Fantasy Strike/Geiger

From Mizuumi Wiki
Jump to navigation Jump to search
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 16.5 Seconds 53 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. Staple move for combos, but must be cancelled out of close to the opponent or the follow up may not combo.

Good for anti-air that will also retain your Gear meter, 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

Geiger pivots and takes a big step, then delivers a quick thrust with his hands then returns to his original position. Far reaching and fast attack that has strong priority but will remove any Gear Meter. Geiger at a disadvantage afterwards but the move has a large amount of pushback. Avoid using it when the opponent is near because without Gear Meter charged, Geiger will have limited options.

Backhand is Geiger's primary tool for disrupting opponent's attempts to get past his Time Spirals. Excellent at keeping opponents from walking in or catching the startup of their jump. An excellent far anti-air.


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 on hit or block, even allows a combo on Counter-hit.

Allows for a FS A.png or FS T.png mixup as well as building up chip damage. Be aware that the move is very slow, if not covered by a Time Spiral or a knockdown other characters can react and hit you out of Step Kick. Outside of pressuring and mixups, this move is useful as a mobility tool to gain better position on the stage while still building Gear meter.


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 29 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 and recovery for many characters to react and beat it with projectile-invincible moves or apply pressure 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.

If this catches an opponent in the air, they will flip-out. If this happens close to Geiger, he may actually end up in a disadvantaged situation despite hitting the opponent.

Charge 1 40 P 13 P P P - Projectile

Costs Gear Meter. Geiger phases out a Time Spiral and it reappears later. Significantly shorter Recovery at the cost of very high Startup. The Startup means it can lose to pokes or be punished 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. Geiger can walk behind the charged Time Spiral and even outpace it, allowing him to mix in throws or combo into the Time Spiral. If opponent's are challenging with their own fireball, Geiger can often punish them with Backhand. Using the Step Kick with the charge version is a great way to win build up zoning pressure. Geiger even has time to do a jump-in afterward. Excellent move for whenever Geiger is given the time and space.


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.

Excellent anti-air, perform Flash Gear as late as possible to avoid trading or losing due to the brief invincibility. It's useful to charge Gear Meter for this move with neutral to avoid losing charge to cross-ups.

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).


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 FS A.png.

  • Note: If the back direction is held during forward throw, Gear Meter charge will be lost. Staying at neutral during the animation will prevent charge being lost.
Back 1 3 4 16 KD - KD Knockdown Throw

Switches sides with opponent. 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 a fixed distance forward and then do a Flash Gear.

This is an effective punish for throwing fireballs. Geiger is fully vulnerable for the 7 frames after he is exiting the Time Stop. While this is generally considered an anti-Zoner tool, it can also be used to creating zoning traps by punishing jumping.


Air

Aerial Kick
FS A.png
FS Geiger JA.png
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 12 8 2 12-17 10-15 17-22 - Strike

Very good priority for air-to-air (performed early) and air-to-ground (performed late).


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 12 2 13-19 10-16 18-26 - Strike

Costs Gear Meter. Decent priority, can crossup very easily. Massive frame advantage for mixups or combos. 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)


Situational

FS A.png > FS B.png (2 damage, on very deep hit)
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)
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)

Super Meter

FS J.png+FS S.png, FS C.png (2 damage)

Strategy

General

Matchups

Name Type Matchup Strategy
Argagarg
FS icon Argagarg.png
Zoner This is a zoning match: literally. And it seems that Argagarg wins this matchup. Well, at least part of it. Argagarg can keep out Geiger with his waves, poison fish and his long limbs. But when Argagarg starts jumping, it's over. If it's Geiger in the zoning booth, then he can keep out Argagarg exceptionally well. Arg only has one way to shift on in, and that's his jC, which in Geiger's shoes can be punished super easily with Flash Gear. Since they can both follow up after their projectiles, it's all a game on who's the best on staredowns, which with Geiger's fast normals and his DP, up-close Arg can't compete.
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 -


General
FAQ
Controls
Mechanics
Glossary
Characters
Grappler
Rook
Midori