Geese Stategies and Matchups

Aww Bastard stole my new AV, lol good shit.

As for a RS short cut learn how to do them crouching or do qcb hcb df.

does anyone have advice for facing a groove bison with full meter?, shit is difficult

hey, what beats out bisons slide?

Block, he loses a mad amout of frames when that shit is whiffed.

i think low jump :hk: is a good anti air against sagat if you can see the jump in preemptively.

Geese vs. Cammy isn’t a bad fight for Geese I think.
Certainly better than running into Sagat or Blanka for sure.

Reppukens are really good against Cammy. Can’t drill under them, more or less forces her to jump at some point, or get off the ground, Cammy isn’t too hot in the air. RC reppukens are kinda handy here, simply because unlike K-Geese, in your face Reppukens beat out Cammy’s pokes. So she has to get off the ground, unlike K-geese, where once she’s in RH range, fireballs can get stuffed on startup. A-Geese can be a little crazier with the fireball spam, especially since it builds meter nicely.

cr. MK if it’s out will beat out Cammy’s st. RH, since the RH kinda has a hitbox under her leg or something. cr. MK is in general good to stick out. Good decent priority, good recovery, you can make Cammy run into quite a few of these. Not uncommon to see stuff like, Geese whiffs a cr. MK, presses cr. MK again on a cornered Cammy, and she flinched and reacted AFTER seeing the original cr. MK whiff, so she sticks out something and gets counterhit. Or silly stuff like that. Or maybe she does a far fierce, walked too far, got hit by a cr. MK. Stuff like that. Since cr. MK leaves Geese at +1, which is pretty close to even, you can kinda keep your eye on the other guy and see what he does. If he tries to walk forward, or jump or something, st. HP has a good chance of catching them. If you’re looking to whiff punish something, Geese’s cr. RH has the reach for it usually. Cammy should prolly stay away from st. RH here, since it’s an obvious JD or something. So yeah, if your opponent always tries to move out after getting tagged with cr. MK, you can do stuff to catch them. See if you can get them used to just blocking after the cr. MK, so you can work with it from there.

I’ll throw out st. fierce if I see Cammy get in to walk back and forth mode, without ducking, footsies mode. Also useful after cr. MK, since it leaves you at near even, people sometimes have a tendency to either jump or walk forward or do something, so they end up running right into the fierce. Basically, st. fierce is used when you think you’ve read what the other guy’s trying to do, they’re either trying to jump, or walk forward and poke, so you get them on their way in.

JDing a Cammy st. RH gets you a free sweep. Just mash it out, the timing is very lenient.

cr. HP is the main antiair, but st. MP has potential kinda. You use the far one if Cammy jumps at you with j. LK, and if it would hit you at the knees or so. I.e. if you stuck out the MP, Geese ends up sticking his fists onto the tip of her leg, causing a trade. You can also use it hit dive kicks aimed at your toes. You might have some luck with close st. MP instead of cr. HP, but in general I tend to stick with the HP. But by all means experiment. If you’re in A-groove, you could get lazy and use RC double reppuken to deal with shallow jumpins I guess.

Don’t think there’s anything really match specific to say about Geese’s jabs or shorts, I think. st. short is still really nice up close. It’s chainable, so if they JD you just mash some more on it till they stop, and you get to do whatever you were planning to do with it. I prefer st. short for tick attempts, simply because if you don’t duck, they have to guess the throw better. Whereas if you go for cr. LP, sometimes the fact you stand up is a bit of a giveaway. Of course, running jabs helps with this problem, but still. Of course, you could do cr. LP, stand up on purpose, then go for the counterhit or something. But yeah. st. short not ducking is nice to have sometimes.

I try not to use st. RH too much in this match, since Cammy wants to take up a lot of space mashing away on fierces or RH if she sees you flinch. So use it sparingly, or you’ll just end up running into a lot of stuff. Basically, you should be using it only when you think the other player is going to try and move forward or something without attacking. Sometimes, you’ll get lucky with like st. RH from way too far out, but they were walking forward, so they end up running right into it. Or after a cr. MK or something, you kinda walk back a bit, and they decided to be safe and crouch block, then they try to move forward to close the distance, they end up running into the RH. Stuff like that. If she’s in range for her RH though, stay away from pressing your own RH, simply because she’ll be either trying to walk forward and smack you, or walk back and RH if your sprite flinches/moves. Either case will get you hit. Basically, you earn your st. RH opportunities, only throw it out if you have good reason to think the other guy isn’t going to try and press any buttons.

I guess as a basic gameplan, just try to get fireballs out on screen and make Cammy deal with it. She’s gonna have to a guess a jump to your fireballs or something eventually, so if she guesses wrong, you get your chance. Running after fireballs should leave you in good position to cr. HP stuff, cr. HP mainly fails if they can setup a shallow jump, or your just sitting there, and they get the perfect crossup distance. You could also try run in st. MP from far out if they like to dive kick over the fireball or something, or super jump and RH, or something. I think Cammy should not feel comfortable staying back and either blocking or JDing the reppukens. Ideally Cammy wants to walk in and work her fierces. Or walk back and forth, looking for whiffs, or random jumpins to pick up some nice free damage. But against Geese, it shouldn’t be that easy to walk in along the ground. Or at least that’s how I feel. If she ever gets out to about half screen or further, she pretty much has to guess when you’re going to throw a fireball to punish it, she can’t do anything on reaction. So yeah, anytime she gets outta range, throwing fireballs smartly can make her take a guess that makes her look really silly, or if she goes safe, you follow up your fireball. Making her work to get in, so by the time she finally gets in, hopefully the player is somewhat frustrated, plus you’ll hopefully have traded off some hits/pokes, so it won’t be a total blowout even if you get knocked out by her close up game.

JDing:
-I guess the only real thing here is JDing her st. RH gets you a free sweep.
-JDing a cr. MK leaves her at -5, technically you could get in a cr. MK, but the timing is way to tight to be reliable. But they should be blocking after you JD it, so its your turn to do something. Trying to sweep back a JD’d cr. MK will never work if the other guy tries to block, so yeah.
-JDing a close HP gets you nothing, leaves her at +5, so yeah, as everyone knows, keep blocking I guess, or something.
-JDing a far st. HP leaves you dead even on frames, but given if she presses fierce, it’ll probably beat anything you have, you probably shouldn’t move. Just my opinion though. If she tries to walk forward after a JD’d far fierce, you can get her for sure I guess, but still even is even. Just depends on what the other guy likes to do.
-Cammy’s cr. MP leaves her at +2 when JD’d, so yeah. Not much of an opportunity there.
-cr. shorts are chainable, so she’ll just keep mashing away till you stop JDing, so yeah.
-Her close st. RH is -4 on JD, so if she’s using that as antiair, don’t expect to be able to come down safely with a RH or anything. cr. HP is only -1, so yeah. Her normal antiairs aren’t bad on JD at all. far st. MK is -4 too.

So yeah. I don’t think randomly jumping and trying to JD your way in against Cammy is a very good idea, since you can get airthrown, and even if you JD, it might not get you anywhere. For sure, you’ll always be looking to jump over an anticipated poke or something, to get some of that jumping MK action going, but you shouldn’t be too reliant on jumping in to get your game started.

For JD data, the best way to think about it is, if you guess the poke string they’re doing, and they have some move in there that leaves them at - or even, you can try to break out of it. I’m thinking, given one of the ways to run out someone’s rage meter is to put them through some “safe” block string, if JDing can let you out, why not go for it? Or something like that.

Eh not much meat on this post so far, but I guess I’ll flesh it out more later. Just for starters.

Speaking of cammy, Kids dont try this at home.

http://media.putfile.com/Kids-dont-try-this-at-home

Does close s.hp combo into deadly rave in every groove
That was badass anyway, fuck cammy

Not in A- or S-(no red) or N-(No pop) It’s a level 3 super.

You have to cancel the s.:hp: into the super, and its safer to do cr.:lp: instead of s.:lk:.

And “EVEN” safer would be cr.:lp:x2 cr.:mk: into DR.

Mr Snk

How do you cancel a S Hp into DR, what i mean is how do you actually cancel the HP?

Practice…:sad: Its safer thou to learn his Cr.lp x2 -> cr.mk into DR thou due to the fact its 100 times safer and you have better odds of sneaking a counter hit in. Dont be like me and learn the easy shit first.

what about s.lkx2, c.lp, dr
is that a good combo, because thats like the only one i can do besides c.mk, dr.

You might push them away with that one.

Ok Heres a few links to a DR mostly easy stuff.

This one usually works great off of someone mashing/couter hit.

http://media.putfile.com/Link-to-deadly-rave-1

This is a meh, work on connecting Cr.MK into DR.
http://media.putfile.com/Link-to-DR-2

For Showboating purposes only. :rofl: this would never work in the arcade.
http://media.putfile.com/Link-to-DR-3

As soon as I can upload some more kids, you’’ get to see random K-mix ups.

Heres one. http://media.putfile.com/Random-K-Mix-up

And two. http://media.putfile.com/Random-K-mix-up-2

Geese CC from the other page.
http://media.putfile.com/Geese-CC
You can get more hits in if you work with doing Close :lk: cr.:lk: then jeai-ken for more damage.

I got a XBOX 360 and I’m still practicing this game. :lol:

hey mr.snk whats your location?

btw those geese low jump setups need work. on alotta people, after :k: throw, you can low jump deep :mk: and link to cl.:lk: into whatever. because of low jump :mk: cross up you can create a 50/50 high low mixup.

I’m in Arizona… and I know they could use work, but I’ll only shoot for the 50/50 after the DR and there about to get dizzy.

I was just trying to give/get idea’s for cross up gig’s. I’ll give another video or 2.

what is a better bnb for geese,
c.lpx 3, c.hk
or
s.lk, s.hp, jai ei ken?
i dont know, in matches i get stuck trying to choose whats best to do, and i end up fucking everything up.
also, how often do you use lj. hp,hk? i heard lj.hk is pretty beefy.

geese’s main bnb should be c.:lk: > c.:lp: > sweep. use it when your in close poking with jabs and if your not sure your going to hit them.

cl.:lk: > cl.:hp: > jaeiken should be used confirmed off of a crossup or if they missed something big. only use it if you know its going to hit.

lj.:hp: should be used more often against fat/tall characters (sagat is the best example). use it in the middle of your c.:lp: counter hit strings, dont get predictable though.

lj.:hk: is a good anti air against sagat (i personally kind of have to see the jump coming), and can be used as a far ranged poke if they’re not using normals that stop small jumps (like if they’re using s.:hp: with sagat as a poke a lot, dont try using the lj.:hk:)

something i do after landing jaeikens is low jump forward after, and then either :hk: in the air, or land and c.:mk:. its a shitty mixup, but better than nothing.

balrog (the boxer) is a horrible matchup for geese. its bad…

he ducks s.:hp:
geese cant duck his s.:hp:
c.:mp: stuffs a ton of shit geese has if hes in range.
rc dash punches are good too.

edit: I WAS WRONG. balrog CANT duck s.:hp:

Are you a Marine? Guess that explains the $10,000 M4 rifle you just had casually lying around next to your video game magazine I suppose. Yo, I want to learn how to handle that thing if we ever get a chance. Seriously. Send me a PM whenever you’re back on the East Coast.

Nice work on the Geese clips btw. Should make a full strategy video if you have the capabilty to make small clips like that.

Does Geese get a free hit after JDing the dash punches?

i have no idea, but its pretty hard to be able to JD all the dash punches when they’re mixed with far fierce, c.mp. he probably can get a free hit after JD, but the problem is getting the JD