Tekken7 Blog Geese Howard

Biography

Intoroduce About Geese Howard Fighting way and Combo Guideline Geese Howard is a fictional character in various fighting game series, most notably in the “Fatal Fury” and “The King of Fighters” series by SNK. He is also known for making guest appearances in other fighting games, including the “Tekken” series. Here are some key aspects about Geese Howard:

Believing in the darwinistic principle of strength, Geese craves all forms of power, be it physical and mental prowess to money and other assets. He made his debut in Tekken 7 as a DLC character.

Fighting Style By @ThatBlastedSalami
Geese

Geese is said to be an expert martial artist who utilizes a personal style derived from his own teachings in Japanese martial arts. One of his main influences is that of Aikijujutsu, a defensive martial arts style with several throws, counter throws and locks. Because of its defensive nature, it is a style that is limited to Atemi-Waza striking attacks.

Hakkyokuseiken is a fictional Chinese martial art within the SNK universe taught to him by his former teacher Thung Fu Rue, that specializes in the cultivation and harnessing of qi. Skilled martial artists are said to have a great deal of internal power that comes with the style, including being able to channel their own qi to utilize as attacks. The affinity that he displays with his qi are themed after the wind and the skies, including a consistent sky blue color emanation, flowing yet slicing forms of energy, and being able to channel down lightning in his more powerful attacks. Geese is one three students of Tung Fu Rue that are prominent practitioners of this martial art.

Though Geese is from the USA, his extensive practice of such martial arts has led nearly all of his techniques to be written and spoken out in Japanese. Via his codifying 2/3-way counter throws, some games may or may not allow Geese to even reverse physical supers/rage arts.

Combo By @wondagame6160
Geese Howard Special Move for Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2, 1+2Sm, (MAX )1515+2+11+11
3h1016~17-8~-7±0~+1±0~+1
3, 3h, m10,1016~17-13±0CS
4 or BT 3 or 4h1716~17-3~-2KNDKNDTail Spin, Homing
1+2m2014-14KNDKND
f+1m1224~25-17~-16-4~-3-4~-3
f+1, 1+2m, (MAX )1224+2~+3+15~+16+15~+16
f+2mh5,1020,32~33-14~-13SHSH
f+2 (Second hit only)h1022~23-14~-13SHSH
f+2, 1+2mh, (MAX )5,1020,32+2~+3SHSH
f+2When con, nects1mh, h5,10,1520,32-9KNDKND
f+3h1523~25+1~+3+20~+22kg+20~+22kg
f+3, 1+2h, (MAX )1523~25+5~+7+24~+26kg+24~+26kg
f+4m2119-13KNDCS
f+1+2m1524~25 js10~-9KNDKND
d/f+1m1013~14-1~±0+7~+8+7~+8
d/f+1, 1m, h10,813~14-2+4+4
d/f+1, 4m, m10,2113~14-13KNDCS
d/f+2m1718~19-5~-4+14~+15kgKNDTail Spin, Homing
d/f+3l1115-13-2-2
d/f+3, 4l, m11,1415-13-2KND
d/f+3, 4~2l, m11,2515+2KNDKND
d/f+3, 4~3l, h11,1515+1~+3+20~+22kg+20~+22kg
d/f+3, 4~3, 1+2l, h, (MAX )11,1515+5~+7+24~+26kg+24~+26kg
d/f+4m1514-7+4+4
d/b or d+1 or FC+d/b or d+1 BT d+1 or 2Sm510s cs4or1~-5+6+6
d/b or d+1, 1+2Sm, (MAX )510 cs4or1~-1+10g+10
d/b or d+2 or FC+2l1314s cs6or1~-14-3-3
d/b or d+3 or FC+3l1215s cs6or1~-12-2-2
d+3, 1l, Sm12,515 61~s-9+2+2
d+3, 1, 1+2l, Sm, (MAX )12,515 61~-1+10g+10
d/b or d+4 or FC+4 BT d+3 or 4l, (Special)1517~18s cs6or1~-31-5~-4KND
d/b or d+4, 1+2l(MAX )1417~18 cs6or1~+15~+16gKND
d+1+2l2024~25s cs6~-18~-17KNDKND
b+1h1012~13-7~-6+4~+5+4~+5
b+1, 2h, m10,1812~13-7+4KND
b+2m2324+2KNDKND
b+3m1114~15-12-1+2~+3
b+3, 2m, m11,1514~15-15~-14KNDKND
b+3, 2, 1+2m, m, (MAX )11,1514~15+2~+3KNDKND
b+4l1019-13-4-2
b+4, 4l, h10,1719-3~-2+16~+17kgKNDTail Spin
f, f, f+1m2615~16 (18~)-8~-7KNDKND
WS+1m1213~14-8~-7+3~+4+3~+4
WS+1, 1+2m, (MAX )1213~14-3~-2+8~+9+8~+9
WS+2m1018-14-3-3
WS+2 When hit F+2m, (throw)10,10,1018LaunchLaunch
WS+3h1715~16-3~-2+16~+17kgKNDTail Spin
WS+4m1811-5+6+6
FC+d/f+1m2015-14Launch (JG?)Launch (JG?)
SS+3l1819(28~)-12+6KND
Jump 1m109 (14~37) js1~-21~+2-11~+12-11~+12
Jump 2mm10,109,21 (14~37, 26~) js1~-12~±0~±0~
Jump 2 (Second hit miss)m109 (14~37) js1~-17~+7-7~+17-7~+17
Jump 3m107 (12~37) js1~-23~+2-13~+12-13~+12
Jump 4m1511 (16~37) js1~-14~+7-4~+17-4~+17
Back to wall b, b, u/bm2529~45 js1-12~+4KNDKND
1+3+4(Special)29~45 1
qcf+1Sm1419~-13~-5~-5~
qcf+2Sm x 210,819~,43~-19~-8~-8~
qcb+1h2015-15KNDKND
qcb+2h1020-15-5-5
qcb+2, 1h, m10,1520-15KNDKND
qcb+2, 3h, m10,2020-8~-6sKNDKND
qcb+2, 4h, l10,20s cs18~-18~-17KNDKND
hcb+3Smh10,1522~30,40 pc8~-9KNDKNDPower Crush
hcb+4Smmm10,5,1222~30, 40,58 pc8~-14KNDKNDPower Crush
Jump qcb+1 or 2Sm (TJ)1417~(~) js1~-34~-23~-23~
f+1+2, qcb+1 or 2m (TJ), Sm (TJ)15,1417~(~) 1~-27~KNDKND
1+2+3(MAX)17~(~) 1~
MAX qcf+1+2Sm x 210,1019~,42~+1~KNDKND
MAX qcb+1+2h1019-12-2-2
MAX qcb+1+2, 1h, m10,1019-2KNDKNDWall Bounce
MAX qcb+1+2, 3h, m10,2019-8~-6sKNDKND
MAX qcb+1+2, 4h, l10,20s cs18~-18~-17KNDKND
MAX hcb+3+4Smmm10,5,1222~30 ,40,58 pc8~-2KNDKNDPower Crush
MAX Jump qcb+1+2Sm1417~(~) js1~-34~-23~-23~
MAX f+1+2, qcb+1+2m (TJ), Sm (TJ)15,1417~(~) 1~+4~KNDKND
qcf, qcf+1+2Sm x 513*510~+1~KNDKND
d/b, hcb, d/f+1+2Sm439~-18LaunchLaunch
1, 2, 1, 2h, m, m, Sm x 57,10,15,13*5-10+1~KNDKND
Geese Howard Special Move for Basic Frame
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2Sm1315-13-4-4
3h1016-8±0±0
4h1716-3KNDKNDTail Spin, Homing
f+1m1224-17-4-4
f+2mh5,1020,32-14SHSH
f+3h1523+1+20kg+20kg
f+4m2119-13KNDCS
d/f+1m1013-1+7+7
d/f+2m1718-5+14kgKNDTail Spin, Homing
d/f+3l1115-13-2-2
d/f+4m1514-7+4+4
d/b or d+1 or FC+d/b or d+1Sm510s cs4or1~-5+6+6
d/b or d+2 or FC+2l1314s-14-3-3
d/b or d+3 or FC+3l1215s-11-2-2
d/b or d+4 or FC+4l1517s-31-5KND
b+1h1012-7+4+4
b+2m2324+2KNDKND
b+3m1114-9+2+2
b+4l1019-13-4-2
u/b or U/F(Special)js5~
U(Special)js9~
WS+1m1213-8+3+3
WS+2m1018-14-3-3
WS+3h1415-8KNDKNDTail Spin
WS+4m1811-5+6+6
SS+1h710(11~)+1+8+8
SS+2Sm1515(16~)-13-4-4
SS+3l1819(28~)-12+6KND
SS+4h1716(17~)-3KNDKNDTail Spin, Homing
BT 1 or 2h710+1+8+8
BT 3 or 4h1716-3KNDKNDTail Spin, Homing
BT d+1 or 2Sm510s cs4or1~-5+6+6
BT d+3 or 4l1417s-31-5KND
Last updated 13.09.2018

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