Geese Moveset and Attributes

same thing happens when s.:hp: vs. elec. blanka is mostly in his crouch animation and it looks like it should whiff completely, but no s.:hp: will get a blanka during elec.

i seem to get stuffed plenty when trying d.:hp: against chuns cross up. anyone else have this problem?

random tip: when you’re dizzy with geese ALWAYS mash and rotate the stick AWAY from your opponent. if you’re lucky you’ll get a totally BS reversal anti air raging storm. this works very well because geese is one of the few characters in the game that have a huge deduction in the dizzy time variable.

Yeah, if you just sit and try to cr. HP, it’s possible for Chun to hit like the back of your neck, with Geese’s fist missing. I guess the solution would probably be to recognize this only happens at a specific range, and move forward out of the way? So that the crossup whiffs?

I always thought that Geese’s st. RH “counter” would be to treat it like a dash. It takes a while to come out, so if you were trying to do something, Geese will probably get hit before the move gets active. Like pressing st. RH against a Cammy who’s walking back and forth trying to HP or RH you if you flinch usually results in Geese getting hit. Same deal with Sagat trying to walk up and box you in with fierces. As long as you’re taking up space, st. RH shouldn’t be too much of an issue.

Not sure if anybody mentioned it, but Geese can also run under Sagat’s st. HP, not just the high tiger. Nothing funnier than having someone press st. fierce on reaction to geese running forward, it whiffs, Geese runs all the way up and st. shorts-> super or something.

So I decided to pick up geese about 2 weeks ago, and I was in training mode messing around. What I found was that if you do a :r: + :hp: at max range and then send a weak reppukken after them, it will hit meaty every time. But you can’t hit them into the corner for this to work.

vs. chunli’s crossup attempts, you can stop them by preemptively walking forward (just a little bit is all you need) and doing c.:mk: (it faces the opposite side of your original position, like rugal’s anti x-up c.:mp:) to get her after she loses her trip guard. cancel to super ftw

wtf?

the “shortcut” method is 2x :hcb:, :df: but it’s still slower than doing it the regular way

if you have a stick, just practice; eventually it will get to the point when it’s just second nature

How does the fierce work agains Blanka’s jabs in this situation?

blankas c.:lp: makes him shorter. i think he actually goes under sagats s.:lp: with it.

and maybe even geese’s c.:lp:

geese’s dash DISTANCE is 65 pixels (same as rugal’s)

the actual speed and frames of the dash is a world of difference, geese’s dash lags considerably (punishable on reaction even when surprised by it)

rugal friggin wavedashes after you like his name is magneto

C Geese is one of the random batteries I use, so, I know this from experience

can anyone confirm this? in CvS1, Geese’s c.HK can be countered mid by Yamazaki’s counter (qcf+K) and Geese’s mid counter also. is the hitbox that high for c.HK & does it really hit every char that is attacking from the air? i needed the answer cuz i’ll maybe use that in his anti air CC that i’m making.

awhile back i noticed that while playing geese i noticed every so often i’d opt to anti-air with his cl.:mp: over either the cl.:hp:/c.:hp:

it seemed kinda natural to do it and so i just used it whenever the moment felt like it was right.

so tonight i was actually thinking on why the cl.:mp: feels natural at times over the other anti airs which for geese is more conventional.

cl.:hp: is a really good anti air for many situations where the c.:hp: would seemingly get stuffed. 4 frames of startup and it seems like geese’s head disappears while its coming out. logically you’d think that geese’s c.:hp: would be better because the startup is 3 frames and doesnt require the “close” distance to come out. but then i remembered that on the c.:hp: 3 frames was just the initial phase, theres still a second set of numbers where his arm has to extend outward to reach into the air.

so it seems c.:hp: is a bad anti when someone is jumping at you from within a closer distance with the right arc (sagat, iori, blanka attempting crossups). of course at these same distances the cl.:hp: misses entirely because the hitbox is too low. c.:mp: has the same startup as cl.:hp: but the hitbox is near geese’s head, so yea alotta times i’ll trade against jumpins with it just to keep people out. sometimes it’ll beat things out, but i think thats only do to startup factors and not hitbox factors.

so yeah in closing, raise the roof every once in awhile, its not that bad. its not that good, but its not that bad.

random: when geese is running, hibiki can time her running slash at an exact moment so that both of them can pass straight through each other without geese getting hit.

also, geese is the easiest character to do the random select glitch with because he happens to be the first character thats in the random select cycle.

step-by-step:

  1. pick geese
  2. pick your second character
  3. move your cursor over end
  4. move your cursor really close to where the random select box is (it should be close enough that the next press of the lever will move it onto the random select box)
  5. move onto random select +:p:/:k: at the same time.
  6. geese / X / geese