A high into mid attack that is mainly used at close-range to punish unsafe moves.
Speed UpB+1,2Mid, Mid
An advancing mid attack that is safe on block and launches for a combo.
Slab ReturnalF+1,2,1+3Mid, Mid, Mid
A fast 11 frame mid attack that is mostly used at close-range.
Factual ForceF+3Overhead
An overhead attack with very good range. Although it's -25 on block, it can be difficult to punish from a distance.
TimefallB+4Low
A low attack with very good range. Although it's -11 on block, it can be difficult to punish from a distance.
For The Fire GodF+4,4Low, Low
A low attack that launches for a combo. It's unsafe at -16 on block, but can be used sparingly for mix-ups.
Special Moves
Time StopBF1Mid
A mid attack. When enhanced, it momentarily stops time for the victim. It's primarily used in combos.
History LessonDF2Throw
A command grab that is mostly used at close-range for mix-ups. It can also be done as a combo ender. It deals increased damage when throwing the opponent out of the corner.
Follow-Up ExamDB2Throw
A command grab that is mostly used at close-range for mix-ups. It can also be done as a combo ender. It deals increased damage when throwing the opponent out of the corner.
RedoBF3
Marks spot as Geras' Anchor. After a duration or being hit, Geras teleports back to the Anchor. When enhanced, Geras creates a sand clone that will mimic inputs during Time Stop. Enhancing costs 2 bars of Super Meter.
CountdownDB3
Increases Countdown Charges by 1. When enhanced, it increases Contdown Charges by 3. Changes to Inevitable when at 3 Charges.
InevitableDB3Mid
Can only be done with 3 Charges of Countdown. A mid attack. When enhanced, Geras resets back to where he was 3 seconds ago with his previous health value.
DenialDB4Mid
A mid attack. When enhanced, it grants armor.
SandstormDF4Mid
A mid attack that launches for a combo. It can be directed Close, Mid, or Far. When enhanced, the Sandstorm will be delayed for a short duration before appearing. Enhanced Sandstorm also increases Countdown Charges by 1.
Geras's main combo starter is his Enhanced World Stop (BF1+EX), which will momentarily stop time for the opponent. During this time, attacks such as B+1,2 won't launch until after the opponent becomes unfrozen. Combos are generally ended with either History Lesson (DF2) or Follow-Up Exam (DB2), depending on which direction you want to throw the opponent in.
1,2 BF1+EX 4 B+1,2 F+2 DB4 FF B+1,2 DF2
MEDIUM
395.61
Combos involving 1,2,2,1+3 and Countdown (DB3) will increase Geras' Countdown Charges, but at the cost of sacrificing some damage. This can be useful for building up Geras's Hourglass as he becomes much more threatening if fully charged.
1,2 BF1+EX 4 B+1,2 F+2 DB4 FF 1,2,2,1+3
MEDIUM
380.07
1,2 BF1+EX B+1,2 DB3 F+2 DB4 FF 1,2,2,1+3
MEDIUM
339.66
Use Countdown Charge combos when the opponent is low on health and the combo will win the round so that Geras' Hourglass will be charged at the start of the next round.
Geras' B+1,2 is another great combo starter. This move is usually followed up with Denial (DB4) to launch the opponent even higher. Enhanced World Stop (BF1+EX) can also be used in the middle of the combo to freeze the opponent, dealing higher damage.
B+1,2 DB4 FF F+2 DB4 FF F+2 DF2
MEDIUM
314.35
B+1,2 DB4 FF F+2,4 BF1+EX B+1,2 DB4 FF F+2 DB2
MEDIUM
403.44
Certain combos involving Geras' B+1,2 will cause him to go underneath the opponent, putting him on the other side. In order to use Denial (DB4) afterwards, the inputs must be reversed (DF4).
Corner
In the corner, attacks such as 3 can be used in combos, dealing slightly higher damage.
B+1,2 DB4 3 DB4 F+2 DF2
MEDIUM
314.77
In the corner, Follow-Up Exam (DB2) will deal increased damage. This can be a great combo ender if the opponent is low on health. The tradeoff is that it'll throw the opponent out of the corner.