Geese strats

Here’s the best anti-air in the game (requires meter)
cr.Fierce xx Raging Storm (negative edge style):
Press down-back, press and HOLD fierce punch when you pass down during the half-circle back, then finish it with the down-forward and release fierce punch. Just obviously time it so that the cr.fierce hits them when they jump in or cross-up. It’s so damn pimp people will love you, and yes the RS juggles after the cr.fierce. And yes this does extremely monster damage!!!

A small strat I like to use is after I knock the guy down, timing a double reppukan so that he has to block it, but its close enough that both hit seperatly, this usually knocks the guy back a bit and gives you a little time.

i like to use his HK after KOing a character, easily the coolest normal sprite in the game

Yo madmoochie you’re from Bing? Where do you play? What else do you play?

I get my schooling here. I dont have my ps2 here so i usually play during afternoons at Suny Union. i sometimes play whatever my friends are playing GGXX, broodwar, Lod for fun but i only play cvs2 “seriously”. if you are around maybe we can play sometime :wink:

I play at SUNY in the afternnons once in a while too while I’m waiting for the bus, I’ve probably already played you actually, but yeah we should arrange something

i’ll be playing there thurs & fri at around 1pm.

OK so I’m an egomaniac and have to revive my own thread. But I would like some advice. I finally gave in and started using K-Geese even though I swore I never would, and I’m having problems rushing down when I’m raged. I can JD fine and I know all the basic rushdown shit, but not having a roll hurts. What do you K-Geesers do in rage?

A good percentage of the time the enemy just runs away and turtles untill your bar is gone, but i sometimes try to crack them opened with short jumps, shippugens and crap like that. But it depends. If you can afford to get a move blocked and not get KILLED than go for it.

GUARD CRUUUUSH…

Even without rage, Geese GCs like crazy… standing RH, walk up shorts, running jabs, small jumps, etc, etc… As well, mix up your throws as you’re rushing the shit out of them… the key is, don’t let them get away, but DON’T rush in blindly or they’ll just pick you apart… anyway, remember 3-4 random hits from a roundhouse or fierce is almost as good as landing a super

heres how to set up a counter with geese when u have them cornerd hold foward standing fk,fk and everyones reaction is usually to sweep so u do low counter i find it to work about 80% of the time when u use it moderatly post other neet tricks if any one knows any

Correct, but I know the GC stuff already. I don’t know exactly what I’m doing wrong, I think it might be my small jump patterns. Should I go with sm j.for or sm j.RH? Or Even sm j.frc?

I think it might be a underestimation of how much rage time you actually have. Many people are so eager to attack blindly when red and leave their asses wide open. So what you can do is, realize that the other guy will turtle, advance methodically with walk, spare run, LJ’s, and RH’s. More than anything, you should be aware of turtling capabilities of the character you are fighting, ask yourself, what would I do if I had to turtle vs raged geese. And then react accordingly, because there are two sides to every coin. 18 seconds right? That’s more than enough to crush guard.

At any rate, when are you down for some gaming? I await your arrival every saturday and still no show.

Maybe you’re right, it just might be a mental thing. The thing is that while s.RH is such a good poke, it pushes you too far out to continue any poking/GC strings aside from cr.RHxxReppuken, especially since you can’t RC in K groove. Lately I’ve been trying to do more of a Sagat-type rushdown, using alot of low jumps and quick pokes and looking for a knockdown. Another problem I’m working on is getting rid of my “I must connect a super” mentality.

Anyway Moochie, I’ve been meaning to get down to the campus, and one thing or another always seems to fuck things up. Last Saturday I was right in front of the Union and locked my keys in my car, wasting most of the day trying to get around town to get ahold of the spares. But I’m sure I can come down this weekend, I don’t have to work or anything.

R2 Raged Geese’s throw does as much as a level 2 super and on the GC thing when they have little Guard meter left and your raged s.RH into deadly rave it works every time.

Wake up raising storms also work for the counter poker freaks.

A word of caution that I may have posted loooong time ago when this thread started: avoid sweepXXrepukken when your opponent has super… The one mistake I see a lot from Geese users is that they get in the habit of cancelling a mp reppuken after the sweep, only to eat a lvl 3 super or a custom combo.:wink:

Anyway, whenever you have an open combo (e.g. from missed uppercuts, bad-recovery moves) the easiest damaging combo is:

s.lk, c.HP(s.HP is ok too, but easier to mess up)XXlk.jaiken

On a dizzy (which Geese gets A LOT of) without super I do the same combo as above, but I add a crossup mk in the beginning for added damage.

For people having trouble doing raging storm, try doing reverseHCBX2, DF+punch… it’s like doing akuma’s super fireball except you hit df before you hit punch…

I’m probably repeating stuff, but this thread is tooooo long and I doubt people want to sift through it again:p

c.lp x2, sweep xx repukken:)
c.lp x3, sweep xx repukken:bluu:

I agree. Do NOT do this if your opponent has super.