Difference between revisions of "The King of Fighters '98 UMFE/EX Geese"

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==Throws==
==Throws==
Tate Katate Nage - b/f+C/D
'''Tate Katate Nage''': b/f+C/D
 
* D version switches sides, both leave the opponent facing you with enough time to meaty on wakeup.
* D version switches sides, both leave the opponent facing you with enough time to meaty on wakeup.


==Command Normals==
==Command Normals==
Raikou Mawashi Geri - f+B
'''Raikou Mawashi Geri''': f+B
* Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
* Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.


Raimei Gouha Nage - df+C on downed
'''Raimei Gouha Nage''': df+C on downed
* OTG throw, not guaranteed from anything. Switches sides, poor recovery.
* OTG throw, not guaranteed from anything. Switches sides, poor recovery.


==Special Moves==
==Special Moves==
Reppuken - qcf+A
 
'''Reppuken''': qcf+A
*Combos from light/heavy attacks but only at close range. The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball). Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.
*Combos from light/heavy attacks but only at close range. The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball). Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.


Double Reppuken - qcf+C
'''Double Reppuken''': qcf+C
* Combos from heavy attacks in the corner or when opponent is backturned. The first part can eat a projectile and the second wave will still come out. The hitbox for this move actually follows the sprite and cannot be hopped over. Frame advantage works similar to qcf+A.
* Combos from heavy attacks in the corner or when opponent is backturned. The first part can eat a projectile and the second wave will still come out. The hitbox for this move actually follows the sprite and cannot be hopped over. Frame advantage works similar to qcf+A.


Shippuken - air qcb+A
'''Shippuken''': air qcb+A
* Can't be used on a hop, minimum height for using after a jump. Maintains jump direction during recovery. Possible to combo after if in the corner. Good frame advantage when blocked. Can be cancelled into from vertical j.C.
* Can't be used on a hop, minimum height for using after a jump. Maintains jump direction during recovery. Possible to combo after if in the corner. Good frame advantage when blocked. Can be cancelled into from vertical j.C.


Double Shippuken - air qcb+C
'''Double Shippuken''': air qcb+C
* Same as above but two projectiles, and worse recovery (can't combo after).
* Same as above but two projectiles, and worse recovery (can't combo after).


Jaei Ken - hcb+P
'''Jaei Ken''': hcb+P
* A version combos from lights, C version combos from heavy attacks and switches sides. Unsafe on block.
* A version combos from lights, C version combos from heavy attacks and switches sides. Unsafe on block.


Joudan Atemi Nage - hcb+B
'''Joudan Atemi Nage''': hcb+B
* Counters jumping attacks and physical specials/DMs.
* Counters jumping attacks and physical specials/DMs.


Chuudan Atemi Uchi - hcb+D
'''Chuudan Atemi Uchi...* hcb+D
* Counters mid-level normals/command normals. Can be used to beat CD counters.
* Counters mid-level normals/command normals. Can be used to beat CD counters.


Shinkuu Nage - hcb,f+P
'''Shinkuu Nage''': hcb,f+P
* Instant command throw with horrible recovery after it connects. Switches sides. Don't use this when you are too close to the corner as the opponent can combo you before you recover.
* Instant command throw with horrible recovery after it connects. Switches sides. Don't use this when you are too close to the corner as the opponent can combo you before you recover.



Revision as of 16:23, 1 November 2020

Kyo98umfeexgeese.png

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Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

Close

  • cl. A:
  • cl. B:
  • cl. C:
  • cl. D:

Stand

  • st. A:
  • st. B:
  • st. C:
  • st. D:

Crouch

  • cr. A:
  • cr. B:
  • cr. C:
  • cr. D:

Jump

  • j. A:
  • j. B:
  • j. C:
  • j. D:

Blowback

  • st. CD:
  • j. CD:

Throws

Tate Katate Nage: b/f+C/D

  • D version switches sides, both leave the opponent facing you with enough time to meaty on wakeup.

Command Normals

Raikou Mawashi Geri: f+B

  • Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.

Raimei Gouha Nage: df+C on downed

  • OTG throw, not guaranteed from anything. Switches sides, poor recovery.

Special Moves

Reppuken: qcf+A

  • Combos from light/heavy attacks but only at close range. The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball). Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.

Double Reppuken: qcf+C

  • Combos from heavy attacks in the corner or when opponent is backturned. The first part can eat a projectile and the second wave will still come out. The hitbox for this move actually follows the sprite and cannot be hopped over. Frame advantage works similar to qcf+A.

Shippuken: air qcb+A

  • Can't be used on a hop, minimum height for using after a jump. Maintains jump direction during recovery. Possible to combo after if in the corner. Good frame advantage when blocked. Can be cancelled into from vertical j.C.

Double Shippuken: air qcb+C

  • Same as above but two projectiles, and worse recovery (can't combo after).

Jaei Ken: hcb+P

  • A version combos from lights, C version combos from heavy attacks and switches sides. Unsafe on block.

Joudan Atemi Nage: hcb+B

  • Counters jumping attacks and physical specials/DMs.

Chuudan Atemi Uchi...* hcb+D

  • Counters mid-level normals/command normals. Can be used to beat CD counters.

Shinkuu Nage: hcb,f+P

  • Instant command throw with horrible recovery after it connects. Switches sides. Don't use this when you are too close to the corner as the opponent can combo you before you recover.

DM

Raging Storm - db,hcb,df+P

  • Combos from lights. The cage absorbs normal and some DM projectiles. The hitbox is only infront of Geese, not behind him.

Rashomon - hcbx2+P

  • Instant commmand throw. Horrible recovery, don't use it when the opponent is too close to the corner as they can combo you before you recover.

Combos

Normal

  • c.B, c.A, c.A, far s.B
  • c.B, c.A, hcb,f+P or hcb+A
  • j.C/j.B, s.C, hcb+P (C version does more damage, but A version might be better if you want to keep them in the corner)

DM

  • c.B, c.A, (c.A/s.A), db,hcb,df+P (S)DM
  • c.B, c.A, hcbx2+P (S)DM
  • j.C/j.B, s.C/c.C, either (S)DM
  • s.D [1 hit], AB, hcbx2+P (S)DM or hcb,f+P

Quick Max

  • c.B, c.A, QM, walk s.C/c.C, hcb+A or (S)DM (omit the c.A and you don't need to walk)
  • c.B, c.A, c.A/s.A, QM, far s.C/c.D

Quick Dodge

  • f+B, QD, hcb+A or db,hcb,df+P (S)DM
  • j.C/j.B, s.D [2 hit], QD, hcb+A or db,hcb,df+P (S)DM

Misc

- s.CD counterhit, s.C (corner only)

Strategy & Tips

  • j.B is a crossup (j.A will work on some chars but j.B is just a better move). j.B and vertical j.C are instant overheads (j.C only on large crouchers).
  • s.A and far s.A whiff on crouchers. close s.C will whiff on small crouchers like Choi/Chin.
  • s.CD is neutral on block.
  • c.D is cancellable, but not to command normals.
  • Only the first hitbox of c.C is cancellable, the part where his arm is fully raised is not.
  • His counters have startup and will not work as reversals in meaty situations.

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro