Street Fighter 1 MR/Geki

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Geki

Geki is a claw-wielding ninja who was introduced to the series in SF1 but has not made a reappearance in other titles. He is implied to have died while doing some work in Asia in the events of SFV.

Geki is a strong character at keepaway zoning with the combination of his C buttons (5C/2C), his Shurikens (236P), and his Teleports (214X). Geki is great at controlling the space around him even for stuffing most fireball answers like Gen's Roll and Adon's Jaguar Kick. Geki has one of the best reversals that meshes with his playstyle perfectly in teleports, which allow him to choose where he wants to be and continue playing neutral or escaping the corner, theres no guaranteed punish and can be used relatively safely. Even with a character like Geki who likes to wall people out, Geki is also great upclose being one of the two characters with a proximity throw, where he has comeback potential and doesn't have to rely on chip outs to gain a life lead.

While Geki has very powerful things that make him a strong character, a few things keep him from being the best in the game, like how his reward on mixups is pretty low damage on hit, or how to gain the high reward combos, you have to pull off instant air supers off of your grounded combo extenders. While Geki boasts a powerful super, his taunt doesn't build the significant amount of meter that the majority of the cast owns, and it has high recovery with a deceptive hurtbox that's there even when Geki has already vanished.

Overall, while Geki lacks a bit of the dishonesty that characters like Adon or Sagat have, Geki's set of strengths make him a very solid character that has a well-rounded matchup spread to contend with the top tiers.


Pros Cons
  • Zoning: All versions of Shuriken are the best fireballs in the game for how much they cover space, and he has disjointed normals to poke away at the opponent.
  • Runaway: Geki is tied for the highest walkspeed, and has f1 invuln teleports to safely maneuver around the screen.
  • Throw: Geki is a rare character with a throw, giving him a great tool to prevent constant blocking.
  • Amazing Super: Air Super Star (j.236236P) is one of the best supers in SF1MR due to its low startup on TK, ability to land easy chip kills, and combo potential by linking from it.
  • High Execution: Pulling off TK Air Super Star combos from Claw Frenzy (236K) and the walk ins/dash momentum cancels you have to do for some of Geki's combos means Geki can be challenging to increase his reward on hit.
  • Bad Taunt: Geki's taunt has beginning invuln frames instead of any form of meter build, but is very vulnerable on recovery. Meter build becomes a lot harder for Geki.
Profile
SF1MR Portrait Geki.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 3.0
  • Backward Walk Speed = -2.3
  • Forward Run Speed = 5
  • Backdash Speed = -4
  • Taunt = 41f

Movelist

Special Moves
236A/C - Shuriken Toss: Fireball
j.236A/C - Air Shuriken Toss: Air Fireball
236B/D - Claw Frenzy: Combo Filler
214A/B/C/D - Phoenix Vanish: Teleport
Supers
236236P - Super Star: Fireball Super
j.236236P - Air Super Star: Air Fireball Super
Unique Attacks
cl.6C/D, cl.4C/D

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Geki 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 2 GA/SP/SU +9 +3

A fast panic mashing and pressure option. This 5A has great hitstun, and with high walkspeed, jabwalks are great for Geki.

Stand Light Kick
5B
SF1MR Geki 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 5 GA/SP/SU +3 -3

A typical 5B with mediocre range and alright frame data. This doesn't see any much as a pressure option, but it can cancel into 5D.

Stand Heavy Punch
5C
SF1MR Geki 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 4 11 4 SP/SU +11 -2

A long range disjointed poke with extreme pushback. Amazing neutral poke for Geki with good frame advantage on hit to link into 2D. This is also an amazing antiair that cancels into Shuriken (236P) or Super Star (236236P) for real spinout juggles.

Stand Heavy Kick
5D
SF1MR Geki 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 3 7 4 SP/SU +5 +5
  • Air Unblockable

A poke with good frame advantage and a good antiair. This starts + frame pressure upclose and can situationally link. The antiair reward is very similar to 5C with cancelling into Shuriken or Super, but is a frame faster and air unblockable.

Crouching Normals

Crouch Light Punch
2A
SF1MR Geki 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 3 4 3 GA/SP/SU +5 +2

A typical 2A, quick and low duration for mashing and pressure. Unlike most other 2A's, this has 3f startup instead of 2, and has worse frame advantage on hit than 5A. It does however gatling into 2C, which is a great linking/cancelling normal for Geki.

Crouch Light Kick
2B
SF1MR Geki 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 3 7 4 GA/SP/SU +3 -8

A quick low for cancelling. Sadly, this is the only 2B in SF1MR that can't link into itself, severely hurting your low confirms on top of it being unsafe on block. The main use for this is that it can cancel into 2D or Claw Frenzy (236K).

Crouch Heavy Punch
2C
SF1MR Geki 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 4 8 6 SP/SU +9 +8

A great poke and combo-friendly normal. Geki can wall out an opponent using this normal and can link this into itself, 2D, 5C, or cancel into 236K for good damage routes. 2C is also an alright antiair with the same routes as 5C.

Crouch Heavy Kick
2D
SF1MR Geki 2B.PNG
The Slide
The Slide
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 3 10 10 SP/SU KD -4
  • Uniquely cancels into 214X Teleport

A fast slide and Gekis main combo ender. This makes for an excellent counterpoke and mash option, spacing this helps it be safer on block done raw. It's fast enough to link out of anything, and if you need a knockdown, your best bet is routing into 2D. This also cancels into any (214X) for an added layer of safety and free corner escapes, or it can set up an infinite blockstring when cancelled into Claw Frenzy (236K).

Jumping Normals

Jump Light Punch
j.A
SF1MR Geki jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies

A quick low range, low hitstun air-to-air with long active frames.

Jump Light Kick
j.B
SF1MR Geki jB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 N/A Varies Varies

A very interesting jump in. It doesn't see much use for jump ins or air-to-airs, but its very active for safejumps, and it can very situationally cross up.

Jump Heavy Punch
j.C
SF1MR Geki jC.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies

A high damage jump in with identical range to j.A. It's pretty high up and has low lateral range, so not exactly a preferred jump in over j.D, but can occasionally snipe people in the air.

Jump Heavy Kick
j.D
SF1MR Geki 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 10 2 N/A Varies Varies

Geki's preferred air-to-ground normal with good hitstun, damage, and range. This also has great active frames and vertical range to make for a good safejump.

Taunt

Taunt
A+B
SF1MR Geki 214X.png
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 41 - - -
  • Frames 1-16 are invulnerable.

An invuln taunt that doesnt build a significant amount meter. Despite Geki vanishing for the full duration, your hurtbox comes back on frame 17 in the taunt. This doesn't serve much purpose in Gekis kit at all compared to his teleports, and this taunt has notable differences from them.

Unique Attacks

Forward Throw/Back Throw
cl.6C/D or cl.4C/D
SF1MR Geki Throw.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
140 (160) - 2 1 18 - KD -

A unique proximity grab, using 6C or 6D will give you the forward throw, using 4C or 4D will give you a back throw, which has all the same properties. This is a core part of Geki's mixup game to prevent constantly blocking his pressure, and you're given with a good knockdown. Mashing directions or buttons will speed up the pummels and give you 2 extra hits for 160 damage.

Special Attacks

Shuriken Toss
236A/C
SF1MR Geki 236A.PNG
SF1MR Geki 236C.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 40 Mid 6 Traveling 28 N/A -14 -13
C 40 Mid 6 Traveling 28 N/A -14 -13

The best set of fireballs in the game. A Shuriken is lower to the ground, C Shuriken is higher but can be crouched. Either can be used for different fireball answers. These fireballs have minimal recovery and cancel from his buttons, though have poor frame advantage when used point blank. On air connect, they cause spinout with a close angle, allowing you to catch their landing with an unblockable 2D.


Air Shuriken Toss
j.236A/C
SF1MR Geki j236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 40 Mid 11 Traveling 12 N/A +18 +9

An amazing zoning and pressure option. This is a fireball for another way Geki can chip away at the opponent. A TK Air Shuriken has enough frame advantage to continue pressure, push a mixup, or link into imagination on hit. This does have the tendency to go over characters heads up close, however, you need some distance.


Claw Frenzy
236B/D
SF1MR Geki 236K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 7,7,7,7,7,7,7,15 Mid 2 5(2)5(2)5(2)5(2)5(2)5(2)5(2)5 0 N/A +13 +10

A close-range special to push frame advantage. The most notable use for this is extending combos, as you can link out of it with 2D for a reliable knockdown, or TK Air Super Star for more combo extension. Comboing into it is the tricky part, as it is prone to whiffing at far range. This is also very + on block to push a 2D/Throw mixup, and can even infinite blockstring with 2D > Delay Cancel 236K.


Phoenix Vanish
214A/B/C/D
SF1MR Geki 214X.png
Don't think about the shape of the smoke
Don't think about the shape of the smoke
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/B/C/D - - 1 - 46 N/A - -
  • Frames 1-46 invulnerable.

A version travels close and crosses up, B version travels far and crosses up, C version travels upclose and in front, and D version travels far and in front.

This is an amazing reversal for positioning, you can use the far versions whenever your opponent closed in distance past your fireballs and pokes, or the close versions during a knockdown to enforce strike/throw mix. This is nigh impossible to punish as the opponent due to having to guess the position, and you have to rely on predictions to chase Geki down.

Supers

Super Star
236236P
SF1MR Geki 236236P.png
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
25,25,25,25,25,25 Mid 9 Traveling 72 N/A +1 +3

A great super for creating distance and chipping out. It counts as 6 individual shurikens, so they have the same spinout value, meaning you can connect this on an airborne opponent (like for 5C/5D antiair) to create more above-average damage combos on characters with low gravity.


Air Super Star
j.236236P
SF1MR Geki j236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
40,40,40,40,40 Mid 6 Traveling 28 N/A +23 +17
  • Frames 1-8 are invulnverable

Amazing super for anti-antiairs, chip-outs, and frame advantage for combo extensions/pressure. You can follow up off of this with a 2D, a Dash Momentum 2C, or another air super in the corner. This super is amazing at what it's supposed to do, and it's hard for characters to cleanly contest it.

Arcade Ending


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat