View Full Version : Geese strats
justcusimasian
04-08-2003, 07:25 AM
It seems to me that there are more and more threads about specific combos and grooves when there is nothing about his advanced tactics in here. Don't have much time so I'll start with grooves and get back later
best grooves (in no order)-
K-counters build meter without taking damage, makes an already strong character even stronger
P-if you can master parries and counters, Geese becomes invincible (literally), this gives him the ability to switch game plans in an instant he can now turtle or rushdown
C-really only good because of air guard, Raising StormXXRaising Storm and makes Deadly Rave available
N-more psychological with small jumps into counter/Raising Storm, also can build meter quickly, stock break, Deadly RaveXXRaising Storm
all for now
Gwai Lo ½
04-08-2003, 08:51 AM
Originally posted by justcusimasian
P-if you can master parries and counters, Geese becomes invincible (literally), this gives him the ability to switch game plans in an instant he can now turtle or rushdown
Thanks, you have just described every character in the game
:rolleyes:
fobi0
04-08-2003, 06:18 PM
i agree wit k and p bein good grooves for geese, but im not so sure about n and c, but a should also be there sum where, his cc's all do atleas 7000+ dmg easily. a basic corner cc wit rt1 geese is hk, (f.hp)x9, db.hp, raising storm. it does, i believe, atleast 7500 dmg
dats IMHO however
50mOrEcEnTz
04-08-2003, 10:46 PM
what advanced strats....personally; i've never seen a p-groove geese so I can't say anything...but I think k-groove is his best groove.
The counter builds meter like crazy but that is not why he is effective in k-groove. I think any groove that gives him a power bonus would be an affective groove to use him in. He is already so strong, when you break his ikari (sp?) meter, his strength is off the charts. YOU DON'T NEED TO LAND A SUPER WITH GEESE WHILE UR RAGED EITHER, FOR THE FACT HIS SIMPLE COMBOS TAKE OFF A GOOD CHUNK ALREADY.
This brings us to the fact that he is a frekin pro at breaking a guard meter. His foward+fp takes away a massive amount of guard, and is relatively safe. his kick from a distance is a good poke and takes away a good bit of guard. His block strings take away a good amount of guard (btw, his b&b is c.jp x 3, c.rh, if they have a safe fall throw a mp repukken at them).
his c.rh has very good range, and of course, scores a knockdown which serves anybody in k-groove well seeing as how it sets up for a rushdown/mindgame/trick.
his c.fp is a fairly good anti air, it discourages cross ups bigtime, and even if he is knockdown, and they cross up b4 u can throw a c.fp out there, in k-groove you can jd it and attempt to throw...you'll either throw them, get hit with a super, or they will tech hit...more than likely they won't throw out a super after you have blocked their crossup so throwing after a jd is relatively safe...but don't get too predictable. but yeah; this is all that comes to mind right now.
justcusimasian
04-10-2003, 07:10 AM
Originally posted by fobi0
i agree wit k and p bein good grooves for geese, but im not so sure about n and c, but a should also be there sum where, his cc's all do atleas 7000+ dmg easily. a basic corner cc wit rt1 geese is hk, (f.hp)x9, db.hp, raising storm. it does, i believe, atleast 7500 dmg
dats IMHO however
Well to be perfectly honest, I don't know any of his ccs so I didnt' want to say anything I couldn't prove. And yea I know that anyone is invincible in P-groove but it's the fact that he has both counters and parries, giving him several more defensive options and he is alot harder to rush in on or zone.
fobi0
04-10-2003, 04:43 PM
P-if you can master parries and counters, Geese becomes invincible (literally), this gives him the ability to switch game plans in an instant he can now turtle or rushdown
mastering parry is a hard thing to do. . . timing on parry is way difficult. . . if parryin was lke 3s, then i think we would see alot more p-players. . . other dan that, u are riht
lifetimeboy
04-10-2003, 08:44 PM
I got parrying down but it took me 1.5 years and I went to Japan also. You gotta stick with it and don't use other grooves.
fobi0
04-11-2003, 04:47 PM
I got parrying down but it took me 1.5 years and I went to Japan also. You gotta stick with it and don't use other grooves.
wow! 1 1/2 yrs.. damn.. dats a long time practicing parry.. btw, wat type of things can u parry? supers? cc's? pokes? and wat u go to japan for?
justcusimasian
04-12-2003, 06:31 PM
Originally posted by fobi0
wow! 1 1/2 yrs.. damn.. dats a long time practicing parry.. btw, wat type of things can u parry? supers? cc's? pokes? and wat u go to japan for?
competition and training
lifetimeboy
04-13-2003, 12:40 AM
well i CAN parry lots of stuff. However what is it really good to parry? Only stuff you know you can. Don't take to big 'a risks. I guess every time you parry it is a risk, but hardly ever parry on wake up. Someone who has experience against P-groove will know how to mix up his meaty attacks to punish your parry attempts.
You might wnt to parry the first hit of a custom like ioris or sakuras because you will eat damage if you block it all. However you probably just want to bait and then block most customs cause it builds up your bar.
jreinert13
04-13-2003, 03:54 PM
Here's a random Gesse tip.
Everyone knows Geese's most used normal jump in is J.Forward Kick right?
I'm sure many of you know his J.Short looks the exact same as his J.Forward..well after J.Fowarding your opponent a couple of times J.Short->Kick Throw. Then cross them up with J.Forward..heh..
I'm sure many of you use this, and those who don't should know why it works....
justcusimasian
04-14-2003, 07:06 AM
My main problems with Geese is rushdown and kmowing when to throw out that s.hk. Any tips?
fobi0
04-14-2003, 09:37 AM
i cant give u much help on rushdown other than cross-up and jab, jab, reppuken. . . as for the s.hk, im not sure if it beats out other ppl but use it wen they whiff sumthin since its pretty fast
justcusimasian
04-26-2003, 05:52 AM
what about wakeup? I usually will high counter shotos or take the opportunity to get a free cross up and do a GC string
OrochiIori313
05-03-2003, 07:47 PM
I think Geese's most effective use is zoning. Keeping them away with jump qcb+(insert punch here), then when they jump in either A) High Counter, B) D+FP or C) Standing Jab. His anti-airs are all good and if they get you down and try the tripping over and over shit, just low counter and it's back in your advantage. I'd tend to agree that K is his best groove, I almost always use K now and Geese is the rock of my K-team. His counters build meter in K, which is cool, and with the raging he is a force because of how easy it can be to mount a comeback. I need some help with one thing, though.
People who rush you down but mix-up the pokes, it's hard to get a counter in there, what's a good way to stop it? I know you can Standing Roundhouse to move across the screen, but sometimes they're so relentless that poor Geese is overpowered...Unitl the Raging comes up. :evil: Help a Geese follower out!
justcusimasian
05-04-2003, 12:18 AM
[QUOTE]Originally posted by OrochiIori313
I think Geese's most effective use is zoning. Keeping them away with jump qcb+(insert punch here), then when they jump in either A) High Counter, B) D+FP or C) Standing Jab. His anti-airs are all good and if they get you down and try the tripping over and over shit, just low counter and it's back in your advantage. I'd tend to agree that K is his best groove, I almost always use K now and Geese is the rock of my K-team. His counters build meter in K, which is cool, and with the raging he is a force because of how easy it can be to mount a comeback. I need some help with one thing, though.
People who rush you down but mix-up the pokes, it's hard to get a counter in there, what's a good way to stop it? I know you can Standing Roundhouse to move across the screen, but sometimes they're so relentless that poor Geese is overpowered...Unitl the Raging comes up. :evil: Help a Geese follower out! [/QUOTE
I only use that move every so often, and only when i TK it for runaway. The move is too unsafe on whiff, which is very likely in this game. Geese has his own pokes as well, like s.hk, c.mp, c.lp, c.hk. And don't be afraid to rush your opponent down as well. Since you use K groove, the run can be an asset to a rushdown Geese. Following up a weak reppuken with a run and s.hk at the right distance works a lot more than you might think. Counters and Raising Storm can quickly turn the tide of a match, but that doesn't mean that you should rely on them, they're more of a backup and a way to train your opponent. For anti-poke, f+hp can work but you have to be sick with the timing, it'd be easier to counter, and if you have a lvl 3 ready, throw out Deadly Rave against pokers, it has pretty good startup.
justcusimasian
05-28-2003, 06:20 AM
I haven't many good Cammys, so this is just a theory. You'll have to be more patient against Cammy. Wait for her to end her poke strings and and come out with some long range pokes like c.hk, s.hk, or mp reppuken and start your own poke string. Cammy is one of the only only characters that you can safely throw out a mid counter against since every Cammy player whores her standing mid and hard normals. If the Cammy you're playing likes to come in with specials, counter or a super(duh). I'll try out some anti- Cammy strats and get back to you with something that I know works.
Korrupted211
06-01-2003, 05:23 PM
i personally love using an R1 Geese in either A-Groove or K-Groove. the only CC i use with geese is a bunch of standing shorts into his hcb+lk move it drives them into the corner , i finish with a ducking lk and then a ducking fierce after that and then into the raising storm. simple , but effective. i don't always land that damn pretzel move though(raising storm), 50/50 chance heh :)
in K-Groove i rarely use the raising storm , peopel know it hurts and they are scared of it so they run :( so i'd rather use the deadly rave and instead of finishing it with the qcb+hp , i buffer a ducking lk into the ja-ei-ken to finish them for 13 hits and it does a little more dmg.
COMBOS any groove
jumping HP for the 2 hits and then buffer a ducking lk into the ja-ei-ken , or you can just do a ducking lk and throw a reppuken/double reppuken(safer) this should work on medium height to tall characters , can't seem to get it to work on short characters
you can switch the jumping hard punch with a jumping mk instead , i use the jumping mk alot for cross ups and most of my jump ins.
if you are VERY FAST you can do the jumping HP into a ducking hk into a raising storm(or just a ducking hk into the raising storm heh). very hard to do though.
Counters
his hcb+lp is a great counter for any non projectile based super no matter if it hits high medium or low , as long is it not a fireball type super. it will also counter a guard break move (this move- f+mp+mk after you block)
the medium counter will grab any standing non projectile/normal attack , the low counter will counter any ducking non projectile/normal attack.
Tactics
double reppuken people who like to roll into your face , it will catch them a few times before they realize that you're not accidentally doing that :) just watch out for roll cancel happy people :(
air reppukens are good for people who like to stand there and hit you when you jump in , good for keeping most of your opponnents at bay. ducking hk into a lp reppuken is nice. lp reppuken after most of his attacks are nice. too much typing i will post more info on Geese soon , hope i didn't say anyhting that was already said before in these forums. sorry if i did :(
i didn't use geese cause he was uber or anyhting , i liked him because he takes skill to play and he's not top tier , i will never use top tiers.
CrimsonDisaster
06-01-2003, 07:04 PM
Better Geese CC goes something like:
c.forward > [c.fierce x2, s.RH]x2, HCB+short(2 hits) xN, HCB+short(3 hits) XX dn-bk HCB dn-fwd+P
Or c.jab, c.jab, activate, c.forward, same CC as above.
Don't remember the exact CC... haven't played A Geese in a while. Still, that should be more damage than the other CCs posted thus far.
Korrupted211
06-01-2003, 08:13 PM
OPS !@@! i meant to finish my simple CC with a ducking HK and ducking HP into the raising storm :P
btw i play K-Groove r1-Raiden , r1-Geese , r2-Eagle
A-Groove r1-King/r1Raiden , r1-Geese , r2-Eagle
justcusimasian
06-02-2003, 05:51 AM
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.
Densetsu
06-03-2003, 03:53 AM
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
justcusimasian
06-03-2003, 06:00 AM
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.
SArge10k
06-03-2003, 09:28 AM
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......
popoblo
06-04-2003, 09:53 AM
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...
justcusimasian
06-05-2003, 05:53 AM
Originally posted by SArge10k
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......
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.
popoblo
06-05-2003, 08:19 AM
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.
FluffyXXL
06-06-2003, 09:52 PM
Originally posted by Dnut
I have trouble against Cammy period. A turtling cammy is really tough to fight against. I need some advice against her. Her standing roundhouse will just outpoke Geese. Basically you have to stay back against her. Time your jumps at her when you think she's gonna poke with s.Hk. Throw repukens against her and react to whatever she does to evade the fireball. Watch out for her rc spiral arrow and supers.
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.
justcusimasian
06-09-2003, 06:02 AM
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.
popoblo
06-13-2003, 08:22 AM
Originally posted by Dnut
Chun li does own Geese because she gets free jumpins against geese. She can easily cross him over and Geese cant do shit about it. Her j.lk stuffs Geese's c.Hp so use other anti air such as the high counter, raging storm, RC double repuken or just roll. Also if your poking with s.HK against her, PLEASE dont whiff the s.HK, she can easily punish the whiff with a s.mp into lightning kick super.
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!
NeoXDeath
07-10-2003, 05:27 AM
how would you practise counters? i got no one to play with except the computer, how did other people here practise counters?
justcusimasian
07-10-2003, 07:21 AM
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.
popoblo
07-10-2003, 08:49 AM
Originally posted by justcusimasian
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.
NeoXDeath
07-11-2003, 02:03 AM
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
justcusimasian
07-11-2003, 06:28 AM
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.
NeoXDeath
07-12-2003, 03:51 AM
thanks alot buddy your really helping my game out
after a crossup, what guard crush strings would you use?
popoblo
07-12-2003, 04:00 AM
Originally posted by NeoXDeath
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.
Blackheart2097
07-16-2003, 10:17 PM
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.
justcusimasian
07-17-2003, 07:42 AM
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.
Blackheart2097
07-20-2003, 05:42 PM
Originally posted by justcusimasian
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?
Orochi_Shoto
07-21-2003, 12:24 PM
Originally posted by Blackheart2097
thanks, anything else? strats or anything?
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!!!
Gamma Ray
07-30-2003, 08:48 PM
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.
madmoochie
08-04-2003, 04:25 PM
i like to use his HK after KOing a character, easily the coolest normal sprite in the game
justcusimasian
08-05-2003, 07:05 AM
Yo madmoochie you're from Bing? Where do you play? What else do you play?
madmoochie
08-05-2003, 03:37 PM
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 ;)
justcusimasian
08-06-2003, 06:25 AM
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
madmoochie
08-06-2003, 02:28 PM
i'll be playing there thurs & fri at around 1pm.
justcusimasian
10-21-2003, 12:39 PM
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?
Gamma Ray
10-23-2003, 06:38 PM
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.
Originally posted by justcusimasian
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?
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
solo52182
10-24-2003, 12:37 AM
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
justcusimasian
10-28-2003, 01:08 PM
Originally posted by pain
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
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?
madmoochie
10-28-2003, 07:17 PM
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.
justcusimasian
10-29-2003, 11:05 AM
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.
MrSNK
11-16-2003, 07:46 AM
Originally posted by justcusimasian
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.
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.;)
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
RagingStormX
11-18-2003, 10:35 AM
c.lp x2, sweep xx repukken:)
c.lp x3, sweep xx repukken:bluu:
I agree. Do NOT do this if your opponent has super.
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.