Geras
Table of Kontents

Move List
INPUT COMMANDS |
Straight Jab
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Shoulder Charge
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Knee Bash
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Heavy Fist
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Sledge Hammer
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Body Buster
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Rising Gauntlet
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Straight Boot
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Flying Knee
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Gauntlet Slam
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Chrono Kick
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Time Sweeper
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Pounding Sand
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JUMPING ATTACKS
|
Quick Jab
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Elbow Drop
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Time Splash
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Titan Toe
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HOP ATTACKS
|
Timequake
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Heavy Knee
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GETUP ATTACKS
|
Titan Charge
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Sand Storm
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FLAWLESS BLOCK ATTACKS
|
Titan Charge
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Sand Storm
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: December 18, 2020
Strategy

Geras is a large body grappler character who relies on grabbing his opponents while also having the ability to attack from afar using a variety of sand attacks. Geras has the unique ability to control time, getting him out of situations where he’s at a disadvantage. He also has very quick attacks and movement, as well as strong up-close mix-ups with his command grab and sand attacks.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Out of Time | ![]() ![]() ![]() ![]() ![]() |
High, hit confirmable, used for mix-ups, triggers a Krushing Blow if the third hit is the first to connect |
Xuid & Guid | ![]() ![]() ![]() ![]() ![]() |
Advancing mid, triggers a Krushing Blow if opponent is near the wall when hit |
The Undying | ![]() ![]() ![]() |
High, staggerable, used for mix-ups |
Matter of Time | ![]() ![]() ![]() ![]() |
Fast 11 frame mid, hit confirmable, -3 on block |
Dangerous Chronology | ![]() ![]() ![]() ![]() ![]() |
Fast 11 frame mid, triggers a Krushing Blow if it is a Kounter or Punish |
Ripple in Time | ![]() ![]() ![]() |
Fast 11 frame mid |
Temporal Advantage | ![]() ![]() ![]() |
Mid, combo starter |
Sand Trap | ![]() ![]() ![]() |
Low, used for mix-ups, Armor Break, triggers a Krushing Blow if opponent is stand blocking or breaks armor |
Titan Tackle | ![]() ![]() ![]() |
Throw, great corner carry, triggers a Krushing Blow if opponent is carried maximum distance before hitting the wall |
Big Fist | ![]() ![]() ![]() |
High, triggers a Krushing Blow after two Kounter hits in a row |
Combo Starters
- Temporal Advantage
- Bed of Spikes
The main way to combo with Geras is to use any move and link it into Temporal Advantage (). Amplifying Temporal Advantage will freeze the opponent and allow Geras to launch the opponent using a
+
. The Bed of Spikes (
) ability gives Geras an additional combo starter, granting higher damaging combos.
Combo Enders
- Titan Tackle
- Sand Trap
- Quick Sand
- Bed of Spikes
Geras’ combos are usually ended with Titan Tackle () which will carry the opponent to the corner. To keep opponents nearby, Sand Trap (
) can be used instead. The Quick Sand (
) ability will switch positions with the opponent while also dealing good damage. With the Bed of Spikes ability, it will allow Geras to deal maximum damage at the end of his combos while keeping the opponent close on knockdown.
Matter of Time
Geras’ primary attack is his Matter of Time (+
,
,
).
+
,
,
is an 11 frame mid attack that is mainly used at close range and can be hit confirmed into a combo. Be careful when using this string as the final hit can be Flawless Blocked. To stay safe, use Big Fist (
) after the first two hits.
Alternatively, Geras can use +
,
,
+
. While it does not lead into a combo, it is safe on block. The 2nd hit of this string can be jumped out of or Flawless Blocked, however the opponent must predict whether Geras will use
+
,
,
or
+
,
,
+
. On top of that,
+
,
,
+
will trigger a Krushing Blow if it hits as a Kounter or Punish. This string is best used to punish unsafe moves for high damage.
Note: Although +
,
is listed as -13 on block, it is actually -6 on block due to hitting from behind.
Out of Time
Out of Time (,
,
,
+
) is a high attack that is best used up-close.
, and
,
are -3 and -5 respectively, and can be staggered for pressure. The 3rd hit of this string is a safe overhead attack which can be used as a mix-up with Sand Trap (
). The final hit will trigger a Krushing Blow if the 3rd hit is the 1st to connect.
The Undying
Another great string to use at close range is Geras’ The Undying (,
,
) string.
is a high attack and is -6 on block, which can be used as a stagger.
,
is a low attack and is -4 on block, which can also be staggered for pressure.
,
,
is an overhead attack which can be used as a mix-up with Sand Trap. This string leaves Geras at merely -1 on block. Geras is able to counterattack opponents by using a
+
afterwards, which will beat any attack that is slower than 7 frames.
Ripple in Time
Ripple in Time (+
,
) is an 11 frame advancing mid attack.
+
is -3 on block and can be staggered, while
+
,
is -5 on block. Although this string does not lead into a combo, it is Geras’ fastest attack to use at mid range while keeping himself safe. Since this string is an upwards knee attack, it can easily hit opponents out of the air.
Pokes
Geras has extremely strong pokes for annoying the opponent up-close. His +
has a start-up of 6 frames and is one of the fastest in the game. A key tactic is to use
+
after attacks that have low disadvantage on block. Attacks such as
,
,
and
+
leave Geras anywhere from -1 to -3 on block, so poking with a
+
afterwards will stop any attack that does not have a fast start-up.
Geras’ +
, while a tad slower at 9 frames of start-up and -7 on block, has a large vertical hitbox. Unlike most characters’
+
pokes which are low attacks, Geras’
+
is a mid attack.
His +
is a long-ranged low poke that has 12 frames of start-up and is -12 on block. Geras’
+
has an extended hitbox, allowing him to attack from a distance without putting himself at risk. Although it is -12 on block, it cannot be punished when spaced out, making it Geras’ safest way to attack at mid range. A good strategy is to use Sand Trap after
+
to stop opponents from moving after it is blocked. Despite Sand Trap being -19 on block, it is safer when spaced out with
+
.
Xuid & Guid
Xuid & Guid (+
,
+
,
) is an advancing mid attack and is -14 on block. The final hit triggers a Krushing Blow if the opponent is near the wall when hit. Due to this string being unsafe on block, it’s best used during combos to either switch positions with the opponent or trigger its Krushing Blow. While the Krushing Blow can yield high damage, it will take the opponent out of the corner so it’s usually used when the opponent is low on health. It’s worth mentioning that this string is also Geras’ longest-reaching normal, so it can be used occasionally to attack at a distance. To attack safely, use Big Fist (
) after
+
.
Time Splash
Geras’ Time Splash (+
) attack is a body splash and is one of his best jump attacks. It has a great horizontal hitbox, allowing Geras to attack from behind. Time Splash is especially great when used after knocking the opponent down as Geras will be able to attack and cross the opponent up while avoiding Getup Attacks. Since Geras may appear either in front or behind the opponent after a Time Splash, it’s best to use attacks without directional inputs such as
,
or
,
after it. Be careful when using these strings because if the opponent crouch blocks after the jump attack, certain characters will be able to Flawless Block the 2nd hit and punish. If you predict that the opponent may try to Flawless Block, stagger with
or
instead.
Throws
Both Geras’ Toward and Back Throw leave the opponent close. Because of this, Geras is able to continuously throw the opponent on knockdown. The downside to Geras’ throws is that neither throw triggers a Krushing Blow, so he must rely on throw loops in order to gain damage.
Flawless Block
Geras has one of the fastest Flawless Block Attacks in the game. His +
has a start-up of 9 frames, which allows Geras to punish any attack after a successful Flawless Block. Geras’ Flawless Block is generally used after attacks that leave Geras at a disadvantage, such as
,
,
,
,
,
,
+
,
,
and
+
,
.
Mix-ups
By utilizing Sand Trap () within blockstrings, Geras is able to apply mix-ups to his opponents. Sand Trap is a low-hitting Special Move that can be directed close, mid, far or very far. Close Sand Trap can be used along with Geras’
,
,
,
+
and
,
,
strings for an overhead/low mix-up. If the Sand Trap is blocked though, Geras will be completely punishable. It’s worth mentioning that these mix-ups can be fuzzy guarded due to the Sand Trap hitting earlier than the overheads. Thus, these mix-ups should only be used if the opponent lacks proper defense.
Titan Tackle
Titan Tackle () is a command grab that is mainly used up-close for mix-ups. If the opponent is blocking, Titan Tackle will grab the opponent and carry them to the corner. Titan Tackle can be extended by holding
to carry the opponent even farther. Furthermore, Titan Tackle will trigger a Krushing Blow if the opponent is carried maximum distance before hitting the wall. When using Titan Tackle, it’s important to be aware of how far the opponent is from the corner. When spaced properly, Titan Tackle can deal a large amount of damage because of its Krushing Blow.
Titan Tackle is one of Geras’ strongest forms of offense as it allows him to apply mix-ups that are incredibly difficult to defend against. Unlike regular throws, Titan Tackle cannot be avoided via Throw Escape. In order for the opponent to counter the Titan Tackle, they must jump in anticipation to it being used.
Titan Tackle can be done after:
+
+
+
+
Titan Tackle can be used for mix-ups by either using it after these attacks, or by finishing the entire string. The most common attack to use Titan Tackle after is Geras’ +
. If the opponent attempts to jump out of the Titan Tackle, this can then be mixed up by using
+
,
into Big Fist or completing the
+
,
,
string.
Zoning
Geras’ main tool to use in zoning is Sand Trap. Since Sand Trap can hit almost instantly anywhere on the screen, it makes for a very effective zoning move. Sand Trap does not have a good vertical hitbox, so opponents may attempt to avoid it by jumping. To counter this, react to the opponent’s jump and time the Sand Trap so that it hits as they are landing. Once the opponent is afraid to move, they will begin to block low out of fear of the Sand Trap, allowing Geras to freely control space.
Abilities
Quick Sand
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---|
![]() Replaces Sand Trap. Sink into the ground and become immune to projectiles.
|
Gauntlet Of The Ages
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![]() Modifies Big Fist. Can now charge Big Fist.
|
Bed Of Spikes
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![]() Replaces Titan Tackle. Grab the opponent by the neck and throw them onto a bed of spikes.
|
Shifting Sands
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![]() Adds Shifting Sands Special Move. Summon sand to hinder the opponent’s movement.
|
Lost Time & Spare Time
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![]() Adds Lost Time & Spare Time Special Moves. Add or remove time from the round timer.
|
Sand Simulacrum
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---|
![]() Adds Sand Simulacrum Special Move. Create and teleport into a clone.
|
Reawakened
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![]() Adds Reawakened Special Move. While active you will be resurrected.
|
Reverse Time
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![]() Adds Reverse Time Special Move. Gain the ability to rewind time.
|
Stepping It Back
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![]() Modifies Basic Attacks. Can cancel out of Basic Attacks.
|
Sand Pillar
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![]() Adds Sand Pillar Special Move. Summon a pillar of sand to rise out from the ground.
|
Quick Sand
The Quick Sand () ability replaces Geras’ Sand Trap. Quick Sand is much stronger as a counterzoning tool. Once Quick Sand hits, Geras will teleport towards the opponent and will be able to attack on knockdown. If timed correctly, Geras will completely avoid the enemy’s projectile, teleporting behind them and will be able to apply knockdown pressure. Quick Sand also triggers a Krushing Blow if it has missed twice in a row, making it even more deadly for counterzoning.
Gauntlet Of The Ages
The Gauntlet of the Ages () ability replaces Geras’ Big Fist move and allows him to charge his gauntlet. Geras is able to charge his gauntlet up 3 levels. Each level increases the damage on all gauntlet attacks. These attacks include Geras’
+
,
+
and
. Geras can cancel out of Gauntlet of the Ages by inputting
while charging. Cancelling will allow Geras to safely charge his gauntlet at certain distances.
Geras can attack with the gauntlet by inputting while charging. If the gauntlet hits, its level will be reset. It will also trigger a Krushing Blow if it is fully charged. The easiest way to hit the opponent and trigger the Krushing Blow is to end a combo with
+
,
+
followed by Gauntlet of the Ages. Gauntlet of the Ages can be used for pressure as well by using it after blockstrings. On block, Geras will be at +3, however it can be interrupted if the opponent reacts quick enough. It’s a good idea use Gauntlet of the Ages after different attacks so that it will be harder to react to.
Sand Simulacrum
The Sand Simulacrum () ability allows Geras to to summon a sand clone onto the field. Once the sand clone is placed, Geras can either teleport to the sand clone’s location (
) or cause it to explode (AMP). By using the Far and Very Far versions of Sand Simulacrum, Geras will be able to effectively run away from the opponent. If the opponent starts to close the distance, Geras can instantly teleport away towards the sand clone. On the other hand if the opponent is anywhere near the sand clone, exploding it will launch the opponent up for a combo on hit or leave Geras at +12 on block. Exploding the sand clone can be a very useful way to pressure opponents up-close and start Geras’ offense. This can be set up by knocking the opponent down in the corner with
,
and cancelling it into a Close Sand Simulacrum. Once set up, using any attack followed by an Amplified Sand Simulacrum will leave Geras at an advantage, allowing for a guaranteed follow-up attack.
Reverse Time
Geras gains the unique ability to rewind time with the Reverse Time (+AMP) ability. At the cost of 2 bars of Defensive Meter, Reverse Time will revert Geras back 3 seconds to his original state and position in the match. This means that Geras will be able to regenerate his health back to the amount it was at earlier if he took any damage within the last 3 seconds of the match. Additionally, Geras will be able to escape out of the opponent’s combos, which makes Reverse Time an incredibly powerful defensive move when used correctly.
Stepping it Back
Stepping it Back (AMP) allows Geras to cancel out of Basic Attacks at the cost of 1 bar of Defensive Meter, going back in time to his previous position on the screen. When done after certain attacks, Geras will be at an advantage, allowing him to attack again.
The following lists the block advantage for Geras’ Stepping it Back:
= -4
+
= 0
+
= -13
= -2
+
= +3
+
= -8
= +8
+
= +3
+
= -9
= +8
+
= -7
Stepping it Back can be done after an attack has whiffed as well. This is especially useful when attacking an opponent on knockdown. If the opponent uses a Delayed Getup to cause Geras’ attack to whiff, he will remain safe if cancelled with Stepping it Back.
Sand Pillar
With the Sand Pillar () ability equipped, Geras gains an additional projectile for zoning. Sand Pillar is a mid projectile and can be directed close, mid, far or very far. In contrast to Sand Trap, Sand Pillar has a larger vertical hitbox and can hit opponents out of the air, making it a useful anti-air at far range.
Sand Pillar Setups
If Sand Pillar is Amplified, Geras will summon an hourglass. After 2 seconds have passed, the hourglass will disappear and a Sand Pillar will rise from the ground. This gives Geras strong corner setups when done at the end of combos. To set up a Sand Pillar, end combos with ,
into Amplified Sand Pillar. Once the Sand Pillar is set up, Geras can then use any attack on knockdown which will be immediately followed by a Sand Pillar. If the Sand Pillar is blocked, Geras will be at a heavy advantage allowing for pressure.
Titan Tackle can also be used alongside Sand Pillar for mix-ups. If timed properly, Geras will be able to link a Titan Tackle off of any attack. The Titan Tackle must be timed so that it connects after the opponent blocks the Sand Pillar. In addition, Sand Pillar can keep Geras safe after attacks such as Sand Trap. This will allow Geras to safely mix the opponent up after a Sand Pillar setup.
Combos
Beginner
![]() Geras – New Era – Beginner CombosStepping It Back |
![]() Geras – Infinite Warden – Beginner CombosQuick Sand |
![]() Geras – Eternal – Beginner CombosIncomplete |
Advanced
![]() Geras – New Era – Advanced CombosStepping It Back |
![]() Geras – Infinite Warden – Advanced CombosQuick Sand |
![]() Geras – Eternal – Advanced CombosReverse Time |
Extra Guides
![]() ★ Fighting GerasGaps & Punishes
The 2nd hit of Geras’ string can be Flawless Blocked and punished with an . Both hits of must be blocked low in order to Flawless Block. This is can usually be done after blocking Geras’ jump attack then immediately blocking low.
Note: This is character-specific as some certain characters will not be able to Flawless Block this string.
This is one of Geras’ farthest-reaching attacks. If it hits, Geras will be able ... |
![]() Fuzzy Guarding GerasIn Geras’ Infinite Warden variation, he gains access to Quick Sand, and in his New Era variation, he gains access to Sand Trap. Both of these are low-hitting Special Moves that can create mixups when used within Geras’ strings. When defending against Geras, it’s important to know how to fuzzy guard these mixups.
Geras can use or Quick Sand (or Sand Trap) for an overhead/low mixup. The last hit of has a start-up ... |
![]() Geras Corner Restand by BxKeyzGeras’s string allows him to restand opponents at the end of combos. This can be especially useful in the corner as it leaves the opponent right next to you.
http://www.youtube.com/watch?v=-7Gj0UXOtfw
The inputs for this restand in Geras’ New Era variation are:
The inputs for this restand in Geras’ Infinite Warden variation are:
These combos give up about 2-6% damage compared to his standard corner combos, but will keep your opponent standing and eliminate their wakeup options. The trick ... |
![]() Punishing Matter of TimeGeras’ Matter of Time () string is an 11 frame mid attack that can lead into a combo. Although it is -6 on block, there are 2 areas where you can either escape or completely punish Geras for using the string.
Interactables
If you are near an interactable, you can use it to escape after the 1st and 2nd hits of . Interactables that can be jumped off of will temporarily grant invincibility, allowing you to avoid ... |
![]() Geras Sand Pillar Setup by BurritoVoorheeshttp://www.youtube.com/watch?v=wmHMSDl-vik
In Geras’ New Era variation, he gains access to Sand Pillar, or . When Amplified, will create an hourglass that makes the Sand Pillar hit at a later time. This makes for some interesting setups in the corner.
The inputs for this setup are:
The best way to set up Amplified Sand Pillar is to end combos with . The above combo sacrifices about 6% damage compared to his normal 1 bar combo, but gives you much ... |