Difference between revisions of "The King of Fighters XV/Geese Howard"
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<section begin="image"/>[[File:KOFXV_Geese_Profile.png|thumb|Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV_Geese_Profile.png|thumb|Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 42f | |||
<br>'''Hop:''' 33f | |||
<br>'''Backdash:''' 22f | |||
<br>'''Run Speed Ranking:''' 7 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
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* '''Great Normals:''' Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters ''lost'' in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not possess a single aerial that doesn't have practical application: j.A is a fast normal that combos into Shippuken; j.B is a highly effective cross-up; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool. | * '''Great Normals:''' Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters ''lost'' in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not possess a single aerial that doesn't have practical application: j.A is a fast normal that combos into Shippuken; j.B is a highly effective cross-up; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool. | ||
* '''Strong Reversals:''' Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, they're getting grabbed. | * '''Strong Reversals:''' Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, they're getting grabbed. | ||
| cons= * '''Heavy | | cons= * '''Heavy Counter Scaling:''' All of Geese's counters that lead to combos and follow-ups add a great deal of damage scaling to anything that they lead into, and while Geese has a wide variety of combo options, many of them will end up costing you damage in the end. The fact that he can get combos after them at all can be considered a blessing, however. | ||
* '''Damage vs. Oki:''' Geese's damage output in combos seems to be balanced factoring in his OTG grab in mind. Unfortunately your knockdown advantage after landing this grab is terrible, and it also switches sides. This means Geese has to give up significant damage for better oki and vice versa. | * '''Damage vs. Oki:''' Geese's damage output in combos seems to be balanced factoring in his OTG grab in mind. Unfortunately your knockdown advantage after landing this grab is terrible, and it also switches sides. This means Geese has to give up significant damage for better oki and vice versa. | ||
* '''High Risk Defense:''' Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has ''with'' meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths. | * '''High Risk Defense:''' Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has ''with'' meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths. | ||
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|input=f.B | |input=f.B | ||
|description= | |description= | ||
* Shifts Geese's head hurtbox ''very'' far during the animation, which makes it prone to getting stuffed. | |||
Geese's longest reaching light normal that also cancels into almost everything he has. Forms an almost necessary part of Geese's combos and blockstrings. | Geese's longest reaching light normal that also cancels into almost everything he has. Forms an almost necessary part of Geese's combos and blockstrings. | ||
}} | }} | ||
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|input=f.C | |input=f.C | ||
|description= | |description= | ||
A quick st.C that is unfortunately rather stubby and doesn't cancel into anything. | A quick st.C that is unfortunately rather stubby and doesn't cancel into anything. While theoretically unsafe on both hit and block, the pushback is big enough to prevent Geese from being punished by anything. | ||
}} | }} | ||
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|input=cl.B | |input=cl.B | ||
|description= | |description= | ||
* | * Whiff-cancelable. | ||
}} | }} | ||
====close C==== | ====close C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=cl.C | |input=cl.C | ||
|description= | |description= | ||
Average cl.C. The only reason this is significantly more preferable over Geese's cl.D is because of how slow his cl.D is. | |||
}} | }} | ||
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|input=cl.D | |input=cl.D | ||
|description= | |description= | ||
An unusually slow proximity normal that is reserved for getting the most damage out of Geese's combos. Somewhat difficult to combo into after jump-ins. | An unusually slow proximity normal that is reserved for getting the most damage out of Geese's combos. Somewhat difficult to combo into after jump-ins. It's also plus on block, which is a rare attribute for a heavy normal. | ||
}} | }} | ||
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* Doesn't start up fast enough to link from his proximity light normals. | * Doesn't start up fast enough to link from his proximity light normals. | ||
Geese's key anti-airing normal that has excellent vertical range, hitting right above Geese's head. | Geese's key anti-airing normal that has excellent vertical range, hitting right above Geese's head. This is Geese's most reliable anti-air; use this if you're not sure if the opponent will attack during a jump-in. | ||
}} | }} | ||
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|captions="Thunder Roundhouse Kick" | |captions="Thunder Roundhouse Kick" | ||
|description= | |description= | ||
* | * Lacks special cancel properties, but can cancel into his OTG grab, even on whiff. | ||
* Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos. | * Is MAX cancellable, serving as a stronger replacement for 6A in MAX confirm combos. | ||
* Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly. | * Safe enough on block that you can counter the opponent's attempt at a punish if you guess their response correctly. | ||
Mainly used for Super Special/Quick Max confirms, as an ender for small blockstrings, or to get closer to the opponent to perform his OTG grab, which is the only special this move cancels into. | Mainly used for Super Special/Quick Max confirms, as an ender for small blockstrings, or to get closer to the opponent to perform his OTG grab, which is the only special this move cancels into. Due to its generous forward movement (about half screen), it can be spaced out to be up to +2 on block. | ||
}} | }} | ||
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|description= | |description= | ||
* Values in [] indicate data when move is cancelled into. | * Values in [] indicate data when move is cancelled into. | ||
* Always causes a spiked hard knockdown on airborne opponents. | |||
Mostly standard overhead/combo extender. Causes a hard knockdown on raw hit. Main move for combos/blockstrings. | Mostly standard overhead/combo extender. Causes a hard knockdown on raw hit. Main move for combos/blockstrings. When used as a mixup 6A has relatively low reward, as the hard knockdown property prevents Geese from getting any Quick Max or super combos off of it. He can, however, tack on additional damage with his OTG grab. | ||
}} | }} | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
Reppuken is a very strong and valuable space control tool, useful for keeping the opponent away as well as snuffing out their own fireballs. While other characters have the technique (Rugal, Rock), Geese's version has unique attributes that strengthen his zoning abilities. | |||
---- | |||
'''236A:''' A very fast projectile with equally fast recovery. It is also very safe on block at just -4 at point-blank range. This also allows Geese to space himself out far enough during blockstrings to end his blockstrings at plus frames without having to spend meter. 214A is typically preferred as a combo ender, however. | |||
---- | |||
'''236C:''' Basically a free EX projectile, Double Reppuken is an excellent overall projectile. It stuffs out meterless projectiles, and also knocks down, much like an EX fireball. It also has a startup stationary hitbox that hits opponents up close and allows it to combo from light attacks at point blank. | |||
---- | |||
'''236AC:''' Improves upon 236C in every way possible. 236AC (EX Double Reppuken) is faster in terms of both startup and recovery, and has a larger startup hitbox than 236C, which makes it easier to use as a combo ender. It also has juggle properties, which is important for corner combos. | |||
}} | }} | ||
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|input=j.214A/C/AC | |input=j.214A/C/AC | ||
|description3= | |description3= | ||
Geese throws a fireball from the air, bouncing backward as he does so. | |||
* Normal versions bounce Geese away, EX retains his jump momentum. | * Normal versions bounce Geese away, EX retains his jump momentum. | ||
* Brief recovery on landing. | * Brief recovery on landing. | ||
* A version has shorter recoil, but more recovery on landing. C version bounces Geese up higher, but has less recovery on landing. | * A version has shorter recoil, but more recovery on landing. C version bounces Geese up higher, but has less recovery on landing. | ||
* Has a ''much'' smaller hitbox than its appearance implies. | |||
Shippuken is a powerful projectile that strengthens Geese's zoning game as well as his offense. Rather than halt his momentum entirely, Shippuken will bounce Geese away from the opponent after startup, allowing him to keep his distance. Meanwhile, '''EX''' Shippuken will retain Geese's jump momentum entirely, which also makes it a great pressure tool, as it is significantly plus the lower Geese is to the ground. | |||
One thing to note, however, is that Geese will float a noticeable amount after using Shippuken, which leaves him quite vulnerable after using the move. If Shippuken were to whiff, for example, Geese would be left wide open for a highly damaging punish. Therefore, you should exercise caution with Shippuken so as to not get punished while trying to zone the opponent. This issue can be avoided by spending meter, but there is really not much of a good reason to be spending meter on zoning with Shippuken. | |||
}} | }} | ||
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|captions=R.I.P. Jaei Ken 1995-2009 | |captions=R.I.P. Jaei Ken 1995-2009 | ||
|description3= | |description3= | ||
Fudou Ken is a multi-purpose tool that can be used as a neutral poke, as a combo ender, or for mixups. With meter, it's a very important combo extender that forms the basis of his metered combos. All followups for Fudou Ken are very unsafe on block. | |||
---- | |||
'''214A:''' An extremely fast strike at 8 frames of startup. Despite being -4 on block, the pushback prevents Geese from being punished by any 4-frame buttons, making it an incredibly safe blockstring ender. 214A is Geese's go-to special for basic combos and pestering the opponent. | |||
---- | |||
'''214C:''' A slower strike with twice the startup, meaning it can only combo from heavy attacks, but has three different followups—a mid, a low, and an overhead—that all lead to hard knockdowns and can be used as combo enders or as a mixup. C Fudou Ken has higher pushback than A Fudou Ken, but also has a higher frame disadvantage and can be punished by fast, long-reaching buttons, such as some 5Bs. | |||
---- | |||
'''214AC:''' A fast crumpling attack that has the same followups as C Fudou Ken, but the followups have slightly lower disadvantage (though still very unsafe). AC Fudou Ken also has almost no pushback and has twice the disadvantage as A Fudou Ken on block, making it very easy to punish. | |||
}} | }} | ||
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|input=214C/AC~2K | |input=214C/AC~2K | ||
|description2= | |description2= | ||
* | * Hits low | ||
Very unsafe on block with moderate pushback. Can be easily punished by sweeps. | |||
}} | }} | ||
<!--Fudou Ken • Un--> | <!--Fudou Ken • Un--> | ||
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|input=214C/AC~6K | |input=214C/AC~6K | ||
|description2= | |description2= | ||
* | * Applies a 30% scaling penalty to the next hit. | ||
Causes a spiked hard knockdown right in front of Geese, guaranteeing an OTG grab. Do note that the OTG grab will be heavily scaled. | |||
Geese | |||
}} | }} | ||
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<small>"Predictabo"</small> | <small>"Predictabo"</small> | ||
|description2= | |description2= | ||
'''63214B:''' Counters all physical aerial moves, high/mid physical specials (including Shatter Strikes), and Super Special moves. <br> | |||
'''63214BD:''' Counters all physical aerial moves, high/mid grounded normals, high/mid physical specials (including Shatter Strikes), and Super Special moves. | |||
Cannot be followed up after a successful counter whatsoever. <br> | |||
All versions switch sides. | |||
---- | |||
The most well-known of Geese's counters, largely because it's the one players end up seeing the most. This catches any and all physical specials, supers, Climaxes, and aerials. As these are among the easiest moves to counter, this tends to be the easiest of Geese's counters to pull off. Unlike many other counters, upon activation Geese will immediately put the opponent in a throw state regardless of the attack it stops, rather than simply launching an attack. The EX version catches everything but lows, and comes out frame 1. In | The most well-known of Geese's counters, largely because it's the one players end up seeing the most. This catches any and all physical specials, supers, Climaxes, and aerials. As these are among the easiest moves to counter, this tends to be the easiest of Geese's counters to pull off. Unlike many other counters, upon activation Geese will immediately put the opponent in a throw state regardless of the attack it stops, rather than simply launching an attack. The EX version catches everything but lows, and comes out frame 1. In most cases, Jyoudan Atemi will be a better option than Oni Hanmon, as you're spending half the meter for only slightly less damage. | ||
}} | }} | ||
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<small>"Perceptabo"</small> | <small>"Perceptabo"</small> | ||
|description= | |description= | ||
Counters all mid/overhead ground normal attacks. | |||
Switches sides and leaves the opponent wide open with a +20 frame advantage. | |||
Applies a scaling penalty to the following hits, starting at 15%. | |||
---- | |||
Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference. If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C, but the timing is tight. Any combo you follow up with will be heavily scaled down in damage, so you'll need to decide what will get you the damage you want vs. how much meter you want to spend on reduced damage. | Switches sides and allows for a full combo. You can run and use cl.C to punish them, but if you can't land it, use cr.C instead, there isn't much difference. If you want the MAXIMUM damage and meter build, you can do a short hop into j.HP and then use cl.C, but the timing is tight. Any combo you follow up with will be heavily scaled down in damage, so you'll need to decide what will get you the damage you want vs. how much meter you want to spend on reduced damage. | ||
}} | }} | ||
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|captions="Low Hit Throw" | |captions="Low Hit Throw" | ||
|description2= | |description2= | ||
Counters all low physical attacks. Knocks the opponent to the other side of the screen. | |||
---- | |||
Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does ''not'' scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than most crouching lows, but the EX version is your best bet for catching people trying to low confirm on your wakeup. | Launches opponent fullscreen. Can be followed up with an OTG grab or Raging Storm in the corner, and this time the Raging Storm does ''not'' scale, allowing for some pretty crazy damage in the corner off a countered low. The normal version comes out 1 frame sooner than most crouching lows, but the EX version is your best bet for catching people trying to low confirm on your wakeup. | ||
The EX version deals more damage than many characters' Supers, and has the longest active period out of any of his counters. If you're going to go for a low counter, there's very little reason (aside from having no meter) not to go for the EX version. Especially against characters that heavily rely on low pokes and confirms. Making this move a regular part of your gameplan can have devastating results in certain matchups. A sweeping Clark or Shermie, or a Kula mashing Cr.B, will need to fear losing almost a quarter of their health for sticking their foot out at you. | |||
}} | }} | ||
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|input=632146A/C/AC | |input=632146A/C/AC | ||
|description2= | |description2= | ||
Geese grabs the opponent off the ground and slams them back down. | |||
* EX version does a minimum of 60 damage. | * EX version does a minimum of 60 damage. | ||
* Normal version sideswitches, EX does not. | * Normal version sideswitches, EX does not. | ||
* This move ''only'' functions as an OTG, so nothing will happen if the opponent hasn't been knocked down. | |||
OTG grab. Most of Geese's combos end in a hard knockdown that should give you time to run up and grab with this unless you're the one with your back to the corner. While this usually tacks on a considerable amount of damage (often the equivalent of spending an EX in a combo), your advantage after is very minimal and you switch sides, potentially losing the corner if you pushed them there. Consider that before going for this every time possible. | OTG grab. Most of Geese's combos end in a hard knockdown that should give you time to run up and grab with this unless you're the one with your back to the corner. While this usually tacks on a considerable amount of damage (often the equivalent of spending an EX in a combo), your advantage after is very minimal and you switch sides, potentially losing the corner if you pushed them there. Consider that before going for this every time possible. | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|description3= | |description3= | ||
* C is a great oki tool, if it crosses up its plus but if it doesn't its neutral. Groundbounces on counterhit. | * C is a great oki tool, if it crosses up its plus but if it doesn't its neutral. Groundbounces on counterhit, and can still combo into the EX version for another groundbounce. | ||
* EX is your go-to combo extender for 0.5 - 3 bar combos. | * EX is your go-to combo extender for 0.5 - 3 bar combos. | ||
Hishou Nichirin Zan is a rather unorthodox pressure tool that you probably won't often see meterless, as 214A is usually a better option. Despite appearances, Hishou Nichirin Zan is ''not'' an anti-air whatsoever, and unlike in previous games, it does not have multiple hits and cannot be combo'd into unless you spend meter. Both of the meterless versions leave noticeable gaps in blockstrings that can be punished, though Geese flies relatively high before the attack that can make punishing it difficult. | |||
---- | |||
'''623A:''' Soft knockdown. One of Geese's safest blockstring enders, especially if the opponent is crouching, but is otherwise lackluster. Prevents 623AC from being used in the combo if it hits. | |||
---- | |||
'''623C:''' Hard knockdown. ''Very'' lengthy startup, but is even on block on standing opponents, and +2 on crouching opponents. Groundbounces the opponent if it counterhits, which can lead to some highly damaging punishes. Can be followed up by 623AC. If the opponent has been wallsplatted (after st.CD, for example) 623C will launch the opponent higher up, allowing Geese to get damaging extensions off of his st.CD in the corner. | |||
---- | |||
'''623AC:''' Groundbounces into a hard knockdown. Geese's strongest combo extender that does more damage than 214AC > 6P, so you'll probably want to use this in 0.5 bar combos. | |||
}} | }} | ||
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A frame-1 command grab with full-body invincibility on its first four frames, allowing it to snuff out any of the opponent's attacks while Geese is defending himself. It also does ''immense'' damage, taking away 50% of the opponent's total health in an instant. Overall, this is the most damaging Climax super in the game by a decent margin, and probably one of the scariest. | A frame-1 command grab with full-body invincibility on its first four frames, allowing it to snuff out any of the opponent's attacks while Geese is defending himself. It also does ''immense'' damage, taking away 50% of the opponent's total health in an instant. Overall, this is the most damaging Climax super in the game by a decent margin, and probably one of the scariest. | ||
However, | However, it's strictly for reversal purposes, and more situational than Raging Storm. Like most command grabs, its range is relatively mediocre, so don't expect it to connect unless you're close to the opponent; if it whiffs, you're going to be eating a massive punish. While it can be canceled into, it won't connect against opponents in blockstun, and regardless, in most scenarios you'll be losing out on damage since it doesn't connect on airborne opponents (including grounded opponents who have been knocked down). You are better off using Raging Storm for combos, and Rashoumon for sudden mixups. | ||
}} | }} | ||
Latest revision as of 18:44, 30 May 2024
Gameplay Overview
Notorious for his array of near-instant counter throws, Geese is not only capable of shutting down aggressive opponents but is also a master at dominating opponents with weak defense.
Geese's normals on the ground as well as in the air are all excellent, with considerably long range. His grounded normals have great cancel options for when Geese goes on the offense; he even has a command cancellable st.B, a rare characteristic among the KoF cast. Having this option allows Geese to create lengthy frame traps with his Fudou Ken (214P) rekka, with numerous follow-ups that can hit low or overhead all while leading to a hard knockdown. Geese can end it there and leave himself with a significant frame advantage, or he can extend his damage output with his Raimei Gouha Nage (6246P) OTG throw.
Should Geese find himself unable to find a way in on an opponent, he can easily resort to his reliable fireballs. His Reppuken (236P) comes in two forms: the A version is fast with quick recovery, and the C version hits twice and snuffs out other fireballs, allowing Geese to win zoning wars without having to spend meter. His Shippuu Ken (j.214P) is an excellent aerial fireball that makes it even harder for opponents to approach Geese.
If the opponent gets too predictable with their offense, Geese has a multitude of ways to shut them down. His Atemi counter throws (624B/D / 426D) have lengthy active windows, near-instant startup, and lead to hard knockdowns. If guessing which counter to use isn't your cup of tea, his Oni Hanmon (2624K) super special will counter any physical move without exception, all the while doing massive damage. Geese can spend even more meter to obliterate opponents with annoying pressure by using Rashoumon (2624CD), a frame-1, extremely damaging command grab that is sure to ruin the opponent's day if they happened to be in range.
Overall, Geese is an extraordinary defensive character that is simple enough to be effective in the hands of beginners, while more seasoned players can utilize his counter throws and frametraps to become the ultimate nightmare.
Geese Howard is a versatile character who excels at punishing predictable offense while also being a powerful zoner in his own right. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Shippuu Ken - + / (Midair Only) (*)
- ┗Fudou Ken • A (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Ba (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Un (After or EX Fudou Ken) - + /
- ┗Fudou Ken • O (After Fudou Ken) - + /
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B, 2A, 2A, far B, 214A~6P |
178 DMG |
½ Meter |
cl.D(2), 6A, 214C~6P |
347 DNG |
1 Meter |
cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P |
438 DMG |
2 Meters |
cl.D(2), 6A, 214C~6P (super cancel), 2363214AC |
522 DMG |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Ko Satsu Shou
Ko Satsu Shou
(close) 4/6C
(close) 4/6C |
---|
Shinkuu Nage
Shinkuu Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Raikou Mawashi Geri
Raikou Mawashi Geri
6B
6B |
---|
Tendoh Kudaki
Tendoh Kudaki
6A
6A |
---|
Special Moves
Reppuken
Reppuken
236A/C/AC
236A/C/AC |
---|
Shippuu Ken
Shippuu Ken
j.214A/C/AC
j.214A/C/AC |
---|
Fudou Ken
Fudou Ken
214A/C/AC
214A/C/AC |
---|
Fudou Ken Followups
Fudou Ken • A
214C/AC~6P
214C/AC~6P |
---|
Fudou Ken • Ba
214C/AC~2K
214C/AC~2K |
---|
Fudou Ken • Un
214C/AC~6K
214C/AC~6K |
---|
Fudou Ken • O
214A~6P
214A~6P |
---|
Jyoudan Atemi
Jyoudan Atemi
63214B/BD
63214B/BD |
---|
Chuudan Atemi
Chuudan Atemi
63214D
63214D |
---|
Gedan Atemi
Gedan Atemi
41236B/BD
41236B/BD |
---|
Raimei Gouha Nage
Raimei Gouha Nage
632146A/C/AC
632146A/C/AC |
---|
Hishou Nichirin Zan
Hishou Nichirin Zan
623A/C/AC
623A/C/AC |
---|
Super Special Moves
Raigou Reppuu Ken
Raigou Reppuu Ken
2363214A/C/AC
2363214A/C/AC |
---|
Oni Hanmon
Oni Hanmon
2363214B/D/BD
2363214B/D/BD |
---|
Climax Super Special Moves
Raging Storm
Raging Storm
2141236CD
2141236CD |
---|
Rashoumon
Rashoumon
2363214CD
2363214CD |
---|
Misc
Alternate Colors