@ThrowTheDice- Actually Hon’s counter is pretty useful if you’re good at mind games and/or expect ur opponent to attack. It has been used in match vids before and I belive DG DOES remember a Hon vs. Andy match where Hon managed to connect with the counter. ALSO- One of the Auto-combo counter’s hits is low.
I promised you guys a Geese guide, so here it is.
**GEESE HOWARD
**
Everyone’s favourite villain is back, and he is no pushover. Geese has a very strong offence, with the best 360 unblockables in the game, as well as the best sweep, and some very effective combos. Geese’s weaknesses is his lack of a reliable anti-all move such as Joe’s Tiger Knee, his lack of good breakshot moves, and his rather slow meter building. Since Geese mostly relies on normals and command moves, you won’t raise your meter a lot with him. In order to fully exploit Geese’s potential, you will have to make good use of the fake moves as recovery cancel moves. This is required to get access to all the pursuit setups, and allows for safer sweeps. Both of his fake moves are very fast, and thus very good. In addition, they can be used for mindgames like most other fake moves.
Geese is strong, but requires more tricky execution than most other characters, and will probably not be the best choice for beginners.
For those not familiar with 360 degree moves, I will explain how to use them properly. A 360 degree move does not really require you to perform a full circle. In fact, you only need 6 different directions. I play on a keyboard myself, and here is my preferred way of performing a 360:
First, perform :hcf: or :hcb:. The direction does not matter, and I use the one that allows me to go faster. Then, I press :u:, without any diagonal movement. This is important, because this is what allows you to perform the move from the ground. Avoid the diagonals. Immidiately after this, I press the button required. So basically…
:hcf::u:+:p: / :hcb::u:+:p: will allow you to perform 360 moves on the ground with no trouble. Better start practicing, as you cannot play Geese properly without them!
As with my Krauser guide, I do not know the names of all the special moves, and will invent my own. Give us a honk if you feel like contributing the official names.
Specials and command moves:
Claw Uppercut (:snka:+:snkc:): Evasive move, Cancellable
Geese’s AB has short range and a rather short window of upper-body invulnerability. For Geese, this is his anti-air besides the High Counter. As AB moves go, I would rate this to be one of the weaker ones.
Palm Thrust (:snkc:): 3 Hits, Kara-cancellable
Strictly speaking, this is not a command move, but I included it here because of one rather unique trait about it. This move hits 3 times, and will charge your meter by 25% if it hits with all 3. This is really the only good thing about this move, and might be a reason to use it from a dash now and then. Just be wary of breakshots.
Rising Palm (:df::snka:): 2 Hits, Kara-cancellable, Cancellable
The Rising Palm is a command move that “can” be used as anti-air, but since it will only hit once in this case, and since it comes out rather slowly, it is not very good at it. This move can lead into 2 different combos, one being Geese’s rather unique sliding combo. More on it in the combo section.
Rolling Kick (:l:+:snkb:): Kara-cancellable, Cancellable
This is one of Geese’s best offensive tools. Since this move can be both kara cancelled and cancelled on hit, you can use it for some nice mix-up action. What makes this move really unique is that it can effectively increase the range of your two unblockable 360 specials. One of my own favourite tricks is to use this move for the mentioned grabs, then when my opponent starts using the back plane to avoid it, I cancel it into a Razing Storm S-Power, which hits both planes. Try cancelling this into different specials to see what you can do with it. You cannot kara-cancel into any fake moves.
Falling Swipe (:r:+:snka:): Overhead
This is Geese’s only overhead move. Comes out a bit slow, but deals great damage for an overhead if you manage to land the follow-ups. The timing on the follow-ups is rather strict and can be tricky at first. You want to use the backhand just as Geese touches the ground after landing the Falling Swipe, then perform the Shinkuu Nage as fast as you can immidiately.
Backhand Follow-up:(:snkc:): Falling Swipe follow-up
The first part of the follow-up. Safe on block against most, hits high. Can only be followed up with the Shinkuu Nage.
Shinkuu Nage (Close :hcb::ub::u::uf::snka:): Command throw
This is one of the best command throws in the game, since it can be used from the Rolling Kick. In addition, it will give you time to follow up with a pursuit attack if you are cornered when using it. Good for Reversals when blocking, and from the Rolling Kick when attacking. Can also be used as a follow-up to the Backhand, and in this case ignores the normal rules for grabs and works as a normal move in a combo. Also an important tool for landing some of his pursuit attacks.
Divine Punishment (Next to prone opponent: :d:+:snkc:): Pursuit
This is the game’s most damaging and most useful pursuit attack, except for Mary’s Escalation pursuits. Geese has tons of setups for this move, so get used to using it. This move has no miss animation, but you will get a regular sweep if your timing is off, which can mean trouble. Luckily, this pursuit is usually very easy to connect and time right.
Body Slam (Close :r:/:l::snkc:): Normal throw
A good normal throw. This one deals good damage if followed up. You can either follow this up with the move’s own follow-up, or with a pursuit if you are standing over your foe in the corner, or with a well-timed rolling kick cancelled into the pursuit. The pursuit is more damaging, but requires strict timing to use outside corners.
Mauling Tiger Claws (Follow-up :r::df::d::snkc:): Body Slam follow-up
The follow-up to the Body Slam throw. Adds a bit of damage, making this a strong staple throw. The Constrictor Palm is usually a better choice though.
Constrictor Palm (Close :df::snkc:): Normal throw
This is one of the game’s best normal throws. The reason for this is that you can always follow up with a Rolling Kick cancelled into a pursuit, dealing very good damage. Testing shows this to work on all characters except Tung, Joe, and Mai, who are all thrown too far away by the grab. If the opponent is cornered, you can do the pursuit without the Rolling Kick, which is easier.
High Counter (:hcf::snkb:): Counter
This is probably the best counter move in the game, since it comes out instantly, takes out air moves and specials, and because you are guaranteed to get in a pursuit attack after it, making the total damage of this move very high. The move counts as a throw in that the opponent cannot quick recover from it.
Middle Counter (:hcf::snkc:): Counter
While not as useful as the high counter, the middle counter has the potential to be the most deadly of the 3 counters. The reason for this is that you can follow with a Deadly Rave P-power after it.
Low Counter (:hcf::snka:): Counter
Another decent counter move. Unlike the High Counter, the Low Counter does not count as a throw, meaning that the opponent can quick recover from it, preventing you from following up with a pursuit attack. Geese will crouch when performing the move, and so might duck under some high moves. This makes the move a bit more safe, but a good opponent will make it difficult for you to risk using this move often.
Reppu Ken (:qcb::snka:): Ground projectile
Geese’s projectile is useful for a couple of things. Since this is your typical “fast startup, slow recovery”-projectile, it is best used to punish mistakes or risky movementt. Most of the time you will use it to end one of your combos. Geese is generally not going to play a long range combat game, but since one of his fake moves is a fake reppu ken, you can play some limited projectile games with him, and you will generally force the opponent to close the distance since your Double Reppu Ken will beat their projectiles.
Double Reppu Ken (:qcb::snkc:): Ground projectile
This move is a bit special because it has 2 different stages. The first stage appears just in front of Geese as a vortex of energy. This vortex will destroy any normal projectile fired at it. In addition, this vortex will hit twice if it comes into contact with your opponent. After this initial phase, Geese will fire a large energy wave at his foe. This wave will destroy any normal projectile and then continue towards the opponent. If the vortex destroyed any projectiles, only a regular Reppu Ken will be fired instead of the larger version. Use this move in your close range combos, or to counter other projectiles.
Fake Reppu Ken (:d:+:snka:+:snkc:): Fake move
This fake move is handy for projectile games, especially for fooling your opponent into doing a jump attack. Is also very good as a recovery removal tool.
Fake Razing Storm (:d:+:snkb:+:snkc:): Fake move
The Fake Razing Storm is the move I recommend that you use for most of your recovery removing, and especially in combos. Can also threaten your opponent when you are S-Power capable.
Supers:
[S-Power] Razing Storm (Charge :r::hcf:+:snkb:+:snkc:) Super-projectile, Dual Plane
Geese makes a huge energy geyser appear in front of him. This move works like a projectile in the way it has no hitbox, and has endless priority. The move will destroy all other projectiles in the game, and hits both planes. Good when you predict that your opponent is going to jump or use the back plane. The move also has rather short recovery, so few characters can punish you hard if you miss. A quite useful super that you will see every now and then. Can be good when mixed with Geese’s throw game.
[P-Power] Holy Gates (:hcb::ub::u::uf::r:+:snkc:) Unblockable throw
Now we’re talking! This is THE strongest 360 in the game, if not the very best super. On its own this super is great, but what makes it so dangerous is the fact that you can extend the range of it by kara-cancelling into it from the Rolling Kick. This is all balanced out by Geese’s slow meter building, so you won’t be able to use this move all the time.
[P-Power] Deadly Rave (:hcb::r:+:snka: -> :snka::snka::snkb::snkb::snkb::snkc::snkc::snkc: :qcb:+:snkc:) Manual combo, Breakshot
Similar to Krauser’s P-Power. This move has less damage potential than Krauser’s move, but makes up for it by being breakshotable, as well as coming out faster and having better range. As with Krauser’s, this move allows the player to jump off the train in the middle of the chain and start a new one, but this is trickier to do with Geese if you want more damage. You can stop after the 7th hit and start a new combo. I haven’t experimented a lot with this, but testing shows that you will have to do some pretty taxing fake move cancels and stuff to actually outperform the regular super on its own.
Additional move information:
-
Geese’s :d::snkc: has great speed and range, and it can be followed with :d:+:snkb::snkc: :l:+:snkb: :d:+:snkc: for added damage.
-
The :d::snka: can chain into itself or into the :snka:. You will get at most 3 or 4 hits before you get pushed out of range.
-
The :snka: can chain into itself or into the :d::snka:
-
Geese’s most damaging non-powered attack is the :snkb: :snkc: 2 hits :d:+:snkb::snkc: :snka: :snkb: :d::snkc: :d:+:snkb::snkc: :l:+:snkb: :d:+:snkc: combo.
-
The safest way to deal maximum damage after your opponent’s mistake (without meter) is the Constrictor Palm -> Divine Punishment combo. Remember that this will not work on Joe, Mai, and Tung unless you use it in the corner. Only the combo mentioned above will do more damage, but is tricky to perform.
-
The ending of the Deadly Rave can be followed with a Divine Punishment pursuit.
-
If the opponent lands close to you after getting hit by your Razing Storm, you may follow up with :l::snkb: -> :d::snkc: or just the pursuit on its own.
Combo section:
Here is a list of Geese’s combos. I will further explain each combo below. If you cannot find a combo here, it is most likely because I have deemed it redundant. Note that most of the occurences where I have written “:d:+:snkb::snkc:”, you can actually use “:d:+:snka::snkc:” instead if it suits you better.
(close) :snkc: :qcb:+:snka: / :snkc: Use this up close. This combo gives you decent damage with little effort, but there is little point in using this once you get used to the more damaging ones.
:snka: :snkb: :snkc: While this combo is the least damaging in Geese’s arsenal, it can be used for some pressure games.The last hit will reset both players, allowing you to start a new attack immidiately. I haven’t used this much myself, so I will have to test its usefulness. Usually when I play I do not have the luxury of using low damage combos.
:snka: :snkb: :d::snkc: :d:+:snkb::snkc: :l:+:snkb: :d:+:snkc: &
:d::snkb: :d::snkb: :d::snkc: :d:+:snkb::snkc: :l:+:snkb: :d:+:snkc: These 2 combos are some of Geese’s staple combos. Personally, I prefer the latter in most cases, but the first one has somewhat better range. These both hit low and both finish with a Divine Punishment pursuit attack. Good for mixup and good damage.
:d::snkb: :d::snkb: :df::snkc: -> :qcb:+:snka: This combo is another variation of the previous combo, but this one ends with a Reppu-ken instead of a pursuit, and is a reset.
1-3x:d::snka: :snkc: :qcb:+:snka: / :snkc: This combo is good against an agressive foe, as the :d::snka: punches come out fast and will often beat slower attacks. The optimal damage output from this is standing close and doing :d::snka: twice, then the :snkc: will hit twice when close enough, then use a :qcb:+:snkc:.
1-3x:d::snka: :d::snkc: :qcb:+:snka: / :snkc: This combo is basically a less useful version of the combo mentioned above. The reason for this is the low range on the :d::snkc: part of the move.
:df::snka: :snkc: :d::snkc: The “Sliding Slash”(corny name huh?) hits low, and the final hit knocks down. Unfortunately, this combo spells suicide if blocked. The last hit will also miss a crouching opponent, giving them ample time to punish. You may follow up with a pursuit, but the opponent can fast recover from this, so be ready to punish him for doing so. Damage on this is good, but don’t use this combo often, as the risk is great.
:r::snka: :snkc: :hcf::uf::u::ub:+:snka: This combo starts with an overhead, and the second hit is safe on block. The last part will only be executed if the second hit actually hits. A useful combo since it allows for some mixup. The move has a slow startup though, so an alert player can counter or evade in time.
:l::snkb: :snkd: / :d::snkd: :qcb:+:snka: / :snkc: First hit knocks the opponent into the back plane, second hit hits them back. The low hitting version will knock the opponent to the ground if you hit them on the back plane, while it will leave them standing if hit on the normal plane. This is only possible if they block the first hit. Since there is no way to hit overhead after the first hit, there is never any reason to block this high.
:l::snkb: :d::snkd: :d:+:snkb:+:snkc: :l::snkb: :d::snkc: First hit knocks the opponent into the back plane, second hit knocks them down. This can be followed with a pursuit.
(close):snkb: :snkc: 3 hits :qcb:+:snkc: This combo will only work up close, and will be an alternative way to punish a mistake. This combo can actually be performed a bit differently for added damage.
(close) :snkb: :snkc: 2 hits :d:+:snkb::snkc: :snka: :snkb: :d::snkc: :d:+:snkb::snkc: :l:+:snkb: :d:+:snkc: This is the most damaging combo Geese can do on the ground without meter. It is possible to do this after a low jump C, just move a bit closer to the opponent before you start the combo.
(close) :df::snkc: -> :l::snkb: -> :d::snkc: This is actually a throw, but you can make it combo with the pursuit attack by kara cancelling the rolling kick into the pursuit. Damage is very good. Will not work on Mai, Tung, and Joe, unless you use it when they are cornered.
(close) :hcf::uf::u::ub:+:snka: -> :d::snkc: This is a command throw, but if you use it while you are cornered you can follow up with the pursuit, Divine Punishment. This will also switch sides with the opponent, placing him in the corner.
Also theres more to Geese Howard you all should check the Beelzebubble Stategy I have in my thread first page for RB2…its MUST READ for Geese Howard for RB2.
It has like EVERY CHARACTER…
Let me link it…
http://forums.shoryuken.com/showpost.php?p=4107177&postcount=279
My Geese guide is work in progress. I will update it when I have time.
Also something about Geese, now and days people are used to expecting The Regular Command Grab from Geese and the Super Command Grab, so if you wanna get if off you gotta be sneaky and dont do it the regular ways…use his Startup priority to your advantage to it…also I play RB2 Geese a little different from most in that I use his Raising Storm MORE than the 360 P Power Super…
Why? Everyone expects HOLY GATES…but very few in RB2 expect Raising Storm…
Esp seeing all his Raising storm Feints…no one expects it…So if I anticipate them jumping to avoid Holy Gates they get hit by Raising Storm!!!
I hope everyone has found the Xiangfei goodness from Beelzebubble in that FAQ.
I agree with you darkGeese, holy gate and dunk toss can be a weakness. I lost a bunch of matchs because i was too predictable with those moves… xD
Between, nice thread, good to see some people i’ve met online like Astral and God0.2 here (remember Shad guys ?).
I will post something about Cheng soon. I guess it should help some ppl, there so such FAQ about him.
Yeah thats what peple forget…its not about just trying to mimic what you see…sure its easy to see why it works…but you cant just go by the book with him just because…people expect that now and days…so how do you adjust? I only do it when I have trained them WELL with Raising Storm and can do it…
Hell I even Karacancel Back+B to RAISING STORM…if they jump expecting Holy Gates…GUESS WHAT…
THEY GET HIT.
I missed it, actually…but then I wasn’t looking too hard, either. I have a bunch of match vids, I just need to dice it up into managable portions to upload onto Youtube, although I don’t have the program to do the dicing with just yet.
That strategy with Geese would work just as long as they don’t backdash (which is invincible) or poke, two things, I’d likely do in that situations. Geese has too many dangerous options from his :l:+:snkb: for me to wait for it. If your char is fast enough or has enough reach, you can retaliate after a RS, though your timing has to be pretty good lest you go early and run face-first into the RS.
The thing I hate most about fighting Geese is his Divine Punishment pursuit, if for no other reason but for how long it takes. I use a lot of momentium and rhythm, and that just puts a stop to all of that. It’s like being put into a “Time Out” corner 5+ seconds. Doesn’t sound like a lot until you get hit by it. If I had a personal momentium meter, that thing would drain it each time. :mad:
I haven’t been playing as much lately as I would like to, though. If anyone is up for some matches, send a message my way. :wgrin:
True Geese does have many options…like he counld counter the pokes out of that also…nd heaven forbid dont Line Sway…as you know Raising Storm hits you in both planes…
And this is one of the main reasons why kara cancelling the b+B into Razing Storm works well. If they low jump they can hit you with a low jump C before your Storm comes out. Of course, you can predict this and go for a high counter.
The thing about his b+B is that you actually have tons of options. You can counter predicted pokes with the suitable counter, you can counter backdash with a reppu-ken, you can counter a line sway with Razing Storm, and you can hit a blocking character with a 360 grapple. Of course, this requires prediction, but that’s what a fighting game is about anyway. Basically the b+B allows you to advance fast, threatening your opponent on the way.
Man, Alfred Airhawk’s character design is awesome. They really should’ve given him the Adelhied treatment and had a toned-down version of him in later games. He’s more interesting than all the “only has one move but it’s a 1-frame unblockable lazor that does 264% damage” bosses.
EDIT: Unnessecary half-assed character guides ahoy!
Alfred Airhawk:
:qcf: + :snka: Augmentor Wing (Break Shot): a dragon-punch. It doesn’t have much priority vs. things on the ground, but if your opponent’s in the air, they’re going to get hit.
:qcf: + :snkc: Diver Jens: Big start-up time, but great frame advantage on hit or block. Fantastic meaty.
:qcb: + :snka: or :snkc: critical wing: zoner, far-range whiff punisher or combo fodder. A is really quick with 1/4 screen range, and C has some startup at the beginning, 3/4 screen range and knocks down.
In the air, :qcb: + :snkb: x5 Mayday mayday: air move, slow startup but good priority and great damage (tack on an augmentor wing at the end if it hits).
forward, up-forward, up + :snkb: S. TOL: TOL? More like LOL. It’s a dashing command grab, but has a decent chunk of start-up so don’t use it for punishing. Its startup animation looks like critical wing, though, so you can trick the opponent into trying to block it.
S-Power:
in the air, :hcf: + :snkb: :snkc: Shock Stall: super-quick, great range, great priority, and great damage.
P-Power:
f + :hcf: + :snkc: Wave Rider: Just put down the controller, man. You’ve won.
WAIT ONE FREAKING MINUTE-
RB2 Alfred is banned isn’t he?
Anyway played it yesterday with the following characters-
Hon-Fu, Duck King, Krauser & Laurence.
Laurence has good pokes and good combos, one of his best combos, which also happens to be his BnB is-
Jumping :snkb:/:snkc:–>St. :snkc:, :snkc: (3 hits)–>:hcb:+:snkc:–>Charge :d: then :u:+:snkc:
Note that even though the last special move WON’T Look like it will hit, apparently no matter HOW FAR AWAY you are when you do his HCB+C, it will almost always hit them!
Oh and I used Yamazaki too, is it me or are command/super throws hard to counter with on wake-up or recovery?
Geese and krauser guides updated. Have a lookie.
And yes, command throws require precise timing to work as reversals and wake-ups. Also, the range is rather low, so finding an opening for them is not easy against an aggressive player who knows how to stay just out of range.
I’m going to assume you’re kidding (I had to spend an hour just looking for a trainer alone, so methinks this isn’t an especially big issue), but if not:
+Best dash in the game
+Absolutely crazy damage and dizzy potential
+His S-power is safe, high-priority, and does as much damage as most P-powers.
+His P-power does almost a bar and a half of damage.
+His frame advantage is downright stupid. Even though he doesn’t have chains, he can still do 10-hit ground combos because his close C, far C, and :qcf: + :snkc: all let you link into other stuff.
And if you were kidding:
lol yeah.
[quote=“Akutabi Gamma, post:72, topic:29758”]
Note that even though the last special move WON’T Look like it will hit, apparently no matter HOW FAR AWAY you are when you do his HCB+C, it will almost always hit them!
[quote]
I think it’s partially because most DP’s in real bout also have a lot of horizontal distance. I’m not trying to make a point or anything, but Terry’s Rising Taco goes about 1/3 screen and stuff.
^Yeah I noticed that about some DPs, and BTW I only asked about Alfred to ascertain that he is banned
Anyone care to provide some strats for Andy & Mai?
Aww, you could’ve just asked me for that, I have the cheats for Alfred in both Kawaks and Mame. XD And yeah, I’ve always loved Alfred’s design, it’s just a shame that he’s wasted on a version of Real Bout no one’s ever played (Dominated Mind) and as a super-secret hidden boss on RB2 (and as a Striker in the King of Fighters '99 Evolution, if you wanted to go there).
I didn’t list him on the tiers or anything (though Izlude wanted me to, of sake of completion) since he’s not a playable character in RB2 and no one in their right mind would allow him in a tourey if he was. As ThrowtheDice said, he’s got great specials, hugely damaging supers and combos, and godlike frame advantage. Hell, he can combo his far C into his close C, and his anti-air after the Wave Rider, amongst other things. :wow: Such a shame his design didn’t get the recognition it deserved: it’s strong enough for him to be the main char of his own fighter.
Laurence is pretty good, though far more limited than he was in RBS (where he was just crazy; a completely different character). Compared to RBS, he plays much more like the matador he is, but he loses a lot of flexibility. Another combo that he has (it’s a toughie) is:
Jump-in :snkc:, :snkc:, :snkc:, Bloody Mixer (very important that this hits only 5 times), :d:+:snka:, :snka: version Bloody Spin, Bloody Cutter or Bloody Shadow (P-Power).
He’s pretty lacking in the combo department, especially since he has no chains, and the only things he can combo from a jab are the 3 Bloody moves listed above. He’s like Ralf from (the majority of) KoF in that he’s basically a C-button character.
As for Andy and Mai, I knew a guy locally who had a great Mai, but that was years ago. I’ve been messing with Andy on and all, so I’ll try to contribute to him what I can. He’s pretty basic, though: what you see is what you get: no substantial comboes, juggles, mindgames, etc.
I recently had a discovery with Andy that give a clue as to how he should play in RB2: all of his specials knock the enemy back into :snka: version Sho-Ken (:qcb:+:snka:) range. Basically his game centers around Sho-Ken harrassing. Kind of a shame: Andy’s moveset got butchered in RB2, and pretty much took away anything that made him interesting. In fact, the only time Andy has been good (aside from the broken Shadow Split days of FF1) was in his last appearence in a fighter: KOF 2k2, where he was excellent.
Someone in a thread somewhere, I think Orochinagi, wondered why Andy wasn’t popular, and for my money, it’s because his design, moveset, and playstyle changes in every other game he’s in. Ironically, the best version of Andy that ever existed was in a KOF that SNK didn’t even make (Eolith did 2k1 and 2k2).
^Thanks for the info, never knew you can follow Bloody Mixer with a Cr. A–>HCB+A/C–>Charge D then U+C.
Not quite, you can do the :hcb:+:snka: Bloody Spin, but you can’t combo the :snkc: version from a jab, and you can only combo the Bloody Cutter (:d:,:u:+:snkc:) after the :snkc: Bloody Spin. It’d be kinda nice if you could, given Laurence’s limited combo potential.
Also, something that’s worth noting, the Bloody Shadow won’t complete on an airborne opponent. Additonally, the :r::df::d:+:snkc: followup to the :snkc: after the :snkb:+:snkc: sidestep is an overhead. He can also cancel the sidestep into any special / super he has.
I don’t know,man. 96’ and 2k were pretty damn nice if I say so myself. I was a BIG Andy lover back then and I’m pretty sure I was the only Andy player in Louisiana. In 2k he had an loop with just his uppercut iirc.That alone gives that Andy a nudge. 96’ was just broken like hell for everyone so so naturally he would be also with GODLIKE elbow shit and long-ass fireball range that was fast as hell. And you had to love the animation on that uppercut LOL!
Sorry to ask, but is air-blocking like in CVS2 C-groove, where you can block anything that leaves the ground, or is it just jumping attacks?