A mercenary who wields a black pole axe, utilizes Iskan sealing arts,
and travels with three fairies: Sera, Jue and Xisa. He how focuses on
his mercenary work, but he is still struggling to come to terms
regarding the brother he lost on the Canaan Islands.
Geis is a well-rounded character with an emphasis on defensive play. Due to his slow movement speed, Geis relies on letting the opponent come to him in order to be effective. Thankfully for him, his pokes and anti-airs lets him easily punish reckless approaches. Paradoxically, Geis performs best once he gets to be on the offensive, thanks to his uniquely good okizeme. After a combo, he can use Antlion and force the opponent to deplete some of their stamina. This is especially effective if they choose to block, as Geis can easily stun them and potentially loop the situation. Despite that, Geis remains a great character on defense, thanks to his lunging reversal Wolf Fang. However, Geis' greatest tool is by far his EXTRA Skill, Fairy Annihilation. It's one of the best neutral skips in the entire game, due to creating a barrier of hitboxes around Geis, letting him win neutral for free. If it lands, he can start his okizeme game with Antlion and eventually snowball his way to victory. All of this makes Geis one of the best defensive characters in the game, although he still has some drawbacks. While he excels at playing a defensive neutral, he immediately starts to struggle a lot more once he's forced to chase his opponents, due to his slow movement speed and a lack of safe approach option. His Charge Attack is also quite poor due to its slow startup, short-ish range and low SP gain on hit. This makes generating SP quite hard for him during neutral.
Geis is recommended for players who like no-nonsense characters. He is also the best fit for players who enjoy looping okizeme. Similar to:
Playstyle
Geis is a well-rounded character with an emphasis on defensive play, while still keeping a good offense
Strengths
Weaknesses
Well-Rounded: Geis' toolkit is very versatile and can deal with most situations.
Good Neutral: Geis has access to a lot of good pokes and anti-airs that lets him catch most approaches in neutral.
Looping Offense: Geis is surprisingly good in offense once he gets to deploy Antlion.
Outstanding X-Factor: Geis has one of the best comeback potentials in the game, thanks to his amazing EXTRA Skill. He is also one of the 3 characters with the ability to perform a Petrify glitch.
Poor SP Gain: Geis has a hard time landing his Charge attack outside of combos. On top of that, it doesn't give that much SP on hit.
Slow Movement: Geis' movement stats are quite low, making him struggle if he ever finds himself forced to chase his opponents down.
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
Ground Normal Link ABCD
A
A
B
B
C
C
D
D
Version
Damage
Impact
SP Cost
Cooldown
Properties
A
106
4
-
-
-
B
106
10+5
-
-
-
C
106
21+4
-
-
-
D
106
30+6
-
-
-
A:
Total: 16
B:
Total: 17
C:
Total: 19
D:
Total: 24
Somewhat average normal link. While it doesn't combo into itself, it still works great as a poke due to the enormous pushback on hit. However, said pushback is inconsistent since it also sometimes sends the opponent nowhere.
Charge Attack [A]
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground [A]
138
10
-
-
Soft Armor
Air j.[A]
138
9
-
-
Soft Armor
Dash d.[A]
138
8
-
-
Soft Armor
Ground:
Total: 29
Air:
Total: 28
Dash:
Total: 22
Not a great Charge Attack. Despite what the animation may imply, its hitbox is actually surprisingly thin, and will have trouble hitting opponents, especially at close range. That said, it remains an important move for Geis, due to its high SP gain on hit. It also works as a combo starter since, unlike everyone else, the air version will cancel into j.A instead of the character's Falling Attack.
Gives 23 SP on contact
Air Normal Link j.AB
j.A
j.A
j.B
j.B
Version
Damage
Impact
SP Cost
Cooldown
Properties
j.A
106
5
-
-
-
j.B
106
14+5
-
-
-
j.A:
Total: 16
j.B:
Total: 25
Key combo moves. On top of connecting into each other pretty well, Geis can easily combo into j.A via his regular pokes. Its great range also makes it useful in neutral as a quick "anti-air", as well as a surprise option at range.
Falling Attack j.C
Damage
Impact
SP Cost
Cooldown
Properties
106
5
-
-
Projectile
Total: 16
A very unique Falling Attack that sends a projectile straight down. Once it touches the ground, it will stay around until an opponent steps on it (in which case they'll get launched) or after 3 seconds passes.
Frame data obtained while as low to the ground as possible
Rising Attack Attack while dodging
Damage
Impact
SP Cost
Cooldown
Properties
106
8
1 AP
-
Hard Armor 1-10
Total: 25
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
Skills
Reaper S1
Yes, it did hit
Yes, it did hit
Damage
Impact
SP Cost
Cooldown
Properties
280
4
10 / 9 / 9 / 8 / 8
31
Soft Armor
Ground:
Total: 31
Air:
Total: 23
A simple forward-advancing sweep that knocks down on hit. Excellent defensive tool in neutral thanks to its quick startup and comically long active frames. Geis can also walk cancel it in order to make it almost impossible to punish.
Helm Splitter S2
Windup
Windup
Shockwave More like Health Splitter
Shockwave More like Health Splitter
Version
Damage
Impact
SP Cost
Cooldown
Properties
Windup
70
5
12 / 11 / 11 / 10 / 9
31
Soft Armor
Shockwave
100
18
-
31
Soft Armor, Stagger
Projectile
80x2
19
-
31
Soft Armor, Projectile
Strike:
Total: 31
Projectile:
Total: 31
Shockwave:
Total: 31
Mostly useful as combo filler, although it also has its uses in neutral. While it can technically loop into itself, due to its stagger properties, this is very inconsistent since the projectile will knock opponents away on hit, allowing them to escape the loop. However, those same stagger properties allows Geis to perform Petrify glitches, for devastating damage. This technique is banned in tournament play, but it's still good to know for single player stuff.
Air version is only active upon landing
Frame data assumes point blank
Wolf Fang S3
Ground version
Ground version
Air version
Air version
Damage
Impact
SP Cost
Cooldown
Properties
715
5
25 / 23 / 22 / 20 / 19
33
Hard Armor 1-4, Soft Armor
Ground:
Total: 35
Air:
Total: 26
Very good reversal that puts Geis far away from his opponents, letting him reset neutral on hit or whiff. Also makes for a good combo ender.
Air version makes him travel upward
Sorcery: Antlion S4
Cast
Cast
Lingering vortex
Lingering vortex
Damage
Impact
SP Cost
Cooldown
Properties
62x9
18
20 / 18 / 17 / 16 / 15
84
Hard Armor 1-4, Soft Armor, Projectile
Total: 31
Vortex automatically appears on frame 22
Generally referred to as "Antlion".
The backbone of Geis' offense. While slow to activate, it stays active for a very long time, allowing him to easily land otherwise hard to land moves, such as his Charge attack. This also makes it terrifying in pressure, as it can result in lots of guard damage. However, its strongest point is its sheer amount of hits. This makes it very easy for Geis to inflict status effects, such as Petrify for example.
Can't be walk cancelled since Geis recovers in the air
Spiral Slash S5
Damage
Impact
SP Cost
Cooldown
Properties
370, 290, 550
8+5
40 / 36 / 34 / 32 / 30
60
Hard Armor
Ground:
Total: 45
Air:
Total: 46
Expensive combo ender that does more damage than Wolf Fang. It also makes for a huge anti-air.
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Can't be walk cancelled since Geis recovers in the air
Axe Arts: Ravage S6
Damage
Impact
SP Cost
Cooldown
Properties
80x2, 120x5, 175x2, 300
8+2
45 / 41 / 39 / 36 / 34
88
Hard Armor
Ground:
Total: 75
Air:
Total: 64
Pretty standard "barrage" Skill. Also works as a reversal due to its fast startup and long animation.
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Fairy Annihilation EXTRA Skill
First hit
First hit
Lingering hits When in doubt, press this
Lingering hits When in doubt, press this
Damage
Impact
SP Cost
Cooldown
Properties
10x5, 375x9
7
100 EXTRA
-
Invincible
Total: 69
The best EXTRA Skill in the game, thanks to its incredible versatility. It creates a huge hitbox around Geis that moves alongside him, letting him win neutral for free. Using it in combos is also an excellent idea, as it'll greatly increase his damage output. Similarly to Antlion, it can be used offensively to break the opponent's guard. As a bonus, its sheer number of hits makes it excellent at applying status effects, particularly Petrify. In most situations, it's usually an excellent idea to throw out an EXTRA Skill. However, its extremely short total duration makes it one of the worst EXTRA Skills in the game during EX trades (when two characters, casts their EXTRA Skill at roughly the same time).
The opponent can still cast Skills or use their assist during the freeze
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Geis's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
Good accessories for Geis goes here. Explain why this build is good for him
Recommended Skills
S1
S2
S3
S4
Recommended Support
Jurio & Chris - Geis can easily confirm into Antlion, allowing him to easily stun his opponent from a BnB
Campanella - Gives Geis a chance of legally inflicting Petrify
Feena & Reah - Can't go wrong with a free EXTRA Skill, especially Geis's
General Strategy
Neutral
Explain how Geis approaches neutral, ideally at close, mid and long range
Offense
Explain how Geis's offense works
Defense
Explain how Geis can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot
General Counterplay
List some general Geis counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Combo Terminology Table
Symbol
Meaning
>
Cancel from the previous move to the following move.
,
Link from the previous move to the following move.
dl./delay
Delay before using the following move.
X(w)/whiff
Whiff the following move (do not hit).
jc
Jump Cancel.
wc
Walk Cancel.
d./dash
Dash air attacks. Done by pressing the dodge button while standing still.
(X)
Optional input.
{X}*N
Repeat (sequence) N number of times.
Solo
A > d.AB > S2, S4, [A] > S1/S3 (1.3k/1.6k damage)
Ground BnB. Any Skill can be used as combo finishers, but Reaper and Wolf Fang are the most SP-efficient ones.