Geese Howard – Tekken 7 Discussion

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Ashesfall
Fighter
Joined: Dec 2006
Posts: 2932
#61 “Quote” Edit Post
Originally posted by Gandido
Pretzel motion is actually easy, be it pad or stick. Don’t know if they are being lenient on the inputs but traditionally you could go all the way to b, and you can just roll it.

d/b,b, hcb, f, d/f+1+2

the classic easy comment (how do you call a db1+2 motion than?)
ok i will be more specific than
do d1,into,db,hcb,df1+2 for a 2 bar 10f crouch punish
(for example, forced in crouch after block)

i would bet that 99% of all players in the world will struggle massively in doing it.
of course there are more situations where its important, like at the wall to continue the combo

why so much crazy effort when tekken has so many more characters without that barrier?
katarina is popular for a good reason and for the same reason geese wont be popular
(my prediction, same as akuma)

anyways i will try to enjoy him in casuals as this was just my honest opinion why he never can become a main to me

ps: his max mode combos are fun tho, i am glad you only need to press 1+2 mid combo and not 1+2+3 like in the open
Signature and on mobile only? i am sad
“Demon” Geese“SpecialForce” Josie
“WarMachine” Bryan“Brawler” Steve
LiangHu
3rd Dan
Joined: Jul 2017
Posts: 32
#62 “Quote” Edit Post
Just came home from basketball training & went into the lab with Geese. Went through his move list & found out a few BnBs. I really like this character and the way he plays.
Too bad the PSN Geese got delayed.
So far I had only 20 minutes time to lab with this character.
I think Geese is gonna be my new secondary in Tekken 7.

day1


some more Geese BnBs

day1


day1
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Abigan2K
Iron Fist God
Joined: Jan 2001
Posts: 3784
From: Philippines
#63 “Quote” Edit Post
geese is terribad..

no threatenning lows
no good mids (special mids can be blocked low)
everything that looks decent is at least -14

f1+2 is his best move but is floatable with a jab since its slow

char needs a patch
SilverSoul
IAmTheBoneOfMySword
Joined: Jul 2014
Posts: 1712
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#64 “Quote” Edit Post
So Geese has a very good sidestep, probably the best among males.
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Gandido
Test Before You Post
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#65 “Quote” Edit Post
Originally posted by Ashesfall
the classic easy comment (how do you call a db1+2 motion than?)
ok i will be more specific than
do d1,into,db,hcb,df1+2 for a 2 bar 10f crouch punish
(for example, forced in crouch after block)

i would bet that 99% of all players in the world will struggle massively in doing it.


ps: his max mode combos are fun tho, i am glad you only need to press 1+2 mid combo and not 1+2+3 like in the open


The only reason I CAN call this easy is because this is classic input buffering. While not familiar in the 3D world, when we played SF/CVS2 this was always important with certain characters. For instance, Nakoruru’s combo into bird super was s.jab x 3 into c. rh xx hcb hcb k. Akuma combo into fireball super was c.short c. jab c.fwd into super.

You bypass this by doing the first part of the motion with the initial input. So for Geese, just do d+1 as part of your qcb input and then take it from there.
Signature “Chance favors the prepared mind.” – Louis Pasteur

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StudBuddha
#ANNA4T7
Joined: Feb 2013
Posts: 1358
From: USA Illinois
PSN: SiriusAssassin
#66 “Quote” Edit Post
What the timing on U/F+2, 2… to connect? I’m having trouble with it.
JBeezYBabY
Kyu
Joined: Nov 2017
Posts: 7
#67 “Quote” Edit Post
Originally posted by StudBuddha
What the timing on U/F+2, 2… to connect? I’m having trouble with it.


It’s a quick motion that can’t be delayed. Just think of street fighter when ur trying to anti air attack with ur jump attack. So as soon as you jump, press 2,2 immediately. Hope that helps
JBeezYBabY
Kyu
Joined: Nov 2017
Posts: 7
#68 “Quote” Edit Post
Overall, Geese is awesome! I’m pretty new here but I labbed Geese came up with some day 1 combos, and complied them into a video. Check it out and hopes it helps discovering something new. Righteous

https://youtu.be/hCHzsj9x3EI

Last edited by JBeezYBabY on Dec 2nd, 2017 at 18:23

StudBuddha
#ANNA4T7
Joined: Feb 2013
Posts: 1358
From: USA Illinois
PSN: SiriusAssassin
#69 “Quote” Edit Post
I should have worded that better. I have trouble connecting the special mid after uf2
Ashesfall
Fighter
Joined: Dec 2006
Posts: 2932
#70 “Quote” Edit Post
Originally posted by StudBuddha
I should have worded that better. I have trouble connecting the special mid after uf2

input would be ufn2,2
n stands for neutral meaning you jump wait some frames and than press 2.
if only one hit hits, it was to late. you have to find the window and if you found it, its actually not hard as you can buffer the 2 afterwords, for sure not a just frame link
Signature and on mobile only? i am sad
“Demon” Geese“SpecialForce” Josie
“WarMachine” Bryan“Brawler” Steve
TheBookOfReeds
Kyu
Joined: Jun 2017
Posts: 3
#71 “Quote” Edit Post
On a tech/frame data related subject, although f3 is good on block at +2~+3, it seems like most follow-ups for it can definitely be evaded by crouch jab, delayed crouch jab. A training partner of mine after most blocked f3’s would either crouch jab which is beatable by your own crouch jab or jump in/delayed crouch jab, which would function as a parry due to d1 being a special mid/side-step, which is a gamble because it can be caught. Not downplaying the move though, just trying to get the information into better minds than mine to see if anyone can find something that I haven’t.
Revelations
Shihan
Joined: Aug 2016
Posts: 103
From: New Zealand
#72 “Quote” Edit Post
So do we know Geese’s key moves yet besides 2f1? He seems (to me, correct if I’m wrong) that he relies on meter/max mode to get above 50 damage in combos, has a good SS, standard ws launcher but lacks overall pressure tools? I can see his reversals becoming important to pull off too. I don’t know anything about KoF mechanics so I could be overlooking stuff.
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aaheadbanger666
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#73 “Quote” Edit Post
Originally posted by TheBookOfReeds
On a tech/frame data related subject, although f3 is good on block at +2~+3, it seems like most follow-ups for it can definitely be evaded by crouch jab, delayed crouch jab. A training partner of mine after most blocked f3’s would either crouch jab which is beatable by your own crouch jab or jump in/delayed crouch jab, which would function as a parry due to d1 being a special mid/side-step, which is a gamble because it can be caught. Not downplaying the move though, just trying to get the information into better minds than mine to see if anyone can find something that I haven’t.




F3 on block -> you can step and punish their crouch jabs with standing 2 links or if you are really good with input buffer. you can try a Low Parry HCB2+3 for 60+ juggle damage. By the way, F+3 on hit is like +1000f. I set the CPU to sidewalk on Action 2 and B+2 would just beat every single option. So, F+3 on hit to B+2 pretty much locks the opponent and makes him rethink about challenging his +frames.



Geese key moves got to be ->


-The High/Mid/Low counters for sure to break their offense and setups. Eg. Dragunov b1+2 to df1 is the staple option as it stops you from stepping. Geese can parry it with a mid counter and can get a potential 80-90 combo. Mid parry to standing 2 is a NC.

-Standing 2 to Command Moves [F+3/F+1]

-Generic df1 and the 1/4 followups

-WR+1 Safe and good as a High Parry setup as Opponents tend to retaliate with jabs

-QCB+2,3 (Fudou-Ken) / QCB+1+2,3 (EX-Fudou Ken) Safe strings and EX is a launcher not NC though. Needs to be done as a standalone move if you think the opponent is ducking it when chained into Command Moves. RAW Max Mode Activation allows you 2-3 attempts on EX-Fudou Ken Mixups as you get FULL MAX METER whereas when you cancel it from Command Moves, you just get HALF of MAX MODE.

-d+4 to Command Moves [F+1/F+3]

-F1+2 Low crush launcher

-F+3 Command Move (+1 on Block and +million on hit) also has a decent range

-F+4 Works like Bryan 3+4 mid counter keep out sort of move. -14f but with some pushback

-WS+1 to Command Moves[F+1/F+3] WS+1 xx QCB+1 is a NC Ws13f punish

-HCB+3 [Light Jaei-Ken] Mid,High Safe String which I think Powercrushes (Armor)

-DF+2 Good range, safe (-5 on block), CH launcher, Homing, Mid

-Standing 4

-EX Shippuken (Air-Fireball) +on block and allows for a free Rashomon when used as a tech trap


Last edited by aaheadbanger666 on Jan 7th, 2018 at 20:48

Signature T7 Lee model is amazing. God Bless Harada and his team

THE GEESE IS LEESE!!!
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#74 “Quote” Edit Post
https://www.youtube.com/watch?v=6YFtE1D_5k4

at the start of this video , after geese blocking claudio F3 then he do raging storm and it record as PUNISH

Is that mean Raging storm is 9 FRAME?
Signature
S2_Dotoring
T7 is ass
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#75 “Quote” Edit Post
Yes
Signature Friendship ended with Tekken

Now Soul Calibur is my new best friend
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Malec
Joined: Mar 2003
Posts: 2685
From: Germany
PSN: Malec1983
#76 “Quote” Edit Post
Originally posted by aaheadbanger666
F3 on block -> you can step and punish their crouch jabs with standing 2 links or if you are really good with input buffer. you can try a Low Parry HCB2+3 for 60+ juggle damage. By the way, F+3 on hit is like +1000f. I set the CPU to sidewalk on Action 2 and B+2 would just beat every single option. So, F+3 on hit to B+2 pretty much locks the opponent and makes him rethink about challenging his +frames.



Geese key moves got to be ->


-The High/Mid/Low counters for sure to break their offense and setups. Eg. Dragunov b1+2 to df1 is the staple option as it stops you from stepping. Geese can parry it with a mid counter and can get a potential 80-90 combo. Mid parry to standing 2 is a NC.

-Standing 2 to Command Moves [F+3/F+1]

-Generic df1 and the 1/4 followups

-WR+1 Safe and good as a High Parry setup as Opponents tend to retaliate with jabs

-QCB+2,3 (Fudou-Ken) / QCB+1+2,3 (EX-Fudou Ken) Safe strings and EX is a launcher not NC though. Needs to be done as a standalone move if you think the opponent is ducking it when chained into Command Moves. RAW Max Mode Activation allows you 2-3 attempts on EX-Fudou Ken Mixups as you get FULL MAX METER whereas when you cancel it from Command Moves, you just get HALF of MAX MODE.

-d+4 to Command Moves [F+1/F+3]

-F1+2 Low crush launcher

-F+3 Command Move (+1 on Block and +million on hit) also has a decent range

-F+4 Works like Bryan 3+4 mid counter keep out sort of move. -14f but with some pushback

-WS+1 to Command Moves[F+1/F+3] WS+1 xx QCB+1 is a NC Ws13f punish

-HCB+3 [Light Jaei-Ken] Mid,High Safe String which I think Powercrushes (Armor)


I’ll add more to the list in time. Forgetting a lot of stuff at the moment.


I would add -d/f+2 good range, safe (-5 block), ch launcher, homing, mid. one of his absolute best moves

-1,(1),(2) kinda like but not quite as good as mishima 112. 1 or 1,1 is good for pressure. downside to geese Jabs, you cant use f1 to extend range.

-4 long range, ch launcher, homing, move has a huge range, more than it looks like
PokingGo
Kyu
Joined: Jul 2017
Posts: 4
#77 “Quote” Edit Post
Anyone knows how to perform air shippuu ken (jump,qcb+1_2), but Geese jump just a little and release the projectile?
I heard that is like TK motion in umvc3 (qcb,u+attack), but i cant do it with Geese
Kurai Ryu
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#78 “Quote” Edit Post
Originally posted by PokingGo
Anyone knows how to perform air shippuu ken (jump,qcb+1_2), but Geese jump just a little and release the projectile?
I heard that is like TK motion in umvc3 (qcb,u+attack), but i cant do it with Geese
it’s classic SF tiger knee motion, hcb~uf+1+2
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PokingGo
Kyu
Joined: Jul 2017
Posts: 4
#79 “Quote” Edit Post
Originally posted by Kurai Ryu
it’s classic SF tiger knee motion, hcb~uf+1+2


Thanks, i can do it now

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