View Full Version : Geese Stategies and Matchups
RagingStormX
07-10-2004, 09:29 PM
Geese Strategies and Matchups
And in the words of Majestros:
"Since most strategies and tricks are matchup-dependent, it makes sense to group the two together. Discuss anything useful in actual matches here, from specific tactics, to character-dependent move counters, to overall gameplans. The more specific you get, the better. It would be greatly appreciated if you took the time to test out everything you plan on saying in training mode to make sure that it works and to provide some numbers for stuff like damage and dizzy amount.
Other than that, try not to piss anyone off or start any flame wars."
I'll go over some Geese basics.
Anti-air:
c.fp- your main anti-air, trades with very few jump-ins, if done deep you can cancel into a RS.
RagingStorm- I don't really have to explain this one.
close s.fp- It's actually pretty good in some cases as an anti-cross-up, but I'm pretty sure it's not universal, it's more character specific.
Main pokes:
far s.fp- Good priority, power, speed and fairly abusable against characters who can't duck it. (safe from JD?)
far s.rh- safe 99% of the time, don't get it parried or JDed. It hit people try to jump away from your pokes, and once out it has very good priority.
c.mk- I believe it's a 4-frame attack, and has good recovery and safe when JDed, seems to beat out alot of things. Good priority.
s.mk- This is really good vesus Cammy especially, but has decent range but is a lesser used poke.
c.rh- quick, strong, big recovery. From max range when cancelled into a reppuken, some characters can punish with a super, low jump, etc.
s.lp- throw out every once in a while when your opponent is playing footsies, will beat out alot of things, and no can punish a light punch on reation.
When in close:
Geese's light attacks all give really good frame advatage except far lk. His jabs (from KCXJ's data) are +8! That makes running jabs very effective for Geese in a running groove, CAP uses can use close walking shorts to some effect.
Geese's close s.mp ( the one to where he bitch slaps himself ) can be used as a meaty, but I'm not sure of the frame data, but it seems to be his best one. Walk forward a bit a try for a couter hit c.lp and link a far s.fp or c.rh.
Since Geese can gaurd break well, some scubbier people tend to mash on jabs, you can jab x2, any counter if you can guess what button there pressing
The counters:
(In K-groove they build meter if successful, all have bad recovery)
High counter- For those who don't know, it counters all jump-ins, specials, supers. This also counter RC's obvioulsy, especially annoying ones, Honda, Blanka, Raiden. I tend to use this more for things I can see coming. An example would be Terry cancelling the tip of his c.mk into a crackshot. Since it doesn't combo, coutern that shit.
Mid counter- Counter all mid attacks, for the most part with maybe a few exceptions, if it doesn't hit low it will be countered unless it's the above. Hard too use.
Low counter- Also hard to use, anything that must be blocked low this will counter.
I'll post more later.
Buktooth
07-11-2004, 05:55 PM
Originally posted by RagingStormX
Geese's close s.mp ( the one to where he bitch slaps himself )
Nah man. He's raisin the roof.
Since Geese can gaurd break well, some scubbier people tend to mash on jabs, you can jab x2, any counter if you can guess what button there pressing
This is really way more advanced than you need to be. Also really risky for a relatively low payoff. The easiest thing to do to counter mashers would be to do 2 jabs, wait slightly, then hit another low jab which should counter hit. From there link roundhouse and cross up. If you have super available just do one blocked low jab, wait, counter hit low jab, link low forward, deadly rave. This is actually Geese's entire up close game in a nutshell (well, after you add in roundhouse throws once they stop mashing... and the occasional cross up).
RagingStormX
07-11-2004, 09:44 PM
Originally posted by Buktooth88
Nah man. He's raisin the roof.
Geese has soul, lol.
Originally posted by Buktooth88
This is really way more advanced than you need to be. Also really risky for a relatively low payoff. The easiest thing to do to counter mashers would be to do 2 jabs, wait slightly, then hit another low jab which should counter hit. From there link roundhouse and cross up. If you have super available just do one blocked low jab, wait, counter hit low jab, link low forward, deadly rave. This is actually Geese's entire up close game in a nutshell (well, after you add in roundhouse throws once they stop mashing... and the occasional cross up).
Well, I don't do it, but I see other peeps do it, just an FYI thing. And KCXJ, thanks for posted all the frame data you do, it helps alot.
cheese_master
07-13-2004, 12:41 PM
K Geese vs Blanka
Since Geese's cr MP is actually Super cancelable, in cases where you predict a slide (and you don't have low jump groove or don't have time to low jump)... cr MP XX deadlyrave is good punisher. Geese's j Strong is good vs a Blanka trying to cross you up. Jump back and do that to prevent crossups, since Blanka's jump can sometimes arc above your cr FP. Geese's best cr FP whiff punisher is cr RH. It scores knockdown gets you the crossup, also 7 fwd FP is great mixup off of poke string to get added guard crush and pressure. Oh, and don't use trip for anything more than a whiff punisher if Blanka has a lvl3 and a charge... although you can do a ghetto trick to bait it, cr RH XX highcounter, to bait the super and counter it, I don't recommend it except once in a great while. And high counter is good deterrent for meaty RC electric... but smart blankas will mixup meaty cr LK and cr LK whiff meaty RC electric and throws. So don't counter like an idiot everytime.
EDIT:
One note, Geese's cr MK gives the advantage, so you use that as part of your rushdown. If you do a couple running jabs, you see one CH, go to cr MK into super for combo. You can use a couple cr jabs, and then go to cr MK, which gives you +1. Then you can either cr RH if they try to stick something out and get yourself some knockdowns. From there you can mixin cr MK XX FB or cr MK, then fwd FP XX FB to get more guard crush... etc.
FullMetalRoss
07-13-2004, 01:40 PM
I don't really play geese much but I am pretty consistent on the raising storm. I normally use c-groove and was wondering if it was worth it for me to cancel the level 2 into the level 1 when I get the option because it does so much damage(I don't remeber the exact figure but it's over 9000 I think). Or should I just save up for the chance to land the deadly rave combos?
randomsuper
07-13-2004, 08:17 PM
if you get the chance to do big damage, take it. sometimes you might not get another chance. and to those crazy enough to jump in on geese with meter, game over.
p0l1cy
07-18-2004, 12:17 AM
What am I supposed to do against Yamazaki jumping in with j.MK all day? Yamazaki has a really lame jump-in angle, and Geese doesn't have a poke that really beats it consistently. Raising Storm is kind of out of the question, and mostly when I try f+HP I get counter hit since I react too slowly. High counter can only work for so long too.
Maybe there's a problem with my overall Yamazaki strategy? What do you guys do against him?
DevilJin 01
07-19-2004, 03:11 PM
Does c.FP ever work?
Shin Ace
07-19-2004, 03:16 PM
Originally posted by p0l1cy
What am I supposed to do against Yamazaki jumping in with j.MK all day? Yamazaki has a really lame jump-in angle, and Geese doesn't have a poke that really beats it consistently. Raising Storm is kind of out of the question, and mostly when I try f+HP I get counter hit since I react too slowly. High counter can only work for so long too.
Maybe there's a problem with my overall Yamazaki strategy? What do you guys do against him?
Do high counters until yama starts empty jumping, then you can c. fp his ass. Go back and forth between counter and fp until he is dead, lather, rinse, repeat. Geese's c. fp is a very fast attack and should trade, I'll likely test it in a few months(:p) and get back to you on that.
Yamazaki never needs to be a jump happy whore. I don't see why your opponent is jumping so much, unless you let him.
xX_Deus_Xx
07-21-2004, 02:55 PM
hey kcxj, whats the frame data on far LK and the repukens?
Originally posted by p0l1cy
What am I supposed to do against Yamazaki jumping in with j.MK all day? Yamazaki has a really lame jump-in angle, and Geese doesn't have a poke that really beats it consistently. Raising Storm is kind of out of the question, and mostly when I try f+HP I get counter hit since I react too slowly. High counter can only work for so long too.
Maybe there's a problem with my overall Yamazaki strategy? What do you guys do against him?
J.HK is another one of Geese's anti air. It comes out pretty fast and has lots of horizontal range. You hit the roundhouse button as soon as Geese is in the air. Just like the same way when your punishing a blocked blanka ball.
Unlike the c.hp, a back jumping roundhouse should also leave you at a safe position if someone JD's or parry your attempt to anti-air them.
If your anticipating Yamazaki to be jumping in at a far angle, you can do a back jumping roundhouse to counter his jump attack. Geese j.hk will beat that most of the time. Even if it trades, the trade damage is in Geese's favor.
If Yama is right on top of you, Geese's c.hp will beat yamazaki's j.mk clean. You just have to press c.hp a little bit early. If you press it late, the c.hp will trade or get stuffed by Yama's j.mk. The trade damage will be in Geese's favor.
RC fierce repuken would work also if you're in a roll groove.
p0l1cy
07-23-2004, 11:25 PM
Originally posted by Dnut
If Yama is right on top of you, See this is the problem, I know what to do if Yamazaki is close (cr.HP), it's when he's very far away and does this shit and cr.HP doesn't reach.
Well anyway thanks for the input guys, I will try some of this stuff out next chance I get.
RagingStormX
07-27-2004, 11:20 PM
I went into training to see what Geese could do vs Yama's j.mk from max range.
On the ground it's best to JD/Parry/RC repukken, because all of Geese's moves get beat clean. I would jump back, prefferably low jump, roundhouse. It's hard to fight Yamazaki with Geese, my next post I guess I'll do the pros and con of that match.
Gamma Ray
09-01-2004, 11:36 PM
a quick little tip for Geese vs. Sagat.
you can run under his high tiger shot. Especially on XBL plenty of people DON'T know this. It's sweet :tup:
RagingStormX
09-04-2004, 11:38 PM
He can run under Yama's mp slash too
cam347
09-12-2004, 04:27 PM
Havin trouble vs Bison. Any suggestions? I try the low poke game, usually doesn't work. Try and wait for a LV 3 Rage storm counter for a win....lame but can be a pretty good comeback
Neo Odin
10-20-2004, 03:50 AM
Sometimes I have trouble with blanka, especially when he knocks me down
then cross up, and poke strings, and the guy I play against always does a c.fp at the end, is geese able to counter that in any way. I use A&S groove.
RagingStorm101
11-21-2004, 12:43 PM
What do you do to punish a blocked Blanka ball? s.RH is waaay too slow and I don't think f + FP is far enough (is it?). So what are his good and bad match ups (ppl like...Sagat,Blanka,Rock,Cammy...and Eagle. yeah. Eagle.)
Neo Odin
11-21-2004, 01:04 PM
Actually bro, geese can counter a blocked blanka ball.
And guess what it's his S.Rh!(yeah I wouldnt think so either) the trick is you have to block the blanka ball late and high, walk slightly forward and I mean slightly, and S,Rh that shit.(I got that from Gunter)
Not the best counter but at least he can punish it. They cant really punish you if your timings slightly off anyway, this is what enables him to punish with a custom, far S.Rh, into Lk jai-eh-kin (1 hit), into whatever. Its not the easiest thing but its not too difficult either.
Funny thing is I use Eagle and Geese in custom:lol:, I've never had to fight Eagle using Geese (sorry I couldn't be off more help). He doesnt do so bad against sagat. I've developed counter customs for a head on blanka ball and and Level 3 blanka ball, which prove to be extremely reliable, if your intrested I'll post them later.
Fight On:nunchuck:
Neo Odin
11-21-2004, 01:35 PM
Im having trouble with K hibiki, any help will be much appreciated.
Shin Ace
11-21-2004, 03:48 PM
I also say sj(forward).rh is the better blanka ball counter. His s.rh will leave blanka standing and at a distance that's to blanka's advantage.
Super jump punish that shit. And yes, it's pretty tight.
xX_Deus_Xx
11-22-2004, 10:31 PM
wow, i think you should post those in general strats, cuz that JD data is gonna benefit anyone on k groove
edit: i was referring to wraithco's post that got mysteriously deleted :confused:
Neo Odin
11-23-2004, 02:08 AM
Superjump forward RH with Geese is more reliable in punishing Blanka balls. Or at least that's what I find. St. RH is unreliable for me. Especially since if the distancing is off, you'll arrive late, and you might eat an RC electricity, parry, JD, whatever.
Your very correct, I should have been more specific, its beter used to counter, a blanka ball if your using A-geese, timing is slighty tight, but its not too difficult. I do agree with you as well though.
CoolWater
02-02-2005, 06:01 PM
He can run under Yama's mp slash too
Now I find that just a little bit difficult to believe.
The Chameleon
02-17-2005, 09:36 PM
Is there a simpler d-pad/joystick motion for Geeses's Raising Storm?
justcusimasian
02-17-2005, 09:47 PM
NO. Do it the real way.
Neo Odin
02-18-2005, 11:40 AM
Is there a simpler d-pad/joystick motion for Geeses's Raising Storm?
well you could always do HCBx2, D/F+FP
justcusimasian
02-18-2005, 01:59 PM
Too slow, it is worth it to learn how to do the pretzel.
abs_maniac
02-22-2005, 07:41 AM
Sorry I'm CVS2 newb, but what's the pretzel?
Slipkid
02-22-2005, 10:37 AM
Geese's Raising storm is a pretzel motion because the thumb motion of db,hcb,df is interlocked and looks like a pretzel (sort of) when drawn out. It's not a very erganomically efficient motion, but it sort of encapsulates Geese in general. Difficult and cumbersome to use at first, but radiates untold power when used properly by a veteren (sooooooo not me). Practice with the pretzel motion. I still suck at it, but you will never be able to use it as anti-air in an actual match with 2xhcb, df.
abs_maniac
02-23-2005, 09:05 AM
I think I get what ur talking about, thanx!
Neo Odin
02-23-2005, 10:32 AM
Too slow, it is worth it to learn how to do the pretzel.
not if you play A groove:lol:
justcusimasian
02-24-2005, 01:06 AM
people still paly A-Geese?
Neo Odin
02-24-2005, 01:59 PM
Well I do, I could never get rid of my favorite character, even if is supposed best groove is K, I only use A and S like a loser(always have):lol:
I guess I dont like following the crowd, but I play CVS2 for fun more than tourney type shit, let me stop here before big daddy buktooth comes in here and grounds me from posting.:lol:
MrSNK
05-19-2005, 01:57 PM
Ok two questions. Yama seems to stuff alot of Geese's Attacks with his :hk: and its if I cant get around it Yama can play keep away and get up in your face really good. I can land dumb shit like Jump in Jd for a counter hit or jump in Activate but everytime I try to rush down I end up eating something.
Vega: His quickness and speed seems to beat out everything I do thus i'm confused on how to beat him its almost like fighting a good sim. :X
I play A and K Geese.
xX_Deus_Xx
05-20-2005, 02:23 AM
against yama's s.:hk:, you have to stay out of his sweet spot.
preferebly stay inside his s.:hk: range.
from there, anticipate the move and throw out c.:mk: and you'll stuff him on his startup.
when you are in his sweet spot, pretty much the only thing you could possibly do is psychic mid counter.
you don't have to be ultra psychic or anything, just be observant.
i guess it also depends on the player, but also just at certain points of the match you can tell its coming, just by flow.
i can't counter it consistently myself, but i can see it coming far away enough from time to time to at least get kicked in the face in my attempt to counter it.
if you're playing against a non-rolling yamazaki, you can avoid this situation a lot of times by just spamming on the air fireball.
get in and stay in if you can.
leave some holes at the right range just so they try to s.:hk: and punish them for it.
hopefully you can shut it down completely.
don't get cornered, or you die.
get cornered and basically, you'll always be in the sweet spot, and geese cant do shit there.
also try s.:mp: to stuff yama
vega is a damn tough match and i personally don't know how i even win that sometimes.
stay close and keep pressure i would guess.
stay out of his sweet spot.
someone posted before that choi has said you just have to take a lot of risks vs. vega.
its a sound strat.
be crazier and randomer than usual.
land crossups if you can and crush his guard if you can.
or better yet let the guy flash and get in random hits when they try to avoid blocking.
vega's got one of the slowest guard bar regen rates, so take advantage of that.
try to use s.:mk: to stuff his c.:mp: claw from far away.
its worked for me a few times, but i really dont know how completely reliable that is.
MrSNK
05-20-2005, 01:32 PM
Random is my middle names. :rofl: As for the Cross ups I can link into four different things depenind on the Groove.
A-link into CC Cross over :mk: standing :lk: Cr:lp: into Activate or in
K-Cross over into Death combo. Cross :mk: :lk: :hp: DR and finish with :lk: :hp: :mk: Jeai Ken.
Just in General you can do Cross knock down then dash or run lk x2 tick throw or double reppryuken. Or for cheap and fast dizzy Cross over :mk: :lk: :hp: :mk: Jeai ken.
I would say stick with the close knock down and try RC double Reppryuken on Wake up or use his fake cross over :lk: and throw then hop to the other side and either poke low or throw again. Theres alot to Geese
I just forget to use it all and still cant beat vega. :rofl: Thanks for your help.
xX_Deus_Xx
05-22-2005, 04:48 AM
does anyone out there have any geese strats vs. sagat? sagat is just so damn hard to fight.
MrSNK
05-22-2005, 05:44 AM
does anyone out there have any geese strats vs. sagat? sagat is just so damn hard to fight.
That to me is one of his worst match ups.
From what I see is you have to fight him from mid range, god its almost like fighting vega cause he snuffs all of your shit.
Geese's S.:HP: has some good fighting power against gat but since Geese is big Mr.Scarchest's elbows hit him giving him another disadvantage. What I try to do with Gat is trade hits and score a knock down. Geese has S.:lk: which comes out in 1 or two frames but who the hell wants to be that close to gat anyhow.
Basic Garbage: Try to lure out his Fierce and counter it same with his tiger uppercuts he whiffs one make him sweat it out with a meaty BnB or link to DR if you have meter cause hes one fuck you want to get rid of fast.
If you can get any out of this jumble all power to you. :lol: -SNK out.
Sum it all up its a trading game that you really have to work for.
Example///// Hibiki Vs Vega(claw)
Southtown'King
11-11-2005, 04:22 PM
yea i fell that Geese vs sagat is my only hard fight more tips on that would be good but how about a Geese vs Top 4 thread. i think it would last and as 4 Raising Storm shortcuts man umm Dont the only one u might want to use is defenceive c.HCB,HCF punch but be gangsta and learn the real way.
MrSNK
11-14-2005, 12:57 AM
Aww Bastard stole my new AV, lol good shit.
As for a RS short cut learn how to do them crouching or do qcb hcb df.
does anyone have advice for facing a groove bison with full meter?, shit is difficult
hey, what beats out bisons slide?
MrSNK
11-19-2005, 02:26 PM
hey, what beats out bisons slide?
Block, he loses a mad amout of frames when that shit is whiffed.
xX_Deus_Xx
11-25-2005, 03:15 AM
i think low jump :hk: is a good anti air against sagat if you can see the jump in preemptively.
WraithCo
12-03-2005, 03:20 AM
Geese vs. Cammy isn't a bad fight for Geese I think.
Certainly better than running into Sagat or Blanka for sure.
Reppukens are really good against Cammy. Can't drill under them, more or less forces her to jump at some point, or get off the ground, Cammy isn't too hot in the air. RC reppukens are kinda handy here, simply because unlike K-Geese, in your face Reppukens beat out Cammy's pokes. So she has to get off the ground, unlike K-geese, where once she's in RH range, fireballs can get stuffed on startup. A-Geese can be a little crazier with the fireball spam, especially since it builds meter nicely.
cr. MK if it's out will beat out Cammy's st. RH, since the RH kinda has a hitbox under her leg or something. cr. MK is in general good to stick out. Good decent priority, good recovery, you can make Cammy run into quite a few of these. Not uncommon to see stuff like, Geese whiffs a cr. MK, presses cr. MK again on a cornered Cammy, and she flinched and reacted AFTER seeing the original cr. MK whiff, so she sticks out something and gets counterhit. Or silly stuff like that. Or maybe she does a far fierce, walked too far, got hit by a cr. MK. Stuff like that. Since cr. MK leaves Geese at +1, which is pretty close to even, you can kinda keep your eye on the other guy and see what he does. If he tries to walk forward, or jump or something, st. HP has a good chance of catching them. If you're looking to whiff punish something, Geese's cr. RH has the reach for it usually. Cammy should prolly stay away from st. RH here, since it's an obvious JD or something. So yeah, if your opponent always tries to move out after getting tagged with cr. MK, you can do stuff to catch them. See if you can get them used to just blocking after the cr. MK, so you can work with it from there.
I'll throw out st. fierce if I see Cammy get in to walk back and forth mode, without ducking, footsies mode. Also useful after cr. MK, since it leaves you at near even, people sometimes have a tendency to either jump or walk forward or do something, so they end up running right into the fierce. Basically, st. fierce is used when you think you've read what the other guy's trying to do, they're either trying to jump, or walk forward and poke, so you get them on their way in.
JDing a Cammy st. RH gets you a free sweep. Just mash it out, the timing is very lenient.
cr. HP is the main antiair, but st. MP has potential kinda. You use the far one if Cammy jumps at you with j. LK, and if it would hit you at the knees or so. I.e. if you stuck out the MP, Geese ends up sticking his fists onto the tip of her leg, causing a trade. You can also use it hit dive kicks aimed at your toes. You might have some luck with close st. MP instead of cr. HP, but in general I tend to stick with the HP. But by all means experiment. If you're in A-groove, you could get lazy and use RC double reppuken to deal with shallow jumpins I guess.
Don't think there's anything really match specific to say about Geese's jabs or shorts, I think. st. short is still really nice up close. It's chainable, so if they JD you just mash some more on it till they stop, and you get to do whatever you were planning to do with it. I prefer st. short for tick attempts, simply because if you don't duck, they have to guess the throw better. Whereas if you go for cr. LP, sometimes the fact you stand up is a bit of a giveaway. Of course, running jabs helps with this problem, but still. Of course, you could do cr. LP, stand up on purpose, then go for the counterhit or something. But yeah. st. short not ducking is nice to have sometimes.
I try not to use st. RH too much in this match, since Cammy wants to take up a lot of space mashing away on fierces or RH if she sees you flinch. So use it sparingly, or you'll just end up running into a lot of stuff. Basically, you should be using it only when you think the other player is going to try and move forward or something without attacking. Sometimes, you'll get lucky with like st. RH from way too far out, but they were walking forward, so they end up running right into it. Or after a cr. MK or something, you kinda walk back a bit, and they decided to be safe and crouch block, then they try to move forward to close the distance, they end up running into the RH. Stuff like that. If she's in range for her RH though, stay away from pressing your own RH, simply because she'll be either trying to walk forward and smack you, or walk back and RH if your sprite flinches/moves. Either case will get you hit. Basically, you earn your st. RH opportunities, only throw it out if you have good reason to think the other guy isn't going to try and press any buttons.
I guess as a basic gameplan, just try to get fireballs out on screen and make Cammy deal with it. She's gonna have to a guess a jump to your fireballs or something eventually, so if she guesses wrong, you get your chance. Running after fireballs should leave you in good position to cr. HP stuff, cr. HP mainly fails if they can setup a shallow jump, or your just sitting there, and they get the perfect crossup distance. You could also try run in st. MP from far out if they like to dive kick over the fireball or something, or super jump and RH, or something. I think Cammy should not feel comfortable staying back and either blocking or JDing the reppukens. Ideally Cammy wants to walk in and work her fierces. Or walk back and forth, looking for whiffs, or random jumpins to pick up some nice free damage. But against Geese, it shouldn't be that easy to walk in along the ground. Or at least that's how I feel. If she ever gets out to about half screen or further, she pretty much has to guess when you're going to throw a fireball to punish it, she can't do anything on reaction. So yeah, anytime she gets outta range, throwing fireballs smartly can make her take a guess that makes her look really silly, or if she goes safe, you follow up your fireball. Making her work to get in, so by the time she finally gets in, hopefully the player is somewhat frustrated, plus you'll hopefully have traded off some hits/pokes, so it won't be a total blowout even if you get knocked out by her close up game.
JDing:
-I guess the only real thing here is JDing her st. RH gets you a free sweep.
-JDing a cr. MK leaves her at -5, technically you could get in a cr. MK, but the timing is way to tight to be reliable. But they should be blocking after you JD it, so its your turn to do something. Trying to sweep back a JD'd cr. MK will never work if the other guy tries to block, so yeah.
-JDing a close HP gets you nothing, leaves her at +5, so yeah, as everyone knows, keep blocking I guess, or something.
-JDing a far st. HP leaves you dead even on frames, but given if she presses fierce, it'll probably beat anything you have, you probably shouldn't move. Just my opinion though. If she tries to walk forward after a JD'd far fierce, you can get her for sure I guess, but still even is even. Just depends on what the other guy likes to do.
-Cammy's cr. MP leaves her at +2 when JD'd, so yeah. Not much of an opportunity there.
-cr. shorts are chainable, so she'll just keep mashing away till you stop JDing, so yeah.
-Her close st. RH is -4 on JD, so if she's using that as antiair, don't expect to be able to come down safely with a RH or anything. cr. HP is only -1, so yeah. Her normal antiairs aren't bad on JD at all. far st. MK is -4 too.
So yeah. I don't think randomly jumping and trying to JD your way in against Cammy is a very good idea, since you can get airthrown, and even if you JD, it might not get you anywhere. For sure, you'll always be looking to jump over an anticipated poke or something, to get some of that jumping MK action going, but you shouldn't be too reliant on jumping in to get your game started.
For JD data, the best way to think about it is, if you guess the poke string they're doing, and they have some move in there that leaves them at - or even, you can try to break out of it. I'm thinking, given one of the ways to run out someone's rage meter is to put them through some "safe" block string, if JDing can let you out, why not go for it? Or something like that.
Eh not much meat on this post so far, but I guess I'll flesh it out more later. Just for starters.
MrSNK
12-05-2005, 02:09 AM
Speaking of cammy, Kids dont try this at home.
http://media.putfile.com/Kids-dont-try-this-at-home
Does close s.hp combo into deadly rave in every groove
That was badass anyway, fuck cammy
MrSNK
12-05-2005, 07:25 PM
Does close s.hp combo into deadly rave in every groove
That was badass anyway, fuck cammy
Not in A- or S-(no red) or N-(No pop) It's a level 3 super.
You have to cancel the s.:hp: into the super, and its safer to do cr.:lp: instead of s.:lk:.
And "EVEN" safer would be cr.:lp:x2 cr.:mk: into DR.
bigbadcod
12-20-2005, 04:39 AM
Mr Snk
How do you cancel a S Hp into DR, what i mean is how do you actually cancel the HP?
MrSNK
12-20-2005, 12:11 PM
Mr Snk
How do you cancel a S Hp into DR, what i mean is how do you actually cancel the HP?
Practice.....:sad: Its safer thou to learn his Cr.lp x2 -> cr.mk into DR thou due to the fact its 100 times safer and you have better odds of sneaking a counter hit in. Dont be like me and learn the easy shit first.
what about s.lkx2, c.lp, dr
is that a good combo, because thats like the only one i can do besides c.mk, dr.
MrSNK
12-23-2005, 08:50 PM
You might push them away with that one.
Ok Heres a few links to a DR mostly easy stuff.
This one usually works great off of someone mashing/couter hit.
http://media.putfile.com/Link-to-deadly-rave-1
This is a meh, work on connecting Cr.MK into DR.
http://media.putfile.com/Link-to-DR-2
For Showboating purposes only. :rofl: this would never work in the arcade.
http://media.putfile.com/Link-to-DR-3
As soon as I can upload some more kids, you'' get to see random K-mix ups.
Heres one. http://media.putfile.com/Random-K-Mix-up
And two. http://media.putfile.com/Random-K-mix-up-2
Geese CC from the other page.
http://media.putfile.com/Geese-CC
You can get more hits in if you work with doing Close :lk: cr.:lk: then jeai-ken for more damage.
I got a XBOX 360 and I'm still practicing this game. :lol:
xX_Deus_Xx
12-28-2005, 01:39 AM
hey mr.snk whats your location?
btw those geese low jump setups need work. on alotta people, after :k: throw, you can low jump deep :mk: and link to cl.:lk: into whatever. because of low jump :mk: cross up you can create a 50/50 high low mixup.
MrSNK
12-28-2005, 01:49 PM
I'm in Arizona... and I know they could use work, but I'll only shoot for the 50/50 after the DR and there about to get dizzy.
I was just trying to give/get idea's for cross up gig's. I'll give another video or 2.
what is a better bnb for geese,
c.lpx 3, c.hk
or
s.lk, s.hp, jai ei ken?
i dont know, in matches i get stuck trying to choose whats best to do, and i end up fucking everything up.
also, how often do you use lj. hp,hk? i heard lj.hk is pretty beefy.
xX_Deus_Xx
01-08-2006, 02:25 PM
what is a better bnb for geese,
c.lpx 3, c.hk
or
s.lk, s.hp, jai ei ken?
i dont know, in matches i get stuck trying to choose whats best to do, and i end up fucking everything up.
also, how often do you use lj. hp,hk? i heard lj.hk is pretty beefy.
geese's main bnb should be c.:lk: > c.:lp: > sweep. use it when your in close poking with jabs and if your not sure your going to hit them.
cl.:lk: > cl.:hp: > jaeiken should be used confirmed off of a crossup or if they missed something big. only use it if you know its going to hit.
lj.:hp: should be used more often against fat/tall characters (sagat is the best example). use it in the middle of your c.:lp: counter hit strings, dont get predictable though.
lj.:hk: is a good anti air against sagat (i personally kind of have to see the jump coming), and can be used as a far ranged poke if they're not using normals that stop small jumps (like if they're using s.:hp: with sagat as a poke a lot, dont try using the lj.:hk:)
something i do after landing jaeikens is low jump forward after, and then either :hk: in the air, or land and c.:mk:. its a shitty mixup, but better than nothing.
xX_Deus_Xx
01-09-2006, 11:07 PM
balrog (the boxer) is a horrible matchup for geese. its bad.....
he ducks s.:hp:
geese cant duck his s.:hp:
c.:mp: stuffs a ton of shit geese has if hes in range.
rc dash punches are good too.
edit: I WAS WRONG. balrog CANT duck s.:hp:
I'm in Arizona...
Are you a Marine? Guess that explains the $10,000 M4 rifle you just had casually lying around next to your video game magazine I suppose. Yo, I want to learn how to handle that thing if we ever get a chance. Seriously. Send me a PM whenever you're back on the East Coast.
Nice work on the Geese clips btw. Should make a full strategy video if you have the capabilty to make small clips like that.
balrog (the boxer) is a horrible matchup for geese. its bad.....
Does Geese get a free hit after JDing the dash punches?
xX_Deus_Xx
01-10-2006, 12:24 PM
Does Geese get a free hit after JDing the dash punches?
i have no idea, but its pretty hard to be able to JD all the dash punches when they're mixed with far fierce, c.mp. he probably can get a free hit after JD, but the problem is getting the JD
That's a sweet ass vid, thanks mang.
Seeing things in action is always a better way to learn, and this vid demonstrated everything perfectly and with some gusto, now dat's cool.
xX_Deus_Xx
01-22-2006, 01:46 PM
i've been using s.:mk: alot these days to trade hits with cammy and sakuras s.:hk:.
its been working very well and i got to thinking why.
its really simple really.
to begin with, geese can stuff with both cammy and saks s.:hk: with his c.:mk:, but you have to be quite a bit closer.
trading hits with them with s.:mk: keeps you as a viable threat from farther away.
also geese's s.:mk: does (as i recall) 1000 damage, which is the same as cammy and sak.
but i think the reason why it ends up working well is that both cammy and sak have much less life and much less stun than geese.
so even though you're doing the same amount of damage, its still more in your favor.
MrSNK
01-22-2006, 06:41 PM
Very nice Deus i've been using s.:mk: a bit more myself but only as CC bait.
hmm, good shit, cammy and sak put me through hell, so i will try that shit out.
anyone have any advice for fighting blanka? like, what pokes are most useful for fighting him?
MrSNK
01-24-2006, 09:36 AM
Another thing that seems to work for A-Geese is Cross up :mk: standing close :lk: x2 into his kick throw then cross over again with the same thing (no throw) and activating. CHING!
Geese-Hog
02-26-2006, 11:16 PM
Just a question guys, how do you deal with Nakoruru and Sagat opponents?
I had a tough time trying to inflict damages to these two characters. My opponent hits me in a weird sequence that forces me to block after block and I can't get out of the cycle. When I try to jump over he uses anti-air moves. It was frustrating.
What's the best way for Geese to approach the enemy and start abusing them?
And also what's Geese's best moves to poke, wiff Sagat and Nakoruru? Both of these characters seemed to have good lateral movements like Sagat's Tiger knee and nakoruru's Ana Mitsube. Btw to counter Nakoruru's Ana Mitsube do you use high counter or low counter?
Hellion
02-27-2006, 07:59 AM
*Just a question guys, how do you deal with Nakoruru and Sagat opponents?
*When I try to jump over he uses anti-air moves. It was frustrating.
*What's the best way for Geese to approach the enemy and start abusing them?
*And also what's Geese's best moves to poke, wiff Sagat and Nakoruru?
*Both of these characters seemed to have good lateral movements like Sagat's Tiger knee and nakoruru's Ana Mitsube. Btw to counter Nakoruru's Ana Mitsube do you use high counter or low counter?
WTF?? Counter Annu Mitsube?
Why risk countering that move? Sure it's got 11 frames of startup but she's at -27, MINIMUM! Which is faster blocking low or inputting the commands to do the counter? Just block and make her regret her foolish random sliding ways. If she random slides at all against Geese (stun god himself) she's either real ballsy or is a scrub Nako.
There's little point trying to jump over Nako with crossups, Nako'll punish those all the time with d.HP. (Unless you set the crossup with Geese's kickthrow, by all means) Instead try jumping into her with j.MK at an angle where her d.HP would miss, the same angle Ryu covers with his s.HK. Don't get me wrong d.HP is an excellent move but its's got its weaknesses like Geese's d.HP
Geese's close s.LK and Nako's close s.LP both have 2 frame startup. Know she'll probably abuse her jabs if you give her half the chance, walking jabs, counter-hit xx slide or throw. Similar to Geese but he's not quite so fast with his walking speed. In this instance it's either you or her so I'd say go ahead and try to beat her to the punch. Getting that close may be a problem she's so fast though she tends to keep the momentum once she gains it. Her far s.LP is also at 2 frame startup but it only bestows a +5 advantage vs the close one's +8. (d.LK is +7, same as shotos?!) I suppose if you know WHICH close in move this Nako of yours likes to do, you can throw a mid or low counter against her on wakeup if she runs up to you following a knockdown (which she may inevitably score anyway) Or if you're like me and you don't like guessing RC Double Reppuken your way out.
On the flipside of the coin, she has no far reaching moves, not really anyway.
She's got far RC reflector thing.
She'll try to get in via knockdowns or following up on anti-airs. She uses her bird a lot so pay attention to when she can use it, only during its "hover" flight. If she's running all over the place it may be flying towards her quick like its that time when she can't use it at all so take advantage of it.
Geese won't really be poking at a good Nakoruru. You'll probably mostly resort to your own in-close game vs her because she'll try to get up in his face as she's got no "footsies" moves of her own outside her birdhop fireballs (which are good because of the space they take up) Countering those fireballs would go a long way towards beating her it really depends on which groove you're using. K/P-Geese all the way. Don't bother trying to roll the bird. I'm not sure what exactly Geese's roll is but if this shit beats the crap out of Sagat's rolls or even Iori's (due to angle) you've just given her a knockdown.
Best way for her to use the slide is in combos. Following that she's got the options of:
*crossup j.lk -->which Geese's d.hp beats so if she's smart she won't.
*shortjump crossup j.lk -->you can't beat that outside parry/jd/activate/reversal "crossup command" raging storms or counters or RC double reppukens
*crossup roll, d.lk or close s.lp -->you'd think you can throw her but you'll only eat a counter-hit jab/short instead, and it crosses up so you're reversals are screwed unless you know how to do them in these instances.
*low j.hk, s.lp --> this is awesome hit confirmation. if this all hits she combos in another jab and lp ground slides, uses the j.lp if blocked and starts walking lp patterns on you with throws in the mix.
Low jump, kickthrow-->alternate mixup to low j.hk when you block it all the time.
*late corpse hop dash, s.lp or d.lk
This is all off jab slides, which is what she really wants, but she can mix it all up with medium slides to further confuse you as to which way to block.
I don't know if other Nako's do it, but her punch throw sets up her hcb+P move nicely. You roll to get out you eat another slide. Safer to block, JD/Parry. Hell even dodge but I doubt you're playing S.
In general, you want control, and the trajectory of her jump sucks at range, if you can do RC double reppukens for anti-air. I wouldn't bother trying mid range fireballs or further she'll just birdhop and bird dive you for free. Air Fireballs though are a different story. Try tigerknee air fireballs to control space. If she tries to slide through those it'll tag her and even if it doesn't (if she RC's it or you miss) you'll be safe as you recover faster when it is tigerknee'd, and she's at a disadvantage too.
xX_Deus_Xx
03-05-2006, 05:35 AM
vs. chunli after blocking the kick super, geese can do a :lk:jaeiken and hit her before she can recover. i dunno if it has to be reversal timing though. just throwing it out there for people to try.
xX_Deus_Xx
09-25-2006, 03:32 PM
vs. vega at the start of the round if you think vega will mash on c.:mp:, hold the stick forward to inch forward tiny bit at the start, then mash on c.:mk:. should stuff the claw.
Gumbercules
09-25-2006, 06:29 PM
well I won't do that anymore
MrSNK
12-22-2006, 10:26 AM
Damn where has the time gone.
xX_Deus_Xx
01-02-2007, 10:43 PM
more random stuff.
geese s.:lk: will beat out/whiff punish (if you're damn fast) guile c.:mk:
it'll also stuff guile's s.:hk: during its hopping startup.
vs. kim
i think s.:mp: will trade with those multi kick dives in geese's favor. maybe.
SanGye
01-09-2007, 03:14 AM
What can Geese do against a small jump+strong Rolento, and when Geese is cornered against it?
Lionx
01-09-2007, 08:39 AM
http://www.shoryuken.com/wiki/index.php/Geese_%28CvS2%29#Rolento
Have you tried looking at this..? It might help..o.o Personally i dont know >.< He is really annoying...i honestly dont think theres a sure way outside outthinking the guy...although AA-ing by reaction when he goes offensive is probably the only thing i can really say "Do it for sure" to.
SanGye
01-09-2007, 11:49 AM
http://www.shoryuken.com/wiki/index.php/Geese_%28CvS2%29#Rolento
Have you tried looking at this..? It might help..o.o Personally i dont know >.< He is really annoying...i honestly dont think theres a sure way outside outthinking the guy...although AA-ing by reaction when he goes offensive is probably the only thing i can really say "Do it for sure" to.
It gave me a nice tips but didn't really help cause my AA's get stuffed by the small jump+strong followed up by his poke strings or combos into the qcf.p x3.
Lionx
01-09-2007, 08:15 PM
I am pretty sure if you see it comming you can s.hp that small jump, otherwise its quite hard to deal with as c.mp is one of the most annoying moves ever...sorry i couldnt help, all i can think of is either s.hp if you see it comming, j.hk backwards to kick him out of it, or high counter(which is definetly, a huge risk). =/
SanGye
01-10-2007, 02:13 AM
rolento's jumping strong has some good priority and since hes only small jumping it, makes it even harder but ill give those a shot next time I fight a rolento. The high counters failed, couldn't get a single one out fast enough, but i'll work on it.
xX_Deus_Xx
01-24-2007, 09:28 PM
recently i've started to do running jab strings with geese.
then i realized instead of just doing a ton of jabs its best to end a pressure string with run > c.:hp: > reppuken. does great guard bar damage and has the same startup as a running jab, only you have to be in range.
xX_Deus_Xx
02-17-2007, 01:19 AM
gêese vs. yamazaki
did i post this yet? this is extremely important.
gêese s.:lp: STUFFS yamazaki s.:hk: at the tip of the kick.
this is super duper fucking important in this match as it prevents yamazaki controlling space by whiffing s.:hk: for frêe. now gêese can move in to a better range because that space will not be occupied by leg ALL DAY.
gêese c.:mp: stuffs guile c.:mk:? try it out.
vs. sagat
s.:lp: can stuff sagats s.:mk: at the knêe and s.:hp: in a somewhat random way... you may just eat it in the face if it doesnt stuff it.
s.:mp: will stuff sagats c.:hp: at the tip if they're whiffing it to control space.
Kane Blueriver
02-18-2007, 08:10 PM
gêese vs. yamazaki
did i post this yet? this is extremely important.
gêese s.:lp: STUFFS yamazaki s.:hk: at the tip of the kick.
this is super duper fucking important in this match as it prevents yamazaki controlling space by whiffing s.:hk: for frêe. now gêese can move in to a better range because that space will not be occupied by leg ALL DAY.
No, you hadn't. But it's the best info I've got about Geese ever. Just what I needed to beat a matchup that has me on the verge of insanity because of inability to do something about Yamazaki's s.:hk:.
Darcius
04-21-2007, 09:13 PM
Hey guys. Level 3 Raging Storm hits way more hits (and thus way more damage) if you are directly under the opponent when it comes out. If anyone here is leet enough to set it up like a person would a 2-hit Dandy in Guilty Gear, please tell me how one would go about doing this.
Hey guys. Level 3 Raging Storm hits way more hits (and thus way more damage) if you are directly under the opponent when it comes out. If anyone here is leet enough to set it up like a person would a 2-hit Dandy in Guilty Gear, please tell me how one would go about doing this.
I don't know what a 2-hit Dandy is but they do NOT have to be directly above you to get all 5 hits on a level 3 raging storm. If you can, work on getting the c.rh xx raging storm its 6600 damage (level3) thats 100 more damage then just catching the raging storm normally (tested on ratio2 P-groove characters). they don't have to be directly above, they just need to be 1 character away to catch all 5 hits. if it was done early (if your reaction is that good) where they just started to jump 3 character spaces away then your only going to do enough damage for 1 jab probably. If you can with extreme amount of practice you could go for a kara cancel storm, f.fierce xx raging storm, (highly unlikely) you move 1 character space ahead to get a better hit confirm for all 5 hits instead of 1 shitty jab. And of course raging storm only on jump ins except the c.rh xx raging storm, this is more difficult to land on someone unless they missed a dp or something "upward."
Darcius
04-22-2007, 12:30 PM
In Guilty Gear XX and afterwards, the character Slayer had a move where he would dive toward someone on the ground and smash into them, whilst a purple orb of energy glowed behind his back. if you launched someone just right, you could get 2 simultaneous hits out of the attack (known as the direct-hit dandy), one hit from the orb and one hit from the attack itself, amounting to ridiculous amounts of damage very easily. Refer to the Dr. Koo videos if you want to see what I'm talking about.
I tried what you're saying, I get it now. I just didn't remember it getting that many hits before.
sounds interesting but I don't play GG so its useless info for me but thanks for sharing, if you have more questions about Geese you should put it in the General Strategy under ask me something thread so you can get more and faster answers. Most people don't check these threads anymore.
Darcius
04-22-2007, 12:42 PM
I noticed. Thanks.
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