Table of Contents
Overview
Geese Howard strikes a balance between a fireball+poking zoner at longer ranges and a heavy burst damage dealer with deadly mixups and safeguards with meter up close. And if the enemy gets PREDICTABO – Geese has the deadliest parry damage in the game for both mids and lows with his unique command parries. Out of the “2D” characters, Geese has the best movement, is safer and easier than Akuma but isn’t as deadly, while being riskier and harder than Eliza, but with a more varied toolset. Geese is a solid high-tier character that suffers from unreliability due to meter reliance. On the other hand Geese is one of the strongest characters with 1 bar of meter and arguably the strongest character in the game with full 3 bars of resources.
Strengths and Weaknesses
Pros:
- With meter one of the strongest characters and highest damage potentials in the game due to unique parries, mixups, resets and crazy meter use moves
- Good zoning with long range fireballs and pokes
- Good movement
- Good safe “orbital” launcher
- Most bad-ass character in the game with the best shoutouts, emojis and memes!
Cons:
- Very average or worse without meter
- No fast standing launcher without meter
- Below average and risky lows
- Horrible whiff and block punishment further away
Evaluation
Space control: Good
Poking: Average
Damage: Average – Best* (meter)
Block punishment: average – good*
Whiff punishment: Bad
Movement: Good
Difficulty: Hard
Moves
Legend:
x / xx = cancel into command normal / special move / super move
MM = Max Mode
MMc = Max Mode Cancel
RR = Raigou Reppuken (Fireball super)
RS = Raging Storm (Super)
Top moves
Jabs – 1 | 1~1+2 (MMc 1bar) | 1 x f3 | 1 x 1,2 | 1,2<1,1 | 1,2,3 | 1,2,1,2 (RR 2bars)
Situational moves:
Rage moves: Geese has no Rage Drive, but has 2 different rage arts with their own special advantages
Rashomon
Deadly Rave
Combos: 6+ hits = DR > Rashomon
Punishment
Block Punishment:
Block Punishment – standing
Block punishment – crouching:
Whiff Punishment:
Whiff punishment – standing:
Whiff punishment – crouching:
Strategy and tactics
Geese Strategy:
Geese Tactics:
Geese at the start of the match is pretty average or worse as a character, but can hold his own with his fireballs, decent pokes, strings, and parries to keep the enemy on their toes. The main goal for Geese is to get the first bar of meter as soon as possible, which unlocks a 14 frame launcher from standing and the option to enter max mode either through raw activation or cancelling certain moves.
Strategy against Geese:
Prevent meter gain
Tactics against Geese:
Force meter use
Avoid mixups, resets
Avoiding 2f1 mix:
- All followups without max mode canceling are high or special mid – duck and input your crouching launcher and then hold b
- If you hear &/ see jaeiken – choose to duck or stand –
- 2hit jaeiken whiffed to your duck, launch
- 2hit jaeiken was blocked to standing – +9
- 3hit jaeiken was blocked standing – +14 punish
- Reppuken blocked – +12 punish
- Double reppuken blocked – +17 punish
- Raging storm blocked – +17 punish
- Raigou Reppuken blocked – -1
- Character specific strats: interrupt/evade/crush f1 with parry/reversal/backsway,sidestep,invulnerability
Avoiding qcb1+2 launch mix:
- universal strats: duck the high and avoid the mixup… or if you couldn’t do that then 3f fuzzy guard, jump, backdash
- character-specific strats: parry/reversal, backsway, sidestep moves, invulnerable moves
*Meter management
*Safer than ak
TODO:
S! 2xQCB23xRR OTG reset near wall
big boy wall combos
CH (b4)4 S! combos
CH 4 S!; dash~u/f+4; 2~f+3; 1; dash~d+4~f+1~hcb+3 59dmg
CH 4 S! ff 2f3 2f3 d4xHCB3 58dmg
CH 4 S!; f+1+2; d+4~f+3; d+4~f+1~qcb+3 57
CH 4 S!; dash; d/f+4; d+4~f+3; d+4~f+1~qcb+3 57
parrys 3f, 6f raw due to movement, 15 active frames
OBT 123 counter BT dickjab? OBT 1211_2 / OBT 1f1 next level meta?
generic U1 against qcb23/4 ?
launch 2f3 b44 S! ffff 1 DR
d4 CH combos
QCB23 qcf1xRR W! d4f1xqcf2
RR d4 MMc 4 S!
OBT d1+2 ws4 b44 S!
d1+2 d1 d4f3 2f1xHCB4 50dmg Kuma/Panda
d1+2 d1 d4f3 2xQCB23 49dmg? Kuma/Panda
d1+2 d1 d4f3 2xQCB23xQCFQCF1+2 ?dmg Kuma/Panda
d1+2 d1 d4f3 2f1xHCB4 50dmg Kuma/Panda
d1+2 d1 d4f3 2xQCB23 49dmg? Kuma/Panda
d1+2 d1 d4f3 2xQCB23xQCFQCF1+2 ?dmg Kuma/Panda
W! bj4 df14 / df11 / 1f3 W! resplat dmg?
S! 2f3 d4f31+2 2f3 | QCB1+23/4
S! 2f3 1 2f31+2 | QCB1+23/4
S! f1+2xQCB1+2 fff1
(12)1 floor break setups in combos?
TEST OKIZEME – throws, KNDs
d1+2 d2 W! qcfqcf1+2 d1+3/d2+4 75dmg (55+20) 2bar
b1+2 W! qcfqcf1+2 d1+3/d2+4 97dmg(44+33+20) 2bar
RS W! d4xQCF2
S! b321+2 DR
b321+2 2f3 b44
b321+2 S! oki combo -> QCB1+2 whiff 3/4 mixup with 1 bar ?
Kuma d1+2 d1 cc b44 S! fff 2f1xQCB23? / 2f3 d4xHCB3
d4xQCB23xQCFQCF1+2 fff1 ?dmg
2f11+2 2f1xQCB1+21xQCFQCF1+2 fff1 ?dmg doesn’t work?
f1+2 1f31+2 4 S! ff 2xQCF1+2xQCFQCF1+2 wr1
2f1+2 2f1xQCF1+2xQCFQCF1+2 iwr1 94dmg
Sources:
https://www.twitch.tv/videos/205515149?from-redirect=true Punish Geese
https://docs.google.com/spreadsheets/d/1epa86eWDiM1-LHR4-l9Pj6_RbvdsZDBboULTTLn-g5A/edit#gid=0 frame data
—
No button buffering possible for EX moves. Supers ?
Max mode can be cancelled on block except d4 = stagger block
sm = special mid
SC = Special&Command move&Super Cancel
SC Moves:
1
2
d1/FC1
d3,1
ws1
f+1
d4/FC4* (only on hit/CH)
SU = Super Cancel
SU Moves:
1
2
d1/FC1
d3,1
ws1
f1
d4/FC4* (only on hit/CH)
qcb1
(qcb2)1_3_4
(qcb1+2)1_3_4
qcf1_2_1+2
hcb3_4_3+4
MC = MaxMode Cancel (SC/command move x 1+2/2+3) (requires 1 bar, takes half of max mode bar)
Max Cancelable Moves:
1
1,2,3
2
f+1
f+3
b+3,2
f+2
df+3,4~3
d+1
d+3,1
d+4
ws+1
1+2+3 Max Mode (raw input) (requires bar, consumes 1 bar)
d1+2 RS 51dmg
d1+2 RRK 49dmg
CH ss3 d1+3/d2+4
QCFQCF1+2:
buffer from reppuken: qcf1/2~qcf~1+2 = qcf1/2xqcfqcf1+2 ?
Deadly Rave:
double tap can help: 1,1,2,2,4,4,1,1,4,4,1,1,3,3,2,2,1+2,1+2
motion buffer DR = hcb~f(f)(f)(f)3+4
Raging Storm:
motion buffer RS = db,hcb,f(f)(f)(f)(f)df1+2
db,hcb,2xdf1+2 = 2xRS
Move list:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
1 | h | |||||||
1,1 | h,h | nc | ||||||
1,1,2 | h,h,h | nc | ||||||
1,2 | h,m | nc, jail? | ||||||
1,2,1 | h,m,m | |||||||
1,2,1,1 | h,m,m,h | |||||||
1,2,3 | h,m,h | +1 | duck | |||||
2 | s.m | 15 | SC | |||||
3 | h | 16 | ||||||
3,3 | h,m | 16,? | -14 | hKZD | ||||
4 | h | 16? | ||||||
1+2 | m | |||||||
f+1 | m | 24 | -17 | ? | ? | SC | ||
f+1,1+2 | m | 24 | ? | MC | ||||
f+2 | m,h | 20 | ||||||
f+2,1+2 | m,h | MC | ||||||
f+2,1 | m,h,h | -9 | duck? | |||||
f+3 | h | 23 | +1-3 | +20-22kg | +20-22kg | |||
f+3,1+2 | h | +5-7 | +24-26kg | +24-26kg | MC | |||
f+4 | m | 19 | -14 | launch | spacing | |||
f+1+2 | m | 24 | -5 | launch | ||||
df+1 | m | 13 | -1 | +7 | +7 | |||
df+1,1 | m,h | nc | ||||||
df+1,4 | m,m | -14 | launch | ncc | ||||
df+2 | m | 18 | -5 | +14S | S! | 2 | ||
df+3 | l | 15 | -13 | -2 | -2 | |||
df+3,4 | l,m | 15,? | -13 | -2 | KND W! | ncc | ||
df3, 4~2 | l,m | 15,? | -3 | KND W! | KND W! | step/interrupt | ||
df3,4~3 | l,m | 15,? | +1 | +20KG | +20KG | step/interrupt/duck | ||
df+4 | m | 14 | -7 | +4 | +4 | step? | ||
d1/FC1 | sm | 10 | -5 | +6 | SC | |||
d2/FC2 | l | 14 | -14 | -3 | -3 | LP/block | ||
d3/FC3 | l | 15 | -11 | -2 | -2 | LP | ||
d3,1 | l,sm | 15,?S | -9 | -2 | -2 | SC, ncc, can’t be low parried if d3 hits | ||
db/d4 / FC4 | l | 17S | -31 | -5 | launch | stagger block = no SC | ||
d1+2 | l | 24S | -18 | 20+ | 23+? | 1++ | ||
b+1 | h | 12 | -7 | +4 | +4 | |||
b+1,2 | h,m | 12,? | -7 | +4 | launch? | nc | ||
b+2 | m | 26 | -3 | KND W! | KND W! | 2 | ||
b+3 | m | 14 | -9 | +2 | +2 | 1+ | ||
b+3,2 | m,m | 14,? | -15 | KND | 1+ | nc | ||
b+3,2, 1+2 | m,m | 14,? | ? | Launch | Launch | 1+ | MM | |
b+4 | l | 19 | -13 | -4 | -2 | 1++ | ||
b+4,4 | l,h | 19,? | -3 | +16KG | S! | 1++ | ncc | |
f,f,f+1 | m | 18+ | -8 | KND W! | KND W! | 3+ | elbow | |
ws1 | m | 13 | -? | +? | +? | 12(14) | 1++ | SC |
ws2 | m | 18 | -14 | +3 | +3 | 10 | 1++ | |
ws2f/b+2 | m, AT | 18 | -14 | launch | launch | 10,10 (15)+ / 12,10 (15)+ | 1++ | |
ws3 | h | 15 | -3 | +16KG | S! | 17/20+ | 1++ | |
ws4 | m | 11-12 | -9 – -8 | +2-3 | +2-3 | 18(21) | 1++ | |
FCdf+1 | m | 15 | -14 | Launch | Launch | 20+/24+ | 1++ | |
ss3 | l | 28+ | -13 – -12 | +6 | launch? | 18/21+ | 1++ | |
jump1 | -21- | |||||||
jump2 | -12- | |||||||
jump3 | -23 – -1 | |||||||
jump4 | -14-+3 |
Special moves:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
qcf1 | sm | 19 | -13- | |||||
qcf2 | sm,sm | 19~,43~ | -19~ | nc | ||||
qcb1 | h | 15 | -15 | KND W! | KND W! | 2 | duck | |
qcb2 | h | -15 | duck | |||||
qcb2,1 | h,m | -15 | duck | |||||
qcb2,3 | h,m | -8 | duck | |||||
qcb2,4 | h,l | -18 | Launch | 10,20+/24+ | duck | |||
hcb3 | sm,h | -9 | duck, PC? | |||||
hcb4 | sm,m,m | -14 | PC? | |||||
jump qcb1/2 | sm | -34- | -23- | -23- | ||||
TK qcb~ub1/2 | sm | -34 | -23 | -23 | ||||
f1+2, qcb1/2 | m,sm | 24,? | -27- |
MaxMode EX Special moves
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
qcf1+2 | sm,sm | 19 | ||||||
qcb1+2 | h | 20 | ||||||
qcb1+21 | h,m | 20,? | -1 | |||||
qcb1+23 | h,m | 20,? | -8 | |||||
qcb1+2,4 | h,l | 20,? | -19 | |||||
hcb3+4 | s.m,m,m | |||||||
qcb~ub1+2 | s.m | 19~ | +11G~ | +22~ | +22~ | 14+/16+ | ~ | |
hcb1+3 | 45 | high, mid? | ||||||
f1+2qcb1+2 | m, s.m | 24-25 | ‘+4 | ? | ? |
Super moves:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
qcfqcf+1+2 | sm x5 | ? | +1-+? | 2bar | ||||
db,hcb,df+1+2 | sm | 9? | -? – -? | 2bar | ||||
1,2,1,2 | h,m,m,sm x5 | 10,?,?,? | 2bar |
Reversals:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
hcb1+3 | 45 | highs | ||||||
hcb2+4 | +16 | mids | ||||||
hcb1+4/2+3 | S! | 25+ | lows, special mids (low parry) |
Top moves:
Highs:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
1,2<1,1 | h,m,m,h | 10 | -7 | 17 | ncc hc (1 whiff/block) | |||
1,2,3 | h,m,h | +1 | ncc hc (1 whiff/block) duck | |||||
1,1<2 | h,h,h | 10 | -12 | 7 | 7 | 23 | nc hc | |
4 | h | 16 | -3 | KND W! | S! | 17/21+ | 2 | homing, screw |
f3 | h | 23-25 | +1-+3 | +20 – +22KG | +20 – +22KG | 15/18 | uninterruptable, duck |
Mids:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
df+1(,1/4) | m(,h/m) | 13 | -1(-2/-14) | +7(++4/KND) | +7(+4/launch) | 10,8/21 / 12,9/25 | 1+ | ssl |
df+4 | m | 14 | -7 | +4 | +4 | 15/18 | 1+ | ssr |
b+3 | m | 14 | -9 | +2 | +2 | 11/13 | 1+ | low hit, ssl |
1+2 | m | 14 | -9 | +4 | KND+ W! | /22+ | 1+ | ssr |
df2 | m | 18 | -5 | +14KG | S! | 17/20+ | 1++ | homing |
fff1 | m | 18+ | -8 | KND W! | KND W! | 26/31 | 3+ | swl/swr |
jump4 | m | 19+ | -14-+3 | -4-+17 | -4-+17 | 15+/18+ | 2++ | |
jump2 | m | 19+ | -12-+5 | 0-+17 | 0-+17 | 20+/22+ | 2+ | closer |
Lows:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Range | Info |
d3,2<qcb1 | l,sm,h | 15S | -11 | -2 | -2 | 12,5,15/14,5,12 | 1+ | ncc hc, swl |
ss3 | l | 28+ | -12 | +6 | KND+ | 18/21+ | 1++ | step/backdash |
d1+2 | l | 24S | -18 | KND+ | KND+ | 20+/24+ | 1++ | homing! block |
Stances and stuff:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Info |
Power crushes:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Info |
Verdict –
Rage art:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Info |
db+1+2 | h | 20 | UB | PC8-17 |
Verdict –
Rage drive:
Input | Height | Speed | Block | NH | CH | DMG NH/CH | Info |
hcb,f+3+4 | m | -23 | PC8-17 |
Verdict –
Review:
Evaluation:
inatekken: http://seesaawiki.jp/w/inatekken/d/
spacing/zoning 3 / 5 ?
reach 3 / 5 ?
combos 3 / 5 ?
speed 3 / 5 ?
punishing 3 / 5 ?
easy to handle 3 / 5 ?
Neutral:
Jab strings: 11<2 +7 far, 11 +6 close, 123_1(1_2)
jab fastest punisher, 1xQCB1 for KND W!
b12 12f fast whiff punish
df11 fast mid whiff punish
2,f3 (high, duckable on block, +1 block, nc +20KG hit) // 2,f+1x nothing / qcf1 (-13 at most) / qcf2 (-19 + pushback at most) / HCB3 (safe, duckable) / HCB4 (-14) – hit confirmable, on hit can go for 2f1xQCB2,3/4 mixup (especially with Max Mode on QCB1+2 hit, 3/4 50/50 launch mixup)
f+1x nothing / qcf1 (-13 at most) / qcf2 (-19 + pushback at most) / HCB3 (safe, duckable) / HCB4 (-14) / – but you shouldn’t throw f+1 out alone, bad move
Offense:
Poking / 5:
Highs
Mids
Lows
Pressure
Mixups / 5:
standing
FC
throws
1+3 W! – break 1/2
2+4 side switch – break 1/2
b1+2 side switch W! – break 1/2
d1+3/d2+4 ground hit throw – unbreakable
Okizeme:
b4<4 S! anti-spring kick, fff 2f3 d4f1xHCB3 combo
Defense:
Zoning / keepaway / 5:
High
Mid
Low
Reppuken!
Crushes:
High crush
d1(f3 / f1 / SC / MC)
Low crush
Reversal / parry?
hcb1+3 high reversal, ?dmg on hit
hcb2+4 mid reversal, no s.m reversal, at least +14 on hit
hcb1+4/2+3 low reversal, s.m reversal, 25dmg S! on hit
Punishment / 5:
Block punishment / 5:
Standing:
Speed | Input | Hit | Damage | Range | Info |
10 | 1,1,2 | +7 | 23 | 1 | |
10 | 1xQCB1 | KND W! | 22 | 1 | |
10 | 1xRS | 50 | |||
10 | 1xQCB1xQCFQCF1+2 | KND W! | 51 | 2bar | |
10 | 1xQCB1xRS | KND W! | ? | ||
12 | b1,2 | +4 | 27 | 1+ | |
14 | b3,2 | KND | 26 | wall? | |
14 | b3,2,1+2 | launch | 26+ | 1bar | |
15 | 2f1xHCB4 | KND | 47 | 0bar | |
15 | 2f11+2 2f1xQCB1+21 | 62dmg | 1bar | ||
15 | 2f1xHCB4xQCFQCF1+2 iwr1 | 90dmg | 2bar | ||
15 | 2f11+2 2f1xHCB3+4xQCFQCF1+2 iwr1 | 104dmg | 3bar |
Crouching:
Speed | Input | Hit | Damage | Range | Info |
10 | FC1 | +6 | against crouching opponent | ||
10 | FC1xQCB1 | KND W! | 20 | 0.3 | 2nd hit whiffs against crouching opponent |
10 | FC1xQCFQCF1+2 | 44 | |||
10 | FC1xRS | 50 | |||
10 | FC1xQCB1xQCFQCF1+2 | 49 | |||
10 | FC1xQCB1xRS | 51 | |||
11 | ws4 | +2-3 | 18 | ||
13 | ws1xQCB1 | KND W! | 27 | 1++ | |
15 | FCdf+1 | Launch | 20+ | 1++ | |
18 | ws2f2 | Launch | 10,10+ | 1++ |
Whiff punishment / 5:
Standing:
hit standing
jabs 10f range 1
b12 12f range 1++
4 16f range 2
hit low
df11 13f range 1
b32 (make it count) 14f range 1++
2f1 15f range 1+
df2 18f range 1++
f4 19f range 3?
Crouching:
hit standing
d1xQCB1
ws3 ?f
hit low
Combos:
NC:
1xQCB1 KND W!
1xQCB1xQCFQCF1+2
1xQCB1xRS
1,1 14dmg +6 close
1,1,2 23dmg +7 far, HC
1,2 17dmg +4 close
(12)1,1 30dmg
(12)1,2 54dmg
(12)1,1xQCFQCF1+2 59dmg HC
2f3 30dmg +20KG
33 20dmg -1 HC
NCC:
(1)2,1,1 39dmg
(1)2,1,2 63dmg
(1)2,1,1xQCBQCB1+2 68dmg
(1)2,3 27dmg +20KG
d1f3 21dmg +20KG
d1f1 SC/MMc 18dmg+
df14 33dmg KND W!
b44 29dmg +16KG W!
d31 19dmg +2
d31xQCB1 31dmg KND W!
Launchers:
b321+2 1bar
CH launchers:
d/db4 / FC4
Defensive:
Low parry:
LP 2f3 b44 S! fff 2f1xHCB3 40dmg
HCB1+4/2+3:
HCB1+4 S! fff 2f3 d4f3 d4xHCB3 62dmg
HCB1+4 S! uf~4 d4f3 2f1xHCB3
Normal hit:
2:
2f11+2 2f1xQCB1+23 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 123dmg OBT 3bar
2f11+2 2f1xQCB1+23 2f3 b44 S! fff 2f1xQCF1xQCFQCF1+2 121dmg 3bar
2f11+2 2f1xQCF1+2xQCFQCF1+2 fff1 94dmg 3bar
2f1xHCB4xQCFQCF1+2 fff1 85dmg 2bar
2f1xQCB21 RS = 77dmg (43+34) 2bar
2f11+2 2f1xQCB1+21 62dmg 1bar
2f11+2 2f1xQCB1+23/4 53dmg + mixup 1bar
d1+2:
d1+2 qcf1 x RR 60dmg
d1+2 RR 59/dmg OTG/fast
d1+2 RS 56/51dmg OTG/fast
d1+2 d1+3/d2+4 40dmg
d1+2 qcf1 31dmg
f1+2:
f1+2 d4f3 b44 S! fff b321+2 DR ?dmg
f1+2 d4f3 b44 S! ff DR 69dmg+
f1+2 d4f3 b44 S! ff db1+2 66dmg+
f1+2 d4f3 b44 S! fff 2f11+2 2xHCB3 58dmg 1bar
f1+2 d4f3 1 ff b44 S! fff 2f1xHCB3 55dmg
f1+2 d4f3 b44 S! fff 2f1xHCB3 54dmg
f1+2 b3 d4f3 b44 S! fff d4xHCB3 54dmg
FCdf1:
FCdf1 <1+2 d4f3 b44 S! fff b321+2 MMc DR 90dmg rage, 1 bar
FCdf1 <1+2 d4f3 b44 S! fff b321+2 MMc db1+2 87dmg+ rage, 1 bar
FCdf1 2f3 b44 S! fff 2f1xHCB3xQCFQCF1+2 80dmg
FCdf1 2f3 b44 S! ffff 1 DR 78dmg rage
FCdf1 uf4 b321+2 1 4 S! ff DR 78dmg Rage, 1bar
FCdf1 2f3 b44 S! ff DR 76dmg rage
FCdf1 2f3 b44 S! ffff 1 db1+2 75dmg +scaling
FCdf1 2f3 b44 S! ff db1+2 73dmg+ rage
FCdf1 <1+2 d4f3 b44 S! fff 2f1xHCB3 68dmg
FCdf1 df4 d4f3 b44 S! fff 2f1xHCB3 65dmg
FCdf1 df4 d4f3 b44 S! fff d4xHCB3 62dmg
FCdf1 df4 d4f3 b44 S! fff 2f1xQCB1 62dmg
FCdf1 df4 d4f3 b44 S! fff d4xQCB1 59dmg
FCdf1 2f3 1 4 S! ff uf~4 1f31+2 RS 67dmg 3bar
FCdf1 <1+2 d4f3 b44 S! fff d4xHCB3 65dmg
FCdf1 2f3 b44 S! fff 2/d4f1xHCB3 60dmg
FCdf1 2f3 2f31+2 4 S! fff 2f3 60dmg 1bar oki
FCdf1 4 S! uf~4 uf~4 b321+2 hcb3 58dmg 1bar
FCdf1 1 f1+2 b44 S! ff uf~4 ff b321+2 58dmg 1bar
FCdf1 b3 d4f3 b44 S! fff2f31+2 56dmg 1bar oki
FCdf1 2f3 b44 S! fff 2f31+2 54dmg 1bar oki
FCdf1 2f3 b44 S! fff 2f3 54dmg oki
ws2f2:
ws2f2 ff 2f3 b44 S! fff b321+2 DR 83dmg rage+1bar
ws2f2 ff 2f3 b44 S! fff DR 76dmg+
ws2f2 ff 2f3 b44 S! ff db1+2 73dmg+
ws2f2 f3 b44 S! ff DR 71dmg+
ws2f2 f3 b44 S! ff db1+2 68dmg+
ws2f2 ff 2f3 b44 S! fff 2f1xHCB4 60dmg
ws2f2 ff d4f3 b44 S! fff 2f1xHCB4 59dmg
ws2f2 ff b321+2 d1 ws3 S! ff 2xHCB3 55dmg 1bar sideswitch
ws2f2 ff 1f31+2 1 4 S! ff f1+2qcb1+2 fff1 53dmg 1bar sideswitch
b32xMM 1bar:
b32xMM 1+2 d4f3 b44 S! fff DR 88dmg?
b32xMM 2f3 b44 S! ff DR 83dmg rage+1bar
b32xMM 2f3 b44 S! ff db1+2 79dmg+ rage+1bar
b32xMM 1+2 d4f3 b44 S! fff d4xQCF1xQCFQCF1+2 72dmg 3bar
b32xMM 1+2 d4f3 b44 S! fff d4xHCB3 71dmg
b32xMM 1+2 d4f3 b44 S! fff d4xQCF1 68dmg
b32xMM 2f3 b44 S! fff 2f1xHCB3 66dmg
b32xMM 4 S! ff 2f3 2f1xQCB1+23 66dmg FB!
hcb1+4/2+3:
hcb1+4 S! uf~4 2/d4f3 2f1xHCB3 62dmg
jump2:
jump2 2f11+2 2f1xQCF1+2xRS W! 2xHCB3 WB! ff 4 S! fff 2f1xHCB3 W! ff d4xHCB4 WB! DR King, medium+, Howard Estate
jump2 2f11+2 2f1xqcf1+2?xqcfqcf1+2 fff1 95dmg
jump4:
jump4 2f11+2 2f1xQCB1+21 WB! ff d4f3 2f3 b32 W! fff1 WB! ff 4 S! QCF1xQCFQCF1+2 W! ffff 2f1xHCB4 WB! DR 174dmg medium+, Howard Estate
QCB21 RS 61dmg
QCB21 RR 61dmg +fff1?
(QCB1+2)4:
(QCB1+2)4 ws4 d4f3 b44 S! fff d4xHCB3 67dmg
QCB1+24 d4f3 b44 S! fff 2f1xHCB3 62dmg damage long wall carry 0bar + -dragunov
QCB1+24 ws1f3 b44 S! fff 2f1xHCB3 61dmg
(QCB1+2)3:
(QCB1+2)3 2f3 b44 S! ff DR 79dmg+
(QCB1+2)3 2f3 b44 S! ff RA 76dmg+
(QCB1+2)3 2f3 2f3 b321+2 4 S! fff d4xQCF1 70dmg 1bar
(QCB1+2)3 2f3 b44 S! fff 2f1xHCB3 63dmg 0 bar
(QCB1+2)3 b3 d4f3 b44 S! fff d4xHCB3 62dmg
(QCB1+2)3 2f3 2f3 b32 57dmg wall carry without S!
Counter hit:
CH 1+2:
CH 1+2 ff 2xRS 65dmg splat near wall
CH 1+2 ff 2xRR 63dmg +at wall
CH 1+2 qcfqcf1+2 58dmg
CH 1+2 ff RS 22+43dmg W! ?
CH 1+2 fff1 42dmg
CH 1+2 qcf1 33dmg
CH 1+2 ff d1+3/d2+4
CH df2/4/ws3
launch S! fff 2f31+2 2f3 78dmg 3bar
launch S! fff 2f3 d4f3 d4xHCB3xQCFQCF1+2 77dmg 2bar
61
2f3 d4f1xQCB23xQCFQCF1+2 ?dmg
CH df2:
CH df2 S! ff db1+2 63dmg
CH df2 S! fff 2f3 2f3 d4xHCB3 58dmg need early hit first 2f3
CH df2 S! fff 2f3 d4f3 d4xHCB3 57dmg consistent, stable
CH 4:
CH 4 S! fff 2f3 d4f3 b321+2 DR 84dmg 1bar rage
CH 4 S! fff 2f3 d4f3 b321+2 db1+2 81dmg +scaling 1bar rage
CH 4 S! ff uf~4 2f3 2f31+2 1211 64dmg 1bar
CH 4 S! ff db1+2 63dmg
CH 4 S! ff uf~4 2f3 2f31+2 2xQCB3 62dmg 1bar
CH 4 S! fff 2f3 2f3 d4xHCB3 58dmg need early hit first 2f3, inconsistent, unstable
CH 4 S! fff 2f3 d4f3 d4xHCB3 57dmg consistent, stable
CH ws3:
CH (b4)4:
CH (b4)4 S! ff jump4 2f3 1 ff d4xf1xHCB3 59dmg
CH (b4)4 S! ff 2f3 2f3 d4xHCB3 58dmg
CH (b4)4 S! fff 2f3 d4f3 d4xHCB3 57dmg
CH (b4)4 S! fff df4 d4f3 1 ff d4f1xHCB3 59dmg
CH (b4)4 S! fff df4 d4f3 d4f1xHCB3 57dmg
CH (b4)4 S! fff1+2 d4f3 d4f1xHCB3 57dmg
CH ss3:
CH ss+3, b+3,2, 1+2, b+4,4 S! dash 2~f+1~qcf+1 = 55 dmg – only SSR? – 1 bar
CH ss+3, d+4~f+3, 1+2, b+4,4 S! dash 2~f+1~qcf+1 = 57 dmg – only SSL ? – 1 bar
CH ss+3, 4 S! 2~f+3, d+4, 1+2, 2~f+1~qcf+1 = 60 dmg – only SSR? – 1 bar(edited)
CH ss3 df2 S! ff d4f3 d4f1xHCB3 59dmg ssl, close
CH ss3 4 S! d4f3 d4f1xHCB3/4 59dmg ssr, close
CH ss3 d4f3 1 4 S! fff 2f1xHCB3 58dmg ssl, close
CH ss3 2f3 b44 S! fff 2xHCB3 58dmg ssr, close
CH SS3 d4f1xQCB23 46dmg
CH ss3 d4f1xHCB4 45dmg stable range1
CH SS3 d4f1xQCB21 44dmg
CH ss3 ff d1+3/d2+4 41dmg stable all ranges, sideswitch!
CH d4/db4/FC4:
CH d4 ws1f3 2f3 1 ff b321+2 4 S! fff1 62dmg 1.5bar
CH d4xQCF1 b3 d4f3 d41+2 4 S! fff 2xHCB3 59dmg 1.5bar
CH d4f3 2f3 b44 S! fff d4xHCB3 58dmg
CH d4f3 2f3 1 4 S! ff (1)211 57dmg
CH d4f3 2f3 1 4 S! fff 2xHCB3 57dmg
CH f4/(df1)4:
CH f4 ff iws4 d4f31+2 MMc 4 S! fff 2xQCB23xRR iwr1 112dmg 68+44 3bar not right axis
CH f4 ff iws4 df1 b44 S! fff 2xQCB23xRR iwr1 108dmg 64+44 2bar on-axis
CH f4 2f3 d4f31+2 4 S! fff 2f1xQCB1 87dmg 3bar
86dmg 3bar
CH f4 2f3 b44 S! fff 2f1xHCB3xQCFQCF1+2 85dmg not max range, super no hit from left axis
CH f4 d4f3 b44 S! fff 2f1xHCB3 84dmg stable, all ranges, super no hit from left axis
CH f4 2f3 b44 S! fff 2f1xQCB1xQCFQF1+2 82dmg 2bar left axis
CH f4 d4f3 b44 S! fff 2f1xQCB1xQCFQCF1+2 81dmg 2bar left axis
CH f4 ff iws4 d4f3 d41+2 MMc 4 S! fff 2xf1xHCB3 73dmg 1bar not right axis
CH f4 ff iws4 df1 b44 S! fff 2f1xHCB3 65dmg on-axis
CH f4 2f3 b44 S! fff 2f1xHCB3 65dmg not max range
CH f4 d4f3 b44 S! fff 2f1xHCB3 64dmg stable, all ranges
CH f4 ssl ff b3 d4f3 b44 S! ffF d4xHCB3 64dmg stable, al ranges
Wall:
Wall splatters:
1xQCB1 22dmg
FC1xQCB1 20dmg
f3, (2)f3, (d4)f3, (df3)4~3 15dmg
4
2f3
2f1xHCB4
2f1xHCB3
2f1xHCB1+21
df2
fff1
f21
(f2)1
b2 (wall bounce)
df34~2 (wall bounce)
CH:
d1f3
b44
(3)3
Wall combos:
f1+2 W! 2f1xQCB21 44dmg
f1+2 W! df11 2xQCF2 43dmg
f1+2 W! 2f1xHCB4 41dmg
CH d1f3 W!:
CH d1f3 W! 2f1xQCB21 50dmg
CH d1f3 W! df11 2xQCF2 49dmg
CH d1f3 W! 2f1xHCB4 47dmg
CH SS3 ff RS df11 2xQCF2 86dmg
CH SS3 ff RS W! 2xQCF2 79dmg
CH SS3 QCFQCF1+2 W! f11+2 2xQCF1+2 72dmg 3bars
CH SS3 RS W! d4xQCF2f2 69dmg
CH SS3 QCFQCF1+2 W! f1xQCB21 66dmg
CH SS3 QCFQCF1+2 W! f1xHCB4 63dmg
CH SS3 2f1xQCB1+2 52dmg
CH SS3 2f1xQCB21 51dmg
CH SS3 df11 2xqcf2 50dmg
CH SS3 2f1xHCB4 48dmg
jump4 2f11+2 2f1xQCB21 QCFQCF1+2 d4xHCB4 WB! DR 149dmg (71+78) 3bar
2f1QCB21 QCFQCF1+2 d4xHCB4 WB! DR ?dmg 2bar
uf4 2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff DR 146dmg 3bar rage mishima dojo default wall reset
uf4 2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff db1+2 142dmg +scaling 3bar rage mishima dojo default wall reset
2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff db1+2 139dmg 3bar rage mishima dojo default wall reset
2f11+2 2f1xQCB1+21 W! ssl 2f3 W! 2f3 RS d1+3 136dmg
2f11+2 2f1xQCB1+21 W! ssl 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 W! fff db1+2 135dmg
uf4 2f11+2 2f1xQCB21 RS W! df11 2xQCF2 132dmg 3bar
2f11+2 2f1xQCB21 RR W! DR 64+68dmg = 132 3bar rage
2f11+2 2f1xQCB21 RR W! ff db1+2 64+64 = 128dmg + scaling 3bar rage
2f11+2 2f1xQCB21 RS W! df11 2xQCF2 125dmg 3bar
2f11+2 2f1xQCB1+21 W! bb RS db1+2 125dmg 3bar
2f11+2 2f1xQCB1+21 W! f1+2qcb1+2 RS W! 2xQCF2 124dmg 3bar
2f11+2 2f1xQCB1+21 W! f1+2qcb1+2 2xRS 2xqcf2 121dmg 3bar
2f11+2 2f1xQCB21 RS W! 2xqcf2 117dmg 3bar
2f1xQCB21 RS W! df11 2xQCF2 110dmg (45+65) 2bar
2f11+2 2f1xQCB1+21 W! f1+2QCB1+2 d1+3/d2+4 99dmg 1bar
2f11+2 2f1xQCB1+21 W! f1+2QCB1+2 2xQCF2 96dmg 1bar
2f1xHCB4 W! 2f1xQCB21xQCFQCF1+2 ?dmg 2bar
2f1xHCB4 W! 2f1xHCB4xQCFQCF1+2 89dmg 2bar
2f1xHCB4 W! ss 2f3 W! 2f1xQCB21 ?dmg
2f1xHCB4 W! ss 2f3 W! 2f1xHCB4 ?dmg
2f1xHCB4 W! 2f1xQCB21 ?dmg
2f1xHCB4 W! 2f1xHCB4 ?dmg
RS W! df11 2xQCF2 74dmg
MM QCB1+21 W! f1+2QCB1+2 2xQCF2
MM QCB1+21 W! f1+2QCB1+2 d1+3/d2+4
MM QCB1+21 W! f1+2QCB1+2 2xRS W! 2xQCF2
2f11+2 2f1xQCB1+21 W! f1+2QCB1+2 2xQCF2 ?dmg
2f11+2 2f1xHCB4 W! 2f1xQCB1+21 91dmg 1bar
b321+2 f1+2QCB1+2 2xQCF1+2 ?dmg
b321+2 2f1xQCB1+21 57dmg bar left for QCB1+23/4
b321+2 2f1xQCB3+4 53dmg bar left for QCB1+23/4
FCdf1 HW! df1 2f1x
FCdf1 MW! 1 2f1x
W! jump4 f21 normal splat
W! RS W! db1+2 +60dmg rage, 2bar (ie df2 W! bb RS W! db1+2)
W! RS W! DR +58dmg rage, 2bar
W! RR (OTG) W! DR +58dmg rage, 2bar
W! RR (OTG) W! db1+2 +54dmg
W! ssl 2f3 W! db1+2 +52dmg rage
W! ssr d4f3 W! db1+2 +52dmg rage
W! RR W! +48dmg rage, 2bar
W! 2f1xQCB21xQCFQCF1+2 45dmg 2bar
W! ssl 2f3 W! DR +43dmg rage
W! df11 2xQCF2xQCFQCF1+2 44dmg 2bar
W! ssr d4f3 W! DR +43dmg rage
W! 2f1xHCB4xQCFQCF1+2 42dmg 2bar
W! 2f1xQCB21xRS 41dmg
W! df11 2xQCF2xRS 40dmg
W! 2f1xHCB4xRS 38dmg 2bar
W! df11 2xQCF2xRS 37dmg 2bar
W! ssr df11 W! DR +36dmg rage
W! ssr df11 W! db1+2 +35dmg rage
W! DR +29dmg rage
W! 2f1xQCB21 29dmg normal splat, normal-large
W! df11 2xQCF2 +28dmg
W! 2f3 db1xQCF2 +28dmg
W! 1 1 2f1xQCF2 +27dmg
W! d4f3 db1xQCF2 +27dmg
W! 1,1 d1+3/d2+4 +27dmg
W! 2f1xHCB4 +26dmg normal splat, smalls
W! 2f3 ?dmg UF1/UF4 techtrap into 1xf1
W! df11 ?dmg UF techtrap into d1xf1
W! hcb4 – low splat
W! df11 2xQCF2 -kuma
W! 2xQCB23 -> if no tech, d1+3/2+4 or QCF1xQCFQCF1+2 W!
b1+2 W! QCF1xQCFQCF1+2 QCF1 90dmg kuma
b1+2 W! QCF1xQCFQCF1+2 f21 92dmg kuma
b1+2 / back throw BT W! qcfqcf1+2 d1+3/d2+4 ?dmg
d1+2 d2 W! qcfqcf1+2 d1+3/d2+4 75dmg (55+20) 2bar
d1+2 d4xQCF2xQCFQCF1+2 QCF2 74dmg
Opponent Backturned (OBT) Combos
OBT 1231+2 MMc b44 S! ff 2 x f1 x qcb23 x RR 98dmg 62+36 3bar
OBT 123 1 4 S! ff 2 x f1 x qcb23 x RR 95dmg 59+36 2bar
OBT 123 d4f3 b44 S! fff 2f1xHCB4 68dmg
OBT b321+2 MMc 2f3 b44 S! fff 2 x f1 x HCB4 66dmg 1bar
OBT d1f3 d4f3 b44 S! fff 2f1xHCB4 59dmg
OBT 2f1xQCB23 d1+3 69dmg, +jump2 76dmg, +jump4 78dmg
OBT 2f3 d4f3 b44 S! fff 2f1xHCB4 69dmg
OBT 2f1xQCB24 d1+3 75dmg (35+20+20)
OBT 2f11+2 (MMc) 2f1xQCB1+23 2f3 b44 S! fff 2f1xHCB4 104dmg 1bar, +jump2 105dmg, +jump4 110dmg
OBT d1xf1x1+2 MMc 2f1xQCB1+23 2f3 b44 S! fff 2xf1xHCB4 94dmg
OBT d1xf1x1+2 2f1xQCB1+23 2f3 b44 S! fff 2xQCB23xQCFQCF1+2 113dmg (129dmg with RR reset, 93+36dmg)
OBT d1 ws1xf1xQCB23 ff d1+3 66dmg side switch