Street Fighter (1987)/Geki/Movelist

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Moveset

Image Lp.png Framedata
Gif/Image here Geki crouches down and throws a shuriken. It's fairly low damage and doesn't do much hitstun, but it does go fullscreen. Use it with caution. Note that the opponent can swat the shuriken out of the air if they have a move that can hit it, like Gen MK/HK. 11-N/A-23
Image Mp.png Framedata
Gif/Image here Geki does a crouching punch. This move isn't very good, as it's low damage, tiny range, and often minus on hit. Very situational. 13-13-13
Image Hp.png Framedata
Gif/Image here One of Geki's better moves. Okay reach and damage. Can actually hit in 2 different ways depending on the situation, one where it just does knockback and mediocre damage, and one with good damage and a launch. Sadly, the latter hit-type is a lot less common. A fairly good anti air and half-decent poke. 10-13-10
Image Lk.png or Mk.png or Hk.png Framedata
Gif/Image here Geki's only move tied to a kick, and not a very good one to boot, no pun intended. The range and damage are pitiful, and like many of Geki's moves, it's minus on hit. At least it's Geki's fastest move and can be used as a fringe anti air. If you do use it as an anti air, make sure it doesn't trade; a trade against a jumpkick will often cost you the round. 8-12-9
Image D.png Lp.png Framedata
Gif/Image here Geki does a slow hop into the air and throws a shuriken down, a la Akuma's air hadokens. This is used fairly similarly to his normal LP, but it's used more at midrange or to preemptively stuff fullscreen jump attacks. Like his LP, the shuriken can be swatted out of the air with an attack that can hit it. Weirdly, the travel arc is actually different if you're right next to the opponent (see below for the possible shuriken arcs) 28-N/A-19
Image D.png Lp.png (When the timer is under 50 seconds) Framedata
Gif/Image here You might be thinking, "isn't this the same move?" well, when the timer goes under 50 seconds, Geki throws 3 shurikens instead of one. This is pretty powerful, as the damage increases a lot, but it's also quite uncommon, because you usually won't be in neutral by the time the timer hits 50 seconds. But if you ever do get into this rare scenario, this is a move worth using. 28-N/A-19
Image Db.png/D.png/Df.png Mp.png or Hp.png Framedata
Gif/Image here Geki's jumpkick. Similar to his HP, it has 2 potential results depending on the situation, one being good damage and launching, the other being poor damage and not launching. It's at its least risky against characters or players with subpar anti-airing abilities, and is good when your opponent's off guard. Framedata here