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RagingStormX
07-10-2004, 10:06 PM
Geese Moveset and Attributes

And once more from Majestros:

"Discuss the character's entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever."

I'll post some stuff later.

RagingStormX
07-11-2004, 10:52 PM
Geese can move. He has a good run, a OK dash, but most prefer him with a run.

Jumping- Geese has a real good jump IMO. He can easily super jump to punish fireballer from full screen, depending on the character, with j.rh, sweep, or whatever you prefer (c.mk into DR if you have it). Geeses low jump rh, mk, mp, and fp are all really useful. You can pressure from a distance with lj.rh, or upclose with lj.hp. All character must block both hits of the lj.fp, if they duck too early the second hit will get them, allowing you to combo into a DR if you have the meter. Lj.mk is good to cross-up with after a kick slam, if done meaty you can easily combo a s.lk, s.fp xx hcb+mk. Lj.mp is good air to air.

Roll- Another reason people prefer K-Geese (beside the power up) is because his roll is useless. If it were a little better it would be crap. The use for his roll is RC. Or if you want to lose.

Dodge- WORST DODGE PUNCH IN THE GAME. It's so crappy it should do damage to Geese. His dodge kick is decent, though the range is not great, good priority on it.

Counter attack- He does his palm strike, a good safe counter.

Throws- Basically, if you want your opponent away from you, say Kyo for example, use punch. To keep the pressure on, use kick, good damage on both, kick sets up a low jump cross-up.

Dizzy- Along with with Sim and crap *ahem* I mean Dan, Geese gets out of stun the fastest in the game I've gotten out of stun with Geese in less than a second plenty of time, even right when I get up. Geese has 70 stun which is average, and give out lots of stun with his normals and jaieken.

Life- Geese is tied with Rugal with the second highest HP in the game. Besides, look how big he is, he looks like he can take a beating.

Strength- When Geese hits you, it hurts, bottom line. He is up there with Sagat, and the big men in terms of strength.

Size- Of course he does have disadvantages, size being one. He a big target. He can't duck alot of great normal, which make it hard for him to fight Guile/Sagat/Rog, etc because of the s.fp and backfist. If knocked down he's a easy cross-up target.

I post more later.

Bezerka
07-12-2004, 06:58 AM
Geese seems to have a wierd hitbox when he is standing, I dunno whether he's just decepitvly thing or something but some stuff just seems to miss him when it looks like it should connect.

Eg. Pick Ryu and try to do st hp xx hp shoryuken on standing geese, it never connects, yet it will connect on the small characters like cammy and sakura.

Also some cross ups seem to never be able to hit him when he's standing, even if u do them meaty after a knockdown, the main ones i know of are shoto's jumping mk and cammy jumping lk. Sucks cause i always forget about this and end up getting thrown after my crossup misses, so annoying.

Does anyone have any idea why Geese is like this, does he have some sort of pyramid shaped hitbox or something?

eightysix
07-15-2004, 04:38 PM
Can Geese catch DPs with low counter? Just wondering. :)

Shin Ace
07-15-2004, 06:48 PM
No. All supers and specials must be countered high(with jab).

FullMetalRoss
07-26-2004, 01:20 AM
the thing with stuff missing geese is a none blocking geese has the skinniest hitbox in the game. This makes hime really hard to connect certain things on. And if your brave it also makes him really hard to crossup, you just can't block otherwise I think he becomes average size.

Forbidden Power
08-30-2004, 07:00 PM
This probably isnt part of this thread (1st post, new here) but Geese is my fave game boss, hes really great fighter, but i have big trouble doing the Raging Storm. Can anyone suggest a good thumb motion on how to do it?

MrSNK
08-30-2004, 07:42 PM
This probably isnt part of this thread (1st post, new here) but Geese is my fave game boss, hes really great fighter, but i have big trouble doing the Raging Storm. Can anyone suggest a good thumb motion on how to do it?


HCB,HCB DF Punch

Forbidden Power
09-10-2004, 10:27 AM
haha i'm late, but thanks i'll try practicing tonight! :tup:

cam347
09-12-2004, 04:18 PM
Good ground poke c.lpx2,c.hk XX mp reppuken

RagingStormX
09-19-2004, 10:37 PM
Good shit.

kcxj
09-20-2004, 01:21 AM
WraithCo:

Can you read Japanese? How did you get the translation for the little notes about the Jaiken etc...?

kcxj
09-21-2004, 01:58 AM
All the japanese I know, I picked up from watching anime and manga. I.e. My understanding of japanese is laughably pitiful.
I see you took the time to put down the data for a whole bunch of other characters as well. EXCELLENT work, regardless of whether you're actually translating for real or just being like me most of the time and making stuff up. :lol:

Anyway, it's awesome that other people are finally starting to chip in more often now. I hope it's a trend that keeps up.

LZJ
09-24-2004, 01:59 AM
want a geese tip? dont use geese. use sagat. hes like the good geese.

REALPLAYER
10-17-2004, 04:06 PM
Man I tried using Geese the other day in A groove.....holy crap this character's slow as hell. His dash is like half an electric slide. WTF!?! His custom is pretty good though.
I then tried him in K, a little better with run but I was having some trouble AAing my opponent. Lots of trades and just plain stuffing going on.
I gave up.

xX_Deus_Xx
12-24-2004, 06:30 PM
want a geese tip? dont use geese. use sagat. hes like the good geese.

i think chun-li is the good geese :xeye:

xX_Deus_Xx
12-31-2004, 04:20 PM
i beat a sakura :hk: hurricane the other night with geese's s.:mp: :clap: . not sure if it was RC'd though. someone test that out.


edit: no, dont try this it doesnt work for shit. theres like a frame or two where :mp: can beat it clean, but its not practical

MikOne
01-08-2005, 01:27 AM
Sagat... bah. Heheh.

Slipkid
02-03-2005, 11:16 AM
Can you hit the deadly rave in all grooves? In some grooves, it doesn't seem to go.

xX_Deus_Xx
02-03-2005, 11:35 PM
only in grooves where geeese's avatar looks fiercest.

xX_Deus_Xx
03-02-2005, 11:53 PM
geese's low counter can dizzy. wow1!

RagingStormX
03-04-2005, 08:39 AM
When raged, f+fp x hcb+rh does exactly half guard, wow. Good to know if your opponent is a little below half guard.

xX_Deus_Xx
04-12-2005, 07:18 PM
low jump :mp:

is pretty good for

deflecting rolento knives.

j.:mp: is a great air to air too. it stuffs alotta things. pretty much all of blankas jumpins are stuffed by it.

xX_Deus_Xx
04-13-2005, 08:18 PM
geese's c.:hk: beats

sagats s.:hp: clean

if geese is in range.

its risky but pretty good to know. the hit box makes geese short enough to go under s.:hp: completely. well either that, or it just comes out faster, i dunno

xX_Deus_Xx
04-15-2005, 11:01 PM
attack
damage
startup/hitting/recovery
frame advantage
self cancel - special cancel - super cancel





s.:lp:/cl.:lp:
300
3/4/6
+7
o-o-o

c.:lp:
300
3/4/5
+8
o-o-o

vj.:lp:/fj.:lp:
600
5/24

cl.:mp:
1000
4/9/14
+1
x-o-o

s.:mp:
1000
5/9/14
+0
x-o-o

c.:mp:
1100
7/7/14
-1
x-x-o

vj.:mp:/fj.:mp:
1100
5/10

cl.:hp:
1400
4/11/24
-9
x-o-o

s.:hp:
1500
8/6/20
+0
x-x-x

c.:hp:
1300/1100
3/9/27
-12
x,x - o,x - o,o

vj.:hp:/fj.:hp:
800+900
5/4(first hit)/4(nothing)/4(second hit)

cl.:lk:
500
2/4/6/
+7
o-o-o

s.:lk:
500
4/4/14
-3
x-x-o

c.:lk:
400
3/4/7
+6
x-o-o

vj.:lk:/fj.:lk:
600
5/22

cl:mk:/s.:mk:
1000
8/8/17
-5
x-x-x

c.:mk:
1000
4/7/14
+1
x-o-o

vj.:mk:/fj.:mk:
1000
5/12

cl.:hk:
900+700
4/3(first hit)/4(nothing)/6(second hit)/16
+4
x,x - o,x - o,x

s.:hk:
1400
18/8/19
-3
x-x-x

c.:hk:
1400
5/4/35
-15
x-o-o

vj.:hk:
1300
8/7

fj.:hk:
1300
5/8

xX_Deus_Xx
04-28-2005, 09:10 PM
not like anyone cares, but,

geese's s.:mk: will beat

joe's c.:hk: clean.


it's also pretty ok at midrange to counter hit vega's c.:mp:

xX_Deus_Xx
05-14-2005, 02:50 AM
better late than never.
here's geese's special/super move frame data.

attack
damage
startup/hitting/recovery
frame advantage (hit/block)
self cancel - special cancel - super cancel



:r:+:hp:
1600
14/10/20
-4
x-o-o

:d::df::r:+:lp:/:mp:
900/1000
-13

:d::df::r:+:hp:
600+1000
12/(first fb on 13th frame)/20/(second fb on 21st frame)/43
-10

in air, :d::db::l:+:lp:
700
16/(fb released 17th frame)/(the bounce)/6(i don't know what this # is for)
-7/-5


in air, :d::db::l:+:mp:
800
16/(fb released 17th frame)/(the bounce)/6(i don't know what this # is for)
-13/-11


in air, :d::db::l:+:hp:
900
16/(fb released 17th frame)/(the bounce)/6(i don't know what this # is for)
-20/-17

:r::df::d::db::l:+:k:
i don't really know how to translate the frame data on this, and really the frame details don't matter too much, so i'll give the numbers that matter.

:lk:
400+400+1000
9(?) startup frames
-23

:mk:
400+400+1100
14(?) startup frames
-23

:hk:
500+500+1200
19(?) startup frames
-23

:r::df::d::db::l:+:lp:
1900
0/18/32
from 0-18 air attacks, specials, and super moves are countered for 1900 damage. this obviously doesnt apply to projectiles, or semi-projectile stuff (rolento knife, chang attacking with choi, reflectors). it will however counter moves that look like it shouldn't counter, because they aren't projectiles (rugal's air dive punch, blanka elec, dunno what else just use your head)

:r::df::d::db::l:+:mp:
2100
0/18/32
from 0-18 all standing or crouching normal moves that don't have to be blocked low are countered for 2100 damage.

:r::df::d::db::l:+:hp:
2000
0/18/22
from 0-18 all normal moves that have to be blocked low are countered for 2000 damage. this move also adds to stun count unlike the other counters. it looks quite strange to see someone get dizzy after being countered.

xX_Deus_Xx
05-14-2005, 02:56 AM
:db::r::df::d::db::l::df:+:p:

level 1
3300
4(before flash)/10(after flash)/9(hit)/3(nothing)/9(hit)/3(nothing)/9(hit)/30
-7
first 6 frames invulnerable

level 2
4800
4(before flash)/10(after flash)/9(hit)/3(nothing)/9(hit)/3(nothing)/9(hit)/3(nothing)/9(hit)/30
-7
first 14 frames invulnerable

level 3
6500
4(before flash)/10(after flash)/9(hit)/3(nothing)/9(hit)/3(nothing)/9(hit)/3(nothing)/9(hit)/3(nothing)/9(hit)/30
-7
first 22 frames invulnerable

:r::df::d::db::l::r:+:lk: > :lp::lp::lk::lk::mp::mk::hp::hk: > :d::db::l:+:hp:
6200
4(before flash)/4/41/23
i don't know what these numbers mean, and they're not really important anyways.
+13
first 22 frames invulnerable

MrSNK
06-07-2005, 03:54 PM
The +13 means you get +13 frames to do what ever you want, like his cr. :lp: gives +8 frames so you can link into his CC or S. :hp: from it.

Arcade Legend
07-05-2005, 06:43 AM
:r::df::d::db::l::r:+:lk: > :lp::lp::lk::lk::mp::mk::hp::hk: > :d::db::l:+:hp:
6200
4(before flash)/4/41/23
i don't know what these numbers mean, and they're not really important anyways.
+13
first 22 frames invulnerable




instead of ending the combo with the standard :d::db::l:+:hp: , its much better to do crouching jap into standing fierce into medium kick tackle. Not only is it very easy to do, but its way more damage plus high stun.

xX_Deus_Xx
08-05-2005, 04:33 PM
geese s.:mk: can be used to stop guiles :r:+:hp:. good to use to stop him from locking you down.

Mashf3st
09-24-2005, 07:56 PM
Are there any uses for tk fireball?

xX_Deus_Xx
10-04-2005, 12:50 AM
Are there any uses for tk fireball?

meter building?

xX_Deus_Xx
10-04-2005, 12:54 AM
i may be wrong, but it seems geese's j.:mp: makes his fat lower body smaller.
i've tried small jump :mp:'ing over mid level fireballs and it seems easier than actually trying to do normal small jumps to get over them.

also from recent experience, there may be a small invincible box at the end of geese's s.:mk:.
that move isnt as useless as it seems at first.
despite the bad range, the bad frame data, the fact that there are better moves, it still seems like there are certain uses for it.
also, s.:mk: stuffs cammys spiral arrow pretty alright.

Ryu & Ken
10-23-2005, 01:06 PM
Can Geese's multi hit super go through a super fireball and will it go through a high and low sagat super fireball

xX_Deus_Xx
10-23-2005, 02:26 PM
Can Geese's multi hit super go through a super fireball and will it go through a high and low sagat super fireball

i cant think of a level 3 super move that WOULDNT go through a fireball/super fireball.

MrSNK
11-08-2005, 01:28 AM
Stolen from KCJX.

far s.HP 1500 0/0
8/6/20
34 frames total

Be very careful of Geese's far s.HP. This move is like Sagat's. Both are only 34 frames long, far range, very strong, and last a long time. Walk into too many of these and you'll get dizzy very fast. Mash that shit Geese!

----------

d.MK 1000 +1/+1
4/7/14 x/o/o
25 frames total

At only 25 frames, this move is very fast. Don't try to anticipate and roll through it. It's not possible. There's no roll in that game that's quicker than 27 frames anyway. NOTHING is guaranteed even if you do roll through it sucessfully. Geese will just hit you with a free combo or another d.MK.

----------

far s.HK 1400 -3/-3
18/8/19
45 frames total

Yielding -3, Geese is COMPLETELY safe after hitting you with this. Don't try to hit Geese after with super. It's not possible even with reversal timing. Most of the time Geese is actually in the frame advantage with this move. There's a potential +4 if Geese hits with the very last frame possible. Anything you try will almost certainly be counter hit.

Your best bet is to roll when Geese does this. 45 frames is very punishable when whiffed.

----------

Be very careful of these:

c.LP +8/+8
c.LK +6/+6

The cheapest move Geese has:

close s.LK 500 +7/+7
2/4/6 o/o/o
12 frames total
hits mid

Geese can reverse your throw attempts with this move! Don't bother pressing any button after he hits you with this. +7 lets him link whatever he wants. These things chain into one another too...

----------

d.HP 1300,1100 -12/-12
3/9/27

People with 3 frame uppercuts are really good. This is one of the best d.HP uppercuts in the game actually. It will stop any cross-up, including annoying ones like Nakoruru's. The move's weakness is the -12. You can air Just Defend and hit Geese for free after.

----------

d.HK 1400 down/-15
6/4/35
45 frames total

This and reppuken is the biggest opening to exploit when fighting Geese. -15 is very poor recovery. 45 frames is very rollable too. Even if Geese is smart and only does these from the maximum range, there's still nothing he can really do after when it's blocked. Start your offense after Geese tries this on you. Just don't run into Geese mashing on far s.HP after. That, he can do.

---------

f, f dash
65 pixels long

Geese's dash is super fast. The same as Rugal's. Watch out for:

-d.LP, dash, throw
-close s.LK, dash, throw
-close s.LK, d.LP, dash, throw
__________________

Olan
11-14-2005, 05:22 PM
close s.lk stops throws? damn, i've never even tried the move before, when close i usually go for c. lp into something else

WraithCo
11-24-2005, 01:02 AM
Random thought:
Every try throwing out st. HP over top a crouching Blanka? If Blanka doesn't do anything, he's height like 66 or something, so it'll go right over him. Seems though, if he presses cr. HP, MK, or RH, it kinda makes him taller, so he gets counterhit if he was trying to press buttons back. I'm unsure about the cr. LK, but yeah. Go figure. Note st. HP must be active for this to work. You need the move already out and hitting, and they flinch and press a button. Not you both press a button at the same time. Cuz then you'll lose.

kcxj
11-24-2005, 10:54 AM
I made a some mistakes.

The best bet to stop a Geese s.HK is jump straight up, come down with a combo. If not that, then it's to preemptively walk back, Sagat far s.HP xx super when he whiffs. Rolling on reaction works, but you're not always playing a character with a fast roll. If I had Ken, I would do RC Hadouken instead of trying to roll behind Geese for example.

Any attack that is 6 frames or faster will stop a throw actually. Not just the close s.LK. In fact, it's a better bet to try to stop a throw with d.LK or d.LP because those two moves have more range than Geese's close s.LK does. Both attacks are three frame startup attacks too, so you have a plenty big window to stop a throw with those.

Even though Geese's d.HP is a three frame uppercut, the hitbox on it is really weird. You either have to do it super early or do it as late as humanly possible for it to be effective. Press the d.HP anytime in between and your Geese is going to get stuffed clean.

The d.MK statement still holds true. Don't try to roll though it or do anything after blocking it. It's so fast (25 frames total) that nothing you can attempt is guaranteed punishment. Even trying to whiff punish the thing with your own Sagat d.MK takes an enormous amount of concentration and reflexes this Geese move is so quick. If I'm Sagat, just say screw that and own up Geese's d.MK for free with d.HP instead.

xX_Deus_Xx
11-25-2005, 03:05 AM
Random thought:
Every try throwing out st. HP over top a crouching Blanka? If Blanka doesn't do anything, he's height like 66 or something, so it'll go right over him. Seems though, if he presses cr. HP, MK, or RH, it kinda makes him taller, so he gets counterhit if he was trying to press buttons back. I'm unsure about the cr. LK, but yeah. Go figure. Note st. HP must be active for this to work. You need the move already out and hitting, and they flinch and press a button. Not you both press a button at the same time. Cuz then you'll lose.


same thing happens when s.:hp: vs. elec. blanka is mostly in his crouch animation and it looks like it should whiff completely, but no s.:hp: will get a blanka during elec.


Stolen from KCJX.
----------

d.HP 1300,1100 -12/-12
3/9/27

People with 3 frame uppercuts are really good. This is one of the best d.HP uppercuts in the game actually. It will stop any cross-up, including annoying ones like Nakoruru's. The move's weakness is the -12. You can air Just Defend and hit Geese for free after.


i seem to get stuffed plenty when trying d.:hp: against chuns cross up. anyone else have this problem?






random tip: when you're dizzy with geese ALWAYS mash and rotate the stick AWAY from your opponent. if you're lucky you'll get a totally BS reversal anti air raging storm. this works very well because geese is one of the few characters in the game that have a huge deduction in the dizzy time variable.

WraithCo
12-03-2005, 03:01 AM
Yeah, if you just sit and try to cr. HP, it's possible for Chun to hit like the back of your neck, with Geese's fist missing. I guess the solution would probably be to recognize this only happens at a specific range, and move forward out of the way? So that the crossup whiffs?

I always thought that Geese's st. RH "counter" would be to treat it like a dash. It takes a while to come out, so if you were trying to do something, Geese will probably get hit before the move gets active. Like pressing st. RH against a Cammy who's walking back and forth trying to HP or RH you if you flinch usually results in Geese getting hit. Same deal with Sagat trying to walk up and box you in with fierces. As long as you're taking up space, st. RH shouldn't be too much of an issue.

Not sure if anybody mentioned it, but Geese can also run under Sagat's st. HP, not just the high tiger. Nothing funnier than having someone press st. fierce on reaction to geese running forward, it whiffs, Geese runs all the way up and st. shorts-> super or something.

cyberninja
02-19-2006, 05:06 PM
So I decided to pick up geese about 2 weeks ago, and I was in training mode messing around. What I found was that if you do a :r: + :hp: at max range and then send a weak reppukken after them, it will hit meaty every time. But you can't hit them into the corner for this to work.

xX_Deus_Xx
03-05-2006, 05:39 AM
vs. chunli's crossup attempts, you can stop them by preemptively walking forward (just a little bit is all you need) and doing c.:mk: (it faces the opposite side of your original position, like rugal's anti x-up c.:mp:) to get her after she loses her trip guard. cancel to super ftw

Soul-G
03-06-2006, 03:45 PM
About his Raging Storm Super....The way I do it is :db: :hcb: , then continue to 360. Whatchu think? I'm still trying to do it the "right" way, but it's an uphill battle.

wtf?

the "shortcut" method is 2x :hcb:, :df: but it's still slower than doing it the regular way

if you have a stick, just practice; eventually it will get to the point when it's just second nature

Hellion
03-08-2006, 09:27 AM
Random thought:
Every try throwing out st. HP over top a crouching Blanka? If Blanka doesn't do anything, he's height like 66 or something, so it'll go right over him. Seems though, if he presses cr. HP, MK, or RH, it kinda makes him taller, so he gets counterhit if he was trying to press buttons back. I'm unsure about the cr. LK, but yeah. Go figure. Note st. HP must be active for this to work. You need the move already out and hitting, and they flinch and press a button. Not you both press a button at the same time. Cuz then you'll lose.

How does the fierce work agains Blanka's jabs in this situation?

xX_Deus_Xx
03-08-2006, 05:25 PM
blankas c.:lp: makes him shorter. i think he actually goes under sagats s.:lp: with it.

and maybe even geese's c.:lp:

BoswerLK
03-21-2006, 08:34 AM
geese's dash DISTANCE is 65 pixels (same as rugal's)

the actual speed and frames of the dash is a world of difference, geese's dash lags considerably (punishable on reaction even when surprised by it)

rugal friggin wavedashes after you like his name is magneto

C Geese is one of the random batteries I use, so, I know this from experience

CvS2AGruv
06-28-2006, 07:57 PM
can anyone confirm this? in CvS1, Geese's c.HK can be countered mid by Yamazaki's counter (qcf+K) and Geese's mid counter also. is the hitbox that high for c.HK & does it really hit every char that is attacking from the air? i needed the answer cuz i'll maybe use that in his anti air CC that i'm making.

xX_Deus_Xx
09-23-2006, 05:14 AM
awhile back i noticed that while playing geese i noticed every so often i'd opt to anti-air with his cl.:mp: over either the cl.:hp:/c.:hp:

it seemed kinda natural to do it and so i just used it whenever the moment felt like it was right.

so tonight i was actually thinking on why the cl.:mp: feels natural at times over the other anti airs which for geese is more conventional.

cl.:hp: is a really good anti air for many situations where the c.:hp: would seemingly get stuffed. 4 frames of startup and it seems like geese's head disappears while its coming out. logically you'd think that geese's c.:hp: would be better because the startup is 3 frames and doesnt require the "close" distance to come out. but then i remembered that on the c.:hp: 3 frames was just the initial phase, theres still a second set of numbers where his arm has to extend outward to reach into the air.

so it seems c.:hp: is a bad anti when someone is jumping at you from within a closer distance with the right arc (sagat, iori, blanka attempting crossups). of course at these same distances the cl.:hp: misses entirely because the hitbox is too low. c.:mp: has the same startup as cl.:hp: but the hitbox is near geese's head, so yea alotta times i'll trade against jumpins with it just to keep people out. sometimes it'll beat things out, but i think thats only do to startup factors and not hitbox factors.

so yeah in closing, raise the roof every once in awhile, its not that bad. its not that good, but its not that bad.

xX_Deus_Xx
06-01-2007, 11:53 PM
random: when geese is running, hibiki can time her running slash at an exact moment so that both of them can pass straight through each other without geese getting hit.



also, geese is the easiest character to do the random select glitch with because he happens to be the first character thats in the random select cycle.

step-by-step:
1. pick geese
2. pick your second character
3. move your cursor over end
4. move your cursor really close to where the random select box is (it should be close enough that the next press of the lever will move it onto the random select box)
5. move onto random select +:p:/:k: at the same time.
6. geese / X / geese