Geese Combos and Glitches

This one’s a little hard, because you have to be able to use this move as Geese’s main anti-air attack.

The way to do the move is exactly like the move list tells you to.

-hold down-back, bring the stick to forward, full half-circle back, slam the stick to down-forward + punch

It’s not necessary to hold down-back like you’re charging for a Guile Sonic Boom or Flash kick, but by holding the stick at that position already, it makes doing the Geese super way easier since you’re taken care of one of the joystick inputs already.

You’re going to get accidental hcb+P counter moves a lot when you first try to do this super. When you get that, it means that you’re not hitting down-forward and punch at the same time. Try really hard to not hit punch too soon and really slam that stick to the down-forward position (keep it held there too until you see the super come out).

First practice just doing the super facing both sides until you can get it 10 times in a row (this will take a while). Then practice using it as anti-air (the hard part). Chun-li and Bison have slow, floaty jumps. Record them jump at you first and use your Raging Storm on reaction against them (from your crouching down-back position). Once you’re confident at that, record Sagat or Blanka jumping at you. Finally, practice anti-airing against Mai and Vega jumping at you (the fastest jumps in the game).

Good luck, as it’s going to take a while to master this. It’s been months already, and although I’ve seen major improvement from when I first started, I’m still not good enough to super Blanka on reaction in the middle of matches whenever I want. :xeye:

p.s.
Any player that tells you to do the super with some hcb x 3 shortcut, I’ll bet money can’t do the super on reaction against even a Sagat j.HK. All the good players do the super the real way, and so should everybody else too.

use the accidental counters to your advantage as well… always attempt raging storm with LP

Heres some more Random Geese Mashing?.

http://media.putfile.com/Geese-Mashing

yup, thats what winning with geese should look like: COMPLETE BULLSHIT :slight_smile:

Didnt you know, thats Geese’s middle name. :rofl:

Kcjx responded for Geese’s Cr.:hp: it has to be done before hand or right at the end for it to come out or it will get stuffed everytime.

SNK your geese is fucking sweet man wish mine was like yours :sad:

How slow can i do the RS does it need to be quite quick? i have managed to do it once out of maybe 500 times, i think i just mashed it out that time. usually i just jump or it does nothing??

I am using a pad by the way, i know it can be done on a pad cause i have played some players that use pad and they have no issue getting it out everytime.

sorry to be asking so many quesitons

^^^ My Geese is garbage so dont say that:rofl: if you want to learn and understand Geese watch some nitto files and keep reading what OC and KCJX post.(And play him 2)

What are nitto files? where do i get them?.

yeah KCJX has helped me loads my geese has already improved 100% thanks to him just still no where near shit like in the couple of vids you posted up shit was impressive to me :wgrin:

secret ultimate orange county scrub style geese combo created by xx_deus_xx:

cross up :mk: => cl.:lk: => cl.:hp: XX 9 deadly rave hits => :r:+:hp: XX TAUNT

Man i’ve been doing that shit since 03 and its cr.:lp: Cl :hp: taunt.:rofl:

:r:+:hp: XX taunt knocks down and is safe.

If your a native SNK player, Geese’s RS is going to be harder to do. I’ve been playing mostly SNK games and when I went into CvS2, it felt alot more harder to pull it off.

But with K-groove, what a thing I notice is, people get scared of him when he’s raged like with alot of the big powerhouse guys., so like what I do is rush at them, then throw them. Nice big chunk of damage, especially if Geese is R2 =).

Just make sure you do the kick throw so they can’t techroll/safefall out of it.

And yes R2-K-Geese’s Kick throw is like a free level 1 c-groove super.

if you’re playing A-Geese and you didn’t bring them to the corner with his custom :hcb:+:lk:(2hits) xx raging storm combos for all 3 hits of the ranging storm. try to cancel the second hit as early as you can.

I’ve never bothered to check the Geese section even though I play him, so I’ll make a post of K-Geese combos, set ups, and strats that I use: (some may be repeated or old stuff since I don’t check wiki either except for the frame data)
dmg calculations were done on P-Geese vs P-Kyo

  1. c.jab/s.short, s.fierce xx jaieiken (mk): 3600/3800dmg 36/38stun
    my choice of BnB and punisher. I prefer the c.jab over the s.short since I get the option of JDing before my jab comes out if my opponent decides to whiff and attack

  2. c.jab, s.fierce xx reppukken (mp): 2700dmg 27stun
    guard string I use that takes 1/3 of your guard away, its also safe hit or block unlike some other strings that can be used

  3. crossup j.mk, s.short x2, c.mk xx deadly rave xx s.short, s.fierce xx jaieiken (mk): 9548dmg 68stun
    just 2 points from being able to stun 70 targets, of course if you didn’t hit confirm off a cross up just replace the s.short x2 with jabs

  4. c.jab/x2, c.rh xx raging storm: 6900/7200dmg 17/20stun
    mr. fancy here with this combo. the single c.jab is anywhere while the 2 jabs are against the wall only, as for “fatter” char specific pixels I’m not going to sit down and test it

  5. j.rh, s.short, c.fierce xx jaieiken (lk): 4850dmg 48stun
    stun punisher combo, enough said. it doesn’t work on small pixeled char’s. take out s.short and change to s.fierce xx jaieiken (mk), that links on any char. and j.fierce for the tall char’s.

  6. s.short x2/c.jab x2, c.jab, c.rh xx reppukken (mp): 2700/2300dmg 27/23stun

  7. c.jab x2, c.mk xx reppukken (mp): 1600dmg 16stun

  8. c.jab, c.short xx double reppukken: 2300dmg 23stun

  9. c.mk xx double reppukken: 2600dmg 26stun

  10. c.jab, c.mk xx reppukken (mp): 2300dmg 23stun
    a bunch of variations of combos to use when not using his higher dmg/punisher combos

the combo I put in bold that I use is specific since it is only safe against P/K-groovers with no bar and doesn’t have an attack that puts them in the air like Blanka ball, Cammys cannon spike, Sagats tiger knee, etc. that hits you. but it only gets to this if you’ve abuse this too much trying to break that guard.

as for the one above it, never EVER finish it off with the c.rh and further more into the reppukken as a guard string. worst idea you can ever do as a Geese player since you become subjective to a lot more possible punishment compared to the combo in bold.

counterhit c.jab is his best friend since after you get the counterhit you have a choice of c.mk xx deadly rave or c.mk xx jaieiken (lk) if your not raged. you could set up for a counterhit from c.jab x2 stand/walk up c.jab counterhit combo finish or if he doesn’t budge then finish it with c.mk xx reppukken (mp).

next to a corpse set up for a meaty lj.mk crossup into c.short, c.jab, c.mk xx deadly rave. if the corpse is in the corner but not against it run/walk up to the corpse to bait out an attack for a free JD into grab/combo, or do an ambiguous crossup that whiffs so your opponent is left standing up so you can hit them with a c.short, c.fierce xx jaieiken (lk) after that continue with a guard string if they aren’t the antsy type or small jump for a kick throw and reset the situation for a different mix up. after a kick throw against the wall people tend to forget Geese takes a step back to throw them leaving room for a crossup or small jump to the corner for another kick throw/combo/tick throw back into the corner. by now your opponent is probably pissed for eating 3 kick throws after 1 kd situation, after the 3rd/2nd throw attempt to bait a super/dp by walk up to their corpse to move it then back dash or walk back just enough to make them think it will hit. if your running/walking up to the corpse as long as they don’t have projectile supers and feeling like you know your opponent by now to know they will wake up super/c.(normal) then measure for space and post a counter, this option is only used in a blue moon.

with Geese on wake up theres a few things that can be selected as an option:

  1. option select for JD/c.jab
  2. option select for JD/kick throw
  3. low or mid counter (mid counter is usually against bison)
  4. raging storm (only if they jumped too late, as long as their pixels don’t go lower then your face then you got them)
  5. block (of course)

when Geese is not close enough for counterhit jab baits then its c.mk/s.mp into reppukken (mp)/jaieiken (lk) depending on spacing.
s.fierce is great against Sagat, Honda, Kyo, Guile and a few others since they can’t crouch under it. its good for catching jumps as a meaty AA or any jump the c.fierce can’t reach which is usually alot, often the s.fierce will trade as an AA so its always a better option to either run c.fierce, jump back rh, jump str8 up mp, JD into throw, or run under to the otherside. its always good to have more then 3/4 options to choose from depending if your opponent is A-groove with meter, P/K-groove, or has air supers which is never seen in use in high level play.

any guard strings Geese has or could produce that has some gaps inbetween them should only be used sparingly once the guardbar starts flashing, you could go fully safe guard strings or guard strings with some slight gaps depending if your trying guardcrush for deadly rave or bait mistimed alphacounters for some misc. dmg.

EDIT: I noticed I didn’t leave some guard string examples, so here you go:
a) c.jab x2, (whiff) s.jab, c.mk xx reppukken (mp), instead of reppukken after c.mk go f.fierce xx reppukken (mp)
b) c.jab x2, s.short, running jab x2/3, (whiff) s.jab, kick throw, cross up j.mk, s.short, run up and stop then kick throw, tiger knee airfireball (lp) away
c) c.short, c.jab, c.mk, run up c.mk xx reppukken (mp), lj.rh, wait and bait a counterhit or walk up c.mk then bait
d) c.jab x2, c.mp, walk up s.mp, c.mk, low jump short, c.short, f.fierce, then bait a counterhit c.mk x jaieiken (lk)
e) c.short, lj.short x2, run up (whiff) s.jab, kick throw, lj corpse, (whiff) c.short, kick throw, crossup lj.mk, s.short x2 xx double reppukken, wait, lj.rh xx reppukken (mp)
Note: feeling risky you can sub in a s.rh as a guard string finisher but it has to be measured to hit at the tip of his toe pixel or you may get punished for a miscalculation.

when Geese has the upper hand in health always switch between zoning and going defensive. if you zone too much you end up getting baited to eat a dp or super, too much defense ends up with crossup into combos or throws. zone options are low jump rh, air fireball (lp), reppukken (used sparingly), s.fierce, and s.rh (almost never). going defensive you can wait to see if they jump to AA, c.mk xx reppukken (mp) if they start walking too close, if the c.mk was baited and they roll you recover in time to throw them, if they’ve gotten up in your face doing guard strings look for the gaps and punish accordingly with JD into throws/combos mainly JD into c.mk xx jaieiken (lk). if your lower in health and trying to get in to gain the upper hand, from there on it becomes char specific on what to do. of course zone your way in that slowly builds up into full guard strings and work from there.

hope this was of some use to people. I jabbered on long enough, everything I’ve posted is just the basic’s of playing K-Geese. if I go char specific it should prove useful to K-Geese regulars.

–CMX

Jaieiken Combo Variations and purposes

  1. c.jab, s.fierce xx jaieiken (mk) - check my previous post ^^^
  2. c.short, c.fierce xx jaieiken (lk) - the easier jaieiken combo, also good to catch people who like to stand alot with their chars
  3. c.jab, c.mk xx jaieiken (lk) - kind of like a safety where if you were going for DR and it was about to run out, at least you combo into the jaieiken then get no finisher
  4. *j.rh, s.short, c.fierce xx jaieiken (lk) - fat char stun punish, it can work on not so fat chars but the timing for it will be more strict for the full combo
  5. *j.rh, s.fierce xx jaieiken (mk) - standard stun punish, good to know if you don’t know if the combo above will link
  6. c.mk xx jaieiken (lk) - quick punish for those long whiffs like fierce or rh, or long recovery moves from your opponent messed up

*If the char is tall you can use j.fierce instead for the extra hit and dmg

–CMX

I was thinking of ways to take advantage of my opponents bigger hitbox when they crouch and found that against a crouched Sagat or Blanka (standing too). while raged and going for a crossup into deadly rave I can actually do a 70stun combo on them if I take the:

crossup j.mk, s.short x2, **c.mk **xx deadly rave xx s.short, s.fierce xx jaieiken (mk): 9548dmg 68stun

instead of a c.mk, I used a c.fierce since they’re hitbox is big enough for it to hit it adds in that little extra stun I need to stun them and giving me the chance for a punisher combo as well leaving them around 10% of health left after all that.

another thing I do that I didn’t mention in previous posts is that low jump fierce (2 hits) is a great hitconfirm into deadly rave or jaieiken