------------- Geese Howard ------------- ------------------------------------------- A Word Before We Get Down To The Real Talk: ------------------------------------------- What you will read down is my strategy, which means.. it might not be workable with you as it is with me and may be yes. I really do not need any E-Mail(s) asking: "What is good or bad" since I will fully talk about everything about him (including combination attacks). Hope it will somehow be useful to you and lead your play or skills to a higher level. ------------- Why Geese? ------------- Geese is not like any other bosses or even villains. He is so special and noticeable. He is so pure evil and likes to do what he likes... he style is so original and he has got a pretty cool voice. He is hard to use and not as some characters who only depends on attacking aimlessly for no good reason. Use Rock prefectly then Geese right away, and then you will surely know the complete difference between the two of them. ------------- Profile: ------------- Name: Geese Howard Wife's Name: Maire R. Son's Name: Rock Howard Brother-In-Law's Name: Kain R. Half Brother's Name: Wolfgang Krauser Most Trustworthy Bodyguards: Billy Kane, Hopper and Ripper Also Known As: "Ruler of Southtown", The Conqueror of the Underworld, "Don of the Dark Organization", "The Ultimate Self-Made Badguy" and "Lone Wolf Killer Geese". He Is: The Main Villain in SNK Weapon: Bare Hands Style: He trained under every Martial Arts master, so he is pretty damn expert with everything Age: Above 45 Birth Date: 1953.1.21 Birthplace: America Height: 183cm Weight: 82kg Blood Type: B Hates Most: Those who get in his way. Likes Most: To be on top of everybody. Favorite Sport: None --------------- Stage: --------------- He does not have any in this game. He fights you whenever you are kicking the CPU so hard. --------------- Quotes: --------------- ================= Chouhatsu Quotes: ================= 1)C'mon! 2)Yo-Wah-We. ============= Moves Quotes: ============= 3)Reppu Ken (Wind Slice) 4)Double Reppu Ken (Double Wind Slice) 5)Shippu Ken (Gale Slash) 6)Janeken (Evil Shadow Masher) 7)Too Easy (Upper Body Slam) 8)Pathetic!!! (Knockdown Blow) 9)Predictable (Below-The-Belt Blast) 10)Raising Storm 11)Deadly Rave ============= Intro Quotes: ============= 12)You cannot escape your death. 13)I'll stain my hands with your blood! =============== Winning Quotes: =============== 14)Hmph! 15)Die, yubo! ===================== Special Intro Quotes: ===================== "1" Geese: Heh, heh. (pathetically, tells Terry to come) Terry: GEEEEEESE! - "2" Rock: Blah blah blah (says crap: "Why did you do that" or something like that) Geese: Huh! C'mon. (Sarcastically, tells Rock to come) - "3" Geese: Double Reppu Ken (Attacks Bison with the move) Bison: .... (Blocks the move and smiles in an iditoic way) Geese: Heh, heh. (Happily, tells Bison to come) ------------- Legends: ------------- Light Punch = LP Light Kick = LK Normal Punch = NP Normal Kick = NK Hard Punch = HP Hard Kick = HK ------------- Command List: ------------- 1)Reppu Ken: Down, down/forward, forward + LP or NP - 2)Double Reppu Ken: Down, down/forward, forward + HP - 3)Shippu Ken: Down, down/backward, backward + LP or NP or HP - 4)Evil Shadow Masher: Half circle back + LK or NK or HK - 5)Upper Body Slam: Half circle back + LP - 6)Knockdown Blow: Half circle back + NP - 7)Below-The-Belt Blast: Half circle back + HP - 8)Get Lost: Forward + HP - 9)Raising Storm: Down/backward, half circle back, down/forward + LP or NP or HP - 10)Deadly Rave: Half circle back, forward + LK, LP, LP, LK, LK, NP, NK, HP, HK and then down, down/backward, backward + HP ======= Throws: ======= 11)Katate Nage (One Hand Blow), also called, "Anvil Bash" and "Dunk Toss": Near Opponent, forward or backward + HP - 12)Knockdown Toss: Near Opponent, forward or backward + HK ---------------------------------------------------- Normal Attacks that can connected to Special moves: ---------------------------------------------------- 1)Standing LP 2)Crouching LP 3)Standing LK 4)Crouching LK 5)Distance LK (only to Deadly Rave) 6)Standing NP 7)Distance NP 8)Crouching NK 9)Standing HP 10)Crouching HP 11)Get Lost (forward HP) 12)Standing HK (first hit) 13)Crouching HK --------------------------------------------------------- Normal Attacks that cannot be connected to Special moves: --------------------------------------------------------- 1)Crouching NP 2)Standing NK 3)Distance HP 4)Distance HK 5)Standing HK (second hit) ===== P.S.: Shippu Ken cannot be connected to any Air Attack. ===== ---------------- Strategy: ---------------- If you want really to use Geese, then you should at least read what I will write. May be you will find something useful. Okay, first things first... this year Geese is pretty much the same except some little differences. Now there is no EX and crap, you have one Geese with one additional move, the Evil Shadow Masher. I will first talk about the Normal Attacks. His standing and crouching LPs are good to connect them with other Normal Attacks or Special Moves. You can always use them if you are cornered or when you want to make some distance between you and your opponent. Also, his standing and crouching LKs are the same but with a little delay. His distance LK is not that useful except that you can do the Deadly Rave after it and that is alone very good. As for his standing NP, it is sometimes good as anti-air for a high jump, but if the opponent jumps low, then you will either trade hit or he/she will hit you. It is not that useful, even it can be hit by some high jump Normal Attacks. It depends on the position and the attack it self. And since his crouching NK cannot be cancelled then your only choice is to use it from time to time to only confuse your opponent with different Normal Attacks... same thing goes for his distance NP and NK, but the NK has some delay. So if you want to use it then use it when you want to go for the "Keep Away" play. His crouching NK is so useful to do Reppu Ken + NP. You can make good use of it if you do it in the right time. I mean after air attacks, Rolling or running. His standing HP is good to cancel to a Reppu Ken, Double Reppu Ken or any other move. Also it comes out so fast, you can do it after the crouching LK and then Evil Shadow Masher. That would be painful, really! His so good anti-air attacks is his crouching HP, you can do it as long as you like, but be fast. Some characters can trade hit with you sometimes if you are not fast. Or it trades hit with some high jump air attacks, like Ken's LP or LK. And the best way to give your opponent hard punches is to use his distance HP perfectly. Use it when the opponent is about to jump or make a move. Or when you want to play save. You can use his standing HK anytime but becareful though, do not over use it, because some characters can get you with their supers after they defend. There is a little lag you know, but you can cancel the first hit to a Reppu Ken of course to save your butt. But you won't be using it that much because there are some other good options more than this Normal Attack. You can use his crouching HK after some Normal Attacks (read below), or to keep your opponent away. Also you can do the Raising Storm after it which makes this attack some kind of good. But really, this Normal Attack is useful a lot. And damaging if I may say. Do not worry about using it at all. But make sure you do something right after it (connect) like Reppu Ken... if the opponent defends, that is. And if the opponent plays tricky, then do not cancel it everytime you do it. His distance HK is good if you want to keep the opponent near you or want to get near to him/her. Also, if the opponent is about to jump then do it. The Get Lost (forward + HP) is good after the Deadly Rave or when the opponent is about to jump. And if the opponent high long jumps, use it. You should know the timing. With a little practice, you will master it in no time. But I won't say with a little practice you will master performing the Raising Storm after Get Lost. Because this needs very fast hands. So, you should parctice a lot. If you ask me, it is nothing. May be because I am used to the Super Move since Fatal Fury Special... which is a very long time, ladies and gentlemen. If I may say, the most useful Air Attack is NK because you can cross your opponent with it... and to confuse him or her. Yeah, you might think what is the point of his LK and LP if the NK is more damaging and better? I say, I do not use those air attacks that much, I mostly prefer other air attacks. Anyway, his NP is good if you feel the opponent is going to jump. Simply, low jump and then NP. If you want more damaging air attack with the same method, then up HK is great. His air HP and HK are there for the combos and needed damage. If you want to attack, use them. But unfortunately, none can be connected to Shippu Ken. As for the moves, his Reppu Ken is faster now, actually way faster than before. Use the one with the NP after the Normal Attacks or from some distance. I mean, use it from time to time. Also, his Reppu Ken is good to do when you are close to your opponent or when he or she is down on the ground. Only do his Evil Shadow Masher with a combo. Do not use it just like that because if the opponent defends then you are history. Always use it with a very damaging combo. Be careful with his Shippu Ken, use it from a distance and from time to time. But be so very careful when you are playing with an opponent with the C-Groove, P-Groove or N-Groove. He or she can roll, you know... and then you are history too. As for his counters, Upper Body Slam, Knockdown Blow and Below-The-Belt Blast. I say the most used and useful one is with no doubt Upper Body Slam, because you can counter all Air Attacks and the Special Moves, not to mention the Super moves too. THAT IS JUST WOOW (I miss SNK)! Use it, use it and use it when you see your opponent performs any Special Attack or Super Move. But be careful, you cannot counter the throw moves, smarty. This is not Geese from Fatal Fury: King of Fighters, you know (that was a demon ^_^)? As for the Air Attacks, it is mostly about guessing here... same thing goes for his other counters, Knockdown Blow and Below-The-Belt Blast. Use it when the opponent is mashing endlessly. Or sometimes you do not have to wait for your opponent to make a move to do it. If you play so fast and want to not let your opponent jump just do it, just like that. Mostly, the opponent will be be confused why you did it? And will jump and not attack, just waits for you to do it again and then get you. But in return you do the Raising storm or crouching HP. If the opponent has got a super, then you have to think over it again, hero. His Super Moves, Raising Storm and Deadly Rave are by far the best in the game. They make the opponent screams: "OUCHHHHHHHH"! But I am talking about the level three Raising storm, because level one and two are hard to get any one. But if you are fast enough to perform the Raising Storm, then you should have no problems at all. I am okay with it, you jump and I will easily Raising Your Butt to sky in no time. And before you enough know it. I do not care whether it is level one, two or three. Just when I see the Super Bar at full, then I smile. But of course I always go for the K-Groove. Also, his Deadly Rave is so good with no question asked. Hands down, it is too much. But now, it pushes the opponent away rather than makes him stay put as the first game. So, do it when the opponent makes a move or any Normal Attack. Or why not with a very decent combo? His throws are simple, yet useful. If you want to play save or keep away, then use the Katate Nage. And if you want to do combos and keep your opponent near you then use the Knockdown Toss. Now that you know everything, you should know that Geese is very slow when he jumps, so jump when you toss your opponent after Get Lost, Evil Shadow Masher or whenever you can. And if you are useing either P-Groove or K-Groove, then you are free to jump anytime because you can Parry or Just Defense. Also, he is not a faster runner. So, short run and low jump would be good for you. I strongly advice you to use either P-Groove or K-Groove, because Geese fits in them so much. He could be very mad and pretty scary. I prefer K-Groove but I use both. If you want to corner your opponent use the light attacks, short run, low jump and the Reppu Ken. Also when the opponent in falling down, confuse him or her by crossing him/her or not. That should be good. Try to focus on your opponent's movements so that you can get the idea of what to do "next"! And react fast... do not think things through over and over again just for the sake of not getting hit. Because you will be dead by the time you do so. Always attack from the three points, low, mid and high. And "never", I mean NEVER say Geese is cheap, because there is no one cheap but you, stud. Geese is hard to use and when you know how to fully use him, you will understand that he is the main reason why you are kicking your friends' @$$E$ over and over again. Now you only have to read above again the good and weak point and make things good for you (if you have to). Never say that or this is cheap, because only losers believe on cheapness. ---------------- Combos: ---------------- I will only write the names' moves (not the commands), I have always been so... so if anybody is not good with it, you can see the command list above and then check here again. I will list every good, bad, short, long, easy and hard combos. I really will not bother to look for sites to put any of their combos in here. I like to see my work completely original, but you might know all the combos... I will put it just for Geese's fans' sake. and "Chouhatsu" is not a must... it is only for fun. ============ All Grooves: ============ 1)Jump HP, standing HP, Reppu Ken - 2)Jump HK, standing HP, Evil Shadow Masher - 3)Jump HK, crouching NK, Double Reppu Ken (it works mostly on Chang and Raiden) - 4)Crouching HK... then, Reppu Ken, crouching HK, Chouhatsu (opponent must be cornerd) - 5)Jump HP, standing LP, standing LP, crouching HK, Chouhatsu - 6)Crouching HK... then, Reppu Ken, crouching LP, crouching HK, Chouhatsu (opponent must be cornerd) - 7)Reppu Ken, Deadly Rave (opponent must be cornered and you are far) - 8)Jump HK, standing LP, standing LP, distance LK, Deadly Rave - 9)Crouching HK... then, Reppu Ken, distance LK, Deadly Rave (opponent must be cornerd) - 10)Jump HP, standing HP, Deadly Rave - 11)Get Lost, Raising Storm - 12)Jump HP, crouching HK, Raising Storm - 13)Crouching HK... then, Reppu Ken, crouching HK, Raising Storm (opponent must be cornerd) - 14)Jump HP, crouching LP, crouching HK, Raising Storm (opponent must be cornerd) =========================== Any Groove Except A-Groove: =========================== 15)Reppu Ken, Deadly Rave (until the ninth hit), crouching HP, Reppu Ken (opponent must be cornered and you are far) - 16)Crouching HK... then, Reppu Ken, distance LK, Deadly Rave (until the ninth hit), crouching HP, EvilShadow Masher (opponent must be cornered) - 17)Jump HK, Deadly Rave (until the ninth hit), crouching NK, Double Reppu Ken - 18)Jump HP, standing HP, Deadly Rave (until the ninth hit), Shippu Ken - 19)Jump HK, standing LP, standing LP, Deadly Rave (until the ninth hit), Get Lost - 20)Jump LK, crouching LK, distance LK, Deadly Rave (until the ninth hit), crouching LK, crouching LK, crouching HK, Chouhatsu (opponent must be cornered) ========= C-Groove: ========= 21)Jump HK, crouching HK, Raising Storm, Raising Storm - 22)Crouching HK... then, Reppu Ken, crouching HK, Raising Storm, Raising Storm (opponent must be cornered) - 23)Jump HK, crouching LP, crouching HK, Raising Storm, Raising Storm (opponent must be cornered) - 24)Get Lost, Raising Storm, Raising Storm (opponent must be cornered) - 25)Get Lost, Raising Storm, Evil Shadow Masher (opponent must be cornered) - 26)Jump HK, crouching HK, Raising Storm, Double Reppu Ken (opponent must be cornered) ========= S-Groove: ========= 27)Jump HK, standing HK (cancel first hit), Deadly Rave (until the ninth hit), Get Lost, Raising Storm (opponent must be cornered) - 28)Jump HK, standing HP, Deadly Rave (until the ninth hit), crouching LP, crouching HK, Raising Storm - 29)Jump HK, standing LP, standing LP, standing LK Deadly Rave (until the ninth hit), Raising Storm (opponent must be cornered) - 30)Reppu Ken, Jump HK, standing LP, standing LP, standing LK Deadly Rave (until the ninth hit), Raising Storm (opponent must be cornered and you have some distance with him or her) ========= A-Groove: ========= 31)Jump LK, , HP+HK, crouching HK, crouching HP, Get Lost (repeat until the bar is about to end), Raising Storm (opponent must be cornered) - 32)Jump LK, HP+HK, Reppu Ken (repeat until the bar is about to end), Get Lost, Raising Storm (opponent must be cornered) - 33)Jump NK, HP+HK, Reppu Ken, Double Reppu Ken (repeat until the bar is about to end), crouching HK, Raising Storm (opponent must be cornered) - 34)Jump NK (cross), HP+HK, crouching LK, crouching LK, Evil Shadow Masher (repeat until the bar is about to end), Raising Storm - 35)Jump NK, HP+HK, Reppu Ken, Double Reppu Ken, Evil Shadow Masher (repeat until the bar is about to end), crouching HK, Get Lost, Raising Storm (opponent must be cornered) - 36)Jump NK, HP+HK, Evil Shadow Masher, standing NK, standing NK, Evil Shadow Masher, standing LP, standing NP, Evil Shadow Masher, standing LK, standing LP, Evil Shadow Masher, standing NP, standing NK, Evil Shadow Masher, standing HK, standing HP, crouching HK, crouching HP, Evil Shadow Masher, Raising Storm (opponent must be cornered) --------------- Last Word: --------------- Okay, Finally... it is finished. Hope I was helpful and useful to you. If anybody wants to use anything, by all means do so, but tell me so first before you do that. And if anybody have any doubts about any combination attack or cannot perform any, kindly, E-Mail me and I will explain it more clearly to you. Remember, do not stick with the rules a lot... Screw The Rules. --------------- Special Thanks: --------------- 1)To Capcom for this great game. 2)To Gamefaqs. 3)To all Geese's fans. 4)To all my friends for the encouragement. ======================================================= Capcom Vs. SNK 2 is Copyright Capcom Corporation and. This document Copyright 2003 Basel If you need to contact me to add or ask me about anything, E-Mail me at Mr_Basel@yahoo.com or Mr_Geese@hotmail.com Credits for GameFAQs and Capcom company.