------------ Geese Howard ------------ ------------------------------------------- A Word Before We Get Down To The Real Talk: ------------------------------------------- What you will read down is my strategy, which means.. it might not be workable with you as it is with me and may be yes. I really do not need any E-Mail(s) asking: "What is good or bad" since I will fully talk about everything about him (including combination attacks). Hope it will somehow be useful to you and lead your play or skills to a higher level. ======================================================= ------------------ 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 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 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: Dominated Mind 11)Art of Fighting 2 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'2002 (Playstation 2) 19)The King of Fighters: Neo Wave 20)The King of Fighters Ex: Neo Blood 21)The King of Fighters'Kyo 22)SNK Vs. Capcom Card Fighters Clash (card) 23)SNK Vs. Capcom Card Fighters Clash 2 (card) 24)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion (card) 25)SNK Vs. Capcom Chaos =============== In Backgrounds: =============== 1)Pao Pao Cafe - The King of Fighters'94 2)Japan Stage - The King of Fighters'2002 =========== 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 8)The 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 ======================================================= ---------- Why Geese? ---------- The best of the best. He is just like he was in SNK Vs. Capcom Chaos. So powerful and and he has all of what you want. Power, coolness, bad@$$ and so on... ======================================================= -------------- Why Not Geese? -------------- He is unbelievably overpowered, top tier, easy to use, deadly combos, childish infinite, his Super Move command, Raising Storm, is not that tight... anyone can easily do it and it has several short-cuts. Also, his ground and air CDs do NO DAMAGE at all! I never thought SNK PLaymore wiould be that smart! I mean, someone is hurting and not taking damage?! Strange! ======================================================= ---------------------- How To Play As Geese?: ---------------------- Finish the 40th missions in Time Attack (in Challenge Mode) and you will be graced with his appearance. Then hold R1 over Billy. Behold... Geese Howard is back... ======================================================= ------------ A Must Read: ------------ Ladies and gentlemen. Mr. Geese has something to say, shall we listen up? Mr. Geese remarks: Well, I jus' thought I would warm up wit' the morons a bit to kick them bad in Neo Wave. The King of Morons'2002 seems a bit good 'cause it has my henchman, Billy. So, ya gotta pick him whenever ya wan' me arse. Otherwise, I won't bother wit' ya, scum. Dat's 'bout it. I shall take my leave, slaves. Let's move, Billy... Billy: Very good, sir... ======================================================= ----------- CD Counter: ----------- This is pretty useless to Geese, because he is not one of the players that can be punished a lot or wants a space to use it. You do not have to waste your great meter on it. Do not use it... How to punish those who use it? When you jump deep and attack, the opponent will most of the time try to use it, defend fast and it will not hit you and the opponent will have to recover from it. This goes to your pokes as well. When you feel that you need a space to do Reppu Ken or Raising Storm, you cloud do it but after a Special Move, Super Move or Exceed... not any fast recovery Normal Attack. Only use it when you do not think fast, that is! When you use him fast you will not even think about it. Do not worry. ======================================================= ------- Legend: ------- A button = Light Punch B button = Light Kick C button = Hard Punch D button = Hard Kick Ground CD = Heavy Punch Attack (Fudou Sakkatsu Uraken) Air CD = Heavy Kick Attack ======================================================= ------------- Command List: ------------- -------------- Special Moves: -------------- 1)Reppu Ken: Quarter circle forward + A - 2)Double Reppu Ken: Quarter circle forward + C - 3)Evil Shadow Smasher: Half circle forward + B or D - 4)Shippu Ken: Quarter circle backward + A or C (in air) - 5)Below-The-Belt Blast: Half cricle backward + A - 6)Upper Body Slam: Half circle backward + B - 7)Middle Body Blow: Half circle backward + D - 8)Flying Sawblade Slicer: Forward, down, down-forward + A or C ----------------- Desperation Move: ----------------- 9)Raising Storm: Down-backward, half circle backward, down-forward + A or C ----------------------- Super Desperation Move: ----------------------- 10)Holy Gates: Half circle backward, half circle backward + AC ------------------ Hidden Super Move: ------------------ 11)Deadly Rave: Half circle backward, forward + BCD, A, A, B, B, C, C, D, D, quarter circle backward + CD ---------------- Special Attacks: ---------------- 12)Fudou Sakkatsu Uraken: Forward + A - 13)Spinning Kick: Forward + B ------- Throws: ------- 14)Tate Katate Nage: Forward + C when you are near the opponent - 15)Shinku Nage: Forward + D when you are near the opponent - 16)Face Grab: Near a fallen opponent, down-forward + C P.S. If you do not combine the Reppu Ken or Double Reppu Ken with any Normal Attack or Special Attack, they will travel (R.B.F.F.2 versions). If you combine them with anything, they will not travel (K.O.F'96 or Ex Geese in CvS versions). ======================================================= --------------- Moves Analysis: --------------- To make everything understandable, I will do this for all his Normal Attacks, Special Attacks, Special Moves, Super Moves, Exceed and Throws! And after every explanation, I will mention from where it came and if they changed anything into the Normal Move, Special Attacks, Special Moves, Super Moves, Exceed or not! I will go indepth with everything. The more I go indepth, the more I will not be bothered with the questions. Natural... ====== Far A: ====== Fast and good for tricks. The way it should be used is to make it as simple as it seems to be. Do not depend on it that much, you only have to do it from time to time to change your pattern and be fast and not give your opponent the time to move around. When you use it, try to force the opponent to face you on the ground with it. This is always a good start for the distance B, C or D. It is good to be used after the pokes too. Its great priority comes when you use it as defensive weapon, not offensive. Some characters still can take it out by their great priority Normal Attacks, so as I said... only use it from time to time because it is pointless to rely on it the whole match. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ====== Far B: ====== There is nothing helpful here to say other than this Normal Attack is not as fast as the above one. Most of the players give no attention to it, but when I play against Geese's experts, I always punish them when they try to use this Normal Attack. Of course you could use it when you have Maximum Mode since you can cancel it to anything, it would be pretty much tricky to do so. But if not, then do not bother a lot since you have a lot of better options. Bottom line, there is no priority in it... only depends on the way you use it. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ====== Far C: ====== It has a good range and fast enough to surprise your opponent. Also, there is a great priority. Geese cannot cancel this normal into any Special Attack or Special Move unless he has the Maximum Mode, but the good news is... he can cancel it into the Raising Storm without the Maximum Mode! The better news is, it is so hard to cancel it into the Raising Storm so you will not see this coming except from the experts. Anyway, if you want to do it, try to do it from a distance... in other words, make only the last punch reach the opponent, not the hand it self! By this, you can avoid being punished by anything almost! Try to be fast when you want to use this Normal Attack so that you won't let the opponent read your movements easily. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ====== Far D: ====== The same thing can be said to this Normal Attack too (as the standing C). Only this one has a better range and less recovery, but a little start-up! Not that long but so little. The standing C is faster to come out and cancelable. So each one has its strong and weak points. You just have to make good use of it. This should always be used from a distance no matter what. If you want to start some good offensive attacks, start with crouching As, standing B then standing D. The thing is, as long as you do not depend on it all the time, you will be just fine. What I mean is, do not make the opponent read you or you will be dead in a flash. You can make distance between you and your opponent by jumping backward. Just be really careful when you are facing a big trutle. You have a lot of good options other than this, but this yet has its own goodness. It is still damaging and has a good range... and you really need long range attacks to keep yourself always safe. Originally and taken from The King of Fighters'96. =========== Standing A: =========== Fast, no recovery and cancelable. Pretty much good. This is one of the normals that can be used a lot... you can always cancel it into a Reppu Ken. Use it when you dash... stop the dash and then fast twice standing As and then Reppu Ken then Raising Storm. It is all about doing a mistake (opponents). You could change your pattern and use the standing B right after it. It is fast enough to do other things, like standing A then dash, Holy Gates (if defended). Originally from Fatal Fury Special. Taken from The King of Fighters'96. =========== Standing B: =========== This is pretty much to proceed with any other Normal Attack. Like doing crouching A then this or standing A then this. You do not have to use it alone... but it is not that risky. It shares the same good points that the standing A does. Still, the standing A is faster and its priority is greater than the standing B. Anyways, that is why I highly recommend using it after any Normal Attack. It is not useless, it is just that you will not feel like using it in any match unless you are a button masher. Any expert with Geese will pretty much be focused with the other Normal Attacks for more damaging Combination Attacks and painful strategies. The only advice I could give for this Normal Attack is, if you really want to use it then use it after any Normal Attack or when you have the Maximum Mode! Use the same tactic as the standing A's. Originally from Fatal Fury Special. Taken from The King of Fighters'96. =========== Standing C: =========== This by far is the best ground Normal Attack. It's pretty fast, damaging, cancelable, the main reason for most of the deadly Maximum Mode combos and infinite. If you land a good Normal Attack from the air, use this normal fast for a painful combo... but if not, then try to use the light attacks more so that you won't get stuck with the Spinning Kick right after the standing C. In other words, when the opponent does a mistake or when you really want to punish him, then you can always cancel it to the Raising Storm or better yet, Holy Gates. But the Raising Storm is more painful and not punishable. When you do any combo, always put this in... it is good and way easy to cancel. You do not have to think a lot, just standing C then Spinning Kick... pretty much easy to do. For good examples, check the "Combos Section"! Originally from Fatal Fury Special. Taken from The King of Fighters'96. =========== Standing D: =========== This is not a better choice than the standing C. This is greatly punishable and pretty much pointless since the standing C has so many good things that this Normal Attack doesn't! Still, when the opponent is near you and jumps up, you could fast do it if you are very confused... but still, the crouching C is a better options. Also, it is not as damaging as it was in K.O.F'96. It is not completely pointless, you will really have to think twice before using this Normal Attack. Then again, it can be useful when you have the Maximum Mode since you will be able to cancel it anytime and with anything. Well, you really do not want to waste your meter on it, because the standing C is a way better option, but well... something is always better than nothing. Stick with the standing C. This Normal Attack has one good thing that the standing C doesn't! And that is, range! Since the run is very fast and you can even link a standing C after Spinning Kick... then you get the picture! NEW: You can cancel it to anything at the first hit. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ============ Crouching A: ============ This is another great Normal Attack. Cancelable, fast, priority and can be linked to another Normal Attacks like crouching B. The way it should be used is simple, do it when you feel like you are doing nothing. After the fast run, air attacks and when the opponent depends on trading hits. Be very sure to do the crocuing B after it so that you could do Rappu Ken then Raising Storm. Also, you could do it then Reppu Ken then Raising Storm. You could do four fast crouching As then standing B. This is a well done combo... It is as good as the crouching B, but the crouching B has extra good points. You should use it from time to time when you want to run and fast poke to surprise your opponent. Do not worry about the G.C.D., the crouching A is pretty much fast... so you will catch up, and if the opponent is so fast, then cancel it to Reppu Ken to punish the opponent. Since the recovery from the Reppu Ken is so fast, you will not be punished most of the time... so there is nothing to lose. Use it with the get ups and after the knockdowns. If you want to land a decent combo with it, then start with the jumping attacks then this. Well, I will not mention any combos... check the "Combos Section" for good examples. Use the good tricks like doing crouching A to confuse your opponent then fast dash and perform Holy Gates or throw your opponent. Do a Reppu Ken from a distance then dash and poke. You know, make things fast and easy. But focus while you are using it so that you could always cancel it when you have to and avoid being hit by the G.C.D.! Originally from Fatal Fury: The King of Fighters. Taken from The King of Fighters'96. ============ Crouching B: ============ Geese can avoid some fire balls not only by jumping, but also by doing crouching B. You just need to get used to the timing and then you will prefect it. It can help you when you have a little life bar left and you do not want to mess around. Another thing to add is that Geese's crouching B still has a starting invincibility as in the K.O.F'96! That is good and very good. For example, if you get sick of Kyo performing 114 Shiki: Aragami (quarter circle forward + A) over and over again, you could do crouching B when he performs it and you will be able to hit him. Now for more depth, if you want him to never perform it carelessly, do crocuhing B, Reppu Ken then Raising Storm! Kyo's Special Move will at least take 1% from your life bar, but when you do that combo because of one mistake... it will almost take 47% which is good. There is no timing needed. You could repeat pushing the button over and over again and still beat his Special Move. This goes to many other Normal Attacks as well. Like Goro's far standing and crouching C, Iori's far standing D and other ones too. Bottom line, this Normal Attack still has its own goodness that it once had. Make good use of it. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ============ Crouching C: ============ A very good anti-air. If you are in for a painful cheap gameplay, then this Normal Attack will make you feel better all day. Well, I said that to point out one thing to those who believe in cheapness (now, I do not believe in such thing ^_^)! In depth, SNK-Playmore did not bother with Geese a lot, most of his Normal Attacks are from K.O.F'96 and the way they once were. This normal has the good priority to use it as an anti-air. Can anything beat it? Yes... if you do not do it early, then say welcome to trade hits or getting hit. Also, high and far jumping attacks can do well against it. You need to do it pretty much fast and when the opponent is near you. It is cancelable, but not a better option to use than his standing C. This Normal Attack pushes the opponent away, so... most of the time your Reppu Ken will not connect unless you do it fast and be very very near your opponent. Or well, when the opponent is fast or big like Chang and Goro. It still can connect with anyone, but as I said, do it fast and be very near your opponent. That is the only thing SNK-Playmore changed from K.O.F'96! It wasn't like this. You only have to use it as an anti-air, not think much of combo it with anything because you have a whole lot of other good normals that can easily be comboed with than this. Do not worry, Iori's jumping D does not beat your crouching C. If you saw that happening then that means the player did not do it fast and that is because the player did not react fast because he's confused. ^_^ However, when the opponent has a little life bar left, do crouching C when the opponent jumps and fast cancel it into the Raising Storm. The opponent will naturally defend the whole thingy and eat a painful block damage from the Raising Storm. This is pretty much nasty. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ============ Crouching D: ============ Some guys might think that this will be used a lot like in Capcom Vs. SNK series. Well, since Geese is not (and never was) as CVS series, you cannot think of such thing. You can still do it then cancel it to Reppu Ken, but there is no point in doing it. You need to always not give your opponent the time to move or a distance to do anything. Good range, and you can use it to cancel it. But, you aren't in for a defensive game, but an offensive game! Still, when you react a little bit slow, you could use it to give yourself a little time to set up your attacks. Do not depend on it a lot because you will be doomed. His crouching A, crouching B, crouching C are way better than this. So, use it from time to time. Do not run and then do it and fast cancel it to Reppu Ken, because most of the time Flying Sawblade Slicer will come out instead. Do it slowly and it will work just fine. Also, you do not have to run and then do it, the opponent will most of the time react fast and jump, and when he jumps your crouching D will not hit him, therefore will not be cancelled and if you do Reppu Ken then it will travel since it was not comboed and you will be heavily punished if the opponent is really expert and knows his stuff pretty well. If you feel like doing it, then do it when the opponent lands from his jump and be SURE to cancel it to either Reppu Ken or Raising Storm so that you can be pretty sure that the opponent will not punish you with anything. You CAN whiff it anytime. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ========== Jumping A: ========== Nothing special to write home about. This is useless compared to the other great air attacks, B, C and D! It is not damaging and some crouching normals can easily beat it. I strongly advice to over look it. His B, C and D have their good priorities and they are way helpful. Doing this just plains pointless. However, it could be used against big characters but you cannot really rely on it at all. Just do it to change your pattern and that is it. Well, the best way to make it good and to do it from time and to time and if not all then there is no problem. It is not as if it is useless or anything, it is just that the other air attacks are better and more helpful than it. Nevertheless it is nothing compared to them, still... it is not that bad at all. Go for the B, C and D because they are better and each of them has its good points and less bad points. Keep in mind that Geese is not meant for fire ball or air wars, he is meant to heavily attack and endlessly punish for any mistake. If you feel like you are being attacked a lot from the air then go for the crouching C, not jumping backward then A! This will not solve the problem, but ruin it more and more. Well, I guess I will stop here... That's about it! NEW: A new animated frame for the game... looks retarded to the other attacks. Originally from The King of Fighters'2002 ========== Jumping B: ========== A great air attack. This is one of his great air attacks. Completely meant for crossups. When the opponent falls off, either jump D or B to crossup. This will confuse the opponent to how to defend. It depends on the reaction. Well, when the opponent defends your jumping B, do not and I mean DO NOT continue with standing C! You will be surely punished! If the opponent defends your air attack then either jump backward or punish him with your Raising Storm or Holy Gates or just keep on hitting with the pokes. Another method is if the opponent did not defend your air attack then fast do crouching A or B then Reppu Ken or just poke and just change your attacking pattern. Good for you and will help you a lot to confuse your opponent and not make him read you easily. The crossup timing is not that tight so do not worry, you will be able to do it perfectly when you try it for the first time. If you like Geese a lot or an expert player, you will not even notice the timing because it will naturally come out. Try not to jump a lot so that you do not give your opponent a thought of beating you. If you have a Power Meter then go for good tricks so that you could get the opponent with your Raising Storm. Be fast when you want to connect the crouching normals after the jumping B! Another good thing is when you use the jumping C a lot and the opponent is getting you with his and her crouching normals, then go for the jumping B since his leg goes so low and can get the three positions. And when you land it, fast do a painful combo to make the opponent think twice before doing anything. With the big guys, do not bother with this a lot since the jumping C gives them a lot of hard times. But you could still use it as a decent crossup! Originally from Real Bout Fatal Fury. Taken from The King of Fighters'96. ========== Jumping C: ========== Jumping C does not have that much of a priority, any crouching Normal Attack can take it out easily. Its great priority comes when you are facing a big character. It does four hits and it builds your Power Meter in no time depending on the hits. So, if you do one hit then it will go by one and so on (it is not as powerful as it was in SNK Vs. Capcom Chaos due to hops and copy and paste). His best air normals are B and D... they have a priority, but his C on the other hand is good against big characters or when the opponent is doing a fatal mistake. Luckily, it only works well on the big characters like Goro, Chang and Rugal. He does three to four hits in the air.... but with the others, two at most. In addtion to all this, you can use it against air attacks. Geese does perform the punches until he gets on the ground, unlike in Capcom Vs. SNK seires, only two punches! So, this is pretty much the great style of SNK that we used to see for Geese. Just fast do it and let him hit randomly. However, if the opponent is on the ground then either use his jumping B or jumping D! As I said before, this is pretty much useful against big characters and it builds the meter like nothing, so there has to be a bad point about it and that is he hits the opponent accordingly to his or her height! If the opponent is small like Choi then he will do a punch, if the opponent is not very small and is not very big like Ryo, Terry, Choi and so on then he will do one to two punches and if the opponent is big but not that big like Chang, Rugal, or Goro then he will do two to three hits... NEW: You won't get four hits that much, he got a little bit screwed in here (lazy programmers). Originally from Fatal Fury Special. Taken from The King of Fighters'96. ========== Jumping D: ========== A very great air attack. You could use it "sometimes" against air wars, but not "always"! If you want to do something damaging after the Upper Body Slam gets connected and the opponent is being thrown in the corner then fast do jumping D and see what happens! Yes, the sweet and well-known K.O.F. glitch! ^_^ The opponent will face the wrong direction. It will be a surprise most of the time and with your jumping D and continue with a painful combo, you will pretty much mess up your opponent. Keep in mind that when you finish the combo do a high jump (while opponent is in the corner) and do "the same combo", because the opponent will still face the wrong direction! If the opponent is a K.O.F. expert or has any idea about this glitch then he will avoid being hit because he will defend in the wrong direction to block your air attack! But this needs a fast reaction and a real gamer. Why? Because you do not wait for him to get up to do it, you will jump and attack right before he wakes up, so if you do not do it fast, then the opponent will face the right direction! You could easily make this messed up real good. Then everything will depend on the player. Also, his jumping D has a good range and you could jump from a distance to use it and it will reach the opponent just fine. So, do not worry about the fire balls! 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 being screwed up a lot and get kicked over and over again in the air... Geese air priority is not as great as Iori, Choi, Kyo and some others. He will surely stop them when they jump but that is with other good and painful options! Originally from Fatal Fury: The King of Fighters. Taken from The King of Fighters'96. ============== Straight Up A: ============== Still, this pretty much like his jumping A but the difference is this is taken from his normals in K.O.F'96! You can see that it does not look any different (not hop... a mean long jump). There will not be any big talk about it. It comes out a little fast, it hits low if you time it real good and it is not as good as his straight up B, C or D! You do not have to use it over his other air attacks but you could sometimes use it to cancel it to Shippu Ken! But it has to be done fast and you should think twice before doing so because there is a big recovery after throwing a Shippu Ken and you can be really punished if the opponent defends the Shippu Ken, and that is not good for you. So, you have to stick with his straight up B, C and D more over his straight up A! There is no range in it and there is nothing good to write home about. Also, it will not make your strategy better or badder if you use it! So, it is up to you. I sometimes use it, but very rarely. I seldom depend on it or even think of it since I have better options than it. And yes, it has no priority, invincibility, good points or what-so-ever... so there you have it. I guess that's about it! Originally from Fatal Fury Special. Taken from The King of Fighters'96. ============== Straight Up B: ============== This is better than the above air attack. You can easily hit low as long as you can. You can connect some great painful combinations after it. It can be used to stop some uppercuts if used from a distance and early, but do not put your hopes or it because it does not take a lot of damage and his straight up C is way better than this. Well, it still can be used sometimes with tough battles but that is when you are about to perform Shippu Ken then change your mind and do straight up B to confuse your opponent. What I mean to say is, a mind game. This is also not taken from K.O.F'96! The best way to use it is to jump straight up and then when the opponent is about to attack, FAST hit the B button and it should work just fine. It will not take that much and you will feel that the straight up C is more useful and helpful, but at least this air attack is fast so yeah, it could be some of help at times and it could ruin your whole strategy at times, too! Since there is no low jump then your attack will most of the time will be defended, especially with the straight ups attacks! Well, there is some exceptions to his straight up D, though! Anyways, he recovers so fast with it so do not worry about the run and you will still be able to move when the opponent does anything with your air attack. Here, you have to be ready for something painful and pretty much punishing. Originally from SNK Vs. Capcom Chaos. ============== Straight Up C: ============== Yes, this is better than the straight up A or B! It is the K.O.F'96 style so you could cancel it to Shippu Ken (not hops, only long straight up jump) but be really careful not to rely on cancelling it to Shippu Ken unless you need to. You can do the old trick in K.O.F'96, before the opponent gets up fast do low straight up C! This does work here but the Shippu Ken cannot be performed with the low jumps! So you you be albe to cancel it to Shippu Ken with the long jump only. 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 so seems to hit 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 straight up jump and attack with a decent air attack like this one or better yet, straight up D. When do you actually have to do it? When the opponent falls off, dash near him or her then jump straight up and then hit the C button or when the opponent "seems" to see this coming then fast do crouching B and then Reppu Ken and if they connect just fine, continue with the painful Raising Storm. All about a very fun mind game. Sometimes jump B and then fast straight up C! See what is good to you and what "to do next" and then fast do everything. NEW: For hops and straight up C. And a very good over-head attack. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ============== Straight Up D: ============== 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 being screwed up a lot and get kicked over and over again in the air... Geese air priority is not as great as Iori, Choi, Kim and some others." 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. 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 but I am not very sure about it! I am pretty sure of one thing, 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, a Super Move or SDM! 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 Choi from jumping over and over again 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 Iori's jumping D so you do not have to rely on it, you only have to do it from time to time, Geester. When things get so complicated then forget about it because after all there is no low jump so just stick with what is better for you and that is the crouching B & Raising Storm! Originally from Fatal Fury Special. Taken from The King of Fighters'96. ======= Air CD: ======= It is the same as it was in King of Fighters'96. Range, powerful, good to use and so on. The problem with it is that it does no damage at all unless countered! When it hits as a counter it will do damage but if not then it will not! I do not what SNK Playmore is smoking, but I surely do not want some. You can use it as long as you like because it is still powerful but think of the bad side of it which is damage! Originally from Fatal Fury Special. Taken from The King of Fighters'96. ========== Ground CD: ========== This has the same problem that the air CD does, but we can solve the problem here! Geese has a Special Attack which is called Fudou Sakkatsu Uraken. It is the EXACT same attack as this, but the difference is this does not do damage unless countered. But Fudou Sakkatsu Uraken can do damage everytime it hits. SNK Playmore forgot about it I guess. So, give this attack the boot and use the Fudou Sakkatsu Uraken instead. How to use it effectively? Read in Fudou Sakkatsu Uraken section. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ========== Reppu Ken: ========== One of the fast Special Moves. Geese throws the Reppu Ken pretty fast and recovers from it so fast too. You could do a lot of tricks with it. You can force the turtles to attack you with it because you will build your meter so fast and you will be able to do the Raising Storm and nobody wants that to happen. You could also stop some good strategies with the Reppu Ken, like Robert's... his Special Moves have a long startups, and with your so fast Reppu Ken and the fast recovery, you will force him to change his strategy to another one. Make sure to use it as a trap to make the opponent jump and then bang with the Raising Storm. You have to be completely fast... fast enough to pull off the Raising Storm in time. You could use it from a little bit close range to make the opponent do the AB and then bang with the Holy Gates or the Raising Storm. See? It can be used real good if you are putting some nasty tricks after it. Well, you are forced to not use it, like when you face a rush down character, then do not bother a lot until you knock the opponent down. If the opponent depends on his fire ball a lot then, you could easily beat him with your Reppu Ken because it is faster. Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal Fury Special. Also known as Wind Slice and Strong Wind Slash. ================== Comboed Reppu Ken: ================== This is faster than the Reppu Ken that is not comboed, and it has less recovery. It could hit even the ABs easily, but they can do the AB after they defend it. But don't you worry, you will be able to recover fast and defend or do the Holy Gates fast. I never got hit! And it is the main reason for the the juggles, right? You can do crouching B, Reppu Ken then Raising Storm anywhere. Does it get more simple as this? I guess not! This is pretty much the Reppu Ken from K.O.F'96 (Ex Geese in Capcom Vs. SNK for those who have no idea about SNK games), it is fast and comboable. It is so useful for most of the painful combos for him. You will never think of anything other than this if you love the sound of the five hits of the Raising Storm. In addition to this, you can easily do many things after it. You have to be careful of one thing, to make this work, you have to combo it with any Special Attack or Normal Attack... which means you have to do crouching B then Reppu Ken or Spinning Kick then Reppu Ken and the K.O.F'96 will come out. If YOU do jumping D then Reppu Ken, the Real Bout Fatal Fury Special will come out since it was not comboed. Some "very smart and expert players" have a way to get around it. They would let you do crocuhing A or B and right before you attack them, they jump... since you will naturally not notice and do Reppu Ken right after the crouching A or B... it will travel because it was not comboed, therefore, the opponent will punish you with a very painful combo. But that does not happen a lot if you know this little trick. Be always ready for the Raising Storm and react fast. If you did not see the crouching A or B hit, then defend or dash, if the opponent jumps then fast do the Raising Storm. The guys do not do that a lot because once you see it, it will not work again. After all, it is only a trick... nothing more nothing less. Guys like Iori & others have nothing to do if they plan on depending on their fire balls, because yours is better and faster. This Special Move in a word, "owns"! And that is a fact! Originally and taken from The King of Fighters'96. Also known as Wind Slice and Strong Wind Slash. ================= Double Reppu Ken: ================= Ah, Double Reppu Ken. This is by far, the most useless Special Move that Geese has! I never thought it would be useless to this point! It has a bad recovery and it "does not" eat the fire balls and still hit the opponent! It just fades away when it gets hit by a fire ball! I do not know why! It should not since it is "Double" Reppu Ken. Even if you time the Double Reppu Ken with the fire ball and make the fire ball hit it while you are performing, it will disappear! This is not a good idea from SNK-Playmore, really! Also, when he performs it, it goes forward so slow! Not fast at all and it could be hit easily. Many characters can punish you while you are performing it. It is large always, bit not useful at all. You can see that it hits twice when you do crouching B, Reppu Ken then time the Double Reppu Ken while the opponent is falling (corner), but why it disappears when the fire ball hits even while you are performing it! That is beyond me, really! Now how do you want to use it effectively, right? Okay, in depth! Do not use it at all. ^_^ No matter how you use it, it will always be useless. Even if you do the old tactics... like doing it when the opponent gets up, it will disappear right away and you will be greatly punish due to the fact that it has a bad recovery! If you think he performs it fast, then you are way wrong. Some characters can think, and then jump and you are still performing it. Yashiro can punish you with his invincible Super Move, Choi with the long jumps, Orochi Iori with the Eight Wine trash Super Move, Terry with the Buster Wolf Super Move! You will make the opponent really happy when you perform it. If the opponent has a lack of reaction, then do it all day (that is a big if)! Against expert matchups, I highly recommend not doing it at all. If you think I am wrong or what-so-ever, try it and see what happens. Please, try it as long as you like, but against experts... not scrubs! I do not think scrubs will be able to get around it... so, you get the picture. Originally from Fatal Fury Special. Also known as Double Wind Slice and Double Strong Wind Slash. ========================= Comboed Double Reppu Ken: ========================= The funniest thing about this Special Move is that when you do standing C and then Double Reppu Ken, the second hit of the Double Reppu Ken will not hit! Now that is pretty strange. It is completely understandable when they make changes, but not as idiotic as this one (excuse me)! That is just funny. Why? That is beyond me, too! This is the comboed version of the Double Reppu Ken. Taken from K.O.F'96 (Ex Geese from Capcom Vs. SNK for the guys that have nothing to do with SNK games)! In K.O.F'96 the two hits connect, but here no! I did not try in the corner, but why should I? He does push the opponent away! And it has nothing to do with doing it fast. Anyways, this is a major hit for the Punshing, the opponent can easily punish you like nothing. Geese recovers slower than the comboed Reppu Ken. It does not juggle the opponent, it does not do a high damage, it ruins the beauty of your combos, it is not a good option for the Maximum Mode combinations because it will easily take a lot of Maximum Meter that you really need to do other things with it. It is not as useless as the Double Reppu Ken, but it is still not as useful as the Reppu Ken or comboed Reppu Ken... not even close! You can combo the first hit of it with the standing C, but the opponent will surely defend the second hit then defend and bang! Do you really want that to happen? Originally and taken from The King of Fighters'96. Also known as Double Wind Slice and Double Strong Wind Slash. ==================== Evil Shadow Smasher: ==================== There is a big difference between the one with the B button and the one with the D button. The one with the D button has longer recovery and it stinks but for full screen reach! ^_^ So, forget doing it with the D button. He recovers faster with the B button like it was in K.O.F'96 (A button), he hits three hits, you could cancel any of them with the Maximum Mode. If you do not have the Maximum Mode and the opponent has some meter, do not do it just like that because he will run after third hit and punish you. If he does not have any meter, then do it and most of the time the opponent will rush, be ready for the Raising Storm. If you have the Maximum Mode, then you will be able to be good with it since you will be able to cancel it to anything that comes to your mind. You could do it after heavy combinations. It has a good range and nice damage. It makes a strange sound too. always do it after the Spinning Kick if you do not have a lv. for the Raising Storm. The Evil Shadow Smasher is as good as the Reppu Ken when you combo it. But well, the Reppu Ken is the best. Again, be careful when the opponent has a lv. Also, that can be said to some fast Super Moves. The good thing about it is that you could do it from a distance. Its range is better than it was in K.O.F'96! Originally from Fatal Fury 3: Road to the Final Victory. Taken from The King of Fighters'96. Also known as Jaei Ken, Evil Spirit Slash and Mars Masher. =========== Shippu Ken: =========== I really so do not understand why people perform the Shippu Ken a lot as if it is not so useful! It has its goodness but there is a big weakness in it! He recovers so slow after he performs it! It is worse than death if the opponent "defends" it! You could do it to punish the Super Uperrcuts, noraml uppercuts, ground normals and air wars, but that is when any happens! If you just jump and then do it, the opponent can fast RUN and then his powerful SDM or Super Move and good-bye! Some characters will not do much against it unless you do it while you are completely cornered (can you be this stupid?)! It is simple, fellas! It should be used when the opponent depends one the uppercut a lot or when you want to do it fast when the opponent jumps! Also, you could use it with some decent combos! Shippu Ken is an option, but not a great or bad option. Only a good option. Be careful when you want to do it, especially against Terry (Are you.... Wolf), Iori, Kim, Geese (can go through it with his Deadly Rave), Takima, Ryo, Kyo and many others. And never, I mean NEVER think of doing it while you are cornered because it is just stupid, you will 100% be punished and you really do not want to do that! It is not worth it. I am not saying do not do it at all, I am saying do it only when the opponent is about to do an uppercut, when he or she jumps, when he or she is about to do any ground Normal Attacks or when you want to combo it! The Shippu Ken does not travel, so do not think that you will be safe. No mister, you will have to think twice over it. Other than the way I told you about, do not waste yourself. It has a good point, that is why it also has a bad point, too! Originally from Fatal Fury Special. Taken from The King of Fighters'96. Also known as Gale Slash and Fast Wind Slash. ===================== Below-The-Belt Blast: ===================== This is pretty much basic. It counters the low attacks. When the characters tries to use his 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, it does a good damage! I was surprised when I saw the damage after it connected, but oh well, it is for the best! Originally and taken from Real Bout Fatal Fury 2: The New Comers. Also known as Low Body Blow and Gedan Atemi Nage. ================ Upper Body Slam: ================ This is another counter move that is used for the air attacks and most of the Special Moves, Super Moves and SDMs. 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 like Goro, Yashiro, Chris or Maylee. As I said above, it is all about a mind game or at least a good reading. You can sometimes use it for traps like doing it just like that and then throw a Reppu Ken. 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. 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, Super Moves or SDMs! As for the Normal Attacks, just use it to counter them when REALLY needed! Originally from Fatal Fury: The King of Fighters. Taken from The King of Fighters'96. Also known as Knockdown Blow, Upper Hit, Upper Body Blow and Joudan Atemi Nage. ================= Middle Body Blow: ================= The third counter move. It counters the standing and some crouching Normal Attacks or Special Attacks! Some characters like Chun-Li, Sim, Demirti and some others like to use their standing normals. Since the damaging Normal Attack 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 a 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, Super Moves and SDMs okay... but otherwise... no! Just from time to time and that goes to all the other counter moves. Make some traps, try to attack the opponent a lot and not give him or her a 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. That is about it! Originally from Fatal Fury Special. Taken from The king of Fighters'96. Also known as Knockdown Blow, Mid Hit, Middle Body Slam and Chuudan Atemi Nage. ======================= Flying Sawblade Slicer: ======================= The classic Special Move from Art of Fighting 2 but with the K.O.F'96 animation! ^_^ It still has the auto-guard when you perform it. Do not get me wrong, not when you perform it right away but while he dashes to attack you with his shoulder. This cannot be used as a 100% anti-air! If you have to then you should do it very early to be very sure that the air attack will be countered by the auto-guard! And that is very VERY very risky. If you time the air attack with the Special Move then you will get screwed everytime. You could use it with the combos. Sometimes you could connect the Raising Storm after it but it does not seem to connect always. I have done it twice and still not sure how, but I will try everything out and confirm it. Meanwhile, your best anti-air attacks are the crouching C, Raising Storm then Upper Body Slam if you are really out of options. This Special Move however can be used for combos. It has a bad recovery. If the opponent defends it then be very sure that you will be kicked out in no time. When you want to go for Spinning Kick then Reppu Ken, do it not too fast and not too slow because Flying Sawblade Slicer will come out instead if you do not do it as I said. Many guys fall for this because the Spinning Kick needs to be done forward + B and Reppu Ken has to be done quarter circle forward + A so if you do them fast then you will get forward, quarter circle forward... and that means the Flying Sawblade Slicer! The opponent will most of the time defend and punish you and end the match in a flash if the punishing is deadly! This is not so great and bad either... like Double Reppu Ken. But Double Reppu Ken has a lousy recovery and more useless than this. Anyways, watch when you dash, do combos, go forward... and then do Reppu Ken. Make sure you do everything accordingly. Otherwise the Flying Sawblade Slicer will come out instead of the Reppu Ken and you will be punished. Also, when you really have to combo it then make sure you will do it in the corner because it is saver and you do not have to worry about the timing a lot. Originally from Art of Fighting 2. Taken from the King of Fighters'96. Also known as Hishou Nichirin Zan. ============== Raising Storm: ============== The Raising Storm alone is a big thing. It can make the opponent not jump at all (if he is expert enough), it has mid and ending invincibility, range, and no recovery when defended. Also, if you defend it, you will take a lot of damage compared to the others. It is a very decent anti-air. You have to use it as an early anti-air, though. When want to do any combo, involve this great Super Move with the combo because this does a great deal of damage. When the opponent is cornered and you have the Maximum Mode, be not so close to him to avoid AB counter. Do the Raising Storm for five times and look at the opponent's life bar! You will be shocked. There is nothing much to do once you do the first Raising Storm! This is the true Raising Storm with its great range and extreme power. ^_^ To make it useful do it after the juggle. Like standing C, Spinning Kick, Reppu Ken, Raising Storm. Do the traps a lot to land it... like perform Reppu Kens as many as you can and when the opponent jumps FAST do the Raising Storm. You have to be really careful. Some guys do high jump not long/super jump so that when you do Raising Storm they won't get hit by it. You have a lot of time to notice the kind of jump. Do not just do it just like that... if they do the long jump then fast do it and if they do not then attack them with another option. I am talking if you are very far away from the opponent. If you are somehow close to him or her then sometimes even the high jump will make them eat the Raising Storm. The Raising Storm is one of the powerful moves for Geese. You do not have to worry about many things when you use it. Well, it is understandable... I have always thought that the Raising Storm would be completely powerful (more than it used to be) if it has a super flash and since this is the first time for it to have a super flash during it then you get what I mean (Neo-Geo Pocket games and Capcom Vs. SNK 1 and 2 are not included). Sometimes when you feel like doing it, just watch out that you do not do it, combo it, use it as an anti-air or when you are near them. There is a recovery time to the Super Move, however, it is hard to notice it. In order to punish Geese after the opponent performs the Raising Storm, you have to wait until he is about to finish the Super Move (not finishes, but about to finish) and then time any fast attack you have so that when you perform that attack Geese would finish the Super Move and will be open for any attack by that time. In other words, the recovery time is extremely short and only when the Raising Storm does not hit you (not defended at all). The recovery time is about a moment... or a second. If you perform your attack when he finishes, you will not be able to get him and will be heavily punished. When you defend it, then you have to endure the fact that there will be no recovery time to it. The Super Move is about three seconds or so. So, you can time your attack and know the timing. The question now is, who would be smart enough to perform the Raising Storm "just like that" without connecting it to a deadly combo, or when you jump (as an anti-air) or when you are cornered?! If it is about expert matches... in one word, "none"! When you are cornered and the opponent performs the Raising Storm repeatedly, you CANNOT punish him by the AB counter (backward or forward) then a normal throw. The player can do it from a good range and when you AB, you will not have the reach to throw him. Moreover, you will be punished with the Holy Gates if the player sees you AB! Geese will not be open when you AB in anyway. This goes to Clark and other characters that do AB counter then a command throw, too. The only good way and works when someone does the Raising Storm repeatedly is to wait until Geese finishes performing it and then do any "good" crouching attack right away. That is only when he does it repeatedly, but can block it if he reads your movement! For those who have trouble doing the Raising Storm, there is a short cut for it that might help you. Just do; "Quarter circle backward, quarter circle backward, down-forward + A or C"! It should perfectly work. The Super Move is so easy to do in this game, not as it used to be... so I do not think anybody will have any trouble performing it. There are other short-cuts for the Raising Storm other than the one mentioned above; 1)Half circle backward, half circle backward, down-forward + A or C 2)Quarter circle backward, half circle backward, down-forward + A or C 3)Half circle backward, half circle backward, half circle backward + A or C They will work just fine. Yeah, funny, but well... those who have trouble performing it should now be happy that it is not that hard to do. You sould really be so...! Originally from Fatal Fury Special. Taken from Real Bout Fatal Fury Special. =========== Holy Gates: =========== The Holy Gates is great since it can be used as a trap, too. 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, so you need to keep in mind what to do "next!" More in depth... when you jump and do the same old trick which is jumping without attacking then throwing or doing any grab move. Your good option will be the Holy Gates, but most of the turtles will react fast and jump so that you miss and then beat you. The good thing is Geese recovers from the Super Move so fast, if you miss, FAST perform the Raising Storm and you will still be able to get them since they have no where to go. If you do not have a power meter then either defend or crouching C! As for the opponent's only option is to kick you while you are jumping. But with the low jumps as they are so fast to catch. So, play it safe and defend and punish. Even if the opponent jumps forward and you do the Raising Storm, still... there are hit boxes behind Geese so do not worry. I thought I should let you know about this since I have seen many fall for the turtles. You know, a good defense is the best offense. The Holy Gates' greatness comes when you use it after the AB or mind games. So hard to miss and you do not have to worry about the missing frame at all. As for combos, it would not be wise to use it since the Raising Storm is a better option for more damaging combinations. Originally and taken from Real Bout Fatal Fury 2: The New Comers. Also known as Rashoumon. ============ Deadly Rave: ============ Is there anything as great as the Deadly Rave? Most of the deadly combos have to be done with this HSDM. Do not do the finishing move for it no matter what... standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm will take more than the finishing move. So when you have to continue, proceed with that combo. Better, longer and easier. It could be used as a juggle or anti-air too. When the opponent is cornered and in the air, fast do it and start hitting the buttons and see what happens. You will laugh like you never laughed before. The Deadly Rave has a bad point, though! When the opponent defends the first two hits of it, do not continue because if you do then the opponent will be able to attack you easily. In depth, after the two first hits, Geese will be open in the third hit (even if you proceed), the opponent can do any Super Move to punish you but that is only if he defends the HSDM, that is! So, if the opponent defends it, do not proceed. You will recover so fast... don't you worry. Geese's Deadly Rave has an invincibility so you can do it whenever the opponent is about to attack you or when any fire ball character performs a fire ball... do it and Geese will go through it like in Capcom Vs. SNK series. NEW: The Deadly Rave now only juggles in the air but will not make the opponent stand still and continue with anything (or infinite) like in SNK Vs. Capcom Chaos. Bravo, SNK Playmore... how did you find it? Still, there is always something called "infinite." But you can STILL do the Deadly Rave after a Counter Hit and continue with the INFINITE! ^_^ Originally from Art of Fighting 2. Taken from Real Bout Fatal Fury (exception for the finishing). ====================== Fudou Sakkatsu Uraken: ====================== The calssic old Normal Attack and now a Special Attack. ^_^ This must be used not as it was in Capcom Vs. SNK 1 or 2! You can not combo the Raising Storm after it like before. Now you can only combo it after Normal Attacks. You can still cancel it to do any Special Move, Super Move or SDM... but not combo it. But you can combo any of them if the Special Attack, Fudou Sakkatsu Uraken, get a Counter Hit! For example, Fudou Sakkatsu Uraken (Counter Hit), Raising Storm! This pretty much damaging. You do not cancel the Special Attack then you will be wide open for combos. It is greatly punishable if you do not cancel it. And if you want to do it then combo it, like, jump D, standing C, Fudou Sakkatsu Uraken! A good example. Do not think you could rely on it as an anti-air, because it isn't! The Fudou Sakkatsu Uraken is not that useful as the Spinning Kick and when you see anyone using it, then most of the time he or she used it by mistake. The good thing about it is that it knocks the opponent far away to give you some distance if you want to! Also, the best way to continue from a Counter Hit is to do everything in the corner. Be sure to cancel Fudou Sakkatsu Uraken if you do it by mistake so that you will not have to get punished. You can fast do the Raising Storm right away... you will be pretty much safe by doing so. Originally from Fatal Fury Special. Taken from The King of Fighters'96. ============== Spinning Kick: ============== The other good reason for the deadly combination attacks, Maximum Mode combos and infinite! This Special Attack is really great! It has a good priority (at the end), speed, range, can be connected to anything and easy to do. Well, you have to connect it to anything if you do not want to recover from it. If you have to use it then be sure to use it when the opponent does not defend your standing C! Because if he does, then he will AB counter Spinning Kick and you will be sometimes (not a lot. May be 12% depending on the character) punished! When the opponent does a mistake and very far from you, you do not have to run or jump to punish him or her, because you will waste your time and he or she will be able to defend. Instead, use your Spinning Kick to reach the opponent and punish him or her. But of course when the opponent is not that far away, then you could always dash and punish the mistakes. You could rely on it with the combos and Maximum Mode combos for sure! And to see its goodness then check out the "Combos Section" for a lot of good combos that involve the Spinning Kick. Geese recovers so fast after the Spinning Kick, he can run or do standing C and still hit you after it which proves how powerful this Special Attack can be! Some experts can punish you if you do the Spinning Kick from a distance by timing their crouching Bs, SDMs or Super Moves with your Spinning Kick. So, yeah... there is no invincibility. Only great if you know how and "when" to use it! Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal Fury 2: The New Comers. Also known as Raikou Mawashi Geri. ================= Tate Katate Nage: ================= 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. In case you do not have any Lvs. then you could throw after the tricks, but be careful because it can be escaped. Do it from time to time. And remember that if you miss then it will take from your meter! Keep that in mind. You do not want to waste the meter, do you? Ready for the Raising Storm? ^_^ 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. Sometimes, you are forced to throw when the opponent depend on the G.C.D a lot, but this is not the place to talk about it. I will talk in depth about it down or above! Originally and taken from The King of Fighters'96. Also known as One Hand Blow. ============ Shinku Nage: ============ The classic and sweet Shinku Nage! ^_^ Well, it looks way better than the Tate Katate Nage, but both of them have their own goodness. 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 a space to move around, then Shinku Nage would be better used than the Tate Katate Nage! Many players do not really care which to use, and they randomly use any of them just to throw! But as for me, I like to use a good strategy with everything and I use the Tate Katate Nage when I want the opponent to be near me to crossup, Face Grab or Raising Storm and Shinku Nage if I want to give a distance and fix up my strategy! Well, the Holy Gates is a better option than Tate Katate Nage and Shinku Nage but just in case you do not have Lvs. for the Super Move, then the throws will be the second option for you. Shinku Nage will remain as an option since the Holy Gates makes the opponent near you (like Tate Katate Nage), and still the Shinku Nage can make you throw the opponent far away... so you get the picture. Since the Holy Gates is damaging and can be connected after many things, then it still gets my vote as the best out of the three. Use the Shinku Nage after the G.C.D. 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! Originally from Fatal Fury Special. Taken from The King of Fighters'96. Also known as Anvil Bash, Vacuum Blow and Dunk Toss. ========== Face Grab: ========== You cannot possibly use this during your fights, because the opponent can roll before he or she falls! So, you should get the drill! As for using it after the combos, well... like what? After crouching B, Reppu Ken? You really do not want to use it instead of the Raising Storm, do you? Or after the Deadly Rave? You do not want to do the Deadly Rave finishing blast and continue with it instead of standing C, Spinning Kick, crouching B, Reppu Ken, Raising Storm, do you? It is like it always was, but in the Fatal Fury series there were many throws and moves that force you not to roll when you fall and you cannot help doing anything but get thrown by the Face Grab! As for now, no... most of your Special Moves, Special Attacks and Normal Attacks are meant for deadly combos, not Face Grab! Face Grab is just an option, nothing more... nothing less! But of course you can do it after the Tate Katate Nage... and always. There is nothing to lose and you will surely add another good damage to the Tate Katate Nage. Originally from Real Bout Fatal Fury. Taken from Real Bout Fatal Fury 2: The New Comers. Also known as Raimei Gouha Nage. ======================================================= ----------------- Strategy Section: ----------------- When the the opponent is a Shotokan then keep in mind that you do not need to jump at all since you have many good options to fight well against him. Geese's crouching B has a good invcincibility and can make you avoid being hit by any F.B.s. Do not jump and do jumping B or D, standing C, forward + B then anything. You only have to do this when the opponent makes a mistake or when your jumping D or B wasn't defended. If you do the combination while they are defending, they will go for the mind games most of the time and then you will be safe. Use your pokes a lot since there is no recovery to them... like his crouching A and B. If the opponent is being tricky or using the AB a lot, then go for your tricks to punish him. Like let us say, most of the experts wait for you to do a heavy attack and then they do then react, so... all you have to do is do what they want, but differently. Like, do crouching D and then they will fast react now... then cancel it to the Raising Storm. Try to always move around and never stay put no matter what so that you could confuse your opponent and never let him read your movement. When you do crouching B you could fast dash and cancel it to another crouching B and A. Nothing good but not giving your opponent a time to do anything. When the opponent does not have power lvs. at all, you could go for a another good tricks like doing the Evil Shadow Smasher with the A button then the opponent will most of the time dash to throw you or anything. So, you go for the Raising Storm right before they even run. When you are facing opponents that jump a lot (when you do not have lvs. for the Raising Storm), use your crouching C because it has some good invincibility too. But always do it fast. Use your standing C and standing D from a distance so that you could take out most of your opponents' normals. They are good and helpful. When the opponent is cornered and you do the Holy Gates, he will most of the time jump to avoid being thrown and waiting for the missing frame. Here, fast do the Deadly Rave while he is in the air, do not worry... you will still be able to continue with the AA, BB, CC, DD... strange but, it works well. After you do the CC, the opponent will most of the time be flying suffering and still will be hit with your DD, continue with the finishing move (touch)! Also, when the opponent is cornered, you will be able to do the very good combination... which is crouching B, Reppu Ken. Even if the opponent defends them, he can't do anything about them except roll, you will recover so fast and still can do the same combination again. If the opponent does not have lvs. for the AB counter, then do crouching B, Reppu Ken over and over again until you get the opponent with it, if you feel that you are being pushed (because they are defending the combination) then dash and do it again... you could change your pattern sometimes by not doing crouching B, but dashing then Holy Gates. With the big opponents, you will have a big advantage over them, because your jumping C will make you fast build the meter. Two or three jumping C and then you will easily have a lv.! If you face a character that performs a certain Special Move over and over again while you are having no lvs. at all then do not stand still, try to figure out what Normal Attack could take out his Special Move. Most of the time if you time your crouching B perfectly with their Special Moves, you will beat almost everything. If you get sick of Kyo performing his quarter circle forward + A or C a lot, then be glad that you have the crouching B because it can beat his Special Move so easily. If your opponent has a lv. then do not bother with your Shippu Ken, because they will wait and then get you with their Super Moves. Geese has to recover when he performs Shippu Ken. Your best choices when you are in the air are always: B, D, up D, and up C. For combination attacks, B, D and C. When the opponent falls, fast go for the B cross up. If the opponent has an uppercut, be sneaky with the Shippu Ken... it could take out their uppercuts easily. Try to use his Flying Sawblade Slicer only in combos. It has an auto-guard, but it is still not that great to depend on. When you are giving the opponet a hard time, most of time when he jumps, he will try to hit you... you could use your Upper Body Blow to stop his attack, but do not depend on it with the air attacks a lot, because most of the time they will be tricky with you. I advice you to use his Upper Body Blow when you want to stop any Special Moves. And when the opponent depends on his standing normals, then Middle Body Blow will be good for you. Throw some Reppu Kens when the opponent is far, if he jumps then you know what to do and if not then try to wait for a bit or run then another Reppu Ken. Just do not let him read you so that you will not be an easy player to beat. If the opponent does a mistake, do not do good combos... always go for painful combos that do A LOT of damage so that you could make the opponent fear you and never makes mistakes. When you feel that you are controlling the match, try to show off by walking calmly to your opponent. Most of the time he will get pissed and attack, here you could punish him. Try to know your oppnent's weak and good points. See what Special Moves that cannot do anything to yours and what Normal Attacks that can make you suffer and then find a solution for them. Do not defend the Special Moves, Super Moves, SDMs or HSDMs that have more than one hit... always defend the first hit then AB counter and throw them with your Holy Gates. When you get the Maximum Mode, always cancel your Normal Attacks, Special Attacks and Special Moves so that you could confuse your opponent and not make him depend on anything! And try to know every combo he has so that you could use any and not be limited with three or four combos. NEW: Use the hops a lot after the falls and stuff. Limit your opponent's options by using the best normals you have that cannot be punished no matter what. Try to do mind games and not stick with one or two moves. If the opponent is cheating, go for the infinite. DO NOT think twice about it and forget about honor and that crap (sorry, but those who say otherwise are full of it, believe me). Your character is GEESE, the baddest! So, be as evil as he is. ^_^ ======================================================= --------------- Combos Section: ---------------- I will only write the names of the moves (not the commands), I have always been so... so if anybody is not good with it, you can see the command list above and then check here again. I will list every good, bad, short, long, easy and hard combos. I really will not bother to look for sites to put any of their combos in here. I like to see my work completely original, but you might know all the combos... I will put it just for Geese's fans' sake. ALL OF THE COMBOS WORK 100% even in here. Plus, I added new ones. So, try them and have fun. ^_^ ============== Normal Combos: ============== 1)Jump C, crouching C, Double Reppu ken or Evil Shadow Smasher + B - 2)Jump D, standing C, Fudou Sakkatsu Uraken - 3)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Shippu Ken - 4)Jump D, crouching C, Reppu Ken, Reppu Ken (corner) - 5)Jump D, crouching C, Reppu Ken, Double Reppu Ken (corner) - 6)Jump D, crouching C, Reppu Ken, Flying Sawblade Slicer, crouching C (corner) - 7)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow Smasher - 8)Jump C, crouching C, Evil Shadow Smasher - 9)Jump B (cross up), crouching A, crouching A, crouching A, standing B - 10)Jump C (gotta love the four hits in the air), standing C, Evil Shadow Smasher (works mostly on big characters) - 11)Jump C, jump up C, Shippu Ken - 12)Jump up C, Shippu Ken - 13)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow Smasher, standing A or B (corner) - 14)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Flying Sawblade Slicer, crouching C (corner) - 15)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, standing C, Fudou Sakkatsu Uraken =================== Counter Hit Combos: =================== 16)Fudou Sakkatsu Uraken, Raising Storm - 17)CD, Raising Storm - 18)CD, Deadly Rave (corner) - 19)Fudou Sakkatsu Uraken, Reppu Ken, Raising Storm - 20)Raising Storm, Raising Storm (corner) - 21)Fudou Sakkatsu Uraken, Deadly Rave (stop at the ninth hit), standing C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm (corner) - 22)Fudou Sakkatsu Uraken, Deadly Rave (stop at the ninth hit), standing C, Spinning Kick, BC, Spinning Kick, Evil Shadow Smasher (cancel first hit), Spinning Kick, Evil Shadow Smasher, Spinning Kick, Evil Shadow Smasher, Reppu Ken, Raising Storm - 23)BC, Fudou Sakkatsu Uraken, Reppu Ken, Evil Shadow Smasher (cancel first hit), Reppu Ken, Evil Shadow Smasher, Reppu Ken, Evil Shadow Smasher, Reppu Ken, Raising Storm - 24)Fudou Sakkatsu Uraken, BC, Fudou Sakkatsu Uraken (corner) - 25)BC, Fudou Sakkatsu Uraken, Reppu Ken, Evil Shadow Smasher, Reppu Ken, Flying Sawblade Slicer, Shippu Ken or crouching C (corner) ============= Super Combos: ============= 26)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning Kick, Raising Storm - 27)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick, Deadly Rave (stop in the ninth hit), standing C, Spinning Kick, Reppu Ken, Raising Storm - 28)Jump B (cross up), crouching B, Holy Gates - 29)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning Kick, Standing C, Holy Gates - 30)Jump D, Raising Storm - 32)Jump D, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm - 32)Jump D, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C, Spinning Kick, Holy Gates - 33)Satnding C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning Kick, Raising Storm - 34)Satnding C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm - 35)Satnding C, Spinning Kick, standing C, Spinning Kick, Deadly Rave (stop in the ninth hit), standing C, Spinning Kick, standing C, Spinning Kick, Holy Gates - 36)Jump D, satnding C, Spinning Kick, crouching A, crouching B, Reppu Ken, Raising Storm - 37)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, distance C, Raising Storm (corner and mostly works on big characters) - 38)Jump D, distance C, Raising Storm - 39)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Deadly Rave (corner) ================ Max Mode Combos: ================ 40)Jump D, standing C, Spinning Kick, BC, standing C, Spinning Kick, Evil Shadow Smasher (cancel after the first hit), Spinning Kick, Evil Shadow Smasher, Spinning Kick, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, Reppu Ken, Raising Storm - 41)Jump D, standing C, Spinning Kick, BC, standing C, Evil Shadow Smasher (cancel after the first hit) Spinning Kick, Evil Shadow Smasher, Spinning Kick, Evil Shadow Smasher, Spinning Kick, Reppu Ken, Deadly Rave (AA, BB, CC, DD), standing C, BC, Holy Gates (opponent must be cornered) - 42)Jump D, standing C, Spinning Kick, BC, standing C, Spinning Kick, Evil Shadow Smasher (cancel first hit), Evil Shadow Smasher (cancel third hit), Reppu Ken, Flying Sawblade Slicer, Shippu Ken or crouching C (corner) - 43)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, BC, standing C, Reppu Ken, Evil Shadow Smasher (cancel first hit), Reppu Ken, Evil Shadow Smasher, Reppu Ken, Raising Storm - 44)Jump D, standing C, BC, distance C, Raising Storm (the hardest and my favorite combo that can ony be done when the opponent is cornered) ======================================= Dizzy Combo (makes the opponent dizzy): ======================================= 45)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, BC, standing C, Spinning Kick standing C, Spinning Kick, Evil Shadow Smasher (cancel first hit), Spinning Kick... (repeat... with Maximum Mode) ========= Infinite: ========= 46)Standing C, Spinning Kick... (repeat) ================================= 100% Combo (takes full life bar): ================================= 47)BC, Jump D, standing C, Spinning Kick, standing C, Deadly Rave (stop at the ninth hit), standing C, Spinning Kick, standing C, Reppu Ken, Raising Storm P.S. There are many 100% combos above, too. --------------------------------- Combination Attacks Explaination: --------------------------------- As for the combination attacks No. 30, 31 and 32... you might ask; "why don't I do standing C after jump D instead of the Deadly Rave or Raising Storm, then continue with the combo?" Simply Put, because you will not be able to do a combo when you are jumping from a distance (means the opponent is far from you), because if you do standing C, the far standing C will come out instead of the close one. The combination attacks that are written above are pretty much good when anybody performs a fireball from a distance and you jump to do a painful combo. It will be a good surprise. As for standard combo (standing C, Spinning Kick), the best method is to time your dash with the Spinning Kick Special Attack (forward + B) so that when Geese hits the opponent with his leg, he will run right away (by doing forward forward before he stops the kick) and then you can continue with another standing C, Spinning Kick... The other good method but needs timing to perfect it is, do not do Spinning Kick right away after you do standing C. Try to do standing C then wait for the full frame to come out (standing C) and then do Spinning Kick. You will still be able to connect it after the standing C and will be easier to dash and then do the combo over, over and over again. ------------------------------ Short Note About the Infinite: ------------------------------ Guys, if you have trouble doing the infinite, then stick with only four hits and continue with a painful combo. The second standing C (after Spinning Kick) should be easier to do than the third standing C, because the opponent is closer to you in the second standing C than the third one to do! So, you want to make the opponent dizzy and you already have the tool for it (Deadly Rave), then you should make it as simple as this: Jump D, standing C, Spinning Kick, standing C, Spinning Kick, crouching B, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C, Spinning Kick, crouching A, Reppu Ken, Raising Storm This will surely make the opponent dizzy. Moreover, it is as painful as the infinite since the infinite makes the opponent dizzy but does not do as painful damage as that combination does! I have seen many people doing Zero's infinite easily and cannot do even five hits with Geese (infinite), which is surprising! So, this should be easier to do! ======================================================= --------------------- How To Beat The Boss: --------------------- This is mainly for those who have trouble beating up Omega Rugal. There are two methods to beat this copy-cat boss: 1)Fight him normally and when he does a mistake (shoryuken), do your infinite. 2)When he does any mistake, do standing C, Spinning Kick, Reppu Ken, jump D and then REPEAT until he dies. Or you could perform Reppu Ken and then jump to punish him after he tries to perform either Reppu Ken or Kaiser Wave. He is pretty easy to take down. -------------------- The Full Percentage: -------------------- So, you know what full percentage is? It is basically the winning percentage, but the percentage changes. It depends if you want to play with the Infinite (Cheap Fight Percentage)... or play and just kill Geese without using the infinite (Normal Fight Percentage). It is almost like this (for me). ================================ Beating the Bosses - Percentage: ================================ Name C.F.P. N.F.P. ================================ Omega Rugal 100% 83% ================================ ======================================================= -------------------- Questions & Answers: -------------------- This section has some of the old questions about Geese in SNK Vs. Capcom Chaos that apply to King of Fighters as well since he has not changed at all. So, I will copy the most important ones. ====== Tariq: ====== Q: Is his infinite easy to do or hard and what about the timing? - A: Well, it is pretty much easy to do and I do not think anyone will have any trouble trying it for the first time. The timing is not that tight... once you know when to run it will become so easy and nature to do. ======== A scrub: (not anyone, just for those who are wondering) ======== Q: What if I already know everything about him and I so do not need to read anything in here? - A: Simply put, buzz off! ^_^ ======================================================= ---------- Last Word: ---------- Okay, Finally... it is finished. Hope I was helpful and useful to you. If anybody wants to use anything, by all means do so, but tell me so first before you do that. And if anybody have any doubts about any combination attack or cannot perform any, kindly, E-Mail me and I will explain it more clearly to you. Remember, do not stick with the rules a lot... Screw The Rules. Long live, Geese Howard. A true evil... --------------- Special Thanks: --------------- 1)To SNK Playmore for putting Geese in, though they didn't do anything to write home about (Billy and Geese together? Cool). 2)To Eolith for the game. 3)To Gamefaqs. 4)To all Geese fans. 5)To all my friends for the encouragement. ======================================================= The King of Fighters'2002 is Copyright Eolith & SNK Playmore Crops. 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, Eolith & SNK Playmore Crops.