The King of Fighters XV/Geese Howard/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2A > 5B 85 Standard low light confirm. Omit 2A as needed at further spacings. You can add another 2A if you're point blank, but it can push you out of range from some specials, notably 623AC.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 117 Standard heavy and jump-in starter. In general you can replace 6A with 6B for about 10 more damage if you are confirming into Quick Max, but not for special cancels.
cl.D > 6A 127 Stronger but slower and whiffs on some crouchers.
cl.A, cl.C > 6A 136 Link combo at close ranges.
cl.B, cl.C > 6A 141 Link combo at close ranges.
63214D, 2C > 6A 87 Easy follow-up to a successful 63214D counter.
63214D, run, cl.D > 6A 95 Slightly stronger.
63214D, j.C, 2C > 6A 141 Very difficult. You must do a hop immediately after Geese recovers, then input j.C immediately for the combo to work. Doesn't work always if Geese is in the corner.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

  • Geese can continue most combos that end in a hard knockdown with an OTG 632146P, adding anywhere between 95 to 20 damage, depending on scaling, but you lose corner position and oki. The damage value will be expressed in parantheses.
  • If you're too far for an OTG grab, you can whiff cancel 6B to get extra range.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 169 0 Rush combo ending in a special move.
cl.A > A > A > C 223 1 Rush combo ending in a super.
cl.A > A > A > D 348 2 Rush combo ending in a Max super.
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A ~ 6P 164 175 20% Anywhere
Heavy Starter > 214C ~ 6P 248 (328) 250 30% Anywhere If you're close enough to the corner, you can follow-up with an OTG grab.
CD, run, 2D 143 170 15% Anywhere
CD, run, 632146P 160 100 15% Anywhere You can hit OTG after the wall splat.
CD, 214C ~ 6P 198 (273) 220 25% Corner
CD > 623C, 214A ~ 6P 253 280 40% Corner
214C~6K/214C~2K/6A, 632146P 140 60 15% Anywhere OTG grab extensions from some of Geese's mix-up tools.
41236B, 632146P 245 0 30% Corner Great damage for a counter. You can whiff cancel a 6B before the OTG grab to extend the range.

EX

Combo Damage Stun Meter Gain Location notes
Light/Heavy Starter > 214AC ~ 6P, run, 214C ~ 6K 249/313 (289/358) 175/230 25% Non-Corner Consistent, but doesn't work in the corner. The run isn't always necessary but it helps for consistency.
Light/Heavy Starter > 623AC, 214C ~ 6P 271/337 (336/407) 195/250 25% Anywhere Stronger but can drop at some ranges, which is notable for light confirms such as max range far B. Can only get OTG grab in the corner.
Light/Heavy Starter > 214AC, 623A, 214A ~ 6P 259/323 205/260 35% Corner Going into 214AC in the corner isn't always ideal, but if you do, this is the best you can get out of it.
CD, run, 214AC ~ 6P, run, 214C ~ 6K 259 (299) 200 25% Non-Corner Can work even if the 214AC whiffs, as the 6P can still connect.
CD, 236A, 623AC, 214C ~ 6P 323 (383) 260 35% Corner
214C-6K/214C~2K/6A, 632146AC 154 60 5% Anywhere Metered OTG grab keeps the corner while doing slightly more damage.
41236BD, 632146P 275 0 10% Corner Doing an EX counter and meterless grab does more damage, but a meterless counter > EX grab keeps the corner.


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 623AC, 214AC ~ 6P, run, 214C ~ 6K 323/393 (353/428) 175/230 1 25% Anywhere With the addition of 623AC, wall-bounce combos have the extra height that allow them to work even in the corner.
Light/Heavy Starter > 623AC, 214AC ~ 6P, 623A, 214A ~ (delay) 6P 350/423 205/260 1 40% Midscreen At a precise spacing, around round start, you can slip in a 623A after the wallbounce.
Light/Heavy Starter > 214AC ~ 6P, run, 623AC, 214C ~ 6K 321/391 (351/426) 175/230 1 25% Anywhere
Heavy Starter > 214C ~ 6P > 236214P 392 250 1 30% Anywhere 467 dmg with OTG grab, possible when near the corner. This would make it stronger than the above combo.
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P 347/419 (402/479) 235/290 1 30% Corner
Light/Heavy Starter > 236AC, 623AC, 214C ~ 6P 350/422 (405/482) 195/250 1 25% Corner Slightly stronger but doesn't work at longer ranges.
CD, 236A > 236214P 274 140 1 10% Anywhere Consistent CD conversion.
CD, run, 214AC ~ 6P, run, 623AC, 214C ~ 6K 331 (361) 200 1 25% Anywhere
CD, 236A, 623AC, 214C ~ 6P, 632146AC 395 260 1 30% Corner
CD, 236AC, 623AC, 214C ~ 6P 360 (415) 220 1 25% Corner
Light/Heavy Starter > 623AC, 214C ~ (delay) 6P > 236214P 388/463 (448/528) 195/250 1.5 25% Non-Corner You can input 6P as 236P to make the super cancel easier. Super whiffs too close to the corner. You can OTG grab near the corner.
Light/Heavy Starter > 214AC ~ 6P, run, 623AC, 214C ~ 6K, 632146AC 381/451 175/230 1.5 25% Non-Corner This is your most damaging option from 214AC midscreen.
Light/Heavy Starter > 214AC, 214C ~ 6P, 236214P 358/429 (423/499) 195/230 1.5 25% Non-Corner Weaker without the OTG grab, but the advantage is generally better. You don't need to delay the 6P, but you get more advantage if you do as the super will hit later.
Light/Heavy Starter > 214AC, 236AC, 623AC, 214C ~ 6P 381/456 (431/511) 195/250 1.5 25% Corner With the OTG grab, this is Geese's max damage.
Light/Heavy Starter > 214AC, 236A, 623AC, 214C ~ 6P, 632146AC 413/491 235/290 1.5 35% Corner Keep the corner with this combo.
Light/Heavy Starter > 623AC, 236C > 236214P 351/423 (411/488) 145/200 1.5 15% Corner Best option if you land 623AC in the corner.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Geese Combos by Kakuge
Geese Combos by Meno


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