Tekken 7

Tekken 7 Geese Howard Guide and Combos

geese-howard-tekken-7-guide

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://docs.google.com/spreadsheets/d/1epa86eWDiM1-LHR4-l9Pj6_RbvdsZDBboULTTLn-g5A/htmlview?usp=drivesdk&sle=true

https://docs.google.com/spreadsheets/d/e/2PACX-1vQUx7U7hzz4IqO1Sg9bI-9tI64trEBcyDz0K-_1sSfJk9EimKPb42dQXh7qN4Dy_slqqXWBhaWXrJxj/pubhtml# Geese Bible

https://clips.twitch.tv/CogentBelovedTapirFeelsBadMan

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:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
1h






1,1h,h





nc
1,1,2h,h,h





nc
1,2h,m





nc, jail?
1,2,1h,m,m






1,2,1,1h,m,m,h






1,2,3h,m,h
+1



duck
2s.m15




SC
3h16





3,3h,m16,?-14
hKZD


4h16?





1+2m






f+1m24-17??

SC
f+1,1+2m24?



MC
f+2m,h20





f+2,1+2m,h





MC
f+2,1m,h,h
-9



duck?
f+3h23+1-3+20-22kg+20-22kg


f+3,1+2h
+5-7
+24-26kg+24-26kg

MC
f+4m19-14
launch

spacing
f+1+2m24-5launch



df+1m13-1+7+7


df+1,1m,h





nc
df+1,4m,m
-14
launch

ncc
df+2m18-5+14SS!
2
df+3l15-13-2-2


df+3,4l,m15,?-13-2KND W!

ncc
df3, 4~2l,m15,?-3KND W!KND W!

step/interrupt
df3,4~3l,m15,?+1+20KG+20KG

step/interrupt/duck
df+4m14-7+4+4

step?
d1/FC1sm10-5+6


SC
d2/FC2l14-14-3-3

LP/block
d3/FC3l15-11-2-2

LP
d3,1l,sm15,?S-9-2-2

SC, ncc, can’t be low parried if d3 hits
db/d4 / FC4l17S-31-5launch

stagger block = no SC
d1+2l24S-1820+23+?
1++
b+1h12-7+4+4


b+1,2h,m12,?-7+4launch?

nc
b+2m26-3KND W!KND W!
2
b+3m14-9+2+2
1+
b+3,2m,m14,?-15KND

1+nc
b+3,2, 1+2m,m14,??LaunchLaunch
1+MM
b+4l19-13-4-2
1++
b+4,4l,h19,?-3+16KGS!
1++ncc
f,f,f+1m18+-8KND W!KND W!
3+elbow
ws1m13-?+?+?12(14)1++SC
ws2m18-14+3+3101++
ws2f/b+2m, AT18-14launchlaunch10,10 (15)+ / 12,10 (15)+1++
ws3h15-3+16KGS!17/20+1++
ws4m11-12-9 – -8+2-3+2-318(21)1++
FCdf+1m15-14LaunchLaunch20+/24+1++
ss3l28+-13 – -12+6launch?18/21+1++
jump1

-21-




jump2

-12-




jump3

-23 – -1




jump4

-14-+3




Special moves:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
qcf1sm19-13-




qcf2sm,sm19~,43~-19~



nc
qcb1h15-15KND W!KND W!
2duck
qcb2h
-15



duck
qcb2,1h,m
-15



duck
qcb2,3h,m
-8



duck
qcb2,4h,l
-18Launch
10,20+/24+
duck
hcb3sm,h
-9



duck, PC?
hcb4sm,m,m
-14



PC?
jump qcb1/2sm
-34--23--23-


TK qcb~ub1/2sm
-34-23-23


f1+2, qcb1/2m,sm24,?-27-




MaxMode EX Special moves

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
qcf1+2sm,sm19





qcb1+2h20





qcb1+21h,m20,?-1




qcb1+23h,m20,?-8




qcb1+2,4h,l20,?-19




hcb3+4s.m,m,m






qcb~ub1+2s.m19~+11G~+22~+22~14+/16+~
hcb1+3




45
high, mid?
f1+2qcb1+2m, s.m24-25‘+4
??


Super moves:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
qcfqcf+1+2sm x5?+1-+?



2bar
db,hcb,df+1+2sm9?-? – -?



2bar
1,2,1,2h,m,m,sm x510,?,?,?




2bar

Reversals:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
hcb1+3




45
highs
hcb2+4


+16


mids
hcb1+4/2+3


S!
25+
lows, special mids (low parry)

Top moves:

Highs:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
1,2<1,1h,m,m,h10-7

17
ncc hc (1 whiff/block)
1,2,3h,m,h
+1



ncc hc (1 whiff/block) duck
1,1<2h,h,h10-127723
nc hc
4h16-3KND W!S!17/21+2homing, screw
f3h23-25+1-+3+20 – +22KG+20 – +22KG15/18
uninterruptable, duck

Mids:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
df+1(,1/4)m(,h/m)13-1(-2/-14)+7(++4/KND)+7(+4/launch)10,8/21 / 12,9/251+ssl
df+4m14-7+4+415/181+ssr
b+3m14-9+2+211/131+low hit, ssl
1+2m14-9+4KND+ W! /22+1+ssr
df2m18-5+14KGS!17/20+1++homing
fff1m18+-8KND W!KND W!26/313+swl/swr
jump4m19+-14-+3-4-+17-4-+1715+/18+2++
jump2m19+-12-+50-+170-+1720+/22+2+closer

Lows:

InputHeightSpeedBlockNHCHDMG NH/CHRangeInfo
d3,2<qcb1l,sm,h15S-11-2-212,5,15/14,5,121+ncc hc, swl
ss3l28+-12+6KND+18/21+1++step/backdash
d1+2l24S-18KND+KND+20+/24+1++homing! block 

Stances and stuff:

InputHeightSpeedBlockNHCHDMG NH/CHInfo








Power crushes:

InputHeightSpeedBlockNHCHDMG NH/CHInfo








Verdict – 

Rage art:

InputHeightSpeedBlockNHCHDMG NH/CHInfo
db+1+2h20UB


PC8-17

Verdict –

Rage drive:

InputHeightSpeedBlockNHCHDMG NH/CHInfo
hcb,f+3+4m
-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:

SpeedInputHitDamageRangeInfo
101,1,2+7231
101xQCB1KND W!221
101xRS
50

101xQCB1xQCFQCF1+2KND W!51
2bar
101xQCB1xRSKND W!?

12b1,2+4271+
14b3,2KND26
wall?
14b3,2,1+2launch26+
1bar
152f1xHCB4KND47
0bar
152f11+2 2f1xQCB1+21
62dmg
1bar
152f1xHCB4xQCFQCF1+2 iwr1
90dmg
2bar
152f11+2 2f1xHCB3+4xQCFQCF1+2 iwr1
104dmg
3bar

Crouching:

SpeedInputHitDamageRangeInfo
10FC1+6

against crouching opponent
10FC1xQCB1KND W!200.32nd hit whiffs against crouching opponent
10FC1xQCFQCF1+2
44

10FC1xRS
50

10FC1xQCB1xQCFQCF1+2
49

10FC1xQCB1xRS
51

11ws4+2-318

13ws1xQCB1KND W!271++
15FCdf+1Launch20+1++
18ws2f2Launch10,10+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