Fantasy Strike/Geiger

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FS Geiger.png

Introduction

Max Geiger is a watchmaker, scientist, and logical thinker. His particular interest lies in the study of time, and whether it can be alter, or even controlled.

Overview

Health Character Type Super Meter charge time Gear charge time
6 Zoner 18 Seconds 50 Frames

General

Geiger is a pure Zoner. He has a slow moving projectile with low recovery and a fast, invincible anti-air. His Supers are excellent at punishing opponents for playing at a range and he has very strong pokes that he can use to keep opponents away. His Time Stop Super in particular is devastating with it's ability to punish attacks from a distance.

Geiger's Combo damage tends to be low and the more damaging Combos require some setup so he requires patient and deliberate play, much like Geiger's own personality.

Unique Traits

Geiger is Fantasy Strike's version of a charge character. All of his Special attacks require use of a Gear which he gets from his Gear Meter. Gear Meter builds constantly but will be depleted as soon as Geiger presses forward. When playing Geiger, you have to figure out when pushing forwards is worth losing access to those powerful moves.

A Beginner Geiger learns not to push forwards.
An Intermediate Geiger learns not to push backwards.
An Expert Geiger knows when to push forwards.

Moves

Ground

Low Punch
FS A.png
FS Geiger 5A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 10 7 13 0 -1 5 Cancellable Strike

Geiger goes to one knee and delivers a punch. Cancellable into FS B.png or FS C.png on hit or block.

Low profiles and has decent priority. Useful for Combos if close to the opponent.

Good for anti-air when you don't have charge for FS C.png, and especially against early jump-buttons, or for walk-under anti-airs.


Backhand
FS R.png+FS A.png
FS Geiger 6A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 10 6 20 -3 -5 3 - Strike

Far reaching and fast attack that has strong priority at the cost of building Gear Meter.

Good for anti-airing early jump buttons, but will lose or trade against ones performed late.


Step Kick
FS L.png+FS A.png
FS Geiger 4A.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 27 7 6 10 8 16 - Strike

Moves forward while being able to gain Gear Meter. Puts Geiger at very strong frame-advantage, even on Block (enough frame advantage for a true mix-up 50/50 with FS A.png or FS T.png).


Time Spiral
FS B.png
FS Geiger 5B.png
Normal version
FS Geiger 5B 2.png
Charge version
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Normal 1 10 P 26 P P P - Projectile

Costs Gear Meter. If FS B.png is held for 10 frames, it will become the Charge version.

Has enough startup for many characters to react and beat it (or apply pressure) with projectile-invincible moves at close/mid range.

Does not recharge Gear meter in time to use it (for FS B.png anti-air) as soon as you recover, so be careful about the spacing you use it if you expect a jump or projectile-invincible move.

Charge 1 40 P 10 P P P - Projectile

Costs Gear Meter. Significantly shorter Recovery at the cost of very high Startup. The Startup means it can lose to pokes but since the animation is the same, mixing up this with the normal version will add a challenge of when to poke.

Gear meter recharges just in time from this move to immediately anti-air with FS C.png.


Flash Gear
FS C.png
FS Geiger 5C.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 9 4(1)9 35 KD -23 KD Knockdown, Fully Invincible Strike

Costs Gear Meter. Hits twice. Invincible on frames 1-14.

Breaks two-hit armor moves like Rook's FS C.png or Onimaru's C (but not infinite armor like Midori's FS C.png).

It's useful to charge Gear Meter for this move with neutral to avoid losing charge to cross-ups.


Throw
FS T.png
FS Geiger T.png
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
Forward 1 3 4 16 KD - KD Knockdown Throw

Has enough frame advantage to safejump with JFS C.png afterwards. Or to setup a throw trap with immediate HeldFS B.png into walkup throw (before the Time Spiral hits) or BFS A.png.

Back 1 3 4 16 KD - KD Knockdown Throw

Gives JFS C.png safejump as well.


Time Stop
FS S.png
FS Geiger S.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 0 - 7 - - - - -

Triggers a cinematic during which Geiger will walk forward and flash gear. This is most often used to beat fireballs, and sometimes anti-air. Frame Data is outdated.


Air

Aerial Kick
FS A.png
FS Geiger JA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 7 2 2 12-17 11-15 17-22 - Strike

Very good priority for air-to-air (performed early) and air-to-ground (performed late). Take caution in committing to the former because on a read, they can simply stay on the ground and use normals to anti-air you which would otherwise not work.


Phase Out
FS B.png
FS Geiger JB.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 42 - 2 - - - - -

Fully Invincible during the startup. Geiger can still perform air actions afterwards. Recovery only applies to Landing Recovery. Usually charges gear meter in time to JFS C.png after.


Drop Gear
FS C.png
FS Geiger JC.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 16 14 2 13-19 10-16 18-26 - Strike

Costs Gear Meter. Can crossup very easily. Massive frame advantage for throw mixups or pressure after. While it has little recovery, you won't charge the Gear Meter in time to prevent taking pressure yourself if you whiff.


Cycloid Revolution
FS S.png
FS Geiger JS.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 0+14 P 45 - - - - Projectile

Slow moving projectile that homes in on the opponent. Level 4 Projectile that hits 4 times. Although it travels full screen, it has a finite distance so the opponent can avoid it by moving so it doesn't move in a straight line. Note that if Geiger moves forward, he will give the opponent more space by scrolling the screen. This makes Cycloid Revolution much stronger if your opponent is near the corner.

Combos

Basic

FS A.png > FS C.png (2 damage)
FS B.png, FS R.png+FS A.png (2 damage)
FS J.png+FS A.png, FS R.png+FS A.png (2 damage)
FS J.png+FS C.png, FS R.png+FS A.png (2 damage)
FS J.png+FS A.png, FS A.png > FS C.png (3 damage, on deep hit)
FS J.png+FS C.png, FS A.png > FS C.png (3 damage, on deep hit)

Situational

FS A.png > FS B.png (2 damage, on very deep hit)
FS J.png+FS A.png, FS A.png > FS B.png (3 damage, on very deep hit)
FS J.png+FS C.png, FS A.png > FS B.png (3 damage, on very deep hit)
FS J.png+FS S.png, HoldFS B.png, FS C.png (3 damage)

Strategy

General

Matchups

Name Type Matchup Strategy
Argagarg
FS icon Argagarg.png
Zoner -
DeGrey
FS icon DeGrey.png
Wild Card -
Geiger
FS icon Geiger.png
Zoner -
Grave
FS icon Grave.png
Zoner -
Jaina
FS icon Jaina.png
Zoner -
Lum
FS icon Lum.png
Wild Card -
Midori
FS icon Midori.png
Grappler -
Onimaru
FS icon Onimaru 1.png
Wild Card -
Quince
Quince.png
Wild Card -
Rook
FS icon Rook.png
Grappler -
Setsuki
FS icon Setsuki.png
Rushdown -
Valerie
FS icon Valerie.png
Rushdown -


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Midori

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