Geese(KOFXI): Unterschied zwischen den Versionen
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(5 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
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| 5E||16 || 4||KD ||<span style="color: red;">-5</span> || | | 5E||16 || 4||KD ||<span style="color: red;">-5</span> || | ||
|- | |||
| GC||9 || 19||KD ||<span style="color: red;">-?</span> || | |||
|- | |||
| Saving Shift||? || n*||/ ||/||Active until landing. 9F/10F recovery (hit/whiff). | |||
|- | |- | ||
| 2A||4 || 4||<span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||Chains, SC | | 2A||4 || 4||<span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||Chains, SC | ||
Zeile 74: | Zeile 78: | ||
| ju.C|| ? || ? ||? ||? ||SC into Shippuken. Can be used as instant overhead. | | ju.C|| ? || ? ||? ||? ||SC into Shippuken. Can be used as instant overhead. | ||
|- | |- | ||
| 236A ||9 || 3||KD ||-3 ||No pushback on corner block. | | 236A ||9 || 3||KD ||<span style="color: red;">-3</span> ||No pushback on corner block. | ||
|- | |- | ||
| 236C ||9 ||3+4+5 ||KD || -6 ||No pushback on corner block. | | 236C ||9 ||3+4+5 ||KD || <span style="color: red;">-6</span> ||No pushback on corner block. | ||
|- | |- | ||
| 63214A ||13 || 18||KD || -5 ||Super Cancel on 1st Hit. Combos from heavy attacks. | | 63214A ||13 || 18||KD || <span style="color: red;">-5</span> ||Super Cancel on 1st Hit. Combos from heavy attacks. | ||
|- | |- | ||
| 63214C ||23 || 30||KD ||-10 ||Super Cancel on 1st Hit. Does not combo from heavy attacks. Why does this have more disadvantage than 63214A? SNK u mad? | | 63214C ||23 || 30||KD ||<span style="color: red;">-10</span> ||Super Cancel on 1st Hit. Does not combo from heavy attacks. Why does this have more disadvantage than 63214A? SNK u mad? | ||
|- | |- | ||
| 63214B || 3 || 18||N/A || N/A || High & Special Counter, Super Cancel | | 63214B || 3 || 18||N/A || N/A || High & Special Counter, Super Cancel | ||
Zeile 92: | Zeile 96: | ||
| j.214C || 15 || 8||KD ||? ||First frame not in counterhit state. Negates projectiles from F9. 25F landing recovery. | | j.214C || 15 || 8||KD ||? ||First frame not in counterhit state. Negates projectiles from F9. 25F landing recovery. | ||
|- | |- | ||
| 3C || 4 || 11||+16* ||N/A || OTG Hit. *= against Geese after wakeup. | | 3C || 4 || 11||<span style="color: blue;">+16</span>* ||N/A || OTG Hit. *= against Geese after wakeup. | ||
|- | |- | ||
| 632146C || 1 || 1||+38*||N/A ||*= against Geese after wakeup. | | 632146C || 1 || 1||<span style="color: blue;">+38</span>*||N/A ||*= against Geese after wakeup. | ||
|- | |- | ||
| 63214,63214P || 1 || 2||-17*||N/A ||Hits on F27 (during Freeze). Upper body invul F1-17, F18-25 regular recovery (on whiff). *=-17 on hit, but is fully invulnerable during recovery | | 63214,63214P || 1 || 2||<span style="color: red;">-17</span>*||N/A ||Hits on F27 (during Freeze). Upper body invul F1-17, F18-25 regular recovery (on whiff). *=-17 on hit, but is fully invulnerable during recovery | ||
|- | |- | ||
| 1632143A || 14 || 28||KD ||-5 || F1 invul. F2-7 legs invul. F8-51 tiny hurtbox in the middle of Geese's body (in counterhit-state). F52-55 recovery. | | 1632143A || 14 || 28||KD ||<span style="color: red;">-5</span> || F1 invul. F2-7 legs invul. F8-51 tiny hurtbox in the middle of Geese's body (in counterhit-state). F52-55 recovery. | ||
|- | |- | ||
| 1632143C || 14 || 28||KD ||-21 || F1-14 invul. F15-53 small hurtbox (ducked). F54-71 recovery. | | 1632143C || 14 || 28||KD ||<span style="color: red;">-21</span> || F1-14 invul. F15-53 small hurtbox (ducked). F54-71 recovery. | ||
|- | |- | ||
| 632146E || 9 || 27||-7* ||+0 || Costs 3 Stocks. Invul F1-9. Last hit has damage scaling (very little damage in long combos). *= if the first hit hits but is not followed up. | | 632146E || 9 || 27||<span style="color: red;">-7</span>* ||<span style="color: blue;">+0</span> || Costs 3 Stocks. Invul F1-9. Last hit has damage scaling (very little damage in long combos). *= if the first hit hits but is not followed up. | ||
|- | |- | ||
| 1632143E || 8 || 53||KD || -14 ||F1-56 invul. | | 1632143E || 8 || 53||KD || <span style="color: red;">-14</span> ||F1-56 invul. | ||
|- | |- | ||
|} | |} | ||
Zeile 135: | Zeile 139: | ||
|- | |- | ||
| 5E|| [[Bild:kofxi_geese_5E.png]] ||16 || 4||KD ||-5 || | | 5E|| [[Bild:kofxi_geese_5E.png]] ||16 || 4||KD ||-5 || | ||
|- | |||
| GC|| [[Bild:kofxi_geese_GC.png]] ||7|| 19||KD ||-? || | |||
|- | |||
| Saving Shift|| [[Bild:kofxi_geese_saving.png]] ||?|| n*||/ ||/ ||Active until landing. 9F/10F recovery (hit/whiff). | |||
|- | |- | ||
|} | |} | ||
Zeile 225: | Zeile 233: | ||
==Special Attributes & Bugs== | ==Special Attributes & Bugs== | ||
*5D(f) is unblockable when done meaty. | |||
*2B is invulnerable for 2F during recovery. | |||
*Guard Cancel attack is active for 19(!) frames, which is 3-4x the usual amount | |||
*Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery. | *Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery. | ||
*Geese's front roll goes further than normal (189px instead of 160px) | *Geese's front roll goes further than normal (189px instead of 160px) | ||
*Geese's back roll has shorter duration, with 4F less invul than normal: invul F1-22, 7F recovery. | *Geese's back roll has shorter duration, with 4F less invul than normal: invul F1-22, 7F recovery. | ||
*Geese's back roll goes shorter than normal (152px instead of 160px) | *Geese's back roll goes shorter than normal (152px instead of 160px) | ||
*Like all other console exclusive characters, Geese's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5. | |||
*While falling in from a Quick Shift, Geese is alternatingly invulnerable and vulnerable for 2 frames, until landing. | *While falling in from a Quick Shift, Geese is alternatingly invulnerable and vulnerable for 2 frames, until landing. | ||
[[Bild:kofxi_geese_quickshift_invul.gif]] | [[Bild:kofxi_geese_quickshift_invul.gif]] |
Aktuelle Version vom 28. März 2023, 20:53 Uhr
Geese Howard ギース・ハワード | |
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Tiers & Ranking | |
Tier: | ??? |
Ratio Cost: | N/A |
Properties | |
Damage Modifier: | ??? |
Stun Modifier: | ??? |
Crouch height (Tier): | ??? |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Attributes & Bugs
- 5D(f) is unblockable when done meaty.
- 2B is invulnerable for 2F during recovery.
- Guard Cancel attack is active for 19(!) frames, which is 3-4x the usual amount
- Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery.
- Geese's front roll goes further than normal (189px instead of 160px)
- Geese's back roll has shorter duration, with 4F less invul than normal: invul F1-22, 7F recovery.
- Geese's back roll goes shorter than normal (152px instead of 160px)
- Like all other console exclusive characters, Geese's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5.
- While falling in from a Quick Shift, Geese is alternatingly invulnerable and vulnerable for 2 frames, until landing.
Combos
Frequently used Combos
- 2B,2A>236A/C
- 2B link 5C>63214A
- Throw > 5D(f) > kara cancel 3C
- j.C/j.D,\/,5C>1,63214,3E
- Dash 5D(f) > kara cancel 3C (midscreen)
- whiff 63214A or whiff 632146C, OTG 3C (in corner, the 63214A/632146C is for building meter)
- j.C/j.D,\/,5C>632146E,AABBCCDD214E
- 5D(f) > kara cancel 3C (in corner)
- 63214B/D/E Super Cancel 1,63214,3,A/E
Rashomon Combos
- 2B link 5C(c), Rashomon: difficult without pre-buffering by using eg. 63214C+D,63214P.
- 2B,2A, Rashomon: pre-buffer with 632A14,63214,P
- 2B, link 632146C or Rashomon: pre-buffer with 632B14,63214,P
- 5D(f), link 632146C or Rashomon: works from all ranges
Crazy Combos
- Combo into Rashomon > Dream Cancel Deadly Rave (1. Hit) > smalljump j.C or j.D,5C(c)...: this works because the first hit of Deadly Rave has different properties during Dream Cancel.
Shift Combos
Oswald & Geese
- Oswald Corner Crossup into 214C,236B,236A(whiff), turn around 3A,214B/D, delay 214A QS Geese, 63214,63214,3A/E for Raging Storm. The weird motion is necessary, otherwise Raging Storm will not come out (this is due to corner behavior, when using QS in corner, inputs are reversed very shortly upon landing because the game thinks your character is now cornered very briefly)
Okizeme
- Corner Throw turns around the enemy, this eg. allows a meaty crossup j.B.
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