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

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Geese is primarily a mid-range poking character. This is due to the fact that he has one of the best special moves in the game in his qcf+C. It's a big close-range projectile that's safe on block, while also being kinda tricky to jump over. He also has a short-ranged air fireball that he can use to control a bit of the aerial space. Up close, Geese has access to a command grab that lets him mix up a bit, an invincible reversal and anti-air in his Raging Storm DM, and some counters that he can use to call out predictable offense or obvious jump-in attempts. His dominance of the close- and mid-range makes him a very effective character.
Geese is primarily a mid-range poking character. This is due to the fact that he has one of the best special moves in the game in his qcf+C. It's a big close-range projectile that's safe on block, while also being kinda tricky to jump over. He also has a short-ranged air fireball that he can use to control a bit of the aerial space. Up close, Geese has access to a command grab that lets him mix up a bit, an invincible reversal and anti-air in his Raging Storm DM, and some counters that he can use to call out predictable offense or obvious jump-in attempts. His dominance of the close- and mid-range makes him a very effective character.


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* f+B has less recovery, +2 on block
 
* f+B has less recovery, is now +2 on block
 
* cl.C no longer whiffs on short characters
* cl.C no longer whiffs on short characters


Specials:
Specials:
* dp+A descending attack is easier to connect against crouching opponents, less recovery on landing


==Normal Moves==
* dp+A's descending attack is easier to connect against crouching opponents, has less recovery on landing
 
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: can be used to anti air hops if you're too close for st.A to come out. whiffs on regular crouchers. Chainable. Cancelable.
 
*cl. B: his fastest normal at 2f startup. good to use in point blank situations where the speed is important. Chainable. Cancelable.
* cl.A: Can be used to anti-air hops if you're too close for st.A to come out. Whiffs on regular crouchers. Chainable and cancelable.
*cl. C: your go to heavy button for combos. Cancelable.
 
*cl. D: a two hitting normal. comes out fairly fast but is not cancelable so it's use is limited.
* cl.B: His fastest normal, at 2f startup. Good to use in point-blank situations where the speed is important. Chainable and cancelable.
 
* cl.C: Your go-to heavy button for combos. Cancelable.
 
* cl.D: A two-hitting normal. Comes out fairly fast, but is not cancelable, so its use is limited.


'''Stand'''
'''Stand'''
*st. A: good for stopping hops. whiffs on regular crouchers. Cancelable.
 
*st. B: a mid range poke. It doesn't have very good priority and it is not cancelable.
* st.A: Good for stopping hops. Whiffs on regular crouchers. Cancelable.
*st. C: a fast slightly longer range poke than st.B. Hits higher but is not cancelable either. It does have decent priority.
 
*st. D: Geeses longest range normal. has nice priority and range but also quite a lot of recovery.
* st.B: A mid-range poke. It doesn't have very good priority.
 
* st.C: A fast, slightly longer-range poke than st.B. Hits higher, but is not cancelable either. It does have decent priority.
 
* st.D: Geese's longest-range normal. Has nice priority and range, but also quite a lot of recovery.


'''Crouch'''
'''Crouch'''
*cr. A: a standard cr.A. Good for combos and blockstrings. Chainable. Cancelable.
 
*cr. B: hits low. Good for low combos and for blockstrings. Chainable.  
* cr.A: A standard cr.A. Good for combos and blockstrings. Chainable and cancelable.  
*cr. C: An okay anti air normal for full jumps or predictable hops. It has 3 separate stages but only the third one is great for anti airs making it a bit inconsistent. Cancelable.
 
*cr. D: a nice cancelable sweep.
* cr.B: Hits low. Good for low combos and for blockstrings. Chainable.  
 
* cr.C: An okay anti-air normal for full jumps or predictable hops. It has 3 separate stages, but only the third one is great for anti-airs, making it a bit inconsistent. Cancelable.
 
* cr.D: A nice cancelable sweep.


'''Jump'''
'''Jump'''
*j. A: good jumpin for when you want to have more consistency than j.C.
 
*j. B: Nice crossup jumpin normal. Also his fastest jumping normal so good for fast air to airs.
* j.A: Good jump-in for when you want to have more consistency than j.C. Can crossup, but not as well as j.B.
*j. C: a two hitting jumpin making it good for pressure and mixups.
 
* neutral j.C: a straight downwards punch with a lot of active frames.
* j.B: Nice crossup jump-in normal. Also his fastest jumping normal, so good for fast air-to-airs.
*j. D: an air to air normal.
 
* j.C: A two-hitting jump-in, making it good for pressure and mixups.
 
* nj.C: A straight downwards punch with a lot of active frames.
 
* j.D: Air-to-air normal.


'''Blowback'''
'''Blowback'''
*st. CD:has fairly long startup but has a nice hitbox in front of Geese. Cancelable on contact or whiff.
*j. CD: good for blockstun pressure or anti airs. You can land it on short crouchers but it's tricky.


==Throws==
* st.CD: Has fairly long startup, but has a nice hitbox in front of Geese. Cancelable on hit, block, and whiff.
'''Tate Katate Nage:''' b/f+C/D
* D version switches sides, both leave the opponent facing you.


==Command Normals==
* j.CD: Good for blockstun pressure or anti-airs. You can land it on short crouchers, but it's tricky.
'''Raikou Mawashi Geri:''' f+B
 
* Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
== Throws ==
 
'''Tate Katate Nage:''' <code>b/f+C/D</code>
 
* Regular throw, techable. Geese's one normal throw. D version switches sides, C version does not, both leave the opponent facing you.
 
== Command Moves ==
 
'''Raikou Mawashi Geri:''' <code>f+B</code>
 
* Doesn't combo from anything, not cancelable, plus on block.
 
'''Raimei Gouha Nage:''' <code>df+C (during opponent knockdown)</code>


'''Raimei Gouha Nage:''' df+C on downed
* OTG throw, only guaranteed off hcb+K but can be used after a number of moves if the opponent doesn't recovery roll (does not work after throw or Raging Storm). Switches sides, terrible recovery.
* OTG throw, only guaranteed off hcb+K but can be used after a number of moves if the opponent doesn't recovery roll (does not work after throw or Raging Storm). Switches sides, terrible recovery.


==Special Moves==
== Special Moves ==
'''Reppuken:''' qcf+A
 
* Geese does a single energy wave close to him.
'''Reppuken:''' <code>qcf+A</code>
 
* Geese does a single energy wave close to him. Standard non-traveling projectile.


* It's considered a projectile so it will destroy other projectiles.
* It's considered a projectile so it will destroy other projectiles.
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* Combos from lights and heavies.
* Combos from lights and heavies.


* disadvantage on block.
* Disadvantage on block.
 
* There isn't much use for this move, since the C version is mostly just better.
 
'''Double Reppuken:''' <code>qcf+C</code>


* There isn't much use for this move since the C version is mostly just better.
* Geese does two big energy waves in front of him. Two-hit non-traveling projectile.


'''Double Reppuken:''' qcf+C
* Geese does two big energy waves in front of him.
* Combos from lights and heavies.
* Combos from lights and heavies.


* It's considered a projectile so it will destroy other projectiles.
* Will destroy other projectiles.
 
* Moves Geese forwards during the startup, and the hitbox of it is big so it makes for a good neutral poke.
 
* Almost neutral on block (-1 or -2) with no pushback in the corner.
 
* Susceptible to being guard cancel roll punished.


* moves Geese forwards during the startup and the hitbox of it is big so it makes for a good neutral poke.
* Extremely good space-control tool.


* almost neutral on block (-1 or -2) with no pushback in the corner.
'''Shippuken:''' <code>qcb+A/C (in air)</code>


* susceptible to being guard cancel roll punished.
* Short-range air projectile.


'''Shippuken:''' air qcb+P
* Can't be done from a hop or step dash.
* Can't be done from a hop or step dash.


* gives enough frame advantage to combo afterwards if done late (there is a minimum height for it to come out though).  
* Gives enough frame advantage to combo afterwards if done late (there is a minimum height for it to come out though).  


* Only cancelable into from neutral j.C.
* Only cancelable into from neutral j.C.


* cam be used to control some air space.
* Can be used to control some air space.
 
'''Jaei Ken:''' <code>hcb+A/C</code>


'''Jaei Ken:''' hcb+P
* Geese does a forwards lunging strike with 3 hits.
* Geese does a forwards lunging strike with 3 hits.


* A version combos from heavy attacks.
* A version combos from heavy attacks.


* C version is slower startup but better recovery
* C version has slower startup but better recovery.


* both are punishable on block.
* Both versions are punishable on block.
 
'''Hishou Nichiringan:''' <code>dp+A/C</code>


'''Hishou Nichiringan:''' dp+P
* A version combos from lights, C version combos from heavy attacks.
* A version combos from lights, C version combos from heavy attacks.


* very ounishable on block.
* Very punishable on block.


* extra good when using extra mode meter as Geese gets a strong quickmax combo with it in the corner.
* Extra good when using Extra mode meter, as Geese gets a strong Quick MAX combo with it in the corner.


'''Joudan Atemi Nage:''' hcb+B
'''Joudan Atemi Nage:''' <code>hcb+B</code>
* Counters jumping attacks and physical specials/DM.


* afterwards you can otg with a df+C when in range.
* Counters jumping attacks and physical specials/DMs.


* frame one active so it can be used to counter jumpins and safejump attempts very well.
* Afterwards, you can OTG with a df+C when in range.
 
* Frame one active, so it can be used to counter jump-ins and safejump attempts very well.
 
'''Chuudan Atemi Nage:''' <code>hcb+D</code>


'''Chuudan Atemi Nage:''' hcb+D
* Counters mid-level normals.
* Counters mid-level normals.


* afterwards you can otg with a df+C when in range
* Afterwards, you can OTG with a df+C when in range.


* Frame one active so can be used as a reversal against mid meaty strikes.  
* Frame one active, so it can be used as a reversal against mid meaty strikes.  


* also good for catching people trying to poke you in neutral on a read.
* Also good for catching people trying to poke you in neutral on a read.


* Can be used to beat CD counters if you know it's coming.
* Can be used to beat CD counters if you know they're coming.


'''Gedan Atemi Nage:''' hcf+B
'''Gedan Atemi Nage:''' <code>hcf+B</code>


* Counters low attacks and sets up a juggle.
* Counters low attacks and sets up a juggle.


* Can be quickmaxed.
* Can be Quick MAXed.


* frame two active so it will lose to low meaties.
* Frame two active, so it will lose to low meaties.


* good to catch predictable sweep patterns with.
* Good to catch predictable sweep patterns with.


'''Shinkuu Nage:''' hcb,f+P
'''Shinkuu Nage:''' <code>hcb,f+A/C</code>
* Instant command throw with horrible recovery after it connects. 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. Don't use this when you are too close to the corner, as the opponent can combo you before you recover.
 
== Desperation Moves ==
 
'''Raging Storm:''' <code>db,hcb,df+A/C</code>


==DM==
'''Raging Storm:''' db,hcb,df+P
* Combos from lights and heavies.
* Combos from lights and heavies.


* full invincibility at startup.
* Full invincibility at startup.


* The cage absorbs normal and some DM projectiles.
* The hitbox absorbs normal and some DM projectiles.


* Can juggle after if it hits really late.
* Can juggle after if it hits really late.


* punishable on block.
* Punishable on block.
 
'''Deadly Rave:''' <code>qcf,hcb+A/C</code>


'''Deadly Rave:''' qcf,hcp+P
* Combos from lights and heavies.
* Combos from lights and heavies.


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* Does slightly less damage than Raging Storm.
* Does slightly less damage than Raging Storm.


==Combos==
== Combos ==
====Normal====
 
* cr.B, cr.A, cr.A, st.B
'''General Notes'''
 
===Meterless===
 
'''Low'''
 
: <code>cr.B, cr.A, cr.A, st.B</code>
 
: <code>cr.B, cr.A, (cr.A), qcf+C</code>
: Can add another cr.A, but the second slash will whiff unless in the corner.
 
: <code>cr.B, cr.A, hcb,f+P</code>
 
'''Mid/Jump-In'''
 
: <code>(j.B/j.C), cl.C, dp+C/hcb+A<code>
: dp+C does more damage and creates better oki, but it will whiff if the previous part pushed back too far (e.g. MAX mode, poor jump angle).
 
'''Other'''
 
: <code>hcf+B, j.CD</code>
 
'''Corner'''
 
: <code>hcf+B, dp+P</code>
 
: <code>hcb+C, cl.C/cr.C/cl.B/cl.D</code>
 
: <code>st.CD, cl.C</code>
: Counterhit conversion from st.CD.
 
===With Meter===
 
'''Low'''
 
: <code>cr.B, cr.A, (cr.A/st.A), db,hcb,df+P/qcf,hcb+P</code>
 
'''Mid/Jump-In'''
 
: <code>(j.B/j.C), cl.C, db,hcb,df+P/qcf,hcb+P</code>
 
'''Other'''
 
: <code>hcf+B, qcf,hcb+P</code>
 
: <code>f+B, AB, qcf,hcb+P</code>
: Requires Extra mode dodge.
 
: <code>cl.D [1 hit], AB, hcb,f+P</code>
: Requires Advanced mode roll.
 
'''Corner'''
 
: <code>hcf+B, db,hcb,df+P</code>
 
: <code>st.CD, qcf,hcb+P</code>
: Counterhit conversion from st.CD.


* cr.B, cr.A, qcf+C (can add another cr.A, but the second slash will whiff unless in the corner)
: <code>j.CD, qcf,hcb+P</code>
: Counterhit conversion from j.CD.


* cr.B, cr.A, hcb,f+P
=== With Quick MAX===


* j.C/j.B, cl.C, dp+C/hcb+A (dp+C does more damage and better oki but will whiff if previous part pushed back too far (e.g. maxmode, poor jump angle)
'''Low'''


* hcf+B, j.CD (or dp+P in corner)
: <code>cr.B, (cr.A), ABC, cl.C/cr.C, hcb+A/qcf,hcb+P</code>
: Requires a microwalk if the cr.A is included.


* hcb+C, cl.C/cr.C/cl.B/cl.D (corner only)
: <code>cr.B, cr.A, cr.A/st.A, ABC, st.C/cr.D</code>


====(S)DM====
'''Corner'''
* cr.B, cr.A, (cr.A/st.A), either (S)DM
* j.C/j.B, cl.C, either (S)DM
* hcf+B, qcf,hcb+P (S)DM midscreen or db,hcb,df+P (S)DM in corner.
(Raging Storm gives slightly better damage as a payoff for the harder execution)


====Quick Max====
: <code>(j.B/j.C), cl.C, dp+C, ABC, dp+A/db,hcb,df+P</code>
* cr.B, cr.A, ABC, walk cl.C/cr.C, hcb+A or (S)DM (omit the cr.A and you don't need to walk)
* cr.B, cr.A, cr.A/st.A, ABC, st.C/cr.D
* j.C/j.B, cl.C, dp+C, ABC, dp+A or either (S)DM (must be in the corner for the final part)
* cr.B, cr.A, dp+A, ABC, either (S)DM (corner only)
* hcb+C, ABC, dp+A or either (S)DM (corner only)
* hcf+B, dp+C, ABC, either (S)DM (corner only)


====Quick Dodge====
: <code>cr.B, cr.A, dp+A, ABC, db,hcb,df+P/qcf,hcb+P</code>
- f+B, AB, qcf,hcb+P (S)DM


====Misc====
: <code>hcb+C, ABC, dp+A/db,hcb,df+P/qcf,hcb+P</code>
* cl.D [1 hit], AB, hcb,f+P
* st.CD counterhit, cl.C or qcf,hcb+P DM (corner only)
* j.CD counterhit, qcf,hcb+P (fast enough to confirm midscreen)


==Notes==
: <code>hcf+B, dp+C, ABC, db,hcb,df+P/qcf,hcb+P</code>
* 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).
* cl.A and st.A whiff on crouchers. cl.C will whiff on small crouchers like Choi/Chin.
* st.CD is neutral on block.
* cr.D is cancellable, but not to command normals.
* Only the first hitbox of cr.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.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 04:33, 23 October 2021

Kyo98umfegeese.jpg

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Introduction

Geese is primarily a mid-range poking character. This is due to the fact that he has one of the best special moves in the game in his qcf+C. It's a big close-range projectile that's safe on block, while also being kinda tricky to jump over. He also has a short-ranged air fireball that he can use to control a bit of the aerial space. Up close, Geese has access to a command grab that lets him mix up a bit, an invincible reversal and anti-air in his Raging Storm DM, and some counters that he can use to call out predictable offense or obvious jump-in attempts. His dominance of the close- and mid-range makes him a very effective character.

Changes from Previous Versions

98UM to 98UMFE

Normals:

  • f+B has less recovery, is now +2 on block
  • cl.C no longer whiffs on short characters

Specials:

  • dp+A's descending attack is easier to connect against crouching opponents, has less recovery on landing

Normal Moves

Close

  • cl.A: Can be used to anti-air hops if you're too close for st.A to come out. Whiffs on regular crouchers. Chainable and cancelable.
  • cl.B: His fastest normal, at 2f startup. Good to use in point-blank situations where the speed is important. Chainable and cancelable.
  • cl.C: Your go-to heavy button for combos. Cancelable.
  • cl.D: A two-hitting normal. Comes out fairly fast, but is not cancelable, so its use is limited.

Stand

  • st.A: Good for stopping hops. Whiffs on regular crouchers. Cancelable.
  • st.B: A mid-range poke. It doesn't have very good priority.
  • st.C: A fast, slightly longer-range poke than st.B. Hits higher, but is not cancelable either. It does have decent priority.
  • st.D: Geese's longest-range normal. Has nice priority and range, but also quite a lot of recovery.

Crouch

  • cr.A: A standard cr.A. Good for combos and blockstrings. Chainable and cancelable.
  • cr.B: Hits low. Good for low combos and for blockstrings. Chainable.
  • cr.C: An okay anti-air normal for full jumps or predictable hops. It has 3 separate stages, but only the third one is great for anti-airs, making it a bit inconsistent. Cancelable.
  • cr.D: A nice cancelable sweep.

Jump

  • j.A: Good jump-in for when you want to have more consistency than j.C. Can crossup, but not as well as j.B.
  • j.B: Nice crossup jump-in normal. Also his fastest jumping normal, so good for fast air-to-airs.
  • j.C: A two-hitting jump-in, making it good for pressure and mixups.
  • nj.C: A straight downwards punch with a lot of active frames.
  • j.D: Air-to-air normal.

Blowback

  • st.CD: Has fairly long startup, but has a nice hitbox in front of Geese. Cancelable on hit, block, and whiff.
  • j.CD: Good for blockstun pressure or anti-airs. You can land it on short crouchers, but it's tricky.

Throws

Tate Katate Nage: b/f+C/D

  • Regular throw, techable. Geese's one normal throw. D version switches sides, C version does not, both leave the opponent facing you.

Command Moves

Raikou Mawashi Geri: f+B

  • Doesn't combo from anything, not cancelable, plus on block.

Raimei Gouha Nage: df+C (during opponent knockdown)

  • OTG throw, only guaranteed off hcb+K but can be used after a number of moves if the opponent doesn't recovery roll (does not work after throw or Raging Storm). Switches sides, terrible recovery.

Special Moves

Reppuken: qcf+A

  • Geese does a single energy wave close to him. Standard non-traveling projectile.
  • It's considered a projectile so it will destroy other projectiles.
  • Combos from lights and heavies.
  • Disadvantage on block.
  • There isn't much use for this move, since the C version is mostly just better.

Double Reppuken: qcf+C

  • Geese does two big energy waves in front of him. Two-hit non-traveling projectile.
  • Combos from lights and heavies.
  • Will destroy other projectiles.
  • Moves Geese forwards during the startup, and the hitbox of it is big so it makes for a good neutral poke.
  • Almost neutral on block (-1 or -2) with no pushback in the corner.
  • Susceptible to being guard cancel roll punished.
  • Extremely good space-control tool.

Shippuken: qcb+A/C (in air)

  • Short-range air projectile.
  • Can't be done from a hop or step dash.
  • Gives enough frame advantage to combo afterwards if done late (there is a minimum height for it to come out though).
  • Only cancelable into from neutral j.C.
  • Can be used to control some air space.

Jaei Ken: hcb+A/C

  • Geese does a forwards lunging strike with 3 hits.
  • A version combos from heavy attacks.
  • C version has slower startup but better recovery.
  • Both versions are punishable on block.

Hishou Nichiringan: dp+A/C

  • A version combos from lights, C version combos from heavy attacks.
  • Very punishable on block.
  • Extra good when using Extra mode meter, as Geese gets a strong Quick MAX combo with it in the corner.

Joudan Atemi Nage: hcb+B

  • Counters jumping attacks and physical specials/DMs.
  • Afterwards, you can OTG with a df+C when in range.
  • Frame one active, so it can be used to counter jump-ins and safejump attempts very well.

Chuudan Atemi Nage: hcb+D

  • Counters mid-level normals.
  • Afterwards, you can OTG with a df+C when in range.
  • Frame one active, so it can be used as a reversal against mid meaty strikes.
  • Also good for catching people trying to poke you in neutral on a read.
  • Can be used to beat CD counters if you know they're coming.

Gedan Atemi Nage: hcf+B

  • Counters low attacks and sets up a juggle.
  • Can be Quick MAXed.
  • Frame two active, so it will lose to low meaties.
  • Good to catch predictable sweep patterns with.

Shinkuu Nage: hcb,f+A/C

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

Desperation Moves

Raging Storm: db,hcb,df+A/C

  • Combos from lights and heavies.
  • Full invincibility at startup.
  • The hitbox absorbs normal and some DM projectiles.
  • Can juggle after if it hits really late.
  • Punishable on block.

Deadly Rave: qcf,hcb+A/C

  • Combos from lights and heavies.
  • C version travels fullscreen.
  • Does slightly less damage than Raging Storm.

Combos

General Notes

Meterless

Low

cr.B, cr.A, cr.A, st.B
cr.B, cr.A, (cr.A), qcf+C
Can add another cr.A, but the second slash will whiff unless in the corner.
cr.B, cr.A, hcb,f+P

Mid/Jump-In

(j.B/j.C), cl.C, dp+C/hcb+A
dp+C does more damage and creates better oki, but it will whiff if the previous part pushed back too far (e.g. MAX mode, poor jump angle).

Other

hcf+B, j.CD

Corner

hcf+B, dp+P
hcb+C, cl.C/cr.C/cl.B/cl.D
st.CD, cl.C
Counterhit conversion from st.CD.

With Meter

Low

cr.B, cr.A, (cr.A/st.A), db,hcb,df+P/qcf,hcb+P

Mid/Jump-In

(j.B/j.C), cl.C, db,hcb,df+P/qcf,hcb+P

Other

hcf+B, qcf,hcb+P
f+B, AB, qcf,hcb+P
Requires Extra mode dodge.
cl.D [1 hit], AB, hcb,f+P
Requires Advanced mode roll.

Corner

hcf+B, db,hcb,df+P
st.CD, qcf,hcb+P
Counterhit conversion from st.CD.
j.CD, qcf,hcb+P
Counterhit conversion from j.CD.

With Quick MAX

Low

cr.B, (cr.A), ABC, cl.C/cr.C, hcb+A/qcf,hcb+P
Requires a microwalk if the cr.A is included.
cr.B, cr.A, cr.A/st.A, ABC, st.C/cr.D

Corner

(j.B/j.C), cl.C, dp+C, ABC, dp+A/db,hcb,df+P
cr.B, cr.A, dp+A, ABC, db,hcb,df+P/qcf,hcb+P
hcb+C, ABC, dp+A/db,hcb,df+P/qcf,hcb+P
hcf+B, dp+C, ABC, db,hcb,df+P/qcf,hcb+P

Strategy & Tips

Videos

King of Fighters 98 UM FE: Geese Guide by Mash It Out

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