Japan isn’t telling you anything. The hard data is. Show me your great players all over the world winning tournaments with regular Geese, the your argument might carry a bit more weight.
Its a great projectile that allows him to corner trap the fuck out of you with crouch C, stand D, stand C and crouch D. I’ve seen good players OCVed by that shit.
Its creates a guessing game that’s marginally in Geese’s favour, since you can Rashomon them again if they try anything besides jump.
Agreed. Regular Geese’s Raging Storm is waaaay faster.
Ex Geese’s air fireball has next to no recovery when he hits the ground, so if you roll past his fireballs, you’re going to have to smack him in the air. That already limits the risk he takes when he throws shippukens. On the other hand, throwing them controls a big chunk of the screen (you will HAVE to roll or dodge to avoid taking damage, and if you’re not doing it in anticipation, you won’t be close enough to punish him), stops them from jumping at all and puts a lot of pressure on the opponent.
ok what does geese have?
This is KOF. I’d take a 0 frame super grab any day. Ex Geese also can combo the Rashomon and Rising Storm off crouching lights.
True.
Which will hardly get used, because when you’re being rushed down, the best option in 90% of the situations is to just hit crouch C rather than risk missing a counter and getting comboed into super.
Ex Geese’s does this and also pressures the opponent.
I guess, sorta.
Time has been telling. The game has been out in arcade for months now. This isn’t theory fighter. Ex Geese just has a much safer game plan that wins matches with less effort. Its as simple as that.
I so don’t understand Quick cancels. Do they NOT woek the way they do in 2002? If not, how do they work? I’ll do a move and activate, but the move keeps going and I can’t immediately cancel ala 2k2.
q max only shortens recovery (move specific though) and juggles higher (if they’re in the air).
for example q max wont shorten the recovery of the first hit of kyo’s df+D, but it will shorten the second hit’s recovery. another example is kyo’s qcf+C. it will shorten the recovery of the first rekka and the third rekka only.
Excerpt from the kakuge.com wiki (my own translation):
The basic difference is, it will shorten the recovery by taking out the hit stop frames (i.e., the frames you have to wait a little bit if you successfully hit, and have to wait a lot if you got blocked), instead of stopping the move entirely right away like it does in 2002.
Which has already been said, but a little less technically.
Those Kyappu matches make it look like the people he was play against weren’t very good… in my opinion.
I love how people come out and say things like we shouldn’t be debating… but then they just keep debating anyway. Thats funny to me.
To Dark Geese’s comment about him having trouble with krauser and rugal
Geese can’t out poke krauser… and he can’t stop krauser from rushing his ass down when he’s on top of him… so he loses. Reppuken isn’t a big deal when your krauser with meter you can react to the startup and kaiser wave his ass (pretty sure) with out meter just keep poking work your way foward and then kill him.
Rugal’s fireball is way better and fast, plus he has the really good reflector, I’d say he probably does some of the stuff ex geese players try to do better. He can keep away from the keepaway characters thanks to the length and speed of his normals as well as the reppuken. Ex geese won’t win a fireball war with rugal so he has to try and move in smartly… thats going to be hard since ex geese doesn’t have a real get me in there move, like a good fast far hitting hyperhop or a really nice roll… thats probably why he loses that match sometimes.
Also I don’t know why anyone would rather have rashomon over deadly rave. Deadly Rave seems like the obvious choice as it’s fast, comboable and a good reversal in every situation. Rashomon is fast, but has short range and is only a useful reversal if the player is standing over you.
You gotta know when to use that, and when to use CD counter. CD counter I like to use to keep my corner traps up, or to get out of corner traps, or to finish someone off.
guard cancel rolls are used to punish supers with lots of hits and recovery like Chizuru’s illusions, Ralf’s Vulcan Punch DM, Joe’s Muetai Storm, etc…
regular rolls are to go through some things, but aren’t meant to be used a whole lot. They’re neat for getting through some things like double reppukens and shippukens.
LOL thats the whole point. there are SPECIFIC things that counter roll can punish for free, which is a SUPER STRONG FUCKING OPTION when its available. seriously do you think its a good idea to be able to block anything and then combo into super by using 2 stocks? lol
Then some of those players he raped.Yes. Then him… probably not. His iori is fucking beastly and does the majority of the work for his team. Especially in those matches.
No you’re not. Those guys he “raped” are better than me, so I’m not sure how you can you are better than them…and no, the “it is possible that A can beat B, B can beat C but A can’t beat C” argument wouldn’t apply here because the skill graps are too wide.