Geese Quick Combo Guide - The King of Fighters XIV (KOFXIV)

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The King of Fighters XIV
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Guide
Duration: 8:35
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v1.12

Guide for Geese's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!

Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand.

Additional notes: The Geese is leese!

Geese is a fairly unique character combo wise because he can get extra damage off of OTG (off the ground) hits. It's important to see where you can get those pick-ups, but sometimes it's best to not go for them, as they put your opponent out of the corner. Use your best judgment!

Some of Geese's midscreen max combos are really tricky. There are two aspects that take some time getting used to: whiffed canceled f. A, and hyper hop qcb AC. I like to think of the whiffed canceled f. A as one motion (in other words, d. D~f. A), but be sure to avoid hitting the df spot on your stick, so you don't accidentally get a qcf. The hyper hop qcb AC doesn't really have a trick to it, you just gotta practice.

Transcript: http://pastebin.com/5WJXk81k

Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
[n] = hold n direction for at least half a second
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch (b, d, db)
xx = cancel
arrow = do immediately after unless specified
- = follow up
(n) = cancel after nth hit of the move

BGM: MUST DIE (Theme of Susanoo) - Blazblue: Central Fiction







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