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.
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.
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
(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.