Difference between revisions of "XV Broken/Geese Howard"
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[[File:KOFXV_Geese_Profile.png|thumb|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.]] | <section begin="image"/>[[File:KOFXV_Geese_Profile.png|thumb|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.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
Notorious for his array of near-instant counter throws, Geese is not only capable of shutting down aggressive opponents but is also a master at dominating opponents with weak defense. | |||
Geese's normals on the ground as well as in the air are all excellent, with considerably long range. His grounded normals have great cancel options for when Geese goes on the offense; he even has a command cancellable st.B, a rare characteristic among the KoF cast. Having this option allows Geese to create lengthy frame traps with his Fudou Ken (214P) rekka, with numerous follow-ups that can hit low or overhead all while leading to a hard knockdown. Geese can end it there and leave himself with a significant frame advantage, or he can extend his damage output with his Raimei Gouha Nage (6246P) OTG throw. | |||
Should Geese find himself unable to find a way in on an opponent, he can easily resort to his reliable fireballs. His Reppuken (236P) comes in two forms: the '''A''' version is fast with quick recovery, and the '''C''' version hits twice and snuffs out other fireballs, allowing Geese to win zoning wars without having to spend meter. His Shippuu Ken (j.214P) is an excellent aerial fireball that makes it even harder for opponents to approach Geese. | |||
If the opponent gets too ''predictable'' with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter '''any''' physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range. | |||
Overall, Geese is an extraordinary defensive character that is simple enough to be effective in the hands of beginners, while more seasoned players can utilize his counter throws and frametraps to become the ultimate nightmare. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a versatile character who | | intro = '''''{{SUBPAGENAME}} is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right.''''' | ||
| pros= * '''Ridiculous 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= * ''' | |||
* '''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. | * '''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 | * '''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 possess 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; 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. | ||
* ''' | * '''Strong Reversals:''' Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, there's getting grabbed. | ||
* '''Braindead High-Damage Combos:''' Many of his optimal combos are 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. | |||
* '''Braindead High-Damage Combos:''' Many of his optimal combos are | | 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. The fact that he can get combos after them at all can be considered a blessing, however. | ||
| 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. | * '''Damage vs. Oki:''' Geese's damage output in combos seems to be balanced factoring in his OTG grab in mind. Unfortunately your knockdown advantage after landing this grab is terrible, and it also switches sides. This means Geese has to give up significant damage for better oki and vice versa. | ||
* '''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. | * '''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. | ||
}} | }} | ||
==Movelist== | ==Movelist== | ||
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|input=f.A | |input=f.A | ||
|description= | |description= | ||
* | * Standard anti-hop poke. Good range for what it does, but not much additional utility beyond that. | ||
}} | }} | ||
====far B==== | ====far B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=f.B | |input=f.B | ||
|description= | |description= | ||
* | * Your longest reaching cancelable light normal. | ||
}} | }} | ||
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|input=cl.A | |input=cl.A | ||
|description= | |description= | ||
* | * Links into his close C, but not after a jump-in. | ||
}} | }} | ||
====close B==== | ====close B==== | ||
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|input=cl.B | |input=cl.B | ||
|description= | |description= | ||
* | * Can link to cl.C | ||
}} | }} | ||
====close C==== | ====close C==== | ||
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|input=2A | |input=2A | ||
|description= | |description= | ||
* | * One of Geese's fastest buttons. Decent range. Good for starting combos and stuffing opponents. | ||
* Fast enough to beat out most attempts to punish a blocked 6B. | |||
}} | }} | ||
====crouch B==== | ====crouch B==== | ||
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|input=2B | |input=2B | ||
|description= | |description= | ||
* | * Standard low confirm combo starter. | ||
}} | }} | ||
====crouch C==== | ====crouch C==== | ||
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|description= | |description= | ||
* Fantastic sweep. Moves Geese forward, giving it additional range, and making Geese surprisingly slippery when attempting to cross him up while crouching. | * Fantastic sweep. Moves Geese forward, giving it additional range, and making Geese surprisingly slippery when attempting to cross him up while crouching. | ||
* Fast startup makes it a great poke and punish. | |||
* Can hit at round start if the opponent attempts to start the round with an attack. | |||
* Cannot be whiff cancelled. | |||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
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* Comes out fast, and is active longer than you'd think. | * Comes out fast, and is active longer than you'd think. | ||
* Great for stuffing the opponent on reaction, either air-to-air or air-to-ground. | * Great for stuffing the opponent on reaction, either air-to-air or air-to-ground. | ||
* Combos into Shippuken, for | * Combos into EX Shippuken, for a powerful approach. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
* Hits multiple times | * Hits multiple times, up to three times on a standing tall opponent if done from a hop | ||
* Long startup, but once the attack starts it keeps going until Geese lands. | * Long startup, but once the attack starts it keeps going until Geese lands. | ||
* Guarantees a combo if it hits. | * Guarantees a combo if it hits. | ||
* Full jump version applies damage scaling. | |||
Fantastic normal for punishing very laggy moves on opponents it full hits on. Will add a ton of damage to the ensuing combo. | |||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=CD | |input=CD | ||
|description= | |description= | ||
* | * Great range. Moves Geese forward a bit. Can hit opponents from round start if they attempt an approach or attack. | ||
* Great for oki after an OTG slam. Geese has enough frame advantage to throw out a meaty CD afterward. | |||
* Recovery on hit is low enough that Geese can run up and OTG slam the opponent even from fullscreen. This is also his optimal meterless combo from wallsplat CD. | |||
}} | }} | ||
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|input=236CD | |input=236CD | ||
|description= | |description= | ||
* | * The great range on Geese's CD carries over to his Shatterstrike, making this yet another powerful counter in his toolkit. | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
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|description= | |description= | ||
* Values in [] indicate data when move is cancelled into. | * Values in [] indicate data when move is cancelled into. | ||
* Is an overhead if used raw, but startup is much slower and more telegraphed. | |||
* Overhead version knocks down, leading directly into an OTG grab. | |||
* Must be cancelled into Climax, cannot be linked after. | |||
}} | }} | ||
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* 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. | * 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. | ||
* A version is very fast, and recovers quickly as well. | * A version is very fast, and recovers quickly as well. | ||
* C version's projectile has the same priority level of an EX projectile, though it's only one | * C version's projectile (but not the stationary one) has the same priority level of an EX projectile, though it's only one and will still be stuffed by multiple EX projectiles (e.g. King's double strike). | ||
Your zoning tool. A moves fast and recovers quickly, both pressuring the opponent and properly baiting them into punishing it. C is a pocket EX projectile for free, but has much more startup and recovery, with the first hit lacking the higher hitbox from previous games that helped against hops, so using it up close is asking to get blown up. At range, however, it's a great way to win a quick fireball war. The EX version has juggle properties and can add significant damage to your combos in the corner. | Your zoning tool. A moves fast and recovers quickly, both pressuring the opponent and properly baiting them into punishing it. C is a pocket EX projectile for free, but has much more startup and recovery, with the first hit lacking the higher hitbox from previous games that helped against hops, so using it up close is asking to get blown up. At range, however, it's a great way to win a quick fireball war. The EX version has juggle properties and can add significant damage to your combos in the corner. | ||
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|input=j.214A/C/AC | |input=j.214A/C/AC | ||
|description3= | |description3= | ||
* | * Air fireball. | ||
* Normal versions bounce Geese away, EX retains his jump momentum. | |||
* Brief recovery on landing. | |||
Strengthening both his zoning game and his offense, the Shippuken is one of Geese's most valuable specials. The recoil on the normal versions turn all of his jumps into a 50/50 for the opponent, as Geese can either commit to a jump-in or use this to throw a projectile and retreat, making attempting an anti-air on him a genuine risk. The aversion this can give to opponents to attempt an anti-air can make the actual jump-ins you go for all the safer. This also works as a great air-to-air, as well. The A version throws a very slow fireball, while the C version throws one that moves at a moderate speed, making the latter good for pressure and the former good to throw out early and let it linger as a hazard or catch rolls and backdashes. Geese is rather floaty after the recoil, and can be punished if the opponent dodges the projectile. This can also be used to bait a counter, however, as the C version has less recovery on landing, but the counter will need to be a frame-1, which will cost some meter (2363214 B/C being your best bet). The EX is different, retaining Geese's jump momentum but pausing him briefly in the air, making it more of an approach tool, or one to throw out and not risk the floaty recovery. It's lost the combo-ibility it had in XIV, however, as now the EX Shippuken has some recovery on landing. | |||
}} | }} | ||
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|name=Fudou Ken | |name=Fudou Ken | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions=R.I.P. Jaei Ken 1995-2009 | |||
|description3= | |description3= | ||
A straight palm, serving as a combo or super cancel filler special. | A straight palm, serving as a combo or super cancel filler special. | ||
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* 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. | * 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. | * 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. | ||
The rekka that replaced Jaei Ken. Most used for combo extensions, though poking with the A version occasionally can make for a fast check on your opponent. On hit with the C version you generally want to go with the 6P follow-up for super cancels, or the 6K follow-up to end a combo and lead into either OTG grab or Raging Storm. The light version has a new unique ender with 6P with knocks the opponent a good distance away, but causes a techable knockdown. | |||
}} | }} | ||
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|name=Jyoudan Atemi | |name=Jyoudan Atemi | ||
|input=63214B/BD | |input=63214B/BD | ||
|captions="High Hit Throw" | |||
|description2= | |description2= | ||
* Normal version: Counters all physical air moves and high/mid physical special and super special moves. | * Normal version: Counters all physical air moves and high/mid physical special and super special moves. Also counters Shatterstrikes. | ||
* Ex version: Counters all physical air moves, mid/overhead ground normals, 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. | ||
* Cannot be followed up after a successful counter. Not even with the OTG grab. | * Cannot be followed up after a successful counter. Not even with the OTG grab. | ||
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|name=Chuudan Atemi | |name=Chuudan Atemi | ||
|input=63214D | |input=63214D | ||
|captions="Center Hit Throw" | |||
|description= | |description= | ||
* Counters all mid/overhead ground normal attacks. | * Counters all mid/overhead ground normal attacks. | ||
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|name=Gedan Atemi | |name=Gedan Atemi | ||
|input=41236B/BD | |input=41236B/BD | ||
|captions="Low Hit Throw" | |||
|description2= | |description2= | ||
* Counter all low physical moves. Hard Knockdown | * Counter all low physical moves. Hard Knockdown | ||
Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does ''not'' scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than | Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does ''not'' scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than most crouching lows, but the EX version is your best bet for catching people trying to low confirm on your wakeup. | ||
}} | }} | ||
Line 481: | Line 489: | ||
* Normal version sideswitches, EX does not. | * Normal version sideswitches, EX does not. | ||
OTG grab. Most of Geese's combos end in a hard knockdown that should give you time to run up and grab with this unless you're the one with your back to the corner. While this usually tacks on a considerable amount of damage (often the equivalent of spending an EX in a combo), your advantage after is very minimal and you switch sides, potentially losing the corner if you pushed them there. Consider that before going for this every time possible. | |||
If you can spare half a bar, EX is preferable as it does more damage, and doesn't side-switch, so you don't lose the corner. You'll also have significantly more frame advantage, as well. | |||
}} | }} | ||
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|moveId=geese_623a,geese_623c,geese_623ac | |moveId=geese_623a,geese_623c,geese_623ac | ||
|name=Hishou Nichirin Zan | |name=Hishou Nichirin Zan | ||
|input= | |input=623A/C/AC | ||
|description3= | |description3= | ||
* C is a great oki tool, if it crosses up its plus but if it doesn't its neutral. | * C is a great oki tool, if it crosses up its plus but if it doesn't its neutral. | ||
* EX is your go-to combo extender for 0.5 - 3 bar combos. | |||
Despite being a DP that launches Geese in the air, this move is strictly for use on grounded opponents. There are zero anti-air properties with this move. Against grounded opponents, however, it makes for a great mix-up, as well as combo filler. A works as a decent callout, technically negative on block but, much like his 6B, you have enough time to counter a predicted punish. The C version is the one you'll be using the most, though, as it's not only safe on block, but crosses up and delivers a hard knockdown right next to Geese. This can lead into OTG grab, or if you want to really get nasty, an OTG Raging Storm into over 50% damage off a cross-up knockdown. Another great addition to Geese's oki guessing game. The EX version is a great combo extender, putting opponents into a flipped state right in front of you, giving ample time for a follow-up (usually being a Fudou Ken). Also acts as your EX follow-up to a wallbounce. You'll just want to run forward a little to ensure it connects properly. | |||
}} | }} | ||
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* Loses a huge amount of damage if used to OTG. | * Loses a huge amount of damage if used to OTG. | ||
Incredibly fast projectile super, able to punish most zoning on reaction. The Level 2 version is even faster, | Incredibly fast projectile super, able to punish most zoning on reaction. The Level 2 version is even faster, making it one of the fastest projectiles in the game. If attempting a Climax Cancel into Raging Storm, the move must be performed the moment Geese fires the shot (so right as the super flash and windup animation end). The hitbox on the projectile is actually significantly larger if cancelled into, allowing this move to be comboed into from Fudo Ken follow-ups that would otherwise knock the opponent out of its range. | ||
While this move can OTG, it is very meter inefficient to do so. The OTG version of this move can also climax cancel and combo into Raging Storm, but it should be also be avoided due to the heavy scaling to Raging Storm specific to this OTG route. It is essential to use routes that avoid OTG Raigou Reppuken or simply going straight into Raging Storm for more damage. | |||
}} | }} | ||
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* Can only combo into Raging Storm, though the damage will be scaled. | * Can only combo into Raging Storm, though the damage will be scaled. | ||
This is THE move on your opponent's mind the entire fight. Frame 1 activation, parries every possible physical attack, without exception. Nerfed a bit from KOF XIV, as its active frames are shorter, and any Raging Storm comboed from it will now be scaled down to hell. When comboing into Raging Storm, it's important to remember that now Geese does not side switch until the move is finished, so unlike in XIV, you don't have to reverse your Climax input. the | This is THE move on your opponent's mind the entire fight. Frame 1 activation, parries every possible physical attack, without exception. Nerfed a bit from KOF XIV, as its active frames are shorter, and any Raging Storm comboed from it will now be scaled down to hell. When comboing into Raging Storm, it's important to remember that now Geese does not side switch until the move is finished, so unlike in XIV, you don't have to reverse your Climax input. However, if you ''do'' want the side switch, you can wait a beat and cancel into Raging Storm slightly later, at which point Geese will have switched sides, while the move is still cancelable. The counter window is much tighter than it was in KOF XIV, as well, so you can't throw this out as comfortably early as you might have back then. | ||
}} | }} | ||
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|name=Rashoumon | |name=Rashoumon | ||
|input=2363214CD | |input=2363214CD | ||
|captions= Imagine trying to pressure a Geese with 3 bars | |||
|description= | |description= | ||
* | * Command grab, cannot be dodged whatsoever after 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. | * 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. | * Incredibly short range. | ||
Amazing reversal if you're willing to spend the meter on it. An instantaneous, invincible grab reversal, completely unavoidable if the opponent is standing in grab range when activated. | Amazing reversal if you're willing to spend the meter on it. An instantaneous, invincible grab reversal, completely unavoidable if the opponent is standing in grab range when activated. | ||
At 500 damage, it's the most damaging super in the game. A guaranteed death sentence if your opponent has half of their health or less left. | |||
}} | }} | ||
Revision as of 22:24, 29 January 2023
Gameplay Overview
Notorious for his array of near-instant counter throws, Geese is not only capable of shutting down aggressive opponents but is also a master at dominating opponents with weak defense.
Geese's normals on the ground as well as in the air are all excellent, with considerably long range. His grounded normals have great cancel options for when Geese goes on the offense; he even has a command cancellable st.B, a rare characteristic among the KoF cast. Having this option allows Geese to create lengthy frame traps with his Fudou Ken (214P) rekka, with numerous follow-ups that can hit low or overhead all while leading to a hard knockdown. Geese can end it there and leave himself with a significant frame advantage, or he can extend his damage output with his Raimei Gouha Nage (6246P) OTG throw.
Should Geese find himself unable to find a way in on an opponent, he can easily resort to his reliable fireballs. His Reppuken (236P) comes in two forms: the A version is fast with quick recovery, and the C version hits twice and snuffs out other fireballs, allowing Geese to win zoning wars without having to spend meter. His Shippuu Ken (j.214P) is an excellent aerial fireball that makes it even harder for opponents to approach Geese.
If the opponent gets too predictable with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter any physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range.
Overall, Geese is an extraordinary defensive character that is simple enough to be effective in the hands of beginners, while more seasoned players can utilize his counter throws and frametraps to become the ultimate nightmare.
Geese Howard is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Shippuu Ken - + / (Midair Only) (*)
- ┗Fudou Ken • A (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Ba (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Un (After or EX Fudou Ken) - + /
- ┗Fudou Ken • O (After Fudou Ken) - + /
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B, 2A, 2A, far B, 214A~6P |
178 DMG |
½ Meter |
cl.D(2), 6A, 214C~6P |
347 DNG |
1 Meter |
cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P |
438 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 |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Ko Satsu Shou
Ko Satsu Shou
(close) 4/6C
(close) 4/6C |
---|
Shinkuu Nage
Shinkuu Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Raikou Mawashi Geri
Raikou Mawashi Geri
6B
6B |
---|
Tendoh Kudaki
Tendoh Kudaki
6A
6A |
---|
Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC |
---|
Shippuu Ken
Shippuu Ken
j.214A/C/AC
j.214A/C/AC |
---|
Fudou Ken
Fudou Ken
214A/C/AC
214A/C/AC |
---|
Fudou Ken Followups
Fudou Ken • A
214C/AC~6P
214C/AC~6P |
---|
Fudou Ken • Ba
214C/AC~2K
214C/AC~2K |
---|
Fudou Ken • Un
214C/AC~6K
214C/AC~6K |
---|
Fudou Ken • O
214A~6P
214A~6P |
---|
Jyoudan Atemi
Jyoudan Atemi
63214B/BD
63214B/BD |
---|
Chuudan Atemi
Chuudan Atemi
63214D
63214D |
---|
Gedan Atemi
Gedan Atemi
41236B/BD
41236B/BD |
---|
Raimei Gouha Nage
Raimei Gouha Nage
632146A/C/AC
632146A/C/AC |
---|
Hishou Nichirin Zan
Hishou Nichirin Zan
623A/C/AC
623A/C/AC |
---|
Super Special Moves
Raigou Reppuu Ken
Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC |
---|
Oni Hanmon
Oni Hanmon
2363214B/D/BD
2363214B/D/BD |
---|
Climax Super Special Moves
Raging Storm
Raging Storm
2141236CD
2141236CD |
---|
Rashoumon
Rashoumon
2363214CD
2363214CD |
---|