Difference between revisions of "The King of Fighters '98: Ultimate Match/Geese Howard (EX)"
m (Scanman moved page Geese Howard (Real Bout 2) (KoF '98 UM) to The King of Fighters '98: Ultimate Match/Geese Howard (EX): moving 98UM EX Geese page to be a subpage)
Latest revision as of 05:50, 22 July 2020
Real Bout 2 Geese Howard is a modified version of Geese Howard that mixes his Real Bout Special Version of Nightmare Geese along with his Real Bout 2 normal version.
Real Bout 2 Geese Howard had modified his Reppu Ken/double Reppu Ken now as a fullscreen projectile, but lost his low counter along with his pseudo anti air projectile, he also had a Command Throw DM instead of his Ryuko Ranbu Deadly Rave version as his second DM.
At a Glance
Jumping - Wheeling kick with two hitboxes. The first part hits up high in front of Geese before his leg falls downward. Once used to the timing on the attack, j. can air-to-air and air-to-ground all in one go, and being a attack it forces a knockdown, making it more buff as a safejump just in case you trade.
Doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
OTG throw, not guaranteed from anything. Switches sides, poor recovery. Upon stunning an opponent onto the ground it becomes a free hit and the opponent will still get up stunned.
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. st., +) you will be at advantage.
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 +.
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..
Same as above but two projectiles, and worse recovery (can't combo after).
Rushing combo that's super unsafe on block, so it primarily serves as a buff combo ender for large punishes when hitconfirming isn't necessary. version combos from lights, version combos from heavy attacks and switches sides.
Counters jumping attacks and physical specials/DMs.
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.
Combos from lights. The cage absorbs normal and some DM projectiles. The hitbox is only in front of Geese, not behind him.
An Instant commmand throw with good damage but horrible recovery, don't use it when the opponent is too close to the corner as they can combo you before you recover, only suitable in midscreen.
Real Bout 2 Geese Howard is top tier in 98UMFE. He is a zoning character focused on throwing projectiles at far distances and countering normals in close combat.
Your objective will be wisely spamming your Reppu Ken (+) or rushing down with Shippu Ken (air +) mixups, for close combat don't try to use counters (+/+) too much, as you can get blown up. Geese's normals are also pretty good:
When anti-airing, some good options are St. (anti-hop) cr. (pre-emptive), + (counters air moves) and other highs, and (if you're quick) Raging Storm ( +) if they try to empty jump to beat your counter.
- j. is a crossup (j. will work on some chars but j. is just a better move). j. and vertical j. are instant overheads (j. only on large crouchers).
- st. and far st. whiff on crouchers. close st. will whiff on small crouchers like Choi/Chin.
- st. is neutral on block.
- cr. is cancellable, but not to command normals.
- Only the first hitbox of cr. 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.