j.A is a fast normal that combos into Shippuken; j.B is a highly effective cross-up for hops; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool.
  • Frame 0 Reversal: Geese is the only character to posses two entirely unique Climax supers, one of which is an instantaneous reversal grab, and while its range is small, it cannot be avoided on reaction (or in many cases, even preemptively). If they see the startup cinematic, and they were standing next to Geese, that's all she wrote...
  • Braindead High-Damage Combos: Many of his optimal combos are frighteningly simple to do, especially his strongest 5-bar combo which is a basic normal > command normal > special > super > Climax. Omitting the Climax gets you your optimal 2-bar combo, as well.
  • Heavy Damage Scaling: All of Geese's counters that lead to combos and follow-ups add a great deal of damage scaling to anything that they lead into, and while Geese has a wide variety of combo options, many of them will end up costing you damage in the end. A Raging Storm following a successful Oni Hanmon will have its damage severely reduced to the point where you're potentially spending 4-5 bars of meter to do less than 50% damage. Additionally, Geese's jumping C will also add damage scaling to the combo that follows it if it strikes multiple times, as a trade-off to the fact that it guarantees a combo regardless of timing. Adding to that, while the Raigou Reppuken does hit OTG, the damage is scaled so severely that it's only worth it if the little bit of damage it'll do will KO the opponent, and following up an OTG Raigou Reppuken with Raging Storm will only end up heavily weakening the latter. Both his Raigou Reppuken and Raging Storm hit multiple times, which cause his combos ending with them to be scaled if enough attacks were used in the combo before them, meaning if you plan to spend more meter for more damage, you need to weigh how many attacks you'll use to lead into them, and what attacks to omit from your combo for optimal damage.
  • High Risk Defense: Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has with meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths.


The original SNK boss Geese Howard makes his epic return once again as a playable character, thus marking his 3rd "canonical" appearance.

While Geese is well known for having rather devastating Atemi counters for shutting down a target's offense, Geese's move set is versatile enough to warrant an offensive approach.

As such, he can be played in quite a few ways.

He gains a new move out from his light (A) Fudou Ken (his 214A), a 6P follow up with a forward palm strike. This is an excellent way to end his light combos. Consequently, it does not offer as much push back on blocks so the player must be cautious while trying to implement an offense out from his light normals, which are still very useful on their own.

Geese can also zone around pretty decently with is Repuuken and Shippuken fire balls but only if the player is careful not to leave themselves vulnerable. He retains the moves he had from KOFXIV but several them went through some changes in their command inputs.

Geese also has regained another older move called the Hishou Nichirin Zan, his DP+P where he performs jumping wind cutting chop motion as he descends. Its EX counterpart is useful for combo extensions as it will cause ground bounce.

For specific examples, his OTG throw is now half-circle back forward into P instead of DP+P which is now his Hishou Nichirin Zan. His throws can be useful for ending specific combos after a hard knockdown, which he can get from things such as his 6A overhead or his Fudou Ken 214C~6K axe kick follow up against a juggled target.

His Raigou Repuuken (his DM) is now 2363214 + P input.

Another thing to note about Geese Howard is that he has two Climax moves. One is his Rashomon, which is a command grab. The other is his Raging Storm.

This time, the player can actually choose to use the pretzel input to perform the Raging Storm attacks against targets to anti-air them or to devastate them in combos but it does not actually change the property of the move.

Overall, if the player is looking for a character with well-rounded offensive and defensive attributes with a pretty decent back dash, close to long-range abilities and some tight-looking counters, Geese would be an excellent choice for competitive play in the long run if the player is careful.

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ko Satsu Shou - Bk.gif / Fd.gif + C.gif

Shinkuu Nage - Bk.gif / Fd.gif + D.gif

Command Normals

Raikou Mawashi-Geri - Fd.gif + B.gif

Tendoh Kudaki - Fd.gif + A.gif

Special Moves

Reppuken - Qcf.gif + A.gif / C.gif (*)

Shippuu Ken - Qcb.gif + A.gif / C.gif (Midair Only) (*)

Fudou Ken - Qcb.gif + A.gif / C.gif (*)

┗Fudou Ken • A (After C.gif or EX Fudou Ken) - Fd.gif + A.gif / C.gif
┗Fudou Ken • Ba (After C.gif or EX Fudou Ken) - Dn.gif + B.gif / D.gif
┗Fudou Ken • Un (After C.gif or EX Fudou Ken) - Fd.gif + B.gif / D.gif
┗Fudou Ken • O (After A.gif Fudou Ken) - Fd.gif + A.gif / C.gif

Jyoudan Atemi - Hcb.gif + B.gif (*)

Chuudan Atemi - Hcb.gif + D.gif

Gedan Atemi - Hcf.gif + B.gif (*)

Raimei Gouha Nage - Hcb.gifFd.gif + A.gif / C.gif (*)

Hishou Nichirin Zan - Dp.gif + A.gif / C.gif (*)


Super Special Moves

Raigou Reppuu Ken - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

Oni Hanmon - Qcf.gifDf.gifQcb.gif + B.gif / D.gif (!)

Climax Super Special Moves

Raging Storm - Qcb.gifDb.gifQcf.gif+C.gif+D.gif

Rashoumon - Qcf.gifDf.gifQcb.gif+C.gif+D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

2B, 2A, 2A, far B, 214A~6P
cl.C, 6A, 214C~6P

178 DMG
248 DMG

½ Meter

cl.D(2), 6A, 214C~6P
cl.C, 6A, 214AC~6P, dash 214C~6K, 632146P

347 DNG
358 DMG

1 Meter

cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P
cl.C, 6A, 214C~6P (super cancel), 2363214P

438 DMG
392 DMG

2 Meters

cl.D(2), 6A, 214C~6P (super cancel), 2363214AC

522 DMG

Normals

Far Standing Normals

far A

far A
f.A
f.A
XV geese fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid super 5 4 8 +3 +1 - 30 60
  • Placeholder

far B

far B
f.B
f.B
XV geese fb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 4 11 0 -2 - 30 60
  • Placeholder

far C

far C
f.C
f.C
XV geese fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 7 6 22 -7 -9 - 70 120
  • Placeholder

far D

far D
f.D
f.D
XV geese fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 10 4 17 0 -2 - 70 120
  • Great long range poke. Reaches far, can stuff most jump-ins, and is a strong MAX confirm as well.

Close Standing Normals

close A

close A
cl.A
cl.A
XV geese cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 6 +5 +3 - 30 60
  • Placeholder

close B

close B
cl.B
cl.B
XV geese clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 7 +5 +3 - 30 60
  • Placeholder

close C

close C
cl.C
cl.C
XV geese clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 5 15 +1 -1 - 70 120
  • The button at close range. Fast startup, begins your combos, reaches high enough to stuff hops.

close D

close D
cl.D
cl.D
XV geese cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 9 3 (6) 7 11 +3 +1 - 70 (35+35) 120 (60+60)
  • Stronger lead-in than cl.C for combos, but the longer startup makes it more situational.
  • Best combo extender for Quick MAX combos.
  • First hit is cancellable, though there's not much reason to do so.

Crouch Normals

crouch A

crouch A
2A
2A
XV geese 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 9 +3 +1 - 30 60
  • Placeholder

crouch B

crouch B
2B
2B
XV geese 2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 5 4 9 +2 0 - 15 30
  • Placeholder

crouch C

crouch C
2C
2C
XV geese 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 7 20 -6 -8 - 70 120
  • Placeholder

crouch D

crouch D
2D
2D
XV geese 2d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 8 5 19 KND (+25) -5 - 70 120
  • Fantastic sweep. Moves Geese forward, giving it additional range, and making Geese surprisingly slippery when attempting to cross him up while crouching.

Jump Normals

Jump A

jump A
j.A
j.A
XV geese ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 4 6 1 on ground - - - 30 50

jump jump

45 High special 4 7 1 on ground - - - 30 60
  • Comes out fast, and as active longer than you'd think.
  • Great for stuffing the opponent on reaction, either air-to-air or air-to-ground.
  • Combos into Shippuken, for either a quick escape with the normal version or powerful approach with EX.

Jump B

jump B
j.B
j.B
XV geese jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 9 1 on ground - - - 30 50

jump jump

45 High - 6 10 1 on ground - - - 30 60
  • Jump/super jump version can cross up, even vs small crouching characters
  • Cannot be low-profiled by 2Bs and the like

Jump C

jump C
j.C
j.C
XV geese jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 (40+20+20) High(1), Mid - 14 3 (2) 3 (2) 2 1 on ground - - - 60 (30+15+15) 120 (60+30+30)

jump jump

80 (40+20+20) High(1), Mid - 12 3 (2) 3 (2) 3 (2) 3 1 on ground - - - 60 (30+15+15) 120 (60+30+30)
  • Hits multiple times
  • Long startup, but once the attack starts it keeps going until Geese lands.
  • Guarantees a combo if it hits, but will apply some minor combo scaling as compensation.

Jump D

jump D
j.D
j.D
XV geese jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 7 5 1 on ground - - - 70 100

jump jump

70 High - 7 6 1 on ground - - - 70 120
  • Jump/super jump version can cross up, even vs small crouching characters
  • Can be low-profiled by some 2Bs and other moves with lowered hurtboxes when used as a cross up

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
XV geese rush1 ima.png
XV geese rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 8 - - -2 -4 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 11 - - -8 -10 - 30 180 (60+60+60)
  • A rush combo that ends with either A Fudou Ken with its followup, (MAX) Raigou Reppuu Ken or Raging Storm.
  • The rush combo ending with Fudou Ken is unironically his optimal meterless route following a low light confirm.

Blowback

Blowback

Blowback
CD
CD
XV geese cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 6 20 Wall Splat - HKD (gnd) (74 to 90) -3 - 100 160
  • Placeholder

Shatterstrike

Shatterstrike
236CD
236CD
XV geese 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD
XV geese jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 13 6 1 on ground SKD - - 80 120

jump jump

90 Mid - 13 7 1 on ground SKD - - 80 140
  • Placeholder

Throws

Ko Satsu Shou

Ko Satsu Shou
(close) 4/6C
(close) 4/6C
XV geese cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (34) Unblockable - 0 0
  • Placeholder

Shinkuu Nage

Shinkuu Nage
(close) 4/6D
(close) 4/6D
XV geese dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (42) Unblockable - 0 0
  • Tosses the opponent full screen.

Command Moves

Raikou Mawashi Geri

Raikou Mawashi Geri
6B
6B
XV geese 6b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 [60] Mid super 17 5 16 0 (Close) to 4 (Max Range) -2 (Close) to 2 (Max Range) - 80 [60] 120 [100]
  • Normally not special or whiff cancellable except into his OTG grab.
  • Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos.
  • Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly.

Tendoh Kudaki

Tendoh Kudaki
6A
6A
XV geese 6a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [50] High [Mid] super [special] 22 [15] 6 26 [20] HKD (+30) [-5] -13 [-7] - 60 80
  • Values in [] indicate data when move is cancelled into.

Special Moves

Reppuken

Reppuken
236A/C/AC
236A/C/AC
XV geese 236a ima.png
XV geese 236c ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 15 Full Screen Projectile 30 -4 (Close) to 25 (Max Range) -4 (Close) to 25 (Max Range) - 40 40

C C

96 (30+70) Mid super 14 6 (10) Full Screen Projectile 34 SKD (30: Tech / 57: Non-tech) - Close -9 (Close) to 16 (Max Range) - 70 (30+40) 100 (40+60)

AC AC

125 (40+90) Mid - 13 6 (4) Full Screen Projectile 27 Juggle - SKD (38: Tech / 65: Non-tech) - Close -1 (Close) to 26 (Max Range) - 0 80 (40+40)
  • C and EX versions essentially create a stationary fireball before launching a second fireball that travels. The first fireball will only hit the opponent if up close.

Shippuu Ken

Shippuu Ken
j.214A/C/AC
j.214A/C/AC
XV geese j214a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid - 11 Diagonal Projectile 10 on ground -17 (Lowest Height) to -26 (Highest Height) -19 (Lowest Height) to -28 (Highest Height) - 40 40

C C

65 - - 11 Diagonal Projectile 10 on ground -25 (Lowest Height) to -31 (Highest Height) -27 (Lowest Height) to -33 (Highest Height) - 40 40

C C

80 Mid - 9 Diagonal Projectile 13 on ground 12 (Lowest Height) to -2 (Highest Height) 10 (Lowest Height) to -4 (Highest Height) - 0 40
  • Placeholder

Fudou Ken

Fudou Ken
214A/C/AC
214A/C/AC
XV geese 214a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 8 5 18 -2 -4 - 40 60

C C

70 Mid super 16 5 20 -4 -6 - 40 60

AC AC

60 Mid - 12 9 16 Crumple - HKD (+101) -8 - 0 60

A straight palm, serving as a combo or super cancel filler special.

  • A version combos from lights with only one possible followup.
  • C version combos from heavies and has a slightly longer range. It has 3 possible followups, forcing the opponent into a high-low mix up with all leading to hard knockdowns.
  • EX version combos from light and crumples on the initial palm hit. It has the same 3 followups as the C version, but with slightly altered properties.

Fudou Ken Followups

Fudou Ken • A
214C/AC~6P
214C/AC~6P
XV geese 214c 6p ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

80 Mid Super 12 5 28 HKD (+65) -14 - 80 60

AC AC

40 Mid - 11 7 18 Wall Bounce - HKD(+85) -8 - 0 60

Forward double palm with the highest damage out of all followups as well as the best followup to use if going for a super cancel.

  • EX version causes a wallbounce.
  • Great corner carry, allows for a 6B kara cancelled OTG 632146P if close enough.
Fudou Ken • Ba
214C/AC~2K
214C/AC~2K
XV geese 214c 2k ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

70 Low super 19 2 28 HKD (+46) -11 - 60 60

AC AC

100 Low - 19 2 22 HKD (+26) -5 - 0 120
  • A circular sweep kick that hits low.

The pushback makes this generally safe on block, but characters with good long range punishes such as Shun'Ei, Benimaru and Rock for example can reliably punish this.

Fudou Ken • Un
214C/AC~6K
214C/AC~6K
XV geese 214c 6k ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

C C

70 High super 25 5 27 HKD (+32) -13 - 60 60

AC AC

60 High - 22 4 23 HKD (+37) -8 - 0 60

Geese does an axe kick which hits overhead. Guarantees OTG 621346P if it connects.

  • This move has the most reach out of all his followups and is useful in juggles following wallbounces.
  • The move following 214C is too slow to combo off a grounded 214C hit. EX version has a faster startup and doesn't have this problem.
Fudou Ken • O
214A~6P
214A~6P
XV geese 214a 6p ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 11 5 30 SKD (20: Tech / 47: Non-tech) -15 - 60 60
  • Your optimal (and only) ender for light combos

Soft knockdown, not much to say.

Jyoudan Atemi

Jyoudan Atemi
63214B/BD
63214B/BD
XV geese 63214b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 - - 3 17 (Counter Window) 24 HKD (+36) - - 0 0

BD BD

180 - - 1 8 (Counter Window) 31 HKD (+36) - - 0 0
  • Normal version: Counters all physical air moves and high/mid physical special and super special moves.
  • Ex version: Counters all physical air moves, mid/overhead ground normals, and high/mid physical special and super special moves.

Chuudan Atemi

Chuudan Atemi
63214D
63214D
XV geese 63214d ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

- - - 3 17 (Counter Window) 24 +20 - - 0 0
  • Counters all mid/overhead ground normal attacks.
  • Applies significant damage scaling to whatever combo follows it.

Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference. If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C.

Gedan Atemi

Gedan Atemi
41236B/BD
41236B/BD
XV geese 41236b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 - - 3 17 (Counter Window) 24 HKD (+53) - - 0 0

BD BD

220 - - 1 19 (Counter Window) 26 HKD (+53) - - 0 0
  • Counter all low physcial moves. Hard Knockdown

Launches opponent fullscreen.

Raimei Gouha Nage

Raimei Gouha Nage
632146A/C/AC
632146A/C/AC
XV geese 632146a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A/C A/C

100 - - 1 1 49 KND (+10) - - 0 0

AC AC

120 - - 1 2 48 KND (+24) - - 0 0
  • EX version does a minimum of 60 damage.
  • Able to be whiff cancelled from 6B to quickly close the distance to a downed opponent.

Hishou Nichirin Zan

Hishou Nichirin Zan
632A/C/AC
632A/C/AC
XV geese 623a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 Mid - 25 6 16 SKD (36: Tech / 76: Non-tech) - Stand Hit -3 (Stand Block) to -1 (Crouch Block) - 30 50

C C

100 Mid - 38 5 14 HKD (46 - Stand hit / 48 Crouch Hit) 0 (Stand Block) to 2 (Crouch Block) - 80 100

AC AC

120 (40+80) Mid - 6 2 (30) 5 15 Ground Bounce - HKD (74) 1st hit only -33 / 2nd Hit (-1 (Stand Block) to 1 (Crouch Block)) - 0 100 (50+50)
  • C is a great oki tool, if it crosses up its plus but if it doesn't its neutral.

Super Special Moves

Raigou Reppuu Ken

Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC
XV geese 2363214p ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 (40*3+60) [60 (20*3)] Mid advanced, climax 12 Full Screen Projectile 51 HKD (67) - Close -12 (Close) to 2 (Max Range) Full Body: 1 to 3 (3 Frames) 0 0

AC AC

330 (50*5+80) [150 (30*5)] Mid climax 11 Full Screen Projectile 50 HKD (74) - Close -5 (Close) to 9 (Max Range) Full Body: 1 (1 Frame) 0 0
  • Values in [] represent damage when the move OTGs.
  • Loses a huge amount of damage if used to OTG.

Oni Hanmon

Oni Hanmon
2363214B/D/BD
2363214B/D/BD
XV geese 2363214k ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

230 - advanced, climax 1 10 (Counter Window) 35 HKD (14) - - 0 0

BD BD

370 - climax 1 10 (Counter Window) 35 HKD (+15) - - 0 0
  • Counters all physical attacks.
  • Can only combo into Raging Storm, though the damage will be scaled.

Climax Super Special Moves

Raging Storm

Raging Storm
2141236CD
2141236CD
XV geese 2141236cd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

450 (20*15+150) Min:225 - - 8 32 73 HKD (+44) -56 Full Body: 1 to 12 (12 Frames) 0 0
  • This move can OTG without any additional scaling penalty. However, if climaxed cancelled into off an OTG Raigou Reppuu Ken, an additional 30% scaling is applied.
  • As a nod to this move's traditional input, it is possible to input this as 1632143CD.

Rashoumon

Rashoumon
2363214CD
2363214CD
XV geese 2363214cd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

regular regular

500 Min: 250 Throw - 1 4 80 HKD (33) Unblockable Full Body: 1 to 4 (4 Frames) 0 0
  • a command grab, it cannot be jumped post super flash
  • Can be comboed into, but there really isn't any combo that leads into it that does anywhere near the damage gained from a 3-bar combo into Raging Storm.
  • Incredibly short range.

Misc

Videos

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters