------------- Geese Howard: ------------- ------------------------------------------- A Word Before We Get Down To The Real Talk: ------------------------------------------- This FAQ is to let the people know Geese's patterns and help those who have trouble beating him. The FAQ will split into two "major" sections. The first to the playable Geese and the second to the overpowered boss, Geese. If you want to learn how to use him, read the first half. If you want to beat the CPU or learn why he is powerful, read the second half. If you have anything new to say, you are welcome... other than that, sit back and relax. ====================================================== ------------------ Character Profile: ------------------ Name: Geese Howard (Kingpin of Southtown) Wife: Maire R. Son: Rock Howard Half Brother: Wolfgang Krauser Brother-In-Law: Kain R. Most Trustworthy Bodyguards: Billy, 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 Birth Date: 1953.1.21 Birthplace: America Age: Above 46 Height: 183cm Weight: 82kg Blood Type: B Country: U.S.A Style: Kobojutsu and Hakkyokuseiken Hates Most: Those who get in his way. Likes Most: To be on top of everybody. Favorite Sport: None Stage: Geese Tower Character Voice: Kong Kuwata English Character Voice Actor: Ward P. (only in the Fatal Fury animes) ======================================================= ----------- Appearance: ----------- ========= In Games: ========= 1)The Super Spy 2)Fatal Fury: The King of Fighters 3)Fatal Fury Special 4)Fatal Fury 3: Road to the Final Victory 5)Real Bout Fatal Fury 6)Real Bout Fatal Fury Special 7)Real Bout Fatal Fury 2: The New Comers 8)Fatal Fury: Wild Ambition 9)Fatal Fury: First Contact 10)Fatal Fury: D.M. 11)Art of Fighting 2 (young) 12)Quiz The King of Fighters 13)SNK Vs. Capcom: The Match of the Millennium 14)Capcom Vs. SNK 15)Capcom Vs. SNK: Pro 16)Capcom Vs. SNK 2 17)The King of Fighters'96 18)The King of Fighters'2000 (as a striker) 19)The king of Fighters'2002 (Playstation 2) 20)The King of Fighters Ex: Neo Blood 21)The King of Fighters'Kyo 22)The King of Fighters: Neo Wave (young) 23)SNK Vs. Capcom Card Fighters Clash 24)SNK Vs. Capcom Card Fighters Clash 2 25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion 26)SNK Vs. Capcom Chaos 27)Neo Geo Battle Coliseum =============== In Backgrounds: =============== 1)Pao Pao Cafe - The King of Fighters'94 2)The King of Fighters'2002 3)Infernal Gate - K.O.F.: Maximum Impact =========== In Endings: =========== 1)Fatal Fury Team - The King of Fighters'94 2)Fatal Fury Team - The King of Fighters'95 3)Special Team - The King of Fighters'97 4)Art of Fighting (on Nintendo) 5)Billy Kane - Real Bout Fatal Fury 6)Yamazaki - Real Bout Fatal Fury 7)Terry Bogard - Real Bout Fatal Fury 8)Andy Bogard - Real Bout Fatal Fury 9)Ex Billy Kane - Real Bout Fatal Fury Special 10)Billy Kane - Real Bout Fatal Fury 2 11)Billy Kane - Fatal Fury: Wild Ambition 12)Ryo - Art of Fighting 2 13)Robert - Art of Fighting 2 14)Yuri - Art of Fighting 2 15)Takuma - Art of Fighting 2 16)King - Art of Fighting 2 17)Jack - Art of Fighting 2 18)Lee - Art of Fighting 2 19)Temjin - Art of Fighting 2 20)Eiji - Art of Fighting 2 21)Mickey - Art of Fighting 2 22)John - Art of Fighting 2 23)Mr. Big - Art of Fighting 2 ============ In Openings: ============ 1)Fatal Fury Special 2)Fatal Fury 3 3)Real Bout Fatal Fury 4)Fatal Fury Wild Ambition 5)Fatal Fury Mark of the Wolves 6)The King of Fighters'96 7)Art of Fighting 2 ========== In Animes: ========== 1)Fatal Fury: Legend of the Hungry Wolf 2)Fatal Fury 2: The New Battle 3)Fatal Fury: The Motion Picture ====================================================== --------------------- Code to Unlock Geese: --------------------- To unlock the playable version of Geese without the card, you have to input the following code: +++++++++++++++++++ ASF4 A4DQ F35S L568 +++++++++++++++++++ ====================================================== -------- Comment: -------- Geese is the final boss of the latest King of Fighters game, King of Fighters: Neowave. The young Art of Fighting 2 self. This is the second time he appears in his young self. He has all of his old original moves, Normal Attacks + new ones. ====================================================== ----------------- Background Music: ----------------- It is called "Speed Hucker." His BGM is new and the worst one compared to his other old four BGMs. It is an okay BGM, but not what you expect for someone like Geese Howard. The BGM first begins with rap and then goes down bit by bit. You cannot fully hear it. Geese finishes the opponent so fast and the BGM starts again in each "round". Talk about lame programming. The BGM TOTALLY blows. So bad that you cannot even believe it is for Geese! It sucks to be you, composer (the whole OST sucks anyways). ====================================================== ------ Stage: ------ His Art of Fighting 2 stage, Geese Tower. Nothing is different except his henchmen are not in the background anymore to appluse whenever he performs anything (they would have applused forever if they were in). ====================================================== ------- Ending: ------- Geese gets on his knee and looks badly at you. Then he gets out. Then you see "The chance of war is uncertain." on the screen. P.S. Lame ending if I may say. ====================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++ M. Section 1: The Playable Geese ++++++++++++++++++++++++++++++++++++++++++++++++++++++ ---------- Move List: ---------- ============== Special Moves: ============== 1)Reppu Ken (weak and heavy version): Quarter circle forward + A or C - 2)Flying Sawblade Slicer: Forward, down, down-forward + A or C - 3)Explosion Ball (Hard Blow): Quarter circle forward + B =========== Super Move: =========== 4)Deadly Rave: Half circle backward, forward + A or C ================== Hidden Super Move: ================== 5)Raising Storm: Down-backward, half circle backward, down-forward + A or C ================ Special Attacks: ================ 6)Slide: Down-forward + B - 7)Double Kick: Forward + B - 8)Rising Palm: Down-forward + A ====== Throw: ====== 9)"See The Clouds" Toss: Near the opponent, forward or backward + C P.S. Raising Storm is a Hidden Super Move in the MAX 2 Mode (you will not see the LAME thunder effect though). Eventhough it takes two Power Stocks in the Super Cancel and Guard Break Modes, it does not have a weak version. ====================================================== --------------- Moves Analysis: --------------- This is an in depth section to Geese's Normal Attacks, Special Moves and Super Moves. ====== Far A: ====== You can use this Normal Attack to only limit your opponent's options when you use with it other attacks. Like distance B, Rising Palm and Slide. It comes out fast and that is a plus to the fast matches. Originally from Art of Fighting 2. ====== Far B: ====== Think of this as Ryo's far B. In other words, it is fast and very useful. You can easily use it to make the opponent not jump and even think about it and when he/she DOES, then you will always be ready for the Rising Palm. DO NOT overlook this Normal Attack as it is one of the FEW useful attacks the "playable Geese" has. Always make use of it especialy when you are going against MAX 2 Mode opponent. Originally from Art of Fighting 2. ====== Far C: ====== This normal has the same starting animation of the Explosion Ball. Well, where should I start and where should I stop?! This is THE WORST normal Geese has. So bad that you wish that it did not exist! The problem is not the damage, nor the range. The problems are the start-up and recovery time! I have no idea when did they tweak it down to this level (does balance ring a bell?)!! Even if you hit the opponent with it, you are STILL asking for a painful combo. The recovery time is bad whether you hit or not and the result will always be the same... which is your loss. You have some other good options. Be sure to over look the one... Originally from Art of Fighting 2. ====== Far D: ====== Nice recovery but it does have a bit of a start-up! The best choice to use it is when the opponent is a bit far or when he/she is down. It has a good range and you can use it from time to time to change your style. The damage is okay. This a way better option than the distance C. Originally from Art of Fighting 2. ========== Jumping A: ========== This Normal Attack is as good as the jumping C, but the difference is it does not do more damage than the jumping C. Originally from Art of Fighting 2. ========== Jumping B: ========== Does not have much of priority, but still good for combos. It is good, because it hits low and not that useless. You do not have to repeat doing it constantly. You still have the jumping C... which is more painful and better. Still, the Normal Attack is a good one and can be used from time to time. Originally from Art of Fighting 2. ========== Jumping C: ========== This has the same exact use as the jumping B. The difference is, it is an overhead attack and it does better damage. This is your very best options to avoid being tricked by the low attacks while you are jumping. The changed its frame-rate for the better. Originally from Art of Fighting 2. ========== Jumping D: ========== This normal has the same case as the jumping B. This can be good against air wars. It comes out a bit fast and very safe but its problem remains... the attack is forward so it is not a better option since the jumping B hits low, too! Use it when you are jumping backward to be safe or against Choi who does not seem to like the ground pretty much. Originally from Art of Fighting 2. =========== Standing A: =========== Same case as distance A. Except this can be connected to specials and supers. So, it is slightly better. Also, this can be a good normal to begin a basic combo with. Originally from Art of Fighting 2. =========== Standing B: =========== It comes out fast and mainly to connect something after it. Its recovery time is good because it is a light attack... New Normal Attack... =========== Standing C: =========== Another fast normal. The main the reason for its existence is to use it for combos... deadly ones. Do it and then perform a Reppu Ken or Double Kick then whatever you like BUT make it very safe. When the opponent defends the standing C, do the Double Kick and let the two hits connect then cancel the second hit into a weak Reppu Ken. You will fill the Power Bar more easily. And what I said above is one of your VERY good choices since the best thing about the playable Geese is that he fills the Power Bar faster than anyone else. Originally from Art of Fighting 2. =========== Standing D: =========== This has the same exact case as the Standing C. I will not repeat myself again (read above). Originally from Art of Fighting 2. ============ Crouching A: ============ Ahhh, the good old days. This was a devil back then. ^_^ They really know how to tweak the playable Geese, don't they? ^_^ Now the stunning time is not as great as before or the CPU Geese, but it is still useful to the very basic and good combination attack, "Jumping C, crouching A, crouching A, crouching A, Slide. Use it everytime the opponent gets near you and tries not to make you breathe. You can fight back by using the crouching A and when it connects, continue with the basic and useful combination attack. Originally from Art of Fighting 2. ============ Crouching B: ============ This also can be connected to the Slide or Rising Palm. You can also use it to connect the crouching A after it and then go to good combos (better options). Originally from Art of Fighting 2. ============ Crouching C: ============ Anti-air normal which sucks big time, by the way. It has a high reach and a startup too, but very low. You can to read your opponent well to use this effectively. It is not safe at all. In fact, it is the second worst normal Geese has. You have a VERY good option, which is Rising Palm. Crouching C is slower, has a recovery time, start-up and heavy. Rising Palm is faster, has a faster recovery time, safer, does not have a start-up and a knockdown move. The only thing the both attacks have in common is, both of them are anti-air attacks. To make the long story short, do not use it (use the Rising Palm instead). Originally from Art of Fighting 2. ============ Crouching D: ============ Take this normal as the standing A, except this one hits low and does better damage. The main problem about it is its range! It is so bad for a heavy attack. Picture this Normal Attack as Ryo's crouching D... except Geese's crouching D comes out a little bit faster. If you really want to use it or make use of it, then your best shot is to use it against the early air attacks or when you want to knockdown your opponent (Rising Palm is better, though). Originally from Art of Fighting 2. =================== A Button Reppu Ken: =================== If the playable Geese has things that saves him from facing trouble or even saves him from doing bad against the MAX 2 Mode, then A button Rppu Ken is one of them. It is pretty nasty. It travels very SLOWLY. This is great for combos. Thanks that they did not touch it. They does played with the damage, but it is understandable. This is very good for mind games. It is large and slow. How good can it more be? Perform it whenever you can... do not even think twice about it. It does have a recovery time, but it is fast enough to react back. Do not worry that much (even the start-up is fast). Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal Fury Special. Also known as Wind Slice and Strong Wind Slash. This is the only move that does not look like the Art of Fighting 2 version. =================== C Button Reppu Ken: =================== This is one of the new moves to his young self. This is the strong version of the Reppu Ken. You might say; "Why did not he say Double Reppu Ken?" Well, because he says Reppu Ken. Simple as that! He performs it as slow as the well-known Double Reppu Ken version, except it does look like the Double Reppu Ken. It eats all kinds of fire balls and you can combo after you hit the opponent with it (juggle). The main problem with this move is... when he performs it, he stands still for a second and then throws the Reppu Ken. If you noticed, the Double Reppu Ken covers Geese, so when you throw anything at him you will not be able to hit him but will hit the Double Reppu Ken itself. Here, the case is pretty much different. Since this is originally a Reppu Ken but a heavy version then he will take his time to perform it and will be hit if you throw anything at him while he is performing it (or standing still to be exact). Use it when you are far and know that the opponent is going to throw something. Or just use it when the opponent is down... the only thing that is good about it is that you can juggle when it hits. Originally from Fatal Fury Special. ======================= Flying Sawblade Slicer: ======================= It is still an OVER-HEAD (with CAPS) move, but what is new? Well, the hit range is wider, it does two hits at most, and the recovery time is badder... AND YES, it does not stun the opponent for combos. It does okay damage and it leaves you open for deadly combos if the opponent defends. Its recovery time is a bit blah. It still can be used to cross-up your opponent. The weak version DOES two hits and so is the heavy one. The real difference between them is the A version goes really low while the C version does not. Characters like Choi, Geese himself, Iori and many others cannot be hit with the C version so you have to use the A version. Do not over use it. Just use it when you want to cross-up or when the opponent jumps from a distance. Just Defense kills it easily, so watch out. Originally from Art of Fighting 2. Also known as Hishou Nichirin Zan. =============== Explosion Ball: =============== Geese forms an energy ball around his hand, punches the opponent with it and then follows-up with his Rising Palm that makes the opponent painfully fly up high, and then he poses in a nice way while the opponent is falling down. Do not ask me, but they sure made it a lot worse if you use it as the CPU Geese does! The best uses for this Special Move are: 1)When the opponent is jumping from a distance. 2)With combos, especially Jumping C, standing C, Double Kick, Explosion Ball. 3)When the opponent perform a Special Move from a distance, like Terry's R.T.! Other than that, sit back and let the Special Move die in peace. Its recovery time blows and you do not want to be attacked back. You only want to attack not the other way around. Originally from Art of Fighting 2. This move was never used outside Art of Fighting 2. This is the second time. ============ Deadly Rave: ============ Ladies and gentlemen, THE Deadly Rave. It does not dizzy you like before, that is good news for me Geese haters. Now the bad news for YOU, it still has the long invincibility window! It is blockable! Geese completely vanishes (disappears) from the start and then appears after he hits you or if you escape. Unfortunately, this so-called Super Move does not do much damage. This a fully useful anti-air, ground or anything Super Move, but its damage is weak compared not to the CPU Geese... but to the characters themselves! Talk about nice balance! STILL, it is too fast. Even after he appears, he will pose for a second and if you get near him, he will still hit you and do the Deadly Rave. It is completely better than any Deadly Rave you have seen for him. It can go through anything (until I see otherwise). Do not worry about performing it too fast, because he will still get the opponent with it! And the recovery time is great, even against the Just Defense! Originally from Art of Fighting 2. The finishing blow is from Real Bout Fatal Fury 2. ============== Raising Storm: ============== This is another new Super Move for the young self. This time Geese does not perform the Raising Storm first, he actually catches the opponent then punches him to the air, jumps upward very fast and dives back downward and performs the Raising Storm. This is unblockable since it is a throw Super Move. You can use it with one Power Stock. The recovery time from the missing frame is very fast. Hard to punish, because nothing flashes when you do not get the opponent with it. This is a Hidden Super Move in the MAX 2 Mode (you will not see the LAME thunder effect though). Eventhough it takes two Power Stocks in the Super Cancel and Guard Break Modes, it does not have a weak version. The laughable thing about is... the damage. So funny. I do not understand how can a "Hidden Super Move" or "a Super Move which takes two Power Stocks" do such a low damage? It makes you wonder, was Geese meant to be playable? The worst thing about it is, it has ZERO reach (as in range). Like Tabasa's command throw in SNK Vs. Capcom. You can juggle after it... do whatever you like, but do not try to even "perform" the Deadly Rave, because it won't, hero. Only the Raising Storm is originally from Fatal Fury Special. The shape is taken from Real Bout Fatal Fury Special. ============ Double Kick: ============ As fast as it was back then. Not much priority, but the speed and damage make it up. The recovery time is as expected... very fast. If done far, then forget punishing him. Even if close, without Just Defense, the outcome is the same. This is good to fill up your P.G. and combos. The playable Geese shines with his "three Special Attacks" (Double Kick, Slide and Rising Palm). They really help him a lot. Originally from Art of Fighting 2. ====== Slide: ====== Another classic attack. The slide... The range is wider now than before. Also, it is faster than before. The recovery time is still fast enough to not let you hit back unless you use Guard Break (Just Defense). And if done from a distance then forget punishing him. This is perfectly good against those who like to perform their fireball moves a lot! Like Athena, K', Mai's fan or anything that goes mid. Use it wisely and make it from a good range to not be punished when the opponent defends. Anyway, it is hard to punish but just in case... be sure to do it the right way. Also, you can use it after the normals. This is pretty useful and it does good damage for a Special Attack. This is the same normal in the second Art of Fighting game. Before, it had mid reach but was fast and very safe. Also, it was a knockdown Special Attack. ============ Rising Palm: ============ The classic anti-air Normal Attack from Art of Fighting 2. "As I GUESSED!" This is a SPECIAL ATTACK, not a Normal Attack anymore...! Where is the auto-gaurd? Gone...! Where is the invincibility? Gone...! Where is the priority? Gone...! What remains? It is still a knockdown Special Attack, fast recovery time and start-up. And it is still useful. 100% useful anti-air attack. Better than the crouching C in miles. You can make the MAX 2 Mode users have a hard time by using this and the A button Reppu Ken. It is good for mind games and a good card when you do not have Power Stocks to use the Deadly Rave. You will get a trade-hit sometimes, but if used early then it is a safe hit. This saved Geese a whole lot more. Without it, Geese has a hard time. This is the same attack from Art of Fighting 2. Before, it was standing + AC. ====================== "See The Clouds" Toss: ====================== Geese throws his opponent to the other side. Good to have distance between you and your opponent. Originally from Art of Fighting 2. ====================================================== --------- Strategy: --------- This section will be divided into four sections since it matters a lot to know what to do in each mode. ==================== First: Super Cancel: ==================== This is the best mode for Geese to use. Not because he can cancel his Special Moves to others (he cannot), but because of the THREE Power Stocks that will help him to stay focus and use the Raising Storm any time. Always let Geese have three Power Stocks. Playing against good characters with this mode can be hard for a little bit, because they have the roll and most of them can can something to another until you die or have a little life bar left. I am mainly talking about Vanessa, Yashiro and other characters as well. You do not have anything shiny to compete or wait for a mistake to finish everything with a so-easy cancel combo. You have to limit your opponents options not to do the combo on you. Know your opponent's cancels and do not let him/her use any on you. Find the critical moment and do not let it happen on you. Sometimes you will do mistakes, naturally. Just do not make them deadly. Read above to know what to use and not to use. Most of the Super Cancel players jump a lot and try to mash here and there to wait for a mistake from you and then good night. Whenevr they jump, perform the Rising Palm. When they come close, use the safe and basic combos like crouching As then Slide or Double Kick then Reppu Ken. Try to control the match with the Reppu Ken and when something odd happens and there is no escape... use the Deadly Rave. When the opponent run a lot, get ready for the Raising Storm and practice it a lot if you do not know how to do it perfectly. If you run out of P.S., then fill it up with the combo "jumping C, standing C, Double Kick and then cancel in connected or do not if not." Geese fills up the P.G. very fast and that is always a plus for you. ==================== Second: Guard Break: (as in Just Defense) ==================== This mode is pretty much retarded to Geese (compared to the other two). If you ever use it then be sure not to block a lot and only Just Defend when something awful is coming at you or something that has chip damage. The only thing you need to be careful not to use a lot in this mode (when playing with the Guard Break players) is not to use the Silde up close against a good Guard Break player. Especially against even a great character like Goro or Clark (they are useful in this mode). You will be eaten alive. Use it from a distance and you should be safe. limit your air attacks or jump when you have to and focus on not staying still when the opponent Just Defends your air attack... fast hop backward + D. When the opponent Guard Breaks your method (performing Reppu Ken and then when he jumps, Rising Palm or Deadly Rave), then you have to change it to a better one and use mind games. Go for the Raising Storm if you have to. It has zero range, but it is still useful and cannot be punished. Like throw a Reppu Ken and when he Just Defends it, jump as if you are going to attack but instead surprise him with the Raising Storm. Or knock the opponent down then fast run near him and press any button as you are forcing him to block when he gets up, but instead you surprise him with the Raising Storm. Pactince and practice doing the Raising Storm if you are not fast enough to pull it off. This mode is good for grapplers. You just have the Raising Storm and it is not worth the risk. ============= Third: MAX 2: ============= This Mode is second to the Super Cancel, because the Raising Storm is a Hidden Super Move here. You are still powerful here. The Slide will be helpful to you when somebody tries to corner to trap you... or even not to make you breathe. Reppu Ken comes out fast too (weak one), use it to fight back when you are confused and have no options left. When you play against MAX 2 Mode players, then you have the upper hand here no matter who you play against. You only have to focus more when the opponent's life bar reaches the critical red bar... the opponent will go for the Hidden Super Move that hurts a lot. Since there is no roll here then the cheap tactic (performing Reppu Ken and then when he jumps, Rising Palm or Deadly Rave) will be very helpful here. You will control the match, but you will have to be extra careful not to make everything go to waste. Geese does not do good damage, remember that. The Slide does good damage, use it when you have to and never, never forget about using the Rising Palm or Reppu Ken... they are your useful tools here. Especially in this mode. And do not worry about the P.G. because fills it with him Normal Attacks pretty fast. Be extra careful when the opponent's life bar is about to enter the red zone. Most of the players do not wait for you to hit them to use the Hidden Super Move. They simply enter the red zone by hitting the Heat Button and then hello to Hidden Supper Move. This mode is useful to certain character and you have to watch out not to screw around here a lot. Characters like Ryo, Choi, Mai and some others wait so badly to reach the red zone to perform the Hidden Super Move and you do not want that because their Hidden Super Moves are good... very good. With Ryo, do not jump a lot... with Choi, corner yourself and do crouching As to hit his Hidden Super Move or perform the Deadly Rave the moment he performs his Hidden Super Move. You will hit him most of the time if you have the timing right. As for Mai, do not defend. She is pretty fast, so do the Slide the moment she jumps. Geese's Slide is fast enough to help you. But if you are far then hop backward FAST. ========================= Fourth: General Strategy: ========================= All you need to do when you play against anyone is not to let yourself open in any way. Geese has weakness in some places, cover them up. The main trouble to most characters is the painful combos. Most of them come from a jumping attack and then continue, cover it up well by either using the Deadly Rave or Rising Palm. Rising Palm is so good and it knocks the opponent down. It gives you time to plan your attacks and focus again in case you were not. Use the Slide with the crouching As when you get attacked up close a lot. Defend when you have to. Geese is not very solid in air like in ground so try to jump from time to time and focus on the ground tactic more. Do the standing C, Double Kick, Reppu Ken a lot to break your opponent's gaurd or to force to make mistakes. Do not use the heavy attacks like far C, crouching C and the like. They ruin the beauty of your good tactic. Play as good as you can, you are using a character that needs time. abuse the Deadly Rave if you have to. You can fill your P.G. fast so do not worry. It is the damage that you have to worry about... so go for heavy combos if you get the chance to do any. Perform the heavy Reppu Ken when the opponent is down and run after it so that when the opponent does not defend, you can juggle after it. Deadly Rave, Silde, Rising Palm, Double Kick and Reppu Ken are not options... are they a must use or you are going no where with your matches... especially the Deadly Rave. Do not think twice when you want to perform it. Just do it... it is safe and you can fill up the P.G. easily. Nothing to lose. "See the Clouds" Toss has a very good range. Throw when you need to and do not think twice about it when the opponent rolls. You can go for the standing C then Rising Palm if you want space between you and your opponent. Rising Palm is a knockdown Special Attack, so it will help you. Practice to run and then perform the Raising Storm fast, that way you will be able to use it more easily. If you are going against jumping characters and you are seriously confused, then jump backward and press the D button. It is good for air wars any way. Do not abuse the heavy Reppu Ken, because it is only an okay move... not a good one. Flying Sawblade Slicer is good to cross-up the opponent, but do not abuse it either. Its recovery time is as bad as the Explosion Ball... they are good in their own way though. Becareful not to perform the Raising Storm when you wake up... because you will not. You will be hit every time you even try it. Most of the players fall for it. It is up to you where you want to put Geese in. First, second or third player. He fits good in anywhere. But wherever you want, be sure to give him full P.G. and then kick those who doubt him. Nothing feels great other than beating someone that hates or thinks that your character is weak. ====================================================== ==================== Combination Attacks: ==================== I will mention EVERY combo I know of. The more I play the game, the more I figure out the best ways to find out good combos for Mr. Geese Howard. No offense, but if you do not know the names of the moves then do not bother read the F.A.Q. for that matter. Twenty-four years and you still do not know what are the "Reppu Ken, Raising Storm, Deadly Rave and so on...?!" My respect to the old and new comers... as for those who just do not like it, then beat it. You are on your own, hero: ============== Normal Combos: ============== 1)Reppu Ken (weak version), Explosion Ball - 2)Jumping B, standing C, Double Kick (cancel after first hit), Reppu Ken - 3)Reppu Ken (heavy version), Rising Palm or Reppu Ken (weak version) or Explosion Ball (corner) - 4)Jumping D, crouching A, crouching A, crouching A, Slide (depends on the opponent's weight) - 5)Crouching A, standing C, Double Kick (CAFH), Explosion Ball ============= Super Combos: ============= 6)Raising Storm, Reppu Ken or jumping D - 7)Reppu Ken (heavy version), Deadly Rave (corner) - 8)Standing A, standing A, Rising Palm, Deadly Rave ===================== Counter Normal Combo: ===================== 9)Jump CD, Rising Palm or Explosion Ball ==================== Counter Super Combo: ==================== 10)Rising Palm, Deadly Rave (corner) ====================================================== --------- Fun Fact: --------- There is a fun fact in the game if you use Geese. one of a kind. Do one of two following methods for fun... but do not davestate... 1- Perform the Raising Storm and then the Deadly Rave. You have time to do the Deadly Rave from the moment Geese finishes performing the Raising Storm until the opponent gets knocked down. 2- Do the Double Kick and then cancel the first hit of the Special Attack into the Deadly Rave. Now, after you try one of the two methods... What is the fun fact exactly? ^_^ ====================================================== -------------------- Questions & Answers: -------------------- This section is for those who asked about a thing or two about the playable Geese. The most important ones will be mentioned: ====== ABDSS: ====== Q: I read in the M.B. that the playable Geese is bad (low or mid to be exact)? I that true? - A: Okay, I think I can answer the question now based on the EXP. I have after a month (maybe will change later on). I would not put him low, nor mid. I would put him upper mid. Geese's main problem is the damage he does is pretty weak, but he is solid in the right hands. He just needs time to get used to. Most of the players are used to the easy SNK Vs. Capcom Geese (tough) so they cannot adjust. But for those who played Geese in say, K.O.F'96, F.F.: Special, R.B.F.F.: New Comers... they will do just fine. In those games he is blah to the new comers, but when you use him perfectly, you will rule. That is only because he was hard to use. He has several good options that make him strongly compete against better characters. He only needs one thing, and that is time! Not someone who used him for a day and then complains or makes fun of the "hard to use character" (as in to do well against human opponents). I thank the company from the bottom of my heart for this Geese. Now I will not see many scrubs use him like in SNK Vs. Capcom. ===== URWN: ===== Q: Hello, Basel! We meet again! I was wondering if you could help me here. I want to find a good groove for Geese, but I am a bit confused to either use Just Defense or MAX 2 Mode? Thank you! - A: Yesterday I used him. The Super Cancel Mode is highly recommended. Although the Raising Storm needs two power stocks, but it can be done ANYTIME, and that is a plus. The MAX2 Mode is good and Geese can easily fill up the P.G. with some normal throw here and threre (mainly repeat doing standing C, Double Kick and cancel the first hit with a Reppu Ken) but still, the Raising Storm is a Hidden Super Move there. The Just Defense is between the two, but still bleh. =========== Neo Holmes: =========== Q: I really need an answer for this question, Basel! Does Geese's Flying Sawblade Slicer/Hishou Nichirin Zan do an over-head attack or not? I have got different answers and I know that you KNOW what you are talking about! Give me a straight answer, please! Thanks in advance! - A: Yeah, I was asked the same question "many" times! Somebody is ruining the players' minds, eh? ^_^ Eventhough I answered the question with the first release of the F.A.Q., I will clear it up greatly now to be done with it. Flying Sawblade Slicer (known as Hishou Nichirin Zan in Japanese) is "STILL AN OVER-HEAD MOVE." And to both the playable and CPU Geese. The guys who said otherwise were not wrong, they just did not try much. It is tricky, you see! If you perform the Special Move while the opponent is a bit far from you, then it will not be an over-head hit and the opponent will be able to defend. But if you are close a "bit" (to avoid the cross-up) then it will be an over-head hit and the opponent will not be able to defend. To make sure of everything, let the opponent corner him/herself and then perform the Special Move while the opponent is defending low... it will easily hit him/her and becomes an over-head move. Simple as that! It is just that you have to be a bit close... the range matters. ====================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++ M. Section 2: Geese the CPU ++++++++++++++++++++++++++++++++++++++++++++++++++++++ ---------- Move List: ---------- ============== Special Moves: ============== 1)Reppu Ken (weak and heavy version): Quarter circle forward + A or C - 2)Flying Sawblade Slicer: Forward, down, down-forward + A or C - 3)Explosion Ball (Hard Blow): Quarter circle forward + B ============ Super Moves: ============ 4)Deadly Rave: Half circle backward, forward + A or C - 5)Raising Storm: Down-backward, half circle backward, down-forward + A or C ================ Special Attacks: ================ 6)Slide: Down-forward + B - 7)Double Kick: Forward + B - 8)Rising Palm: Down-forward + A ====== Throw: ====== 9)"See The Clouds" Toss: Near the opponent, forward or backward + C ====================================================== --------------- Moves Analysis: --------------- This is in depth section to Geese's Normal Attacks, Special Moves and Super Moves. ====== Far A: ====== Nothing special about it other than the speed. There are many better options than it, even the CPU uses other normals than this. Still, it is like it was in K.'O'F'96, it has "a bit" mid reach. Originally from Art of Fighting 2. ====== Far B: ====== Think of this as Ryo's far B. In other words, it is fast and very useful. But since the CPU uses as a random attack, you will not think about it much. It will be very useful to the playable Geese, though. Originally from Art of Fighting 2. ====== Far C: ====== This normal has the same starting animation of the Explosion Ball. Surprisingly, the same frame-rate, too (unless I was a bit off)! Good morning, good eveing and good night, SNK Playmore. It comes out SO fast and the stun time is great for combos. Geese will most of the time do it then jump backward... your brain will function after he "jumps." I thought it was just me, but most of the experts react to it slowly either. With a little time, you will get used to it... if he uses it a lot, that is (and that is a big if). Originally from Art of Fighting 2. ====== Far D: ====== Nice recovery but it does have a bit of a start-up! Geese does not use it a lot. In fact, he does not use it at all. He uses it very rarely. This a way better option than the distance C. Originally from Art of Fighting 2. ========== Jumping A: ========== This Normal Attack is as good as the jumping C, but the difference is it does not do more damage than the jumping C. Originally from Art of Fighting 2. ========== Jumping B: ========== Does not have much of priority, but still good for combos. Very heavy and the stun time is great for combos. Once he gets you with it, you are out. Another old normal. They changed the frame-rate a bit, but still as strong as it was. Originally from Art of Fighting 2. ========== Jumping C: ========== This has the same exact use as the jumping B. The difference is, it is an overhead attack and it does better damage. Another normal that you will not see the CPU using it that much. The changed its frame-rate for the better. Originally from Art of Fighting 2. ========== Jumping D: ========== This normal has the same case as the jumping B. This can be good against air wars. It comes out a bit fast and very safe but its problem remains... the attack is forward so it is not a better option since the jumping B hits low, too! Geese the CPU does not rely on it that much. May be he will do it once in a round and by jumping backward most of the time. Originally from Art of Fighting 2. =========== Standing A: =========== Same case as distance A. Except this can be connected to specials and supers. So, it is slightly better. Originally from Art of Fighting 2. =========== Standing B: =========== It comes out fast and mainly to connect something after it. Its recovery time is good because it is a light attack... New Normal Attack... =========== Standing C: =========== Another fast normal. The main the reason for its existence is to use it for combos. Geese rarely uses it. It can be connected to Double Kick easily. Originally from Art of Fighting 2. =========== Standing D: =========== This has the same exact case as the Standing C. I will not repeat myself again (read above). Originally from Art of Fighting 2. ============ Crouching A: ============ Ahhh, the good old days. This was a devil back then. ^_^ Now Geese cannot do Flying Sawblade Slicer and then two crouching As and make you easily dizzy. It is still powerful though. It has priority and very safe. Geese now performs it to go then for one of the two options: 1)Flying Sawblade Slicer 2)Deadly Rave If he goes to the first option then defend or Just Defense. If he goes to the second option then escape or suffer. That is the gist of it. Originally from Art of Fighting 2. ============ Crouching B: ============ This also can be connected to the Slide or Rising Palm. Geese uses it to fill up his P.G. Simple as that. It is good though... Originally from Art of Fighting 2. ============ Crouching C: ============ Anti-air normal. You will NOT see him using it a lot, because he has many other good options. It has a high reach and a startup too, but very low. Originally from Art of Fighting 2. ============ Crouching D: ============ Take this normal as the standing A, except this one hits low and does better damage. Compared to all his Normal Attacks, this one is the worst. Geese will abuse it when you turtle or get very far from him. If he does not have power stocks, he will use it for sometime and then rush. Nothing important about it. Originally from Art of Fighting 2. =================== A Button Reppu Ken: =================== Even if you hit Geese, once he says "Reppu Ken", he will perform it. It is pretty nasty. It travels very SLOWLY. This is great for combos. Geese always jumps for combos after he performs it. This is very good for mind games. It is large and slow. How good can it more be? Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal Fury Special. Also known as Wind Slice and Strong Wind Slash. This is the only move that does not look like the Art of Fighting 2 version. =================== C Button Reppu Ken: =================== This is one of the new moves to his young self. This is the strong version of the Reppu Ken. You might say; "Why did not he say Double Reppu Ken?" Well, because he says Reppu Ken and he does not take long to perform this Special Move. He performs it as fast as the weak version, it does look like the Double Reppu Ken and it eats all kinds of fire balls though. Even Ryo's Haoh Sho Ken cannot eat this move. You can hit Geese before performing the move, but the move it self will still hit you. Originally from Fatal Fury Special. ======================= Flying Sawblade Slicer: ======================= They added many things to the move. It is still an over-head move and takes a lot of damage, but what is new? Well, the hit range is wider, it does multiple hits and it stuns the opponent for combos. This Special Move is so useful and Geese performs it like there is no tomorrow just like the old days. Without careful roll or an uppercut before he performs it, you are in danger. It does heavy damage and it leaves you open for deadly combos. Also, do not think of the recovery time to hit back, because it is pretty safe even with the Just Defense system. Bceuase it can be used as a cross and you will not have the time to catch up. Originally from Art of Fighting 2. Also known as Hishou Nichirin Zan. =============== Explosion Ball: =============== This Special Move screams priority. It can be abused easily. It does painful damage and there is almost no recovery time. Just Defense does not help much here at all unless you are very close to him and react fast. Geese forms an energy ball around his hand, punches the opponent with it and then follows-up with his Rising Palm that makes the opponent painfully fly up high, and then he poses in a nice way while the opponent is falling down. Originally from Art of Fighting 2. This move was never used outside Art of Fighting 2. This is the second time. ============ Deadly Rave: ============ Ladies and gentlemen, THE Deadly Rave. It does not dizzy you like before, that is good news. Now the bad news for YOU, it is UNBLOCKABLE, long invincibility window, painful damage and Geese completely vanishes (disappears) from the start and then appears after he hits you or if you escape. This is not a hidden Super Move. Geese can do it with one stock like the other super. Once Geese uses it, either escape or suffer. This Super Move takes a lot of damage. And that is A LOT. This and then one Reppu Ken and any normal and you are out. It is too fast. Even after he appears, he will pose for a second and if you get near him, he will still hit you and do the Deadly Rave. It is completely better than any Deadly Rave you have seen for him. It can go through anything (until I see otherwise). Originally from Art of Fighting 2. The finishing blow is from Real Bout Fatal Fury 2. ============== Raising Storm: ============== This is another new Super Move for the young self. This time Geese does not perform the Raising Storm first, he actually catches the opponent then punches him to the air, jumps upward very fast and dives back downward and performs the Raising Storm. This is unblockable since it is a throw Super Move. He can use it with one power stock. The recovery time from the missing frame is very fast. Hard to punish him, because nothing flashes when he does not get you with it. This is the most damaging thing he has. It leaves you with 1/3 of your life bar. Also, he can throw a Reppu Ken after it and it will still hit you. Free hit after the Super Move. The worst thing about it is, it has ZERO reach. Like Tabasa's command throw in SNK Vs. Capcom. Only the Raising Storm is originally from Fatal Fury Special. The shape is taken from Real Bout Fatal Fury Special. ============ Double Kick: ============ As fast as it was back then. Not much priority, but the speed and damage make it up. The recovery time is as expected... very fast. If done far, then forget punishing him. Even if close, without Just Defense, the outcome is the same. Originally from Art of Fighting 2. ====== Slide: ====== Another classic attack. The slide... The range is wider now than before. Also, it is faster than before. The recovery time is still fast enough to not let you hit back unless you use Guard Break (Just Defense). It can be over used until no end. Geese uses it a lot after combos. This is the same normal in the second Art of Fighting game. Before, it had mid reach but was fast and very safe. ============ Rising Palm: ============ The classic anti-air Normal Attack from Art of Fighting 2. "As I GUESSED!" This is a SPECIAL ATTACK, not a Normal Attack anymore...! This Special Attack has an auto-guard, and the auto-guard is very long. From the start of the normal to the end. This special can easily beat anything it comes across... ANYTHING. 100% useful anti-air attack. Geese can easily auto-guard MULTIPLE HITS and then punch in the face. It does not matter if you use Beni's Super Move or anything, the outcome is always the same... you are going to get hit by his far C (I have yet to see otherwise). Also, he can juggle after that with anything he wants. The special will let you know the real meaning of "priority" once you play against him several times. This is the same attack from Art of Fighting 2. Before, it was standing + AC. ====================== "See The Clouds" Toss: ====================== Geese throws his opponent to the other side. Good to have distance between him and his opponent. Originally from Art of Fighting 2. ====================================================== --------- Strategy: (the way the CPU plays) --------- Geese has many patterns that he uses from Art of Fighting 2. He reminds you so much of that game with his strategies and moves. He does not think twice when it comes down to using the Super Moves or his Special Moves. He abuses everything in a good way. The roll trick is not very effective on him, because he uses his throw a lot, too. He tends to play dumb when you are very far from him. Like before, he does some normals then rushes after you. He uses the slide (down + D) a lot, especially after the Flying Sawblade Slicer. It is very safe, and you can hardly punish him without the Just Defense. On top of that, he uses his distance C whenever you jump or throw any normal/super at him. The result will always be the same. You will be hit. When he walks, he will either go for the Flying Sawblade Slicer or Explosion Ball. Whenever you are near him he will go to either of them. When you are down, he will surprise you with the Deadly Rave. No way out since it is unblockable and its invincibility is outstanding. Sometimes when you jump backward a lot, he performs the Deadly Rave without any reason. If you turtle, he will grab you with the Raising Storm and it does PAINFUL DAMAGE.
Speaking of which, Geese's attacks do a lot of damage and yours do almost
nothing. Do not expect to finish him fast. He can finish you off with three
heavy Reppu Kens. The CPU always goes for the Deadly Rave when you mash a lot.
In other words, when you do something that is not understandable (does not
compute), the answer is the Deadly Rave. And CPU is capable of doing major good
combos with him. They are very basic, yet, very damaging. While Geese likes to
rush down a lot, he does not block a lot. That does not mean he can be taken
down easily. He instead counters your attacks instead of blocking. And his
timing is good most of the time, and if the timing is a bit bad then the
Special Move, Super Move or Special Attack will help him fix the error since
most of them have invincibility and priority. His air play is weak as before,
you can do anything you want to counter, but his ground play is very solid. He
relies on the Flying Sawblade Slicer instead of jumping since it is a better
option for everything.

He does jump when you are at mid range. And uses his jumping D instead of his
A, B or C. If you use any kind of Fireball move, he will not think twice to use
his heavy version of the Reppu Ken. If you jump upward or forward, he will use
either distance C or Explosion Ball, and do not expect much of an outcome
here... because you will be kicked either way. Trade hits do not help much
since your damage is NOTHING compared to his damage. Sometimes he does the
Explosion Ball several times when you are near him and blocking his Special
Moves. He tends to abuse it then go for the Deadly Rave, throw or Flying
Sawblade Slicer.

He does not use his Normal Attacks a lot. He uses the slide, distance C and
jumping D a lot. Other than those, he does not. He performs the Flying Sawblade
Slicer to cross you and then continue with a slide, Explosion Ball or Deadly
Rave if you do not defend, and if you do then he will perform the Flying
Sawblade Slicer again and again. He recovers so fast after performing it so
why not abuse it?! ^_^

======================================================

------------------
How to Beat Geese:
------------------
There are two methods to beat him. One is as old as the old days (surprised
how it still works on him) and the other one is a bit new.

1)The old one is to wait for him from a distance. Just maintain your distance
and stay still, guard or crouch. Geese will do some normals and then run after
you. When he gets near you, do standing or crouching C and any Super Move or
combo you know of. Clark and Goro can do their Super Moves. But be warned that
if you do not be fast enough to hit him, he will most of the time go for the
Raising Storm.

2)This method is not 100% useful, because Geese sometimes changes his patterns
and breaks it. When you knock him down, hit him with a jumping C/D/CD right
before he gets up (we call it "deep attack" at the Arcades). If you do not do
it correctly, you will most of the time be greeted with his anti-air C.

The more I get into the game, the more I discover more methods. Geese is
deadly if you fight fair and square, just like in Art of Fighting 2. But if you
use cheap methods and tricks, he will go down just like any other boss.
Newcomers might have troubles beating him, but old timers can finish him off
with the first try. He will be like a walk in the park, for them. The old
tricks work well against him.

======================================================

====================
Combination Attacks:
====================
  These are the combos that I saw so far:

1)Flying Sawblade Slicer, Slide
-
2)Reppu Ken (weak version), Explosion Ball
-
3)Jumping B, standing C, Double Kick (cancel after first hit), Reppu Ken
-
4)Reppu Ken (heavy version), Rising Palm or Reppu Ken (weak version) or
Explosion Ball (corner)
-
5)Jumping D, crouching A, crouching A, crouching A, Slide (depends on the
opponent's weight)

=============
Super Combos:
=============
5)Rising Palm, Deadly Rave (corner)
-
6)Raising Storm, Reppu Ken
-
7)Reppu Ken (heavy version), Deadly Rave (corner)

======================================================

--------------------
Questions & Answers:
--------------------
This section is for those who asked about a thing or two about Geese the CPU.
The most important ones will be mentioned:

===========
Neo Holmes:
===========
Q: I really need an answer for this question, Basel! Does Geese's Flying
Sawblade Slicer/Hishou Nichirin Zan do an over-head attack or not? I have got
different answers and I know that you KNOW what you are talking about! Give me
a straight answer, please! Thanks in advance!
-
A: Yeah, I was asked the same question "many" times! Somebody is ruining the
players' minds, eh? ^_^

Eventhough I answered the question with the first release of the F.A.Q., I
will clear it up greatly now to be done with it.

Flying Sawblade Slicer (known as Hishou Nichirin Zan in Japanese) is "STILL
AN OVER-HEAD MOVE." And to both the playable and CPU Geese. The guys who said
otherwise were not wrong, they just did not try much. It is tricky, you see! If
you perform the Special Move while the opponent is a bit far from you, then it
will not be an over-head hit and the opponent will be able to defend. But if
you are close a "bit" (to avoid the cross-up) then it will be an over-head hit
and the opponent will not be able to defend.

To make sure of everything, let the opponent corner him/herself and then
perform the Special Move while the opponent is defending low... it will easily
hit him/her and becomes an over-head move. Simple as that! It is just that you
have to be a bit close... the range matters.

======================================================

----------------
Cursing Section:
----------------
The section was not meant to be here until after I heard a lot of cursing
from a lot of players. Of course because they could not beat him, so they
cursed the hell out of him. It has been a long time since I have seen such acts
at the Arcades. Eventhough it was funny seeing them mad at Geese, but still...

1)"WOW, he looks hella cool." A player says. Then after he got beat up so fast.
"F#@3ed up company."
-
2)"I have got it, guys. I will kick his sorry @$$ this time." After ten
minutes... "F&%# you GOOSE, I WILL OWN YOU NEXT TIME!" And he goes on and on
with the same quote again and again.
-
3)"Ladies and gentlemen... Geese &*c*ing Howard."
-
4)"SNK always *&%$s up with us. Retarded Crop."
-
5)"This BGM, this BGM makes me puke."
-
6)"You laugh a lot! Why don't you show us how to beat him?" A guy asked me
after noticing me laughing several times. I agreed, put a coin and then beat
him with one basic strategy. The guy goes again, "That's because you used an
Art of Fighting 2 cheap tactic." Eventhough he knows nothing about Geese in
that game, he surely guessed it right.
-
7)"Guys, it is not Geese that sucks. It is you." This guy was being harassed by
his friends, so after he got beat up, he said so.

The most laughable thing is one day the guys wasted countless coins to beat
Geese (around two hours) and no one managed to beat him. Eventhough they chose
the B option (1/3 of his life bar left) all the time, they were having a hard
time beating him. One of those guys FINALLY managed to beat Geese (1/3 life
bar, though) by luck. Only performed the Super Move when he knew that there was
nothing left for him to do. And boy he did get Geese with it and finished the
match.

Then the guys all over the Arcades JUMPED UP AND DOWN for his cheap victory
with the "YEAH," "WE BEAT YOU," "SERVED HIM RIGHT" kind of quotes. Then after
that, Geese stood for a while as a dummy (while the names are rolling) to do
anything you have with him. The guy did not think twice, he did most of K's
combos on Geese while the guys cheered for him for everything he did. It was
funny as hell. I will never forget that day. Good ol' Geese... good ol' Geese.
^_^

Seriously, there is no reason to curse a lot. Just calm down and think of a
way to win other than rush. Cursing will only hurt your voice and reflect your
bad manners to others. At least respect those who you do not know. They are
there to see some good matches, not to hear you curse. ^_^

======================================================

----------------
Last Words:
----------------
  The FAQ is as usual... dedicated to "Geese fans."

Some questions remain... Is the game GREAT? No, but an okay game. Is the
Guard Break (Just Defense) hard or any good? No. Is the game worth leaving
other fighting games to focus on it? No. Is the cart worth buying? No, but for
Geese... yes. I fully dedicated myself for Geese and I like to collect every
game that has Geese in it. This is the only one left and soon will join the
club.

There you have it. If anything is wrong, just send me an E-Mail. Hope there
will be some respect for the hard work.

---------------
Special Thanks:
---------------
1)To SNK Playmore
2)To Gamefaqs
3)To all my friends for the encouragement
4)To Geese fans all over the world
5)To Asd Suria for the code.

=======================================================
King of Fighters: Neowave is Copyright SNK Playmore Crop. This document
Copyright 2003 Basel Al-Shehab

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, Sammy, N.F. and SNK Playmore Crop.