Geese(KOFXI): Unterschied zwischen den Versionen
Zur Navigation springen
Zur Suche springen
(Eine dazwischenliegende Version desselben Benutzers wird nicht angezeigt) | |||
Zeile 51: | Zeile 51: | ||
|- | |- | ||
| GC||9 || 19||KD ||<span style="color: red;">-?</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 139: | Zeile 141: | ||
|- | |- | ||
| GC|| [[Bild:kofxi_geese_GC.png]] ||7|| 19||KD ||-? || | | 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 236: | Zeile 240: | ||
*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 | |
![]() | |
Tiers & Ranking | |
Tier: | ??? |
Ratio Cost: | N/A |
Properties | |
Damage Modifier: | ??? |
Stun Modifier: | ??? |
Crouch height (Tier): | ??? |
Colors
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
A | B | C | D |
![]() |
![]() |
![]() |
![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
![]() |
![]() |
![]() |
![]() |
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.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber