The goose is loose. Tallgeese-3 is one of most well rounded suits in BA2, possessing a kit capable of handling almost any situation. Good movement? He's got it along with multiple movement specials and divekicks. Long range normals? His j.WP, j.SP, and WKs are excellent at safely controlling space. Good projectiles? As well as having a high priority 26P, TG3 has the 26K enhanced shot which ignores all other projectiles. Strong mixups? He has multiple IOHs with j.SP and j.WK that convert into good damage along with 624P Beam Saber, the biggest and one of the fastest unblockables in the game. A strong super? The Mega Cannon Max Mode is a frame 7 fullscreen beam, incredible for combos, defense, and punishes. You ask for it, and Tallgeese will deliver. While he can be outclassed by other characters in specific respects, no other character combines it all like he does.
Archetype: All-Rounder
Strengths
Weaknesses
Jack of All Trades: There's no situation TG3 doesn't have an answer for. Good pressure, defense, conversions, movement, he can work in any situation.
Air Superiority: TG3 has some of best aerial options in the game; j.2SP and j.WK are divekicks with different timings and angles, j.WP is frame 4 and incredibly plus, and j.SP controls a whole swathe of the screen.
Mixup: TG3's mixup game is very strong. He has multiple IOHs between j.SP and j.WK that convert into solid damage. Additionally his unblockable is egregiously large and fast, held back only by it being punishable on hit, a weakness that becomes irrelevant when it causes overheat.
Midrange and Long Range: TG3 has a solid assortment of pokes with his kicks and aerial buttons. He also possesses one of the most powerful projectiles in the game with 26K Mega Cannon Plus, a projectile that will completely ignore every other projectile in the game, albeit with a large ammo cost. Furthermore, you can use a variety of air tools for valuable Oki mix-up to keep your opponent on edge.
Master of None: TG3 can be outclassed by more dedicated characters of their archetype on the different aspects of his gameplan. Rose has better normals, Wing has better projectiles, Ball has better movement and mixup, so on.
Unusual Pressure and Execution: TG3's strings, block pressure, and conversions are fairly odd compared to the rest of cast. On top of that understanding what tools to use in which situation can be challenging since he often needs to be using a specific answer for specific challenges.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
qcfP - Mega Cannon: (Ground/Air) Shots.
qcfK - Mega Cannon Plus: (Ground/Air) Piercing shots.
All damage values were tested on characters with 100% damage taken
All block advantage values are calculated at point-blank range and against a standing opponent when possible. Factors such as spacing, number of hits connected with (for multi-hit moves), and the opponent crouching/being airborne can improve block advantage.
* = remove 2 less frames of hitstun when hitting a standing opponent
Normal Moves
WP
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
8
High/Low
7
2
19
+1*
-3
-
.
Toggle Hitboxes
Toggle Hitboxes
SP
Caption
Caption
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
20
High/Low
15
4
18
KD
-8
Knockdown
.
Toggle Hitboxes
Toggle Hitboxes
WK
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
12
High/Low
9
2
28
-8*
-12
-
.
Toggle Hitboxes
Toggle Hitboxes
SK
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
24
High/Low
14
9
13
-3
-8
Launch
.
Toggle Hitboxes
Toggle Hitboxes
dWP
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
8
Low
6
2
23
-3
-7
-
.
Toggle Hitboxes
Toggle Hitboxes
dSP
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
20x2
Low
6
2,2
21
-4
-11
Launch
.
Toggle Hitboxes
Toggle Hitboxes
dWK
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
12
Low
6
2
12
+8*
+4
-
.
Toggle Hitboxes
Toggle Hitboxes
dSK
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
16
Low
11
4
17
KD
-7
Knockdown
.
Toggle Hitboxes
Toggle Hitboxes
j.WP
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
8
High
4
11†
10/11†
+11*
+7
-
†On whiff, j.WP has 11 active frames and 10 recovery frames. When j.WP makes contact with the opponent, it immediately ends its active frames and begins 11 recovery frames.
Toggle Hitboxes
Toggle Hitboxes
j.SP
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
8x4
High
12
2,2,2,2
23
-6
-13
Launch
Adds horizontal friction to air velocity on use.
Toggle Hitboxes
Toggle Hitboxes
j.WK
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
12
High
18
19†
25
-3*
-7
-
Stops air movement, then moves player at a down-forward angle.
†On whiff, j.WK has 19 active frames and 25 recovery frames. When j.WK makes contact with the opponent, it immediately ends its active frames and begins 25 recovery frames.
Toggle Hitboxes
Toggle Hitboxes
j.SK
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
12
High
7
3
23
-7
-12
Launch
.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
Hammer Knuckle j.dSP
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
20
High
15
30†
14/15†
KD
0
Knockdown
Stops air movement with an upward angle, then drops down.
†On whiff, j.dSP has 30 active frames and 15 recovery frames. When j.dSP makes contact with the opponent, it immediately ends its active frames and begins 14 recovery frames.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
Mega Cannon qcfP (Ground or Air)
-
-
-
-
-
-
-
-
Projectile attack that initially aims towards the target a bit. Can't aim straight down or up.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WP
10
High/Low/Shield
24
-
42
-10*
-14
35 Ammo per shot. Priority 2
1 shot.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
SP
10x3
High/Low/Shield
24,17,17
-
42
-10*
-14
35 Ammo per shot. Priority 2
3 shots.
Toggle Hitboxes
Toggle Hitboxes
Mega Cannon Plus qcfK (Ground or Air)
-
-
-
-
-
-
-
-
Projectile attack that initially aims towards the target a bit. Can't aim straight down or up.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WP
6
High/Low/Shield
24
-
42
-10
-14
45 Ammo per shot. Priority 2
1 shot. Piercing. Persists on projectile trade.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
SP
6x3
High/Low/Shield
24,17,17
-
42
-10
-14
45 Ammo per shot. Priority 2
3 shots. Piercing. Persists on projectile trade.
Toggle Hitboxes
Toggle Hitboxes
Heat Rod qcbP
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WP/SP
14x3
High/Low
16
2,2,2
30
-13
-19
Launch
Multi-hit long-range whip attack.
Toggle Hitboxes
Toggle Hitboxes
Boost Crash dpP (Ground or Air)
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WP/SP
24
High/Low
18
24
-1 (Land)
KD
-47
Knockdown
Forward lunging charge.
Toggle Hitboxes
Toggle Hitboxes
Boost Crash Shot dpK
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WK/SK
4
High/Low
5
39 (Land)
Land
-
-
-
Forward lunge with a lower attack box at the legs. Fires three shots on hit that spend no ammo.
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
On Hit
12
High/Low/Shield
28,16,16
-
Land+15
-19*
-25
Priority 4
3 shots
Toggle Hitboxes
Toggle Hitboxes
Beam Saber hcbP
Version
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
WP/SP
11x4
Shield
26
2,2,2,3
40
-
-
-
When there's only one version describe the move as a whole here.
Toggle Hitboxes
Toggle Hitboxes
Super Move
Mega Cannon Max Mode qcf2
Damage
Guard
Startup
Active
Recovery
Adv Hit
Adv Block
Properties
4.5x27
High/Low/Shield
8
2x27
33
-2*
-6
7-tick Invincibility. Projectile Priority 8
Beam projectile.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.