------------ Geese Howard ------------ ------------ A Must Read: ------------ Micky: Who are you, duck face?! Geese: Hmph! That's gooseface. Relax. The name is Geese... Geese Howard. Ruler of Southtown. What you will read down is my strategy, which means.. it might not work 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. Hope it will somehow be useful to you and lead your play or skills to a higher level. =============================================================================== ----------------- Table of Contents ----------------- 1. Character Profile +++++++++++++++++ 2. Appearance ++++++++++ - Games - Backgrounds - Endings - Openings - Animes 3. Why Geese? ++++++++++ 4. Why Not Geese? ++++++++++++++ 5. Intros ++++++ - Normal Intros - Special Intros - Winning Poses - Addendum 6. BGM +++ 7. Legends & Command List ++++++++++++++++++++++ - Legends - Command List 8. Moves Analysis ++++++++++++++ - Far A - Far B - Far C - Far D - Standing A - Standing B - Standing C - Standing D - Crouching A - Crouching B - Crouching C - Crouching D - Jumping A - Jumping B - Jumping C - Jumping D - Upward A - Upward B - Upward C - Upward D - Ground E - Air E - Reppu Ken - Double Reppu Ken - Evil Shadow Smasher - Shippu Ken - Upper Body Slam - Middle Body Blow - Below-The-Belt Blast - Shinku Nage - Raising Storm A - Holy Gates - Deadly Rave - Raising Storm E - Tate Katate Nage - Raimei Gouha Nage 9. Strategy Section ++++++++++++++++ - Shift Strategy - Defensive Game - Pressure Game - Corner Game - General Strategy 10. Combination Attacks +++++++++++++++++++ - Normal Combos - Super Combos - Super Cancel Combos - Dream Cancel Combos - Side Notes 11. Questions & Answers +++++++++++++++++++ - Good Lord - R.S. - SM & LSM - SNK Playmore Laziness - Combo Difficulties 12. M.A.C. ++++++ - Special Attacks - Normal & Special Throws - Special Moves - Super Moves 13. Credits & Acknowledgement +++++++++++++++++++++++++ - Last Word - Special Thanks - Credits =============================================================================== --------------------- 1. Character Profile: --------------------- Name: Geese Howard (The 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 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 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". Japanese Character Voice: Kong Kuwata English Character Voice: ??? (Only in the US version of KOF: MI2) English Character Voice: Ward P. (only in the dubbed Fatal Fury animes) =============================================================================== -------------- 2. 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 28)King of Fighters XI (Playstation 2) 29)King of Fighters: Maximum Impact 2 =============== In Backgrounds: =============== 1)Pao Pao Cafe - The King of Fighters'94 2)Japan Stage - The King of Fighters'2002 3)Infernal Gate - The King of Fighters: Maximum Impact 4)China (night) - The King of Fighters'94: Re-Bout =========== 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 24)Him & Rock - Neo Geo Battle Coliseum ============ 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 8)Neo Geo Battle Coliseum 9)King of Fighters'Kyo ========== In Animes: ========== 1)Fatal Fury: Legend of the Hungry Wolf 2)Fatal Fury 2: The New Battle 3)Fatal Fury: The Motion Picture =============================================================================== ------------- 3. Why Geese? ------------- "I'll smash you like a small fry as I did your father" - Fatal Fury 1 Mr. Geese Howard. A classic and best villain. Well said. There are many redrawn moves and tweaks. Those who were upset in NGBC and KOF Maximum Impact 2, they will be quite pleased this time around. Geese has the two Raising Storm versions (claw and cage) and two LSMs (Leader Super Move). He is really good in this. His play style gets back to the KOF'96 roots with some changes here and there. He also has his own BGM (Geese ni Katakori) which is a very great addition to the game. And well, for those who do not play anything else other than KOF and are really so bothered with the same faces in every KOF, then Geese might be a good change. I mean C'mon, who gets bothered/bored with characters like Geese, Duck King and Big? ^_^ =============================================================================== ----------------- 4. Why Not Geese? ----------------- "WAIT! Hold, hold on! I'm not king. It's just a mask!" - The Super Spy I cannot find one simple reason why you should not! SNK Playmore did not just copy and paste Geese from NGBC. There are many differences and neat additions. Hmph! To make it short, if you hate him then stay away. Shoo! Go away! =============================================================================== ---------- 5. Intros: ---------- "Did you think you can beat me, pretty boys (refering to Kyo, Ryo and Terry)? BA-HAHAH! THAT WAS MY CLONE! Time to leave, fools!" - King of Fighters'Kyo Geese has normal intros and special intros. +++++++++++++ Normal Intros +++++++++++++ - You cannot escape from death! - C'mon, young boy! - Ha, ha ha ha hah!! ++++++++++++++ Special Intros ++++++++++++++ Geese: Ha, ha ha ha hah! C'mon! Terry: Get Ready!! P.S. Geese does not say this to anyone other than Terry. It is his old SI from KOF'96. As for Terry, I have no idea. +++++++++++++ Winning Poses +++++++++++++ - Hmph! (crosses his arms) - You are history! (Hopper and Ripper walk toward him and stand beside him) ++++++++ Addendum ++++++++ - Reppu Ken - Reppu Ken - Double Reppu Ken - Double Reppu Ken - Evil Shadow Smasher - JAAAAEI KEN - Shippu Ken - Shippu Ken - Upper Body Slam - Too easy - Middle Body Blow - Too easy - Below-The-Belt Blast - Predictable - Raimei Gouha Nage - HEEEE-YAAAAAA!!!! - Holy Gates - HAAAAAAAAH (charges), HEEEEYAAAAAAA (blasts) - Deadly Rave - DEEEADLYYY RAAAVE - Raising Storm (cage) - RAAAISING STOOOOOOORM - Raising Storm (claw) - RAAAAAAAAAAAAAISING STOOOOOOOOOOOOOOOOORM - Provocation - C'mon =============================================================================== ------- 6. BGM: ------- "Big, I can't allow this independent behavior. Now I must ask you to take a trip." - Art of Fighting 2 Geese ni Katakori. A remixed version of the original BGM. There is no arrange for it, but it is okay. A must listen to. Very great and goes back to the old style with the Japanese beatings and voices. Very good job, SNK Playmore. Anyway, it is Geese ni Katakori... so you will surely have a lot of good time practicing/fighting while listening to it. The best BGM in the game... no doubt about it. =============================================================================== -------------------------- 7. Legends & Command List: -------------------------- "Krauser, you fool! Hmmm, hehe... HAHAHAHAHAHA!" - Fatal Fury 2: The New Battle (anime) _____________________________________________________________________________ | | | 1. Legends | |_____________________________________________________________________________| | | | - A button = Light Punch | | - B button = Light Kick | | - C button = Hard Punch | | - D button = Hard Kick | | - E Button = Blown Off | | | | - Raising Storm A = Cage Raising Storm | | - Raising Storm E = Claw Raising Storm | |_____________________________________________________________________________| _____________________________________________________________________________ | | | 2. Command List | |_____________________________________________________________________________| | | | 1. Special Moves | | ------------- | | | | Reppu Ken | \ -O + A | | [Wind Slice/Slash] O O | |-----------------------------------------------------------------------------| | Double Reppu Ken | \ -O + C | | [Double Wind Slice/Slash] O O | |-----------------------------------------------------------------------------| | Evil Shadow Smasher -O \ | / O- + A or C (SC) | | [Jaei Ken] O O O | |-----------------------------------------------------------------------------| | Shippu Ken | / O- + A or C (air) | | [Gale Slash] O O | |-----------------------------------------------------------------------------| | Upper Body Slam -O \ | / O- + B (SC) | | [Joudan Atemi Nage] O O O | |-----------------------------------------------------------------------------| | Middle Body Blow -O \ | / O- + D (SC) | | [Chuudan Atemi Nage] O O O | |-----------------------------------------------------------------------------| | Below-The-Belt Blast -O \ | / O- + E (SC) | | [Gedan Atemi Nage] O O O | |-----------------------------------------------------------------------------| | Shinku Nage -O \ | / O- -O + C | | [Vacuum Blow] O O O (near opponent)| |-----------------------------------------------------------------------------| | | | 2. Super Moves | | ----------- | | | | Raising Storm (1 stock) / -O \ | / O- \ + A or C | | (cage version) O O O O O | |-----------------------------------------------------------------------------| | Holy Gates (1 stock, near opponent) -O \ | / O- x2 + A or C (DC)| | [Rashoumon] O O O | |-----------------------------------------------------------------------------| | | | 3. Leader Super Moves | | ------------------ | | | | Raising Storm (2 stocks) / -O \ | / O- \ + E | | (claw version) O O O O O | |-----------------------------------------------------------------------------| | Deadly Rave (3 stocks) -O \ | / O- -O + E | | O O O | | | | - Deadly Rave follow-up A, A, B, B, C, C, D, D, | / O- + E | | O O | |-----------------------------------------------------------------------------| | | | 4. Throws | | ------ | | | | Tate Katate Nage O- or -O + C or D (near opponent)| | [One Hand Blow] | |-----------------------------------------------------------------------------| | Raimei Gouha Nage \ + C (near downed opponent) | | [Face Grab] O | |_____________________________________________________________________________| =============================================================================== ------------------ 8. Moves Analysis: ------------------ "Heh, heh. It's time I pay you back for the boot out of the window, Terry baby" - Fatal Fury 3 _______ | | | Far A | |_______| A great normal to use. Use it to interrupt any BnB combos or jumps (right before they jump). Even if you screw up, you will be able to defend. The recovery time is very fast. Since the cross-ups are so easy to do, you will need some normals like this one. Also you can cancel some of the characters' moves by timing it with their moves. _______ | | | Far B | |_______| This is exactly like far A. The difference is, this does not hit high and it is a bit slower (just a bit). A must use against any character with a pressure strategy. Just do not over use it. It has its purpose, and that is to aviod any pressure game, but try to mix it up with other Normal Attacks like far A, crouching A or B. _______ | | | Far C | |_______| A very geart Normal Attack. Since KOF'96. This normal is to be abused everytime you go for normals/pokes wars. Great if try to maintain your distance and not let your opponent attack mindlessly. Try to use it whenever you are facing a character who likes to jump a lot. And in this game, there are many. The damage is quite good for a Normal Attack. This is a must use no matter what. Very safe and useful for your strategies. never overlook it. _______ | | | Far D | |_______| Do you remember this Normal Attack? ^_^ Its uses are the same as it was back in Real Bout Fatal Fury 2. The ups are, you can cancel right before it hits the enemy to any Special Move or Super Move. Just do far D and cancel it into Holy Gates or Shinku Nage... or Reppu Ken. Good for mind/guessing games. Sometimes just do it from a distance to get close to your opponent, but use it CAREFULLY. Its downside is, if you abuse it, you will eat a lot of damage if your opponent really knows what he is doing. So, it cannot be abused. Just try to use it from time to time and check if the opponent has any power stocks. If he/she has none, then you are free to use it. Just be careful not to get hit by the Dragon Punch moves or any counters. As I said, do not abuse it and use it carefully. It does not have priority, remember that. ____________ | | | Standing A | |____________| This is mainly to get out of pressure strategies. Like do this then crouching A x3, crouching D, Reppu Ken... and then you will be free to do mind/guessing games (depends on what will the opponent do, react accordingly). Still, crouching A and crouching B are better. ____________ | | | Standing B | |____________| Another normal like the above one. Sometimes, try to cancel it into Double Reppu Ken or Reppu Ken... not that useful or useless. ____________ | | | Standing C | |____________| The main use for this Normal Attack is for Combination Attacks. Just when you get the opponent with any air normal, use this and continue with the combo (mostly Evil Shadow Smasher and SC into any deadly combo). When the opponent defends and waiting for Reppu Ken or Double Reppu Ken to counter roll and then punish you, then do not perform any. It is all about mind games. Just maintain your distance and try to use it when the opponent does a mistake. Very helpful for combos and close range fights. ____________ | | | Standing D | |____________| Its start-up is STILL noticeable. Not like it was in K.O.F'96, unfortunately. Hard to combo it after some jumping attacks. Also, you have to cancel the first hit. If you do not, you are screwed. Standing C is better... but you are free to use it when the opponent is wide open for any combo or when the opponent is cornered and down. Mix it up with a safe Special Move and continue the pressure game. But, by all means, use standing C because it is safer and faster. _____________ | | | Crouching A | |_____________| Crouching A is very safe and can be abusive easily. Use it a lot and whenever you go for close range fights. Never forget about it. It can beat/cancel many Normal Attacks. It is good enough to be abused. Just when you jump and the opponent defends, go for pokes and when you are at a safe range, run then poke again or crouching D then Reppu Ken. Just try to focus on what the opponent will do after you poke. _____________ | | | Crouching B | |_____________| Crouching B is as fast as crouching A. You might want to use it if you want to cancel it into anything. Other than that, crouching A is better, much better. Its priority is a bit the same as it was back in K.O.F'96, still effective against some character's pokes. Try to time your crouching B with some of their Normal Attacks, and you will beat them. But as I said, crouching A is better. _____________ | | | Crouching C | |_____________| Like NGBC, but faster. Once again, its priority is not the same as it was back in K.O.F'96. Many misunderstand how good the crouching C can be if used right. Many avoid using it. But in fact, crouching C is very good if you play Geese right. And that means, if you try to use it in the right time and right range. Also, try to not only depend on it. Just try to make the opponent guess between crouching C, Raising Storm, Upper Body Slam (then SC into Raising Storm A or E) or defend. That way, you will be able to not make yourself open for any heavy attacks. You should avoid using it only when the opponent jumps from afar. Most of the time, your crouching C will be beaten by long range air normals. And if you are any lucky, you will get trade-hits. But... if you use it when the opponent jumps from a close range, then it is either you will hit him/her (depends on how fast you react) or you will get trade-hits. Since the gameplay is quite fast, you have to react really fast or you will get trade-hit most of the time. When the opponent jumps from a mid range, then you have two options: 1- Run then fast crouching C 2- Defend Moreover, some players tend to beat it by not doing a deep attack (which means he/she will jump and attack early). This is your best chance to punish. Actually, if the player does that then you are doing pretty good in the match forcing him/her to change his whole strategy to yours. Then you can play mind games. To make a long story short: 1- Long range: Do not use it unless you are sure that he/she will not attack. 2- Mid range: Run forward and then hit the button. Or hit it once needed. 3- Close range: Use it fast and sometimes cancel into Reppu Ken (key: MG). _____________ | | | Crouching D | |_____________| As always... The Normal Attack has a recovery time, even if it is not that long. But to make sure, cancel it into Reppu Ken or sometimes, don't. Some players intend to wait for an opening to do roll cancel, so by that you are making them guess what to do after you use the crouching D. The damage is good, but the normal has its ups and downs. ALWAYS use it from at least a good range, NOT a close range to avoid heavy punishments. ___________ | | | Jumping A | |___________| Nothing special about this air Normal Attack... as usual. Short range and not that useful. You have other better options. ___________ | | | Jumping B | |___________| A good normal for cross-ups, combos and for those who rely on doing crouching D or C when you jump. Use it whenever you can. When you grab the opponent, cross-up. When you want to go for a combo, use it. It is as good as the jumping C, except the damage. ___________ | | | Jumping C | |___________| Another good air attack. The classic air attack. they made some tweaks to it this time around. Now Geese hits only twice, no more no less. But you still can combo after you do it. You do it even have to make it deep to do a combo. You can do it a bit early and you will still be able to combo after you do it. It is also good when someone tries to hop. Do it fast and you will be able to hit him/her. Just be sure to be ready for the Raising Storm since most of the guys tend to counter when they land. ^_^ It is not risky overall, but be sure to not only use this because jumping B and D are as good and useful as this normal. ___________ | | | Jumping D | |___________| This can be used against air wars. The best use for it other than for combos is to use it when the opponent jumps a lot. Try to jump backward and use it just to be safe. Try to use it from time to time. Just when you see a mistake (a fireball), go for it. Either this, or jumping C or B. Its damage is quite good compared to the other normals. __________ | | | Upward A | |__________| As I said with the jumping A, nothing special about this air Normal Attack... as usual. Short range and not that useful. You have other better options. __________ | | | Upward B | |__________| A bit like jumping B, except it cannot be used for cross-ups. You can use it, but upward C and upward D are much better to use. In short, nothing special about it. __________ | | | Upward C | |__________| Like it was in SVC and KOF'96... This is better than the upward A or B! It is the K.O.F'96 style so you could cancel itto Shippu Ken but be really careful not to rely on cancelling it to Shippu Ken unless you need to. The problem is there is no low jump, so still can do the old trick in K.O.F'96, before the opponent gets up fast do low straight up C! It is damaging and and can be connected to other things. It could be so good against big characters too. Do not think of doing it as an anti-air because he hits low and his hand goes low, so the long and high jumps will eat you alive for free. You should think of doing it as a good start for your combos or when you want to cancel it to Shippu Ken or when you want to fast do upward jump and attack with a decent air attack like this one or better yet, upward D. When do you actually have to do it? When the opponent falls off, run near him or her then jump upward and then hit the C button or when the opponent "seems" to see this coming then fast grab him/her with Holy Gates or Shinku Nage. All about a very fun mind game. See what is good to you and what "to do next" and then fast do everything. Moreover, when you want to cancel it into Shippu Ken, DO NOT over do it since it does not combo anymore. I repeat, IT DOES NOT COMBO ANYMORE. Be careful. ^_^ __________ | | | Upward D | |__________| Like jumping D, This can be used against air wars. The best use for it other than for combos is to use it when the opponent jumps a lot. Try to jump backward and use it just to be safe. Try to use it from time to time. Just when you see a mistake (a fireball), go for it. Either this, or jumping C or B. Its damage is quite good compared to the other normals. __________ | | | Ground E | |__________| Fudou Sakkatsu Uraken. It comes out a bit fast and the recovery time is great. You can even cancel it. This is to be used when someone jumps from afar. Time it and you will deal good damage and cancel into anything you want. Do not depend on it, but still, do not make it useless. That means use it when you can. _______ | | | Air E | |_______| Notice how this air attack is getting the same ups and downs as in NGBC and Maximum Impact 2? And again... Sweet air attack from K.O.F'96! You think it is as powerful as it once was? No, no that powerful at all. As I said above; "You must keep in mind that Geese is alright in the air if you use the air normals as I said, but if you don't then you will most of the time end up getting screwed up a lot and getting kicked over and over again in the air... There is a way to use it effectively, for sure. Just one thing, it does not hit like before, I mean just do it and it will hit as soon as you hit the button. NO! Geese has to spread his left/right leg and then will be able to hit you and that must be really fast. Sometimes he hits before he does that in less than a second! It does not come out as fast as in K.O.F'96 and it is a little useful and not so helpful as it was in K.O.F'96. Your best bet is to use it fast, it has a decent range, you could use it against slow characters. Use it from time to time to confuse your opponent whether you will use Shippu Ken, straight up B, C or D! Everything must be done fast so that you will not have to be kicked by an uppercut or a Super Move! When you think that you are being so close to your opponent and you want to use this air attack, then give some distance and do it "before the opponent jumps"! Yeah, not that great against air wars bit still good. Also, if want to stop any of those who love jumping all day long and you really want to use this air attack then do it FAST! Well, there are good options for air attacks like crouching C, Raising Storm, jumping backward D... but well, I am giving you all the options. Keep in mind that some air attacks can beat this like so you do not have to rely on it, you only have to do it from time to time, Geeseter. When things get so complicated then forget about it. ___________ | | | Reppu Ken | |___________| It has been redrawn again, and it does not travel anymore... just like in KOF'96. The ups are, you can combo it after crouching A, B, C, standing A, B, C... you name it. It has a better range than KOF'96's. The recovery time is excellent, but still... there is a very short recovery time. You can do crouching D then Reppu Ken. Even when the opponent does roll cancel right before you connect the Reppu Ken, you will still be able to defend or do crouching C or Raising Storm. And that is where most of his mind games come from. Even when the opponent does roll cancel Reppu Ken, get ready to do the Raising Storm or Holy Gates. Do not worry, the recovery time is very great. Also, it pushes the opponent away, so do not worry about being punished. A long story short, take full advantage of it. It knocks the opponent down now... remember that. This is a plus in my book. __________________ | | | Double Reppu Ken | |__________________| It has been redrawn again, and it does not travel anymore... just like in KOF'96. It's range is VERY MUCH better than in KOF'96. Very outstanding. And it pushes the opponent VERY FAR once defended. This is 100% if the opponent cannot roll cancel. There is a slight recovery time, so be careful if the opponent tries to roll cancel. Get ready to switch counter (or whatever you call it) just do A+C/B+D once hit by any Normal Attack. The timing is tight, so most of the time you will not get punished. But just in case you do it when the opponent is cornered... watch it. This Special Move can also be used as to hit the opponent when he jumps from afar... let the energy hit him from a distance to not be hit... but do not depend on it a lot since you have to get a good timing and reading. you can combo it after crouching A, B, C, standing A, B, C... you name it. Very good and a must use. it comes out fast and recovers a bit slower than Reppu Ken It knocks the opponent down now... remember that. This is a plus in my book. _____________________ | | | Evil Shadow Smasher | |_____________________| The Evil Shadow Smasher is getting good nowadays. ^_^ The first SCable... in short, you can cancel it into Raising Storm A, Holy Gates, Deadly Rave or Raising Storm E. The recovery time is very good... it has a little start-up, but cannot be noticed easily. You can combo after standing C easily. As you know, the A version has a short reach, but comes out faster and has a better recovery time. The C version has a long reach, but comes out slower and has a slower recovery time. Always use the A version. You can do it to your opponent, and when the opponent defends, he will try to counter back... get ready to perform the Raising Storm. Take full advantage of the trick. When you do the Evil Shadow Smasher, Geese will do the three hits even when the opponent defends the Special Move. If the opponent does roll cancel the second hit, then be sure to get ready to switch counter (or whatever you call it) just do A+C/B+D once hit by any Normal Attack. Use this first, second, third and always if you want to do heavy combos or want to go for Super Cancel combos. like: - Jumping D, standing C, Evil Shadow Smasher (SC the first hit), Holy Gates - Jumping C, standing C, Evil Shadow Smasher (SC the first hit), Deadly Rave - Jumping D, crouching C, Evil Shadow Smasher (SC the first hit), Holy Gates (DC), Raising Storm E, Raimei Gouha Nage ____________ | | | Shippu Ken | |____________| It has been redrawn again, and it does not travel anymore... just like in KOF'96. It knocks the opponent down now... remember that. This is a plus in my book. Also you can do it when you do high or low jumps. This is a first since Geese never was able to do it in hops... only in high jumps. You can connect it after some air attacks, but NOTHING will combo unfortunately. Yeah, this is the downside to it. Also, Geese will have to recover when you do it with the C button, but you will recover less when you do it with the A button. The Shippu Ken has always been about mind games. Try trick your opponent and only do it when you are 100% sure that the opponent will not roll. Try to jump backward and do it to make it safe. When the opponent does anything from afar, do it. Also it is great against air wars since you are not risking yourself and its range is quite good. See what the opponent will do and react accordingly. If the opponent runs then most of the time he will roll or jump. If he jumps, then jump backward and perform it. If he rolls, then do not perform it... just get down by doing nothing and when you land do the Holy Gates to punish your opponent. And better yet do Dream Cancel like doing Holy Gates then Deadly Rave or Raising Storm E. _________________ | | | Upper Body Slam | |_________________| The counter moves have always been used the same way, except this time around Geese is really all mighty when it comes to counters. If Geese gets one stock then if the opponent is any good, he/she will try to be careful. All of the counters are SC. You can do Any Super Move or Leader Suber Move after you hit the opponent with a counter. Your best choice as a Super Move is the Raising Storm with the C button. The one with the A button or Holy Gates will not connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly Rave will connect but you will not be able to do the full hits. Okay, now for the usual uses for the counter. This is another counter move that is used for the air attacks and most of the Special Moves and Super Moves. You have to know what he can counter and what he cannot. All you need to do is try things out and everything will become your best friend. When someone jumps and attacks while he is so close to your head, do not bother to use the Special Move because it does not come out that fast and you will be punished easily. It will help you against many characters. As I said above, it is all about mind games or at least a good reading. You can sometimes use it for traps like doing it just like that and then throw a anything. Many will be confused and sometimes not attack when they jump. By doing it, it is like you are saying in other words; "Watch it!" The Raising Storm could be a good help for the traps too (if your reading is good enough or good at mind games). Anyways, this counter is the best out of the three counters that he has. But you have to be careful, do not always do it when anybody jumps because if you miss then you will be heavily punished. The best way is to do it is from time to time and you can do it always if you want to counter Special Moves or Super Moves! As for the Normal Attacks, just use it to counter them when REALLY needed! Get ready to switch counter (or whatever you call it) just do A+C once hit by any Normal Attack. __________________ | | | Middle Body Blow | |__________________| The counter moves have always been used the same way, except this time around Geese is really all mighty when it comes to counters. If Geese gets one stock then if the opponent is any good, he/she will try to be careful. All of the counters are SC. You can do Any Super Move or Leader Suber Move after you hit the opponent with a counter. Your best choice as a Super Move is the Raising Storm with the C button. The one with the A button or Holy Gates will not connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly Rave will connect but you will not be able to do the full hits. Okay, now for the usual uses for the counter. The second counter move. It counters the standing and some crouching Normal Attacks or Special Attacks! Some characters like Mr. Big, Ralf or Silber and some others like to use their standing/crouching normals. Since the damaging Normal Attacks are mostly the long range ones then there is nothing to lose to use this Special Move when you have to. Upper Body Slam is the best out of the three counters but the other two counters still have their good points and can be used effectively sometimes. Do not depend on it a lot so that you will not have to be beaten easily. The counter moves are not about guessing, I would say they are about mind games. If you play a very good mind game, then you will most of the time use them effectively. And sometimes you use them to make traps, like I said in the Upper Body Slam corner. They do good damage. When you want to use them then you have to use them in their right times. Do not make the opponent read your movements and you will most of the time do good with them. Be careful though, you have a bad point which is recovery. Geese will have to recover if he misses, so make sure you do not screw with the counters a lot, especially Upper Body Slam... because when the character jumps and he does not attack and you perform the Upper Body Slam... you will most of the time eat some heavy and painful combos. It is not worth it... against Special Moves and Super Moves ALWAYS USE IT... but otherwise... no! Just from time to time and that goes to all the other counter moves. Since it is SCable, you can perform Raising Storm E or A (C button) after you get the opponent with it. Make good use of it, but do not abuse it. The opponent will fear you once you have stocks, because the damage is very deadly. Also if you miss the opponent, be ready to counter with the A+C to get out of any deadly combo. Just use your head. Make some traps, try to attack the opponent a lot and not give him or her time to move around and then when he or she jumps, most of the time you will be attacked and that is where you have to either use the counter move, crouching C or Raising Storm A or E. That is about it! ______________________ | | | Below-The-Belt Blast | |______________________| The counter moves have always been used the same way, except this time around Geese is really all mighty when it comes to counters. If Geese gets one stock then if the opponent is any good, he/she will try to be careful. All of the counters are SC. You can do Any Super Move or Leader Suber Move after you hit the opponent with a counter. Your best choice as a Super Move is the Raising Storm A (one you are cornered). Holy Gates will not connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly Rave will connect but you will not be able to do the full hits. Okay, now for the usual uses for the counter. This is pretty much basic. It counters the low attacks. When the character tries to use his/her crouching normals or moves, then fast do it and bang. It could be good, some guys love to do crouching normals with the wake-ups. And some love to do the same after the air attacks... it is how you play Geese. If you really play a mind game then you will be able to use it sometimes. In addition to this, the damage is still as good as ever. Do not abuse it because as you know, some characters love to have long combos and cancel their Special Moves into their Super Moves and you do not want to happen, do you? Get ready to switch counter (or whatever you call it) just do A+C once hit by any Normal Attack. _____________ | | | Shinku Nage | |_____________| It is a Special Move now again (they always make it a normal throw then in the next game a Special Move). ^_^ The motion for the Special Move has been changed again. It is better in my opinion since I never was fond of SNK Playmore mimicing Capcom ways with the grab moves (360 and 720 circles). The Shinku Nage can be used if you want to throw your opponent far away. If you feel like you need a distance and the opponent is not giving you space to move around, then Shinku Nage would be better used than the Tate Katate Nage. It is a Special Move, so it is much better if we talk about damage. But the recovery time is worse than Holy Gates if you miss the opponent. There is a missing frame, as you know. Well, the Holy Gates is a better option than Tate Katate Nage and Shinku Nage but just in case you do not have Power Stocks for the Super Move, then the normal throw, Tate Katate Nage... or the Special Move, Shinku Nage will be your option. Shinku Nage will remain as an option since the Holy Gates makes the opponent a bit near you, and still the Shinku Nage can make you throw the opponent far away... so you get the picture. Since the Holy Gates is a bit damaging then it still gets my vote as the best out of the three. Use the Shinku Nage for OTG or mind games or when the opponent does a mistake but not all the time, only when you are being COMPLETELY attacked with nothing to do other than using some tricks! The range to the Special Move is okay (worse than it was in RBFF2), but the recovery time hurts. You can perform Raimei Gouha Nage if you get the opponent with the Shinku Nage when you perform it while you are cornered. _________________ | | | Raising Storm A | |_________________| Raising Storm A means the Super Move version... the cage one. This is not new at all if you played King of Fighters'96. The shape looks like it. I just feel there is something new about it, but cannot really say what it is. Anyway, the A version comes out VERY fast and Geese recovers fast, but there is hardly any invincibility. It can be beaten EASILY. The C version comes out slower and he recovers a bit slower, but has starting invincibility. Also it stays out longer. You will need to use the C button a lot since it is more effective. You can connect it after the counter moves as well. Just when the opponent does a high jump or any Special Move (keyword: Special Move), do not think twice... perform it with the C button to take advantage of the starting invincibility. Then? This is where the fun really begins. Run and if the opponent does not roll recover then do Raimei Gouha Nage... if the opponent does roll recover the go for Holy Gates and then go for Dream Cancel. If you do not have stocks for the Holy Gates then do Shinku Nage. If the opponent does the hop then do A button Raising Storm since it comes out faster. But do not depend on it. Sometimes it is better to do the one with the C button with some heavy air attacks. It all comes down to what is best for you. This time around the C button Raising Storm is really good and better than the A button. Hell, it can even beat many Super Moves and Leader Super Moves. ____________ | | | Holy Gates | |____________| A bit like it was before and in NGBC. When the opponent is cornered and turtling to do well against Geese, remember one thing if you want to do the Holy Gates... the Super Move has a missing frame when you miss, so you need to keep in mind what to do "next!" The recovery time is longer now and they changed the command for the Super Move AGAIN. Even in Real Bout Fatal Fury 2, it can be performed by doing 360 (and there is a short command to it). Now, two half circles. The damage is good for a level 1 Super Move. Use it when the opponent does an early air attack or when you do a trap. Basically, you hit crouching A one time or twice then run and perform it fast. It works if the opponent does not react fast. And change your uses for it. The good thing about it, it has a good range. As good as it was in Real Bout Fatal Fury 2. Remember to take that to your advantage. If you do not know how to run and perform the Super Move, then practice because you WILL need it since most of his heavy combos and LSMs (Leader Super Moves) need this Super Move. Never overlook it... never. _____________ | | | Deadly Rave | |_____________| The main use for it is for combos. Like in NGBC. The difference is Geese dashes faster and there is a new animation to the finishing blow. Very cool if I may add... really looks cool. Also, the hits looks better than in NGBC... in a way. The invincibility can be noticed not when he performs the Super Move, but when he dashes. ^_^ The damage is outstanding since it needs 3 STOCKS. And you do not have to stop after the ninth hit to do a longer combo... you will pretty much do the finishing move for the Deadly Rave and be pleased, because 99% of the damage for the Leader Super Move comes from the finishing blow... not the 9 hits... they do not compare to the damage of the finishing move. Even if you stop in the ninth hit, you will not combo anything after it. Not even standing C. A long story short, you CANNOT... I repeat, you CANNOT do anything after you stop at the last point of the Super Move. You can do standing or crouching attacks but N-O-T-H-I-N-G will combo. Nothing at all. You can combo after the seventh hit, but that if you want to do the change combo to not make the opponent regain his/her health back. I advice you to continue if you are so eager to do heavy damage. The choice is yours. ^_^ When the opponent does a Special Move and he is not near you, perform the Deadly Rave and hope you performed it in the right time, because otherwise you will be hit and waste three stocks for nothing. And do not misunderstand, the invincibility is not in the whole time he dashes, only in the first three steps (the starting one does not count because it has no invincibility. If you do not want to risk your stocks for nothing, then Raising Storm E is a better option since it only needs two stocks... and it is a "sure thing." You can cancel Evil Shadow Smasher or Holy Gates into this. The damage is really OUTSTANDING. P.S. If you have managed to combo after any hit, then do E-Mail me please. Thank you! _________________ | | | Raising Storm E | |_________________| Raising Storm E means the claw version. This Leader Super Move takes the cake award EASILY. This LSM (Leader Super Move) has FULL invincibility. And that means right from the start until Geese fully finishes. 99% it will beat anything it comes across. I have tried doing it against MANY things and it beat them senseless. The only LSMs that managed to beat it are Magaki and Terry's LSM. And that is only because they stay out longer, not only because they have invincibility. Also, in a real match you will be be so foolish as to counter Terry in a very short range LSM. Geese's LSM has a better range, so you get my drift. Magaki's is another story because it does pity damage. The damage is OUTSTANDING. And the LSM can be done after any counter move, or Evil Shadow Smasher or Holy Gates. You have MANY neat options. Once you have stocks for it, the opponent will really think twice before he/she makes a move. use that to your advantage and attack and keep attacking. If the opponent does anything, ANYTHING at all... do not be afraid of anything... perform the LSM. It will 100% beat what the opponent will do. If the opponent does Ralf's LSM (GP) and you do Raising Storm E, THEN be ready to do Holy Gates or anything to punish. Ralf will not be hit by the Raising Storm, but you will not be hit as well, but he will be open for you to punish. And with Ralf and the like, you do not have to do the Raising Storm E, just stick with the Holy Gates and Shinku Nage to beat their LSM. Easy and simple. Be ready to do Raimei Gouha Nage once you get the opponent with the LSM. Simply put, this is one of the FEW best LSMs in the game. No questions asked. The LSM does only one hit, but it is very damaging. When Geese performs the Raising Storm and finishes... the energy claw disappears. If the opponent tries to attack you once it disappears, the opponent WILL still be hit eventhough the energy claw disappeared. And that is what I would like to call, ABSOLUTE PROTECTION. In short, this LSM makes every Geese fan's day. Geese does not scream that out loud and long for nothing I guess. ^_^ Someday my friends were talking about the Raising Storm and someone right out of nowhere said; "look Basel, once a game gets released and Geese is in it, just see if he has the claw or cage Raising Storm. If he has the Claw Raising Storm then know that Geese will be good in it... or the Super Move at least."
It made me laugh since this is 90% true, except the best Raising Storm is still the one in RBFF... and that is the cage version... and in a game that does not have sudden stop screen for Super Moves. Huge, does chip damage and many hits when you defend and heavy damage if you do not. It comes out fast and there is no recovery time. ^_^ __________________ | | | Tate Katate Nage | |__________________| Like before, the real purpose of the Tate Katate Nage is simple. You can throw your opponent near you so that you could do a very easy crossup after it. Pretty good for a throw, but the Holy Gates is more than enough. Do it from time to time. Easy and simple, Tate Katate Nage makes you knockdown your opponent near you... if you do not want the opponent to be away then it is better than the Shinku Nage. If you want to attack endlessly and give no time to your opponent then it is your best choice, after the Holy Gates. The new addition to the Normal Throw is Geese throws the opponent making him/her face the other way when they wake up (so long as you are in the air when they wake up), which makes you confuse them to either cross or not. This is a PLUS. Use this to your advantage. You can do Raimei Gouha Nage after you get the opponent with it. The timing is very tight, but it can be done. ___________________ | | | Raimei Gouha Nage | |___________________| You CAN use this during your fights even if the opponent can roll before he or she falls! The recovery is fast enough not to get punished. Raimei Gouha Nage is just an option, nothing more... nothing less! But of course you can do it after the Raising Storm, Tate Katate Nage or Deadly Rave. There is nothing to lose and you will surely add another good damage to the Raising Storm E. The opponent cannot recover from Raising Storm E, so you can easily use Raimei Gouha Nage. Just run and then grab. =============================================================================== -------------------- 9. Strategy Section: -------------------- "That's Geese, fool! A sad pun, I know... but the fowl leader of Southtown." - Art of Fighting 2 ________________ | | | Shift Strategy | |________________| This is when you switch by doing A+C or B+D... I am talking about the counter, which is defending or getting hit then do A+C or C+D. How can this help? Easy, this is to be used when you miss by doing any of the counter moves. Once the opponent tries to attack, get ready to counter with A+C or B+D to not get kicked badly. Do not always depend on it as you cannot do this when you get hit by an SM or LSM. Be very careful. And this applies to any mistake you do as well. Now how to not make your opponent do this to you (switch counter)? Easy. Make your combos as easy, short and damaging as possible. It is not that hard. Look at the Combination Attacks section to know some. If the opponent cannot counter then go for long combos and then when he/she is about to get a stock for countering, finish your combo. Practice makes perfect. ________________ | | | Defensive Game | |________________| How can this be done? You need to take full advantage of the Normal Attacks and some of his Special Moves. Try to poke with the crouching A and crouching B and sometimes go for far C and when the opponent tries to high jump, fast do high jump backward then Shippu Ken. Try not to let the opponent attack you by doing crouching C or Raising Storm. Offense is the best defense. So attack while you can and when the opponent defends, run then do Holy Gates or Shinku Nage. Use every trick you can. When the opponent tries to attack after a little of pressure game or being defensive, then get ready to use one of the counters and BE READY to perform the Raising Storm A (C button) or E. Jumping backward D is sometimes good for protection. Just try to maintain calm when the opponent tries to abuse hops. Once you have enough stocks for the Raising Storm E, your defensive game will be tighter and better since the opponent will think twice before attacking mindlessly. If the speed of the game bothers you, you should practice with some of your friends (experts) and try to adjust/adapt. _______________ | | | Pressure Game | |_______________| Depend on hops because they do help a lot. Depend on cross-ups because they do help a lot as well. When you go for a pressure game then be sure to have some stocks to help you react when something goes wrong in your strategy. Your best bet is the Raising Storm E and Holy Gates (DC). You just keep on using early air Es, jumping D, far C and the safe normals and then when you see an opening, go for the big cake. Use the far D to cancel it into Holy Gates or Shinku Nage. Sometimes when the opponent tries to attack thinking that you will do either Shinku Nage or Holy Gates, then cancel the far D into Raising Storm E to confuse the opponent... thus punish him heavily. Jumping C repeatedly is very effective sometimes and makes the opponent confused. Just do the first when the opponent is not expecting it and when he defends it, jump again and again to put on some pressure. Cross-up once the distance between you and your opponent is not that long. Try to know which beats which. Crouching A and B are really good and fast to beat many normals. Use them and when you face a character with greater normals, then try to change the strategy. Get to know what can beat his/her normals. Try to practice a bit when you face such difficulty so that the next time you play against the player, you will be able to know how to beat his/her normals. _____________ | | | Corner Game | |_____________| The corner game is almost as always... almost like in NGBC except without the Double Reppu Ken abuse. Be sure to have some power stocks to make it harder for the opponent to get out. Since you are close to your opponent, your crouching C will work wonders. Stick with the light normals (standing A or B, crouching A) and see what the opponent will do. Depending on what he/she does, react accordingly. If the opponent defends, keep using the light attacks and if the opponent's PG is zero then do standing C then Reppu Ken or just Reppu Ken up-close. Then go back to the light attacks and use some tricks like running and then Holy Gates or Shinku Nage. If the opponent jumps, react fast with the crouching C and then right before he gets down, run and then standing C then Reppu Ken. If the opponent does not defend then go for standing C then Evil Shadow Smasher then continue with the Deadly Rave or Holy Gates. If the opponent fights back by doing crouching normals, get ready for the roll cancel or any counter move when you see an opening. Sometimes do standing C then Evil Shadow Smasher to make the opponent defend it (assuming he/she has zero PG) and then fast Raising Storm when the opponent tries to fight back. If the opponent does A+C or B+D counter by any means right in the middle of the corner game, perform the Raising Storm E FAST. The other character will eat it. And be sure to continue with the Raimei Gouha Nage after you get the character with the Raising Storm E. If you do not have stocks for the LSM, then do Upper Body Slam then SC into Raising Storm A. You just keep your mid range position (or close) with the light attacks and mind games. Try to do the motion for Raising Storm or just get ready for it and whenever the opponent is about to jump (just when you give him/her a good opening like standing C then Reppu Ken) perform the Raising Storm fast. Just try to be fast and you will get him/her. If you get the opponent with the Upper Body Slam, then do a cross-up B then standing C then Evil Shadow Smasher to get him/her back to the corner. And then proceed with your strategy. If the opponent just thinks of defending, get ready to run, and then do Shinku Nage or Holy Gates. Make him cry and very confused. __________________ | | | General Strategy | |__________________| As always (in most games)... Geese has some strategies that you cannot go wrong with in most of the games he appeared in. I will talk about them and then add anything new/worthy to mention. If the character has good normals (priority) then see what can beat what. Use your normals to try... or practice later on when you go to the Arcades. Let your friend do the normals and time your normals with his' and you will be able to know and then you can avoid being beaten by them. When the opponent does ANY striking move from a distance, do not, and I mean do not think twice about performing Upper Body Slam. Always do it. There is no guessing about it. You see a Special Move coming from a distance and then you perform the counter. And try to MASTER the combos. You have to be as flawless as possible when you do his combos. The Raising Storm and Deadly Rave combos are really good and damaging. If you are by any means not that fast or good when it comes to performing the Raising Storm without combo(ing) it then I strongly advise you to practice. And if you don't, then it is a bit okay since you have other options as well. But if you practice them a bit, you will of course do better when it comes to punishing. when our sweet Geese gets badly hurt, DO NOT let him die no matter what. Try to change him and get some stocks for him so that when his turn comes you can depend on the Raising Storm E or the SC combos. Geese become twice as strong once he gets some stocks. His LSMs are very good, so you have to make him the leader to take full advantage of his LSMs. Even if you put him as the third player, if you get enough stocks, switch to Geese to use them and help you. Some players love to get close when they knock you down. This is the best timing for mind games as to either do Holy Gates or Raising Storm E. If the players gets close and tries to wait until you wake up, do Holy Gates. If he tries to jump, do Raising Storm A or E. If he attacks from a distance just to avoid your Holy Gates, then do Raising Storm E and do not think twice about it. Your main focus when you play is not to only attack, but to let the opponent fall for your tricks. You attack so much for the sole purpose to make him attack back so that you can counter with any counter move and then SC into Raising Storm A or E. You repeat on doing crouching attacks to make the opponent jump so that you can use your crouching C or Raising Storm A or E. You depend on OTG and BnBs to make the opponent defend and then go for Holy Gates or Shinku Nage. The opponent gets either, then run and try trick him by attacking but then you perform the Holy Gates or Shinku Nage AGAIN. And so on... it is all how you think and how skillful you are when it comes to tricks. ^_^ =============================================================================== ------------------------ 10. Combination Attacks: ------------------------ "How does it feel to be ruled by overwhelming power?" - King of Fighters'96 - "Normal Combos" means combos without using Super Moves. - "Super Combos" means combos using Super Moves. - "Super Cancel Combos" means combos that require you to cancel a Special Move into a Super Move. - "Dream Cancel Combos" means combos that require you to cancel a Super Move into a Super Move. _______________ | | | Normal Combos | |_______________| - Jumping D, crouching Ax2 ---------------------|--> Reppu Ken |--> Double Reppu Ken |--> Evil Shadow Smasher - Jumping C, standing C ------------------------|--> Reppu Ken |--> Double Reppu Ken |--> Shinku Nage - Cross B, standing C, Shinku Nage, Raimei Gouha Nage (opponent a bit cornered) ______________ | | | Super Combos | |______________| |--> Raising Storm A (corner) |--> Raising Storm E, RGN - Jumping C, standing C ------------------------|--> Deadly Rave |--> Holy Gates _____________________ | | | Super Cancel Combos | |_____________________| |-> Raising Storm A (A BTN) - Jumping C, standing C, Evil Shadow Smasher (SC) -|-> Raising Storm E, RGN |-> Deadly Rave, RGN |-> Holy Gates - Upper Body Slam (SC), Raising Stom E, Raimei Gouha Nage _____________________ | | | Dream Cancel Combos | |_____________________| - Jumping C, standing C, Evil Shadow Smasher (SC), Holy Gates (DC), Deadly Rave, Raimei Gouha Nage - Jumping C, standing C, Evil Shadow Smasher (SC), Holy Gates (DC), Raising Storm E, Raimei Gouha Nage +++++++++++ Side Notes: +++++++++++ 1)For the first combo in the Dream Cancel section, in order to do the Raimei Gouha Nage, you have make the cornered or you will not be able to do it. 2)You can do A+C when you do Evil Shadow Smasher. Take advantage of this to make your combo longer by enter someone to continue your combo and so on. Like entering Ryo to do "Jumping D, standing C, Dragon Punch (SC) into Ranbu Super Move and then A+C to enter Geese back again and so on. 3)The list might be very basic, but more will be added as I discover. 4)If a combo did not work with you does not mean it does not work at all. It just means that you have done something wrong. Try it out several times and take a good look at what I wrote (expalations mostly). Then when you are 100% sure that it does not work (and you really do not suck when it comes to combos) then go ahead and E-Mail me please to check it out. Anyway, all of the above combos work 100% and I "confirmed" them MANY times before putting them in the FAQ. In short, do not bother me if you cannot possibly perform "Raising Storm" accurately. BUT, if you are not that good and you want some tips, I would be glad to help you. 5)Needless to say, if you have anything new to add to the above list, you are welcome, Geeseters. ^_^ =============================================================================== ------------------------ 11. Questions & Answers: ------------------------ "It's your choice; slavery or death." - Real Bout Fatal Fury 2 This section is for those who E-Mailed me about a thing or two regarding Geese or some aspects. Instead of e-mailing them back, I will answer here so that nobody would ask the same questions again. Some of the questions were asked BEFORE I wrote the FAQ, so I will put them in too: ========= Good Lord ========= Q: How can I react fast with the Raising Storm A when the game is so fast for me to grasp? Good Lord! I need some tips, please?! A: If you are slow, then you need to practice. Other than that, there are some tips above that you might want to read. ==== R.S. ==== Q: My question is really pazzling. What is the name of his cage super? Raising Storm, Rising Storm, Raging Storm or what?! I think we should shorten it to R.S. and then everybody will be happy! A: People ask this very same question a lot lately. The former SNK used to call it "Raising Storm." All of the games Geese appeared in, take a look at the manual for Neo Geo or Neo Geo CD and you will see it written as is. I have never seen either Raging Storm or Rising Storm. Someone told me that SNK Playmore call it nowadays "Rising Storm" but I cannot confirm it as I have not seen such thing... yet. Wait until the US release of MI2 or XI and then you will be able to see what it is called. Either way, I could careless since I go by the former company more than SNK Playmore. In short, I will not change it since I tend to not let something good change. As for what the people should call it... really... I could careless what they want to call it. You could call it Rising Potato for all I care. EDIT: Many players confirmed that it's called "Raising Storm" as well in the US version of KOF Maximum Impact 2. So I think this should clear any problems. Good that SNK Playmore did not change it to Rising Storm since it was called Raising Storm since SO LONG. ======== SM & LSM ======== Q: I have noticed you since so long (forever) that you do not use the proper names (Desperation Move and Leader Desperation Move). You always stick with saying Super Move rather than Desperation Move. I really respect your work, but I was wondering why is that? A: I fire back by asking you why are we seeing Terry, Kyo, and so in every game? Why SNK Playmore cannot change Yagami's clothing in the 2D games? Why does SNK Playmore want to put Rock Howard in KOF? Simple, because that is what the fans like. And I prefer the old name (Super Move) more than the new one not because it is better... but because it brings back many good memories and I just happened to get used to it. If it is such a bother, I will change it. No problem of course. ^_^ ===================== SNK Playmore Laziness ===================== Q: I was so looking forward to play Geese in XI hoping that SNK Playmore will put some effort into changing him a bit than NGBC (because I was heavily disappointed). But my high hopes were zeros when someone told me that he is a copy and paste from NGBC. Surprisingly, someone else told me that he is like the strong/broken Geese in SVC/KOF'2002 (on PS2)! Oh SNK Playmore laziness! Can you answer me which one he is like? If he is like he was in SVC then it is good nontheless! Thank you! A: To tell you the truth, I was "really" surprised with this question! To the point my friend was laughing of how stupid some people can be (not you, of course)! SNK Playmore DID NOT, I repeat, SNK Playmore DID NOT copy and paste Geese from either NGBC nor SVC. This is 100% BS. Any player with a half brain knows that. The closest thing to this Geese is KOF'96. And there are still some additions and improvements. Some normals and moves (counters to be exact) have the same uses as they were in NGBC and SVC but this means nothing... because it has ALWAYS been so since so long! By their logic (the ones who told you that), then Geese must really blow if he is a NGBC copy and paste! Well, NGBC did not have the short range Reppu Ken, Double Reppu Ken, Shippu Ken! It surely did not have the Claw Raising Storm nor a greater invincibility in the Cage Raising Storm (C)! And it surely did not have SC for all the counter moves AND Evil Shadow Smasher! Not even the cool animation (did anyone bother to see it) in the finishing blow of the Deadly Rave! How about this, where the HELL is the Lv. 2 Raising Storm in XI? No, no... no! How about SVC? If what they say is 100% true then he must really be alone in the S tier and the cloest one must be in the B tier! I do not see his infinity! The short range Reppu Ken cannot be combo(ed) into any of the Raising Storms... mmmm... he cannot do SC after the counter moves! He does four hits in jumping C while two hits in XI! He does not have the Cage Raising Storm! He can continue after the Deadly Rave. Hell, he is broken in one word. Needless to say... the ones who told you that are either of the following three (if they are your best friends then no offense): - Nuts. - Joking around. - Scrubs. The simple answer is... read the FAQ (or play the game). ================== Combo Difficulties ================== Q: I have a problem with the combos. Not that they do not work, it is just that I cannot seem to able to pull off some combos due to the lack of speed. I am fast enough to SC Evil Shadow Smasher into Holy Gates or Raising Storm E! Any pointers? A: You have to practice, but if you just cannot do them the normal way, then you can do the old short ways. They are known to all fighting games fans I guess. Example: - Jumping C, standing C, Evil Shadow Smasher (SC first hit), Holy Gates For the above combo all you have to do is; "Jumping C, standing C, HCB + A, HCB + A" By doing this, you will be able to perform the Holy Gates with one half circle since you have already done the first half by doing the Evil Shadow Smasher. Another example: - Jumping C, crounding C, Evil Shadow Smasher (SC first hit), Raising Storm A/E For the aforementioned combo, you need to do it like this; "Jumping C, b-d C, HCB + A, d-f + A/E" See how easy it is? All you do is b-d C, then you continue fast with the HCB + A for the Evil Shadow Smasher and then to unleash the Raising Storm A/E, just for d-f + A/E and then you will be able to perform the Raising Storm A/E. Now for the last example: - Jumping C, crounding A, Evil Shadow Smasher (SC first hit), Deadly Rave For the last the combo, you need to do this; "Jumping C, crouching A, HCB + A, f + E" Very simple, since you will do HCB for the Evil Shadow Smasher, then you do not have to do the motion again for the Deadly Rave... instead do only f + E and then you will be able to perform it. ^_^ You will be able to do them in Practice Mode... but be sure to get used to them in Arcade or Vs. Mode so that you would not screw up when you play against your friends. Good luck! Just in case: - HCB = Half circle backward - b-d = Back-down - d-f = Down-forward - f = Forward =============================================================================== ----------- 12. M.A.C.: ----------- "I'm invincible" - Real Bout Fatal Fury Special (damn right) Now to know how many moves Geese has since his first appearance (normals are excluded). Only Special Attacks, Throws, Special Throws, Special Moves and Super Moves. Here is simple charts: 1)The Super Spy = SP 2)Fatal Fury: The King of Fighters = FF 3)Fatal Fury Special = FFS 4)Fatal Fury 3: Road to the Final Victory = FF3 5)Real Bout Fatal Fury = RBFF or RB 6)Real Bout Fatal Fury Special = RBFFS or RBS 7)Real Bout Fatal Fury 2: The New Comers = RBFF2 or RB2 8)Fatal Fury: Wild Ambition = FFWA or WA 9)Fatal Fury: First Contact = FFFC or FC 10)Fatal Fury: D.M. = FFDM or DM 11)Art of Fighting 2 (young) = AoF2 12)Quiz The King of Fighters = QKOF 13)SNK Vs. Capcom: The Match of the Millennium = SVCMotM or MotM 14)Capcom Vs. SNK = CVS 15)Capcom Vs. SNK: Pro = CVS Pro 16)Capcom Vs. SNK 2 = CVS2 17)The King of Fighters'96 = KOF'96 or '96 18)The King of Fighters'2000 (as a striker) = KOF'2000 or '2000 19)The king of Fighters'2002 (Playstation 2) = KOF'2002 or '02 20)The King of Fighters Ex: Neo Blood = KOF Ex or Ex 21)The King of Fighters'Kyo = KOF'Kyo or 'Kyo 22)The King of Fighters: Neo Wave (young) = New Wave 23)SNK Vs. Capcom Card Fighters Clash = SVC Card 24)SNK Vs. Capcom Card Fighters Clash 2 = SVC Card 2 25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion = SVC Card 2 EA or EA 26)SNK Vs. Capcom Chaos = SVCc 27)Neo Geo Battle Coliseum = NGBC 28)King of Fighters XI (Playstation 2) = KOF XI or XI 29)King of Fighters: Maximum Impact 2 = KOF MI2 or MI2 Series = SER. ================ Special Attacks: =============================================================================== Name - 1st Appearance - Other Appearances =============================================================================== Raising Palm - AoF2 - KoF: Neowave ------------------------------------------------------------------------------- Get Lost - RBFFS - RBFF2 ------------------------------------------------------------------------------- Fudou Sakkatsu Uraken - KoF'96 -CVS SER., SVCs, NGBC, MI2,XI,'02 ------------------------------------------------------------------------------- Sweep - FFWA - None ------------------------------------------------------------------------------- Hard Straight Punch - FFWA - None ------------------------------------------------------------------------------- Rapid Punches - FFWA - None ------------------------------------------------------------------------------- Lighting Flash Punch - FFWA - None ------------------------------------------------------------------------------- Back Punch - FFWA - None ------------------------------------------------------------------------------- Slide - AoF2 - KoF: Neowave ------------------------------------------------------------------------------- Double Kick - AoF2 - KoF: Neowave & FFWA ------------------------------------------------------------------------------- Spinning Kick - FF1 - ALL except KoF'96 & Kof'Kyo ------------------------------------------------------------------------------- Kick of Fangs - MI2 - None ------------------------------------------------------------------------------- Immovable Fist - MI2 - None ------------------------------------------------------------------------------- Demonic Immovable Fist - MI2 - None =============================================================================== ======================== Normal & Special Throws: =============================================================================== Name - 1st Appearance - Other Appearances =============================================================================== Shinku Nage - FFS - ALL except FF1, AoF2 & Neowave ------------------------------------------------------------------------------- Tate Katate Nage - FF1 - ALL except CVSs, AoF2 & Neowave ------------------------------------------------------------------------------- Kosatsu Sho - FFS - CVS1, Pro & 2, FF3, RBFF ------------------------------------------------------------------------------- Raimei Gouha Nage - RBFF - RBS/2, WA, SVCs, XI, MI2, FC,02 ------------------------------------------------------------------------------- "See The Clouds" Toss - FF3 - RBFF ------------------------------------------------------------------------------- Fatal Blow Bopper - FF3 - RBFF ------------------------------------------------------------------------------- Fatal Squeeze Fury - FF3 - RBFF ------------------------------------------------------------------------------- Clamp of the Tiger - FF3 - RBFF ------------------------------------------------------------------------------- Lighting Flash Kick Twirl - FF3 - None =============================================================================== ============== Special Moves: =============================================================================== Name - 1st Appearance - Other Appearances =============================================================================== Reppu Ken - FF1 - ALL except Kof'96 & KoF'Kyo ------------------------------------------------------------------------------- Feint Reppu Ken - FF3 - RBFF, RBFFS, RBFF2, FFWA, FC ------------------------------------------------------------------------------- Reppu Ken (short) - KoF'96 -'Kyo/Ex/'02, CSV1/Pro, SVCc, XI ------------------------------------------------------------------------------- Double Reppu Ken (short) - Kof'96 -'Kyo/Ex/'02, CSV1/Pro, SVCc, XI ------------------------------------------------------------------------------- Double Reppu Ken - FFS - ALL except Kof'96 & KoF'Kyo ------------------------------------------------------------------------------- Jaei Ken - FF3 - ALL except FF1 & FFS ------------------------------------------------------------------------------- Feint Jaei Ken - FF3 - None ------------------------------------------------------------------------------- Shippu Ken - FFS - Not'96/02/Kyo/Ex, SVCc, FC, RB2 ------------------------------------------------------------------------------- Shippu Ken (short) - KoF'96 - KoF'Kyo/Ex/'02, SVCc, XI ------------------------------------------------------------------------------- Double Shippu Ken - RBFFS - RBFF: DM ------------------------------------------------------------------------------- Atemi Nage (all directions)- FF1 - None ------------------------------------------------------------------------------- Joudan Atemi Nage - FFS - ALL GAMES except FF1 ------------------------------------------------------------------------------- Joudan Atemi Nage (H & M) - MI2 - None ------------------------------------------------------------------------------- Chuudan Atemi Nage - FFS - ALL GAMES except FF1 ------------------------------------------------------------------------------- Chuudan Atemi Nage (M & H) - MI2 - None ------------------------------------------------------------------------------- Gedan Atemi Nage - RRFF2 - Not FF1/S/3, RB/RBS & '96/Kyo ------------------------------------------------------------------------------- Gedan Atemi Nage (L, M & H)- MI2 - None ------------------------------------------------------------------------------- Flying Sawblade Slicer - KoF'96 - Not FF games, NGBC & CVSs, XI ------------------------------------------------------------------------------- Explosion Ball - AoF2 - KoF: Neowave =============================================================================== ============ Super Moves: =============================================================================== Name - 1st Appearance - Other Appearances =============================================================================== Holy Gates - RBFF2 -SVC/MotM, MI2, NGBC, XI, FC, '02 ------------------------------------------------------------------------------- Thunder Break - RBFF - RBFFS/DM, RBFF2, FF: FC, MotM ------------------------------------------------------------------------------- Deadly Rave - AoF2 - Not Kof'96/Kyo, FF1, FFS & FF3 ------------------------------------------------------------------------------- Raising Storm (Cage) - FFS - Not RBFF2 & SVC:C, KoF: Neowave ------------------------------------------------------------------------------- Raising Storm (Claw) - RBFF2 - SVCc, FF: FC, XI, KOF'2002 ------------------------------------------------------------------------------- Raising Storm (Grab) - KoF: Neowave - None ------------------------------------------------------------------------------- Raising Storm (Lv.2) - FF3 - NGBC ------------------------------------------------------------------------------- Raising Storm (E. Pillars) - KoF'96 - KoF'Kyo & KoF Ex: Neo Blood ------------------------------------------------------------------------------- Feint Raising Storm - FF3 - RBFF, RBFFS/DM, RBFF2 & FFWA ------------------------------------------------------------------------------- Reppu Gorenha - FFWA - None ------------------------------------------------------------------------------- Raising Dead End - FFWA - None ------------------------------------------------------------------------------- Ashura Shippu Ken - RBFFS: DM - None =============================================================================== That's about it. ^_^ Wehw! That was tiring, but well worth it for our beloved Geese Howard. ^_^ I hope I was informative! =============================================================================== ----------------------------- 13. Credits & Acknowledgement ----------------------------- "Orochi power? Boring. Dragon power? Pathetic. Secret scroll of Qin? Old news." - Imaginary Geese ^_^ ========== Last Word: ========== Okay, finally... it is finished. Hope I was helpful and useful to you. =============== Special Thanks: =============== - To SNK Playmore - To E. Kawasaki - To Gamefaqs - To all Geese fans - To all my friends for the encouragement - To Galen Komatsu for the moves formart. Better than any. ^_^ ======================================================= King of Fighters XI is Copyright SNK Playmore Crop. This document Copyright 2006 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 and SNK Playmore Crop.