------------- Geese Howard ------------- ------------------------------------------- A Word Before We Get Down To The Real Talk: ------------------------------------------- What you will read down is my strategy, which means.. it might not be workable with you as it is with me and may be yes. I really do not need any E-Mail(s) asking: "What is good or bad" since I will fully talk about everything about him (including combination attacks). Hope it will somehow be useful to you and lead your play or skills to a higher level. ------------- Why Geese? ------------- He was (and still) my favorite since his first appearance in SNK. The ruthless boss has come back and boy he is so cool this time. Great stance, cool appearance, sweet moves, crazy BGM, neat background, very wonderful outfits and new must see super (I am not crazy) ------------- Profile: ------------- Name: Geese Howard Wife's Name: Maire R. Son's Name: Rock Howard Brother-In-Law's Name: Kain R. Half Brother's Name: Wolfgang Krauser Most Trustworthy Bodyguards: Billy Kane, Hopper and Ripper Also Known As: "Ruler of Southtown", The Conqueror of the Underworld, "Don of the Dark Organization", "The Ultimate Self-Made Badguy" and "Lone Wolf Killer Geese". He Is: The Main Villain in SNK Weapon: Bare Hands Style: He trained under every Martial Arts master, so he is pretty damn expert with everything Age: Above 45 Birth Date: 1953.1.21 Birthplace: America Height: 183cm Weight: 82kg Blood Type: B Hates Most: Those who get in his way. Likes Most: To be on top of everybody. Favorite Sport: None Japanese Voice Actor: Kong Kuwata English Voice Actor: Ward P. (only in the English anime) --------------- Stage: --------------- As usual. A very cool background... with three bad@$$e$ looking demon statues. You could see the roof of the buildings from the windows around the stage. And the stage is kind of dark. It gives you the feeling that you will be fighting pure evil and you must be aware. Hands down, the background is the best in the game. ----------------- Background Music: ----------------- He has got two. I tell you... they rock so much. They are so evilish and crazy. Yup, that is why Geese rules. Everything is so great about him. The first one (when you fight him as Terry) is sooo smooth and cool... it is a Geese N. remix, but it is so damn evil. The second one which is so damn crazy and great is (I call it) "Wild Ambition". This is the BGM we want to hear, this is the BGM that says: "YOU'RE THROUGH"! It is so loud and makes you feel hot all around. --------------- Quotes: --------------- ================= Tease Quotes: ================= 1)C'mon! 2)Hmph ============= Moves Quotes: ============= 3)Reppu Ken (Wind Slice) 4)Shippu Ken (Gale Slash) 5)Jaeiken (Evil Shadow Smasher) 6)Reppu Gorenha (Waving Storm) 7)Raising Storm 8)Deadly Rave ==================== Never Give Up Quote: ==================== 9)Yaaaaaaaah! =============== Winning Quotes: =============== 10)Hmph! 11)Hm, ha, ha, haa 12)Too bad, ha? ================ Heat Blow Quote: ================ 13)You die! ===================== Special Intro Quotes: ===================== "1" Yoji: Blah blah blah (he points his fan at Geese and then says crap) Geese: Ha, ha, haaa - "2" Terry: Gee... GEEEEEEEESE! Geese: C'mon, baby! ------------ Endings: ------------ "1" Terry: Ah, huh... GEEEEEESEEE! Geese: ... (Terry calls Geese's name with anger and trys to fight but then dies while Geese shamelessly is looking at him and then goes off with a devilish smile) "2" Terry: Ah, huh... GEEEEEESEEE! Geese: .... (Terry calls Geese's name with anger and trys to fight but then dies while Geese carelessly is smiling and tighting his tie then goes off with an evil look) ------------- Legends: ------------- A - Punch = P B - Kick = K C - Special = S D - Shift = L ------------- Command List: ------------- ============== Special Moves: ============== 1)Reppu Ken: Down, down/backward, backward + A - 2)Shippu Ken: During jump high, down, down/forward, backward + A or C - 3)Evil Shadow Smasher: Down, down/backward, backward + C - 4)Upper Body Slam: Half circle forward + B - 5)Knockdown Blow: Half circle forward + C - 6)Below-The-Belt Blast: Half circle forward + A ============ Super Moves: ============ 7)Raising Storm: Down/backward, half circle back, down/forward + BC - 8)Reppu Gorenha: Down/backward briefly, then backward, forward + BC ================ Overdrive Power: ================ 9)Raising Dead End: Forward, half circle forward + C (then when you do any Counter Soecial Move, it will become a Super Move, Raising Dead End) - 10)Deadly Rave: Half circle back, forward + A, A, A, B, B, B, C, C, C, and then down, down/backward, backward + C ================ Special Attacks: ================ 11)Get Lost: ABC (Heat Blow) - 12)Raising Punch: Down/forward + C - 13)Sweep: Down, forward + B - 14)Spinning Kick: Backward + B (can be cancelled to a Special Move, Super move or Overdrive Power) - 15)Hard Straight Punch: Forward + C - 16)Double Hard Kicks: Down/forward + BC - 17)Rapid Punches: During jump C, C, C - 18)Lighting Flash Punch: Forward, forward + A or B or C - 19)Back Punch (back): A or B or C ======= Throws: ======= 20)Push of the Tiger: Forward + D - 21)Knockdown Toss (front): Forward + C - 22)Fatal Blow Bopper (back): Forward + C =============== Special Throws: =============== 23)Kosatsu Sho: Forward, backward + C - 24)Anvil Bash: Backward, forward + C - 25)Divine Punishment: While opponent is down, down/forward + C ==================== Tricky Special Move: ==================== 26)Reppu K: Down + AC ================== Tricky Super Move: ================== 27)Raising: Down + BC -------------- Chain Attacks: -------------- 1)Standing C, C, C - 2)Crouching A, B, C - 3)Croucing A, B, standing C - 4)Standing A, B, C - 5)Standing A, B, down/forward C, A, B - 6)Standing A, B, down/forward C, A, down/forward C - 7)Standing A, B, down/backward C - 8)Standing A, A, A, A, A ------------------------------------------------------- Normal or Special Attacks that can connected to Special Moves: ------------------------------------------------------- 1)Standing A 2)Crouching A 3)Standing B 4)Crouching B 5)Standing C 6)Crouching C 7)Raising Punch 8)Back Punch 9)Get Lost ------------------------------------------------------- Normal or Special Attacks that cannot be connected to Special Moves: ------------------------------------------------------- 1)Sweep 2)Spinning Kick 3)Hard Straight Punch 4)Double Hard Kicks 5)Lighting Flash Punch ------------------------------------------------------- Normal Air Attacks that can be connected to Shippu Ken: ------------------------------------------------------- 1)A 2)B 3)C 4)Up B ------------------------------------------------------- Normal Attacks that cannot be connected to Shippu Ken: ------------------------------------------------------- Low jump C ---------------- Strategy: ---------------- Geese here is over powered, so even those who were not interested in him because he was hard to use. Now they will surely use him. Anyway, to the real talk... His standing and crouching punches are so fast and they can be connected to other Normal Attacks as well. Good thing to use them whenever you want to play fast and leave your opponent confused. Try to use them whenever you are near your opponent because they are good for a start. Really. His standing B is very good to play from a distance and do a Reppu Ken after it. But always do something after it, whatever that thing is... it is way better than do nothing because there is a pretty bad lag if you do nothing. And his crouching B is the same but it does not have long range. You must be near your opponent a bit so that you could hit him with. Whenever the opponent is attacking or falling... do it. It is good and it can cancel many other attacks. It is like it was in King of Fighters'96. Be sure to sometime connect it with another good attacks. The standing C and crouching C are not that fast. They come out kind of slow. A fast attacker will always beat you if you are going to depend on them. But use them from a distance. His crouching C is strong if you use it from a distance and if the opponent does not have a super then you do not really have to connect it to anything. You could be tricky and run then throw your opponent. Same thing goes to his standing C. Use them a lot against Yamazaki and Raiden, because they really have troubles with these Normal Atttacks. And if you want to go for something save, then keep it with the four good Normal Attacks, standing A, standing B, crouching A and crouching A. They will be so helpful in many times. You have to either attacks endlessly or focus and play a mind game so that your opponent will have nothing but to do the same. This is the best method I have so far and it works on many guys. His get lost is good when you are facing a turtle. You can go for it but be aware that you need the super bar a lot. And I think you have many other options that are better than this. But since you can do a painful combination attack after Get Lost, then why not do it? See what fits you and the decide. But I say if you really need to do it then do so... but it must reallly HIT, otherwise your hard work will easily good in vain. Also, his Raising Punch is great as an anti-air. It is kind of decent. But if you do a Chain Attack and then Raising Punch, A, B... it will take some good damage. Some air attacks can break it easily. So you have to focus on which jump the opponent is jumping and then think of the attack that he or she might perform. The Spinning Kick is really painful and it can be cancelled to anything. That is pretty damn good. Do it from a distance so that you could take some advantage and rule the match. But it comes out kind of slow, not as it was in Real Bout Fatal Fury 2: New Comers, at least. The Hard Straight Punch is also there for the long range fights. It is damaging also, it takes 40 damage. But the Spinning Kick takes 50. The Hard Straight Punch is fast and has some good invincblity. So it will be helpful to you to use it. If the opponent is out of the reach, use it. The Sweep is good, do it from a distance and see who could touch you! But you cannot connect it after any Normal Attack... may be only after Get Lost. And that is its only weak point. Other than that... it is great. The Double Hard Kicks are damaging but not good to use that much because it has some lag. You could good for other Normal Attacks than this. But you could use it on Raiden, Billy and Mai. His Lighting Flash Punch is fast but it has some lag... and you cannot connect it to anything. If you have no option go for it but just to change your ways in gameplay. Not that much of good use. Also, his Back Punch is good but you cannot always be at the back of your opponent. So, that is why it is not that much of a use. Use it when you can do it and then connect it to a Reppu Ken. Good. As for his Air Attacks. His Rapid punches are so good for the combination attacks. The same thing goes for his low C and B. These are good for air attacks. You can cancel any opponent's attacks with them. His air A is good because you can connect it to a Shippu Ken. and it comes out pretty fast. Well, all the air attacks can be connected to Shippu Ken except low C. His Up B is fast and has some range. Make good use of it. Do not waste your time on attacking mindlessly. Just see the best thing to do and then do it. If you have to use the Rapid Punches over and over again... then do so. As long as you know when to do it then you do not have to worry about a thing. It all depends on you, not the attacks actually. It is how you use them perfectly good and in time, not how they are invincible! As for his moves... his Reppu Ken is fast and always good to play keep away. It is good to do after the normal attacks. Also when the opponent is playing from a long range... then use the Special Move to force him or her to play close. Middle Body Blow is good when someone like Billy playing from a distance and mashing the buttons endlessly. Same case goes for his Below-The-Belt Blast. But the Upper Body Blow is very great because it can counter all Air Attacks, Special Moves and Super Moves... but there is some exception for others of course, it depends on what move or super you want to counter. So, go home and try to counter everything to see what does Geese capable of countering and not. His Shippu Ken is slow and every moron can Shift with the D button when you perform it and even run forward. Be fully careful. Do it from a long range... and do not do it endlessly. Just do it when you have to. His Evil Shadow Smasher is fast and great and you can do after it the Divine Punishment. It is also so damaging. Always go for the Evil Shadow Smasher after every attack. Or the Deadly Rave. As for his Super Moves... his Raising Storm is still great and has good invinciblity. But it just comes it a little slow. And his Reppu Gorenha is great to connect after the C jump and then standing C. They are both great... his Raising Storm is good as a very good anti-air attack and it takes some good damage if it counters anything. his Reppu Gorenha is good for combos and even if the opponent does the Shift, he cannot escape it, but there is a good escape if he does the Shift twice or in some hopeless cases. His Overdrive Powers are great too. The Deadly Rave has always been one of his great supers. It is completely invincible and powerful. Also you can do a combo after the ninth hit of the Overdrive Power. And his Raising Dead End is great, just whenever he or she hits... do the counter and then he or she will be in great pain. So they will most of the time turtle and do some tricky things. So, you still can do either the Deadly Rave or any counter, they will be very focued not to get cought. So, now is your time to attack and be very harsh on your opponent. His throws and Special Throws are useful to you. Push of the Tiger is not that of a good use except it makes you back of your opponent. But use the knockdown Toss because it is damaging and you can do the Divine Punishment after it. Also, Fatal Blow Bopper is good because it makes the opponent near you. His Kosatsu Sho is so fun to see but the Anvil Bash is good if you want to play from a distance. He throws his opponent so far. And his Tricky Special Moves are good so that if you want your opponent to jump you could use the Reppu K, or to scare him when you do the Raising. Also to conncet them after some Normal Attacks. So that now you know every single thing about him, use them wisely. Do not forget the Chain Attacks because they are good for Geese. Always play a mind game and focus. Try to let your opponent attack and do whatever he likes to make him know how strong you really are and then attack him with a death hard combination attack. Good luck, stud. ---------------- Combos: ---------------- I will only write the names' moves (not the commands), I have always been so... so if anybody is not good with it, you can see the command list above and then check here again. I will list every good, bad, short, long, easy and hard combos. I really will not bother to look for sites to put any of their combos in here. I like to see my work completely original, but you might know all the combos... I will put it just for Geese's fans' sake. 1)Jump C, standing A, B, C - 2)Jump B, standing A, A, A, A, A (works Raiden the most) - 3)Knockdown Toss, Divine Punishment - 4)Jump C, crouching A, B, Evil Shadow Smasher, Divine Punishment - 5)Rapid Punches, standing C, C, C - 6)Rapid Punches, standing C, C, Reppu Ken - 7)Rapid Punches, standing C, C, Evil Shadow Smasher, Divine Punishment - 8)Get Lost, jump C, standing C, C, Evil Shadow Smasher, Divine Punishment - 9)Back Punch, Evil Shadow Smasher, Divine Punishment - 10)Jump C, standing C, Reppu Gorenha - 11)Get Lost, jump C, standing C, C, Reppu Ken - 12)Get Lost, jump C, standing C, C, C - 13)Get Lost, jump C, standing A, B, C - 14)Get Lost, standing A, A, A, A, A - 15)Get Lost, Knockdown Toss, Divine Punishment - 16)Get Lost, Anvil Toss - 17)Rapid Punches, standing C, C, Deadly Rave - 18)Jump C, standing A, B, Deadly Rave - 19)Jump C, crouching A, B, Deadly Rave - 20)Rapid Punches, standing C, C, Deadly Rave (until the ninth hit), standing C, C, Reppu Ken - 21)Rapid Punches, standing C, C, Deadly Rave (until the ninth hit), standing C, C, Evil Shadow Smasher, Divine Punishment - 22)Rapid Punches, standing C, C, Deadly Rave (until the ninth hit), standing C, C, C - 23)Rapid Punches, standing C, C, Deadly Rave (until the ninth hit), standing A, B, C - 24)Rapid Punches, standing C, C, Deadly Rave (until the ninth hit), run forward, standing A, A, A, A, A - 25)Get Lost, jump cross, Back Punch, Evil Shadow Smasher --------------- Last Word: --------------- Okay, Finally... it is finished. Hope I was helpful and useful to you. If anybody wants to use anything, by all means do so, but tell me so first before you do that. And if anybody have any doubts about any combination attack or cannot perform any, kindly, E-Mail me and I will explain it more clearly to you. Remember, do not stick with the rules a lot... Screw The Rules. --------------- Special Thanks: --------------- 1)To SNK for this great game. 2)To Gamefaqs. 3)To all Geese's fans. 4)To all my friends for the encouragement. ======================================================= Fatal Fury: Wild Ambition is Copyright SNK Corporation and. This document Copyright 2003 Basel If you need to contact me to add or ask me about anything, E-Mail me at Mr_Basel@yahoo.com or Mr_Geese@hotmail.com Credits for GameFAQs and SNK company.