

Geese's Hypers have notable uses as well Raising Storm is his most versatile Hyper, being able to function as either a combo ender or anti-air, and Kyokuu Reppu Zan can be used as a combo extender as it can be cancelled into the MAX versions of Raising Storm or Rashoumon, a command grab that can be used in the range Geese has from using the first mentioned Hyper. The flaws of Jaeiken and Hishou Nichirin Zan may encourage a player to use them in combos, as they both hit more when closer to the opponent and due to them following the cancel rules, can be extended into one of his Hypers. However, Reppuken is somewhat unsafe at a point-blank range, Hishou Nichirin Zan doesn't meet aerial opponents until its second hit, the attacking portion of Jaeiken does not activate until he is close to the opponent, and only Joudan Atemi Nage (its Ⓧ version) is able to counter Specials and Hypers while Chuudan Atemi Nage ( Ⓨ ) and Gedan Atemi Nage ( Ⓩ ) are only able to counter Normals.

Geese is a character that excels in rushdown and close-range gameplay, but has abilities that allow him to excel as an all-rounder as well he has projectiles usable in zoning and pressure situations in Reppuken/ Double Reppuken and Shippuken, an anti-air in Hishou Nichirin Zan, an option for expansion in Jaeiken, and multiple counters in the form of Atemi Nage. The Custom Combo also ends when Geese is hit, making it a large risk for him, but paying off if he succeeds at hit confirming or punishing during the time. Geese's comboability is further expanded by him having the Custom Combo of the A-Groove, which gives him more freedom in comboing by making him able to cancel any Normal, Special, or Hyper into any Normal, Special, or Hyper with lowered startup time, although the effect only lasts for three seconds, disables blocking, EX Specials, and Hypers, and costs 1000 Power. Due to the basis of the C-Groove, Geese also has three power bars (3000 Power) and a Hyper-cancelling system loosely based on that of the Groove, although being able to cancel Level 1 Hypers into Level 2 Hypers instead of cancelling Level 2 Hypers into Level 1 Hypers or any Special. However, he cannot chain Raikou Mawashi Geri into any Specials or Hypers considering it knocks down, and while he can chain Fudou Sakkatsu Uraken into Specials or Hypers, they do not connect due to it creating a long distance between Geese and his opponent. Chaining into the former knocks down the opponent, which does not happen when the Command Normal is used normally, and chaining into the latter does not knock down the opponent, when it does if used outside of a chain. Alongside this, Geese can chain any of his Normals into Raikou Mawashi Geri or Fudou Sakkatsu Uraken, which are two Command Normals. SNK 2 combo system, which in turn was reused from Street Fighter, where Geese is able to cancel any Normal into Specials/Hypers or Specials into Hypers said system requires timing, as the cancelling itself is very strict.
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He also has the Alpha Counter (titled a Zero Counter) from the Street Fighter Alpha series and EX Moves from the Street Fighter III series, which both use up Power (the former using 1000 and the latter only using 500), alongside three jumping levels, with lightly tapping being the lowest level and tapping before pressing being a higher level. SNK 2 this is, in specific, using the basis of the C-Groove, the Custom Combo of the A-Groove, the P-Groove's Parry, the S-Groove's Power Charge and Sidestep, and the N-Groove's Roll, the last two items functioning identically but with the latter of the two being mobile rather than still. Geese also uses an "amalgamation" of five of the six Grooves in Capcom vs. This is mainly used to keep pressure on the opponent if they have not recovered from a fall, but ends any as they recover after Geese throws them. Alongside these two throws, Geese has the Raimei Gouha Nage, a "pursuit" throw used on downed opponents by holding and pressing. He has two throws usable by holding or and pressing either or these throws function differently, with the throw dealing three hits before throwing the opponent and the throw only throwing the opponent and being much quicker, but can be escaped if the opponent holds or and presses Ⓨ, Ⓩ, Ⓑ, or Ⓒ within the first seven frames of the throw. The buttons Geese uses denote the strength of an attack Ⓧ and Ⓐ are used for the weaker and safer attacks, while Ⓩ and Ⓒ are used for the stronger and more punishable attacks. Geese is a six-button character, using and for his attacks, and Ⓢ as a part of activating Fake Reppuken, a feint move where Geese attempts to throw a Reppuken as he would if the move were executed normally.
