instead of doing lk, mk jaiken at the end of Deadly Rave go for close up s.hp, mk jaiken. maybe you can get c.lpX3,c.hk (with Raising Storm after the sweep in N)? I’ll try it out.
That’s supposed to work but really, it’s frickin hard to land on a real matches.
um well with geese I just do
c.lp, c.lp, c.hk xx qcf+p
btk qcb+p(air) like mad, as it has an awesome recovery
Yea his TK shippukken is mad good, and I’d like to point out that it really should only be used when it’s TK’d, at least until you have trained you’re opponent to expect a crossup. This move is definitely underused though, it goes over lows and puts you in near perfect range for a s.rh (when TK’d that is). This quickly switches your style from runaway to rushdown, giving Geese a kind of “in and out” style of play that is harder for people to react to.
I play as geese and i use K groove. The way i play him is using patience. Launch various reppukens at them including the air one to keep them at bay and watch the opponents pattern (because wether u’d like to admit it…EVERYONE has one). If the opponent jumps alot high counter, if he does alot of mid attacks…such as Yun’s stupid dash punch, counter mid, and if he/she does alot of stupid low tapping sweeps, counter low. His counters hurt and it’s wise to use them effectively (but don’t over do it) his standing FK is oh so very usefull and good to start the match off. Try not to use his 3 hitter HCB + K move. If the opponent blocks it, they have about half a second to work on you (worse case scenario: max 3 combo). His F + FP is very safe and can knock their block meter down to crap. Another mistake i’ve seen with other geese wannabe players…is that they keep trying to do his super WAY too early… as a matter of fact…don’t even worry about doing his super unless you can do it super naturally, then by all means have fun…but take full advantage of his K meter. He’s almost a god when he’s raged. (nuthin better than seeing a huge chunk of life going down after high countering a jump kick ) When you do the air reppuken, wait until Geese is falling towards the ground to make the attack a little less predictable. It’s good if the other is playing counters as well if they want to counter high…they’ll try to “catch the fireball” i have more to say about geese …but i don’t feel like typing anymore…
word, i posted this in the other geese thread for scrubs, but most of the info is top notch. i basically went through the old huge geese thread and picked out the good stuff. this is really all you need to know…
Good stuff for the msot part but you made one little mistake. You said to mid counter Yun’s dash punch. High counter is the only counter that can stop physical specials and supers. Otherwise you’re dead-on, especially about the super, I also have noticed that newbie Geese users tend to look for connecting his supers too much, which is why N and K are so good for him, he can do more damage without having to out of his way to land a super.
IMO the best grooves for geese go like this…
K/A/P/N/C/S
-K is obvious, he’s a beast when he’s raged and doesn’t even need to hit a super to still do some serious damage. the fact that his crossover B&B when raged does close to 6,000 damage is just sick.
-I place A second because his CC’s are just too good to pass up. each one should easily do over 8,000 (mine does about 8,500) damage, he has a good tripguard CC, and he can combo into his CC off of a crossover mk and 1 or 2 crouching jabs. he even has a decent guardbreak CC that chips relatively well.
-P is great also, parry and counter make him very solid defensively. once he has a level 3, he has to be attacked with great care, or you’re eating some serious damage.
-N is above C because it gives him more offensive options with run and low jump to keep the pressure on. having the damage boost with a broken stock in N is a good little bonus also.
-Geese can be very solid in C, but the other grooves simply give him too many other options, offensively and defensively, to make him a bigger threat than in C.
-S is last because i don’t really see how a dodge could help his gameplan as much as the other grooves offer him…
EDIT- oh yea, i remember hearing people complain about geese being screwed when the opponent jumps in at a 45 degree angle (ie where your cr fierce won’t work as an AA). i’ve got a good remedy. use your forward + hp move into lp ground fireball. or if you see an attack, do the forward + hp into high counter. it’s pretty effective because it moves you forward the necessary distance to hit them.
Geese vs Cammy
As far as I can tell, I don’t think the match against Cammy is that bad. First off, you gotta break it down to two things: she’s either has a roll (which means roll cancel) or she has run (K groove mostly). I haven’t played much against an N-groove cammy, which has both.
Rolling means RC drill. That’s not too hard to stop. Most people do it at max range. Usually, you can see it coming and do High Counter to stop it. If you would rather go with a safer option, if you can RC yourself, RC Fierce-Fireball is one of your best options. RC Fierce-Reppuken is your answer to nearly anything though. It’s also a good time to activate. If you’re having trouble against S.Roundhouse, you can do the same as above, either Mid-Counter or RC Fierce-Fireball. If she’s jumping too much, High-Counter of RC Fierce-Fireball. A lot of Cammy’s will try to bait you into sticking something out after you block a drill. Always remember, High-Counter stops all specials, including cannon spike. Once you get the mind games on cammy, she’ll start to try to do things like not attack and make you whiff counters. Don’t be fooled, just do a Roundhouse throw and go for a cross-up.
Against the running cammy, it’s much easier to just use Mid-Counter. Eventually, she’ll have to go low, and that’s when you can get her to run up into a TK Air Fireball. She has to get into you, and then you can turtle away from her. You just gotta use your counters well and RC Fireballs to make her paranoid, then you get to work her.
I will say though, I don’t get to play against the cream of the crop, so you might not be able to work that against good players, or even those that know it’s coming.
You just have to now how Cammy players play in different situations and react accordingly. Geese definitely has the tools to take out Cammy pretty quickly, she uses alot of mid normals, so counter. Cammy players who rush down with different strengths of Drill Kick can be stopped with slow reppukkens. You don’t have to actually hit her with it, just throw one out when Cammy is at the distance where she would normally Drill at you and follow up with s.rh at it’s maximum range to avoid her normals. Jump up rh can stop her dive kick or at least make her think twice about rushing in with it, as well his normal anti airs, c.fierce, RS and high counter.DO NOT ABUSE COUNTERS!!! Don’t even ask me about P Cammy though cause they own me.
geese gets free crossups on chun li also. her AA options are basically non-existent against his jumping mk crossup. land a counter/zone properly, and let the crossups begin!
how would you practise counters? i got no one to play with except the computer, how did other people here practise counters?
Most people use the same strings and setups, especially the comp. For example CPU Rog usually follows a Turn Punch with a Dash punch, counter the Dash punch. Yuri player’s use her air projectile to setup specials, Cammy players do multiple mid normals, Terry and Rugal get owned for free by Geese counters. Just look for patterns, but a word of advice, you shouldn’t be trying to counter all that much with Geese it’s risky.
exactly. i MIGHT try to counter their very first jump in. from there, they’ll usually just try to bait the counter by empty jumping into throw, so you throw them once they land instead. the worst thing that can happen is you get a tech hit.
i usually only try to implement counters when i see specials/supers from a LONG way away, or when i’m about to get guard broken, a medium counter works wonders. it stops their momentum, and gives you time to run and get your guard bar back.
my main groove is p, and usually, counter is the last thing that comes to my mind, cause i parry so much better, than countering.
Do you think its safer to parry or counter? cause people like cpu balrog(bison in jap) and yuri are a sinch to parry
Depends. Obviously be ready to parry when rushing down, but when the opponent is on the offensive, countering is better for turning the match around, it stops their offensive immediately and gets a knockdown. And knockdown=free crossup=guard crush.
thanks alot buddy your really helping my game out
after a crossup, what guard crush strings would you use?
after a crossup mk, i do cr lp x 2/3, cr hk, lp or mp reppuken. at this distance, you’re spaced pretty well for a full ranged standing hk with a little positioning.
make way n00b geese player coming thru XD:
what are some basic combo’s with geese?
i normal do jump in hk,s.HP, jaiken. that takes good damage but hard to catch with cause it’s all fierce moves.
any good combos with him?
also what’s a basic strategy with him? i tend to thro air fireballs a lot. if they come to close or make a mistake a grab them which takes good damage and allows me to jump and thro a fireball which they would wake up into. i also use his d.HK a lot. has good range. but i need more stategys with geese, especially against ryu.
also what are some good gaurd crush pokes to use? geese is strong and he can break the gaurd pretty fast but i kinda play a run away geese. any tips to be more offensive? and what are geese’s favorite pokes? a geese bread and butter combo would be nice to.
Even though j.Rh combos and does more damage, use j.for, it has better priority and crosses up. Geese’s main B&B is cr.jabx3,cr.Rh. After the cr.Rh you can Raising Storm.
thanks, anything else? strats or anything?