best Trailer so far real bad ass character yea GEEEEESE!!! is back this character give a lot of hype ,this is the real burn too fight geese and billy vs fatal fury team , epic and classique . i`m missing ryuji yamazaki
Graphically the only issue with the teasers is that it’s clear all the polish a me after effects aren’t quite applied yet. I can understand why people would be skeptical about the graphics given the unfinished state of the visuals. Although it’s quite interesting how soemoej like ryo looks far more impressive then SFV Ken in spite of that game’s overall graphics quality.
What I noticed about Geese Howard @Laban Please correct me on inconsistences sense my time with KOFUM (and FE) was somewhat limited.
Had a really fun conversation earlier with you and the others on Dream Cancel earlier!
Geese apparently has his projectile Repuuken. Obviously, he would be bound to have Shippuken (and maybe Double Shippuken) as well.
In KOF98UM/KOF98UMFE, I favor Real Bout (EX) Geese Howard a bit more.
Under normal circumstances, Geese Howard could not confirm into QCF+A Repuuken unless he corners the opponent or if he just does cr.A (he has to be practically right next to the opponent for the cr.A into QCF+A).
It is possible to hit confirm into Jaei-Ken (The A version) from cr.B, cr.A (The combo is cr.B, cr.A, hcb+A. It’s much easier to perform on a stick than it is on a pad but that latter part is just my opinion). EX Geese is also capable of comboing into his command grab DM, even from his Double Shippuken (though, for that to happen, the opponent would have to really be in a bad situation).
Both versions of Geese have relatively good normal. In fact, Geese’s f+B (as of KOF98UMFE) is +2 on block, so the player is free to establish some pressure after performing that move. It does not combo from close st.C but you can still chain into it. Obviously, both of Geese’s standing heavy normal have relatively good range on them for short term footsies. cr.C was also a decent anti-air. His st.A is also a high, so you may also want to keep that in mind when you anti-air opponents from the ground in certain situations.
Assuming that Raging Storm still has the same command, it would be okay to test and see if hcbx3 + P or hcbx2, df+P works okay for making input a bit easier.
Note, in the video, it is shown that Geese Howard has three counter (or, should I say “Body Blow” series).
A High. A Mid. And, a Low.
The Mid Counter in the video (at 0:21) will cause Geese to toss the opponent towards the other side of him for frame advantage. He is more than likely capable of getting a short term combo off of it. The Low Counter will send the opponent flying backwards. The High Counter is going to recur a lot to kill players for jumping in or using (most) special moves (You could get away with using the High Counter a lot in CVS2 for example).
Geese’s counter animation seems to last long. While this seems useful against heavily telegraphed moves, it is also best to keep in mind that Geese is unsafe if he does not counter anything. Now, there is a chance that Geese may have some newer animations depending on whether the opponent is jumping or standing (sort of like in Dead or Alive for example, where there is a unique animation after a Hold that may or may not lead to advantageous situation). Geese also seems to have a new animation for his Jaei-Ken.
Around 0:49, you will see Geese Howard using Shippuken. That should be the A version. The light punch version. One projectile. And, it sends him propelling backward, once the projectile shot animation is complete. This might help his zoning quite a bit.
@Laban Mentions that Geese seems to have a brand new command normal. If it is not chained into, Geese knocks the opponent to the ground. It is a untechable knockdown. In this way, Geese can score a OTG throw to crush the opponent with lightning upon slamming the opponent to the ground. And last, Geese apparently has his Deadly Rave, based on what happens at the end of the video and because of the signature animation he does before conducting such a lethal technique. The usual notation for Deadly Rave (that I know from KOF98UM/KOF98UMFE) is QCFHCB+P. In the said game, it combos from light normal moves and it is also relatively easy to hit confirm from.
That is all I taken from the video so far.
Spoiler
I like Geese Howard as a character, which is why I went out my way to speak about his move set in this video… theory fighting. Happy as hell to have him back! Please excuse the bad formatting.
I’ve only played Geese in CvS2, and raging storm wasn’t really that hard to do on command. Is it hard on SNK games or something cuz it’s not like I’m particularly strong when it comes to execution(in fact I’m really bad when it comes to execution. The only game in which I can consistently pull off higher level combos is MKX, because MK are pretty easy)
P.s. Claw for life, it’s not as good for anti-airing cross-ups but is way more reliable to aa jump-is, and it looks way cooler
Well how about Geese’s EX moves? Should he have an EX counter that covers all levels? Quad Shippukens? Jaei-ken that feels like a Deadly Rave? How should they handle his EX moves?