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Geese Character FAQ

by Basel

------------
Geese Howard
------------

------------
A Must Read:
------------
Micky: Who are you, duck face?!
Geese: Hmph! That's gooseface. Relax. The name is Geese... Geese Howard. Ruler
       of Southtown.

  What you will read down is my strategy, which means.. it might not work with
you as it is with me and may be yes. I really do not need any E-Mail(s) asking:
"What is good or bad" since I will fully talk about everything. Hope it will
somehow be useful to you and lead your play or skills to a higher level.

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

-----------------
Table of Contents
-----------------

1. Character Profile
   +++++++++++++++++

2. Appearance
   ++++++++++
    - Games
    - Backgrounds
    - Endings
    - Openings
    - Animes

3. Why Geese?
   ++++++++++

4. Why Not Geese?
   ++++++++++++++

5. Intros
   ++++++
    - Normal Intros
    - Special Intros
    - Winning Poses
    - Addendum

6. BGM
   +++

7. Legends & Command List
   ++++++++++++++++++++++
    - Legends
    - Command List

8. Moves Analysis
   ++++++++++++++
    - Far A
    - Far B
    - Far C
    - Far D
    - Standing A
    - Standing B
    - Standing C
    - Standing D
    - Crouching A
    - Crouching B
    - Crouching C
    - Crouching D
    - Jumping A
    - Jumping B
    - Jumping C
    - Jumping D
    - Upward A
    - Upward B
    - Upward C
    - Upward D
    - Ground E
    - Air E
    - Reppu Ken
    - Double Reppu Ken
    - Evil Shadow Smasher
    - Shippu Ken
    - Upper Body Slam
    - Middle Body Blow
    - Below-The-Belt Blast
    - Shinku Nage
    - Raising Storm A
    - Holy Gates
    - Deadly Rave
    - Raising Storm E
    - Tate Katate Nage
    - Raimei Gouha Nage

9. Strategy Section
   ++++++++++++++++
    - Shift Strategy
    - Defensive Game
    - Pressure Game
    - Corner Game
    - General Strategy

10. Combination Attacks
    +++++++++++++++++++
    - Normal Combos
    - Super Combos
    - Super Cancel Combos
    - Dream Cancel Combos
    - Side Notes

11. Questions & Answers
    +++++++++++++++++++
    - Good Lord
    - R.S.
    - SM & LSM
    - SNK Playmore Laziness
    - Combo Difficulties

12. M.A.C.
    ++++++
    - Special Attacks
    - Normal & Special Throws
    - Special Moves
    - Super Moves

13. Credits & Acknowledgement
    +++++++++++++++++++++++++
    - Last Word
    - Special Thanks
    - Credits

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

---------------------
1. Character Profile:
---------------------
Name: Geese Howard (The Kingpin of Southtown)
Wife: Maire R.
Son: Rock Howard
Half Brother: Wolfgang Krauser
Brother-In-Law: Kain R.
Most Trustworthy Bodyguards: Billy, Hopper and Ripper
He Is: The Main Villain in SNK
Weapon: Bare Hands
Birth Date: 1953.1.21
Birthplace: America
Age: Above 46
Height: 183cm
Weight: 82kg
Blood Type: B
Country: U.S.A
Style: Kobojutsu and Hakkyokuseiken
Hates Most: Those who get in his way.
Likes Most: To be on top of everybody.
Favorite Sport: None

Also Known As: "Ruler of Southtown", "The Conqueror of the Underworld", "Don of
               the Dark Organization", "The Ultimate Self-Made Badguy" and
               "Lone Wolf Killer Geese".

Japanese Character Voice: Kong Kuwata
English Character Voice: ??? (Only in the US version of KOF: MI2)
English Character Voice: Ward P. (only in the dubbed Fatal Fury animes)

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

--------------
2. Appearance:
--------------

=========
In Games:
=========
1)The Super Spy
2)Fatal Fury: The King of Fighters
3)Fatal Fury Special
4)Fatal Fury 3: Road to the Final Victory
5)Real Bout Fatal Fury
6)Real Bout Fatal Fury Special
7)Real Bout Fatal Fury 2: The New Comers
8)Fatal Fury: Wild Ambition
9)Fatal Fury: First Contact
10)Fatal Fury: D.M.
11)Art of Fighting 2 (young)
12)Quiz The King of Fighters
13)SNK Vs. Capcom: The Match of the Millennium
14)Capcom Vs. SNK
15)Capcom Vs. SNK: Pro
16)Capcom Vs. SNK 2
17)The King of Fighters'96
18)The King of Fighters'2000 (as a striker)
19)The king of Fighters'2002 (Playstation 2)
20)The King of Fighters Ex: Neo Blood
21)The King of Fighters'Kyo
22)The King of Fighters: Neo Wave (young)
23)SNK Vs. Capcom Card Fighters Clash
24)SNK Vs. Capcom Card Fighters Clash 2
25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion
26)SNK Vs. Capcom Chaos
27)Neo Geo Battle Coliseum
28)King of Fighters XI (Playstation 2)
29)King of Fighters: Maximum Impact 2

===============
In Backgrounds:
===============
1)Pao Pao Cafe  - The King of Fighters'94
2)Japan Stage   - The King of Fighters'2002
3)Infernal Gate - The King of Fighters: Maximum Impact
4)China (night) - The King of Fighters'94: Re-Bout

===========
In Endings:
===========
1)Fatal Fury Team - The King of Fighters'94
2)Fatal Fury Team - The King of Fighters'95
3)Special Team    - The King of Fighters'97
4)Art of Fighting (on Nintendo)
5)Billy Kane      - Real Bout Fatal Fury
6)Yamazaki        - Real Bout Fatal Fury
7)Terry Bogard    - Real Bout Fatal Fury
8)Andy Bogard     - Real Bout Fatal Fury
9)Ex Billy Kane   - Real Bout Fatal Fury Special
10)Billy Kane     - Real Bout Fatal Fury 2
11)Billy Kane     - Fatal Fury: Wild Ambition
12)Ryo            - Art of Fighting 2
13)Robert         - Art of Fighting 2
14)Yuri           - Art of Fighting 2
15)Takuma         - Art of Fighting 2
16)King           - Art of Fighting 2
17)Jack           - Art of Fighting 2
18)Lee            - Art of Fighting 2
19)Temjin         - Art of Fighting 2
20)Eiji           - Art of Fighting 2
21)Mickey         - Art of Fighting 2
22)John           - Art of Fighting 2
23)Mr. Big        - Art of Fighting 2
24)Him & Rock     - Neo Geo Battle Coliseum

============
In Openings:
============
1)Fatal Fury Special
2)Fatal Fury 3
3)Real Bout Fatal Fury
4)Fatal Fury Wild Ambition
5)Fatal Fury Mark of the Wolves
6)The King of Fighters'96
7)Art of Fighting 2
8)Neo Geo Battle Coliseum
9)King of Fighters'Kyo

==========
In Animes:
==========
1)Fatal Fury: Legend of the Hungry Wolf
2)Fatal Fury 2: The New Battle
3)Fatal Fury: The Motion Picture

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

-------------
3. Why Geese?
-------------
  "I'll smash you like a small fry as I did your father" - Fatal Fury 1

  Mr. Geese Howard. A classic and best villain. Well said.

  There are many redrawn moves and tweaks. Those who were upset in NGBC and
KOF Maximum Impact 2, they will be quite pleased this time around. Geese has
the two Raising Storm versions (claw and cage) and two LSMs (Leader Super
Move). He is really good in this. His play style gets back to the KOF'96 roots
with some changes here and there. He also has his own BGM (Geese ni Katakori)
which is a very great addition to the game.

  And well, for those who do not play anything else other than KOF and are
really so bothered with the same faces in every KOF, then Geese might be a good
change.

  I mean C'mon, who gets bothered/bored with characters like Geese, Duck King
and Big? ^_^

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

-----------------
4. Why Not Geese?
-----------------
  "WAIT! Hold, hold on! I'm not king. It's just a mask!" - The Super Spy

  I cannot find one simple reason why you should not!

  SNK Playmore did not just copy and paste Geese from NGBC. There are many
differences and neat additions. Hmph!

  To make it short, if you hate him then stay away. Shoo! Go away!

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

----------
5. Intros:
----------
  "Did you think you can beat me, pretty boys (refering to Kyo, Ryo and Terry)?
BA-HAHAH! THAT WAS MY CLONE! Time to leave, fools!" - King of Fighters'Kyo

  Geese has normal intros and special intros.

+++++++++++++
Normal Intros
+++++++++++++
- You cannot escape from death!
- C'mon, young boy!
- Ha, ha ha ha hah!!

++++++++++++++
Special Intros
++++++++++++++
Geese: Ha, ha ha ha hah! C'mon!
Terry: Get Ready!!

P.S. Geese does not say this to anyone other than Terry. It is his old SI from
     KOF'96. As for Terry, I have no idea.

+++++++++++++
Winning Poses
+++++++++++++
- Hmph! (crosses his arms)
- You are history! (Hopper and Ripper walk toward him and stand beside him)

++++++++
Addendum
++++++++
- Reppu Ken            - Reppu Ken
- Double Reppu Ken     - Double Reppu Ken
- Evil Shadow Smasher  - JAAAAEI KEN
- Shippu Ken           - Shippu Ken
- Upper Body Slam      - Too easy
- Middle Body Blow     - Too easy
- Below-The-Belt Blast - Predictable
- Raimei Gouha Nage    - HEEEE-YAAAAAA!!!!
- Holy Gates           - HAAAAAAAAH (charges), HEEEEYAAAAAAA (blasts)
- Deadly Rave          - DEEEADLYYY RAAAVE
- Raising Storm (cage) - RAAAISING STOOOOOOORM
- Raising Storm (claw) - RAAAAAAAAAAAAAISING STOOOOOOOOOOOOOOOOORM
- Provocation          - C'mon

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

-------
6. BGM:
-------
  "Big, I can't allow this independent behavior. Now I must ask you to take a
trip." - Art of Fighting 2

  Geese ni Katakori. A remixed version of the original BGM. There is no arrange
for it, but it is okay. A must listen to. Very great and goes back to the old
style with the Japanese beatings and voices. Very good job, SNK Playmore.

  Anyway, it is Geese ni Katakori... so you will surely have a lot of good time
practicing/fighting while listening to it. The best BGM in the game... no doubt
about it.

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

--------------------------
7. Legends & Command List:
--------------------------
  "Krauser, you fool! Hmmm, hehe... HAHAHAHAHAHA!" - Fatal Fury 2: The New
Battle (anime)
 _____________________________________________________________________________
|                                                                             |
|                               1. Legends                                    |
|_____________________________________________________________________________|
|                                                                             |
| - A button        = Light Punch                                             |
| - B button        = Light Kick                                              |
| - C button        = Hard Punch                                              |
| - D button        = Hard Kick                                               |
| - E Button        = Blown Off                                               |
|                                                                             |
| - Raising Storm A = Cage Raising Storm                                      |
| - Raising Storm E = Claw Raising Storm                                      |
|_____________________________________________________________________________|

 _____________________________________________________________________________
|                                                                             |
|                              2. Command List                                |
|_____________________________________________________________________________|
|                                                                             |
| 1. Special Moves                                                            |
|    -------------                                                            |
|                                                                             |
| Reppu Ken                                 |  \   -O + A                     |
| [Wind Slice/Slash]                        O   O                             |
|-----------------------------------------------------------------------------|
| Double Reppu Ken                          |  \   -O + C                     |
| [Double Wind Slice/Slash]                 O   O                             |
|-----------------------------------------------------------------------------|
| Evil Shadow Smasher                       -O  \   |   /  O- + A or C   (SC) |
| [Jaei Ken]                                     O  O  O                      |
|-----------------------------------------------------------------------------|
| Shippu Ken                                |   /  O- + A or C  (air)         |
| [Gale Slash]                              O  O                              |
|-----------------------------------------------------------------------------|
| Upper Body Slam                           -O  \   |   /  O- + B        (SC) |
| [Joudan Atemi Nage]                            O  O  O                      |
|-----------------------------------------------------------------------------|
| Middle Body Blow                          -O  \   |   /  O- + D        (SC) |
| [Chuudan Atemi Nage]                           O  O  O                      |
|-----------------------------------------------------------------------------|
| Below-The-Belt Blast                      -O  \   |   /  O- + E        (SC) |
| [Gedan Atemi Nage]                             O  O  O                      |
|-----------------------------------------------------------------------------|
| Shinku Nage                               -O  \   |   /  O- -O + C          |
| [Vacuum Blow]                                  O  O  O       (near opponent)|
|-----------------------------------------------------------------------------|
|                                                                             |
| 2. Super Moves                                                              |
|    -----------                                                              |
|                                                                             |
| Raising Storm  (1 stock)                  /  -O  \   |   /  O-  \  + A or C |
| (cage version)                           O        O  O  O        O          |
|-----------------------------------------------------------------------------|
| Holy Gates  (1 stock, near opponent)      -O  \   |   /  O- x2 + A or C (DC)|
| [Rashoumon]                                    O  O  O                      |
|-----------------------------------------------------------------------------|
|                                                                             |
| 3. Leader Super Moves                                                       |
|    ------------------                                                       |
|                                                                             |
| Raising Storm  (2 stocks)                 /  -O  \   |   /  O-  \  + E      |
| (claw version)                           O        O  O  O        O          |
|-----------------------------------------------------------------------------|
| Deadly Rave  (3 stocks)                    -O  \   |   /  O- -O + E         |
|                                                 O  O  O                     |
|                                                                             |
| - Deadly Rave follow-up               A, A, B, B, C, C, D, D, |   /  O- + E |
|                                                               O  O          |
|-----------------------------------------------------------------------------|
|                                                                             |
| 4. Throws                                                                   |
|    ------                                                                   |
|                                                                             |
| Tate Katate Nage                          O- or -O + C or D  (near opponent)|
| [One Hand Blow]                                                             |
|-----------------------------------------------------------------------------|
| Raimei Gouha Nage                         \  + C  (near downed opponent)    |
| [Face Grab]                                O                                |
|_____________________________________________________________________________|


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

------------------
8. Moves Analysis:
------------------
  "Heh, heh. It's time I pay you back for the boot out of the window, Terry
baby" - Fatal Fury 3

 _______
|       |
| Far A |
|_______|

  A great normal to use.

  Use it to interrupt any BnB combos or jumps (right before they jump). Even if
you screw up, you will be able to defend. The recovery time is very fast. Since
the cross-ups are so easy to do, you will need some normals like this one.

  Also you can cancel some of the characters' moves by timing it with their
moves.

 _______
|       |
| Far B |
|_______|

  This is exactly like far A.

  The difference is, this does not hit high and it is a bit slower (just a
bit). A must use against any character with a pressure strategy. Just do not
over use it. It has its purpose, and that is to aviod any pressure game, but
try to mix it up with other Normal Attacks like far A, crouching A or B.

 _______
|       |
| Far C |
|_______|

  A very geart Normal Attack. Since KOF'96.

  This normal is to be abused everytime you go for normals/pokes wars. Great if
try to maintain your distance and not let your opponent attack mindlessly. Try
to use it whenever you are facing a character who likes to jump a lot. And in
this game, there are many. The damage is quite good for a Normal Attack.

  This is a must use no matter what. Very safe and useful for your strategies.
never overlook it.

 _______
|       |
| Far D |
|_______|

  Do you remember this Normal Attack? ^_^

  Its uses are the same as it was back in Real Bout Fatal Fury 2. The ups are,
you can cancel right before it hits the enemy to any Special Move or Super
Move. Just do far D and cancel it into Holy Gates or Shinku Nage... or Reppu
Ken. Good for mind/guessing games. Sometimes just do it from a distance
to get close to your opponent, but use it CAREFULLY.

  Its downside is, if you abuse it, you will eat a lot of damage if your
opponent really knows what he is doing. So, it cannot be abused. Just try to
use it from time to time and check if the opponent has any power stocks. If
he/she has none, then you are free to use it. Just be careful not to get hit by
the Dragon Punch moves or any counters. As I said, do not abuse it and use it
carefully.

  It does not have priority, remember that.

 ____________
|            |
| Standing A |
|____________|

  This is mainly to get out of pressure strategies. Like do this then crouching
A x3, crouching D, Reppu Ken... and then you will be free to do mind/guessing
games (depends on what will the opponent do, react accordingly).

  Still, crouching A and crouching B are better.

 ____________
|            |
| Standing B |
|____________|

  Another normal like the above one.

  Sometimes, try to cancel it into Double Reppu Ken or Reppu Ken... not that
useful or useless.

 ____________
|            |
| Standing C |
|____________|

  The main use for this Normal Attack is for Combination Attacks.

  Just when you get the opponent with any air normal, use this and continue
with the combo (mostly Evil Shadow Smasher and SC into any deadly combo).

  When the opponent defends and waiting for Reppu Ken or Double Reppu Ken to
counter roll and then punish you, then do not perform any. It is all about mind
games. Just maintain your distance and try to use it when the opponent does a
mistake.

  Very helpful for combos and close range fights.

 ____________
|            |
| Standing D |
|____________|

  Its start-up is STILL noticeable. Not like it was in K.O.F'96, unfortunately.
Hard to combo it after some jumping attacks. Also, you have to cancel the first
hit. If you do not, you are screwed.

  Standing C is better... but you are free to use it when the opponent is wide
open for any combo or when the opponent is cornered and down. Mix it up with a
safe Special Move and continue the pressure game. But, by all means, use
standing C because it is safer and faster.

 _____________
|             |
| Crouching A |
|_____________|

    Crouching A is very safe and can be abusive easily. Use it a lot and
whenever you go for close range fights. Never forget about it. It can
beat/cancel many Normal Attacks. It is good enough to be abused.

  Just when you jump and the opponent defends, go for pokes and when you are at
a safe range, run then poke again or crouching D then Reppu Ken. Just try to
focus on what the opponent will do after you poke.

 _____________
|             |
| Crouching B |
|_____________|

  Crouching B is as fast as crouching A. You might want to use it if you want
to cancel it into anything. Other than that, crouching A is better, much
better.

  Its priority is a bit the same as it was back in K.O.F'96, still effective
against some character's pokes. Try to time your crouching B with some of their
Normal Attacks, and you will beat them. But as I said, crouching A is better.

 _____________
|             |
| Crouching C |
|_____________|

  Like NGBC, but faster. Once again, its priority is not the same as it was
back in K.O.F'96.

  Many misunderstand how good the crouching C can be if used right. Many avoid
using it. But in fact, crouching C is very good if you play Geese right. And
that means, if you try to use it in the right time and right range. Also, try
to not only depend on it. Just try to make the opponent guess between crouching
C, Raising Storm, Upper Body Slam (then SC into Raising Storm A or E) or
defend. That way, you will be able to not make yourself open for any heavy
attacks.

  You should avoid using it only when the opponent jumps from afar. Most of the
time, your crouching C will be beaten by long range air normals. And if you are
any lucky, you will get trade-hits. But... if you use it when the opponent
jumps from a close range, then it is either you will hit him/her (depends on
how fast you react) or you will get trade-hits. Since the gameplay is quite
fast, you have to react really fast or you will get trade-hit most of the time.

  When the opponent jumps from a mid range, then you have two options:

1- Run then fast crouching C
2- Defend

  Moreover, some players tend to beat it by not doing a deep attack (which
means he/she will jump and attack early). This is your best chance to punish.
Actually, if the player does that then you are doing pretty good in the match
forcing him/her to change his whole strategy to yours. Then you can play mind
games. To make a long story short:

1- Long range: Do not use it unless you are sure that he/she will not attack.
2- Mid range: Run forward and then hit the button. Or hit it once needed.
3- Close range: Use it fast and sometimes cancel into Reppu Ken (key: MG).

 _____________
|             |
| Crouching D |
|_____________|

  As always...

  The Normal Attack has a recovery time, even if it is not that long. But to
make sure, cancel it into Reppu Ken or sometimes, don't. Some players intend
to wait for an opening to do roll cancel, so by that you are making them
guess what to do after you use the crouching D.

  The damage is good, but the normal has its ups and downs. ALWAYS use it from
at least a good range, NOT a close range to avoid heavy punishments.

 ___________
|           |
| Jumping A |
|___________|

  Nothing special about this air Normal Attack... as usual. Short range and not
that useful. You have other better options.

 ___________
|           |
| Jumping B |
|___________|

    A good normal for cross-ups, combos and for those who rely on doing
crouching D or C when you jump. Use it whenever you can.

  When you grab the opponent, cross-up. When you want to go for a combo, use
it. It is as good as the jumping C, except the damage.

 ___________
|           |
| Jumping C |
|___________|

  Another good air attack. The classic air attack.


  they made some tweaks to it this time around. Now Geese hits only twice, no
more no less. But you still can combo after you do it. You do it even have to
make it deep to do a combo. You can do it a bit early and you will still be
able to combo after you do it.

  It is also good when someone tries to hop. Do it fast and you will be able to
hit him/her. Just be sure to be ready for the Raising Storm since most of the
guys tend to counter when they land. ^_^

  It is not risky overall, but be sure to not only use this because jumping B
and D are as good and useful as this normal.

 ___________
|           |
| Jumping D |
|___________|

  This can be used against air wars. The best use for it other than for combos
is to use it when the opponent jumps a lot. Try to jump backward and use it
just to be safe.

  Try to use it from time to time. Just when you see a mistake (a fireball),
go for it. Either this, or jumping C or B. Its damage is quite good compared
to the other normals.

 __________
|          |
| Upward A |
|__________|

  As I said with the jumping A, nothing special about this air Normal Attack...
as usual. Short range and not that useful. You have other better options.

 __________
|          |
| Upward B |
|__________|

  A bit like jumping B, except it cannot be used for cross-ups.

  You can use it, but upward C and upward D are much better to use. In short,
nothing special about it.

 __________
|          |
| Upward C |
|__________|

  Like it was in SVC and KOF'96...

  This is better than the upward A or B! It is the K.O.F'96 style so you could
cancel itto Shippu Ken but be really careful not to rely on cancelling it to
Shippu Ken unless you need to. The problem is there is no low jump, so still
can do the old trick in K.O.F'96, before the opponent gets up fast do low
straight up C!

  It is damaging and and can be connected to other things. It could be so good
against big characters too. Do not think of doing it as an anti-air because he
hits low and his hand goes low, so the long and high jumps will eat you alive
for free.

  You should think of doing it as a good start for your combos or when you want
to cancel it to Shippu Ken or when you want to fast do upward jump and attack
with a decent air attack like this one or better yet, upward D. When do you
actually have to do it? When the opponent falls off, run near him or her then
jump upward and then hit the C button or when the opponent "seems" to see this
coming then fast grab him/her with Holy Gates or Shinku Nage. All about a very
fun mind game. See what is good to you and what "to do next" and then fast do
everything.

  Moreover, when you want to cancel it into Shippu Ken, DO NOT over do it since
it does not combo anymore. I repeat, IT DOES NOT COMBO ANYMORE. Be careful. ^_^

 __________
|          |
| Upward D |
|__________|

  Like jumping D, This can be used against air wars. The best use for it other
than for combos is to use it when the opponent jumps a lot. Try to jump
backward and use it just to be safe.

  Try to use it from time to time. Just when you see a mistake (a fireball),
go for it. Either this, or jumping C or B. Its damage is quite good compared
to the other normals.

 __________
|          |
| Ground E |
|__________|

  Fudou Sakkatsu Uraken.

  It comes out a bit fast and the recovery time is great. You can even cancel
it. This is to be used when someone jumps from afar. Time it and you will deal
good damage and cancel into anything you want.

  Do not depend on it, but still, do not make it useless. That means use it
when you can.

 _______
|       |
| Air E |
|_______|

  Notice how this air attack is getting the same ups and downs as in NGBC and
Maximum Impact 2?

  And again... Sweet air attack from K.O.F'96! You think it is as powerful as
it once was? No, no that powerful at all. As I said above; "You must keep in
mind that Geese is alright in the air if you use the air normals as I said,
but if you don't then you will most of the time end up getting screwed up a lot
and getting kicked over and over again in the air...

  There is a way to use it effectively, for sure. Just one thing, it does not
hit like before, I mean just do it and it will hit as soon as you hit the
button. NO! Geese has to spread his left/right leg and then will be able to hit
you and that must be really fast. Sometimes he hits before he does that in less
than a second! It does not come out as fast as in K.O.F'96 and it is a little
useful and not so helpful as it was in K.O.F'96. Your best bet is to use it
fast, it has a decent range, you could use it against slow characters.

  Use it from time to time to confuse your opponent whether you will use Shippu
Ken, straight up B, C or D! Everything must be done fast so that you will not
have to be kicked by an uppercut or a Super Move! When you think that you are
being so close to your opponent and you want to use this air attack, then give
some distance and do it "before the opponent jumps"! Yeah, not that great
against air wars bit still good. Also, if want to stop any of those who love
jumping all day long and you really want to use this air attack then do it
FAST! Well, there are good options for air attacks like crouching C, Raising
Storm, jumping backward D... but well, I am giving you all the options.

  Keep in mind that some air attacks can beat this like so you do not have to
rely on it, you only have to do it from time to time, Geeseter. When things get
so complicated then forget about it.

 ___________
|           |
| Reppu Ken |
|___________|

  It has been redrawn again, and it does not travel anymore... just like in
KOF'96.

  The ups are, you can combo it after crouching A, B, C, standing A, B, C...
you name it. It has a better range than KOF'96's. The recovery time is
excellent, but still... there is a very short recovery time. You can do
crouching D then Reppu Ken. Even when the opponent does roll cancel right
before you connect the Reppu Ken, you will still be able to defend or do
crouching C or Raising Storm. And that is where most of his mind games come
from.

  Even when the opponent does roll cancel Reppu Ken, get ready to do the
Raising Storm or Holy Gates. Do not worry, the recovery time is very great.
Also, it pushes the opponent away, so do not worry about being punished. A
long story short, take full advantage of it.

  It knocks the opponent down now... remember that. This is a plus in my book.

 __________________
|                  |
| Double Reppu Ken |
|__________________|

  It has been redrawn again, and it does not travel anymore... just like in
KOF'96.

  It's range is VERY MUCH better than in KOF'96. Very outstanding. And it
pushes the opponent VERY FAR once defended. This is 100% if the opponent cannot
roll cancel. There is a slight recovery time, so be careful if the opponent
tries to roll cancel. Get ready to switch counter (or whatever you call it)
just do A+C/B+D once hit by any Normal Attack.

  The timing is tight, so most of the time you will not get punished. But just
in case you do it when the opponent is cornered... watch it. This Special Move
can also be used as to hit the opponent when he jumps from afar... let the
energy hit him from a distance to not be hit... but do not depend on it a lot
since you have to get a good timing and reading.

  you can combo it after crouching A, B, C, standing A, B, C... you name it.
Very good and a must use. it comes out fast and recovers a bit slower than
Reppu Ken

  It knocks the opponent down now... remember that. This is a plus in my book.

 _____________________
|                     |
| Evil Shadow Smasher |
|_____________________|

  The Evil Shadow Smasher is getting good nowadays. ^_^

  The first SCable... in short, you can cancel it into Raising Storm A, Holy
Gates, Deadly Rave or Raising Storm E.

  The recovery time is very good... it has a little start-up, but cannot be
noticed easily. You can combo after standing C easily. As you know, the A
version has a short reach, but comes out faster and has a better recovery time.
The C version has a long reach, but comes out slower and has a slower recovery
time. Always use the A version.

  You can do it to your opponent, and when the opponent defends, he will try to
counter back... get ready to perform the Raising Storm. Take full advantage of
the trick.

  When you do the Evil Shadow Smasher, Geese will do the three hits even when
the opponent defends the Special Move. If the opponent does roll cancel the
second hit, then be sure to get ready to switch counter (or whatever you call
it) just do A+C/B+D once hit by any Normal Attack.

  Use this first, second, third and always if you want to do heavy combos or
want to go for Super Cancel combos. like:

- Jumping D, standing C, Evil Shadow Smasher (SC the first hit), Holy Gates
- Jumping C, standing C, Evil Shadow Smasher (SC the first hit), Deadly Rave
- Jumping D, crouching C, Evil Shadow Smasher (SC the first hit), Holy Gates
  (DC), Raising Storm E, Raimei Gouha Nage

 ____________
|            |
| Shippu Ken |
|____________|

  It has been redrawn again, and it does not travel anymore... just like in
KOF'96.

  It knocks the opponent down now... remember that. This is a plus in my book.
Also you can do it when you do high or low jumps. This is a first since Geese
never was able to do it in hops... only in high jumps.

  You can connect it after some air attacks, but NOTHING will combo
unfortunately. Yeah, this is the downside to it. Also, Geese will have to
recover when you do it with the C button, but you will recover less when you
do it with the A button.

  The Shippu Ken has always been about mind games. Try trick your opponent and
only do it when you are 100% sure that the opponent will not roll. Try to jump
backward and do it to make it safe. When the opponent does anything from afar,
do it. Also it is great against air wars since you are not risking yourself
and its range is quite good.

  See what the opponent will do and react accordingly. If the opponent runs
then most of the time he will roll or jump. If he jumps, then jump backward and
perform it. If he rolls, then do not perform it... just get down by doing
nothing and when you land do the Holy Gates to punish your opponent. And better
yet do Dream Cancel like doing Holy Gates then Deadly Rave or Raising Storm E.

 _________________
|                 |
| Upper Body Slam |
|_________________|

  The counter moves have always been used the same way, except this time around
Geese is really all mighty when it comes to counters. If Geese gets one stock
then if the opponent is any good, he/she will try to be careful. All of the
counters are SC. You can do Any Super Move or Leader Suber Move after you hit
the opponent with a counter. Your best choice as a Super Move is the Raising
Storm with the C button. The one with the A button or Holy Gates will not
connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly
Rave will connect but you will not be able to do the full hits. Okay, now for
the usual uses for the counter.

  This is another counter move that is used for the air attacks and most of the
Special Moves and Super Moves. You have to know what he can counter and what he
cannot. All you need to do is try things out and everything will become your
best friend.

  When someone jumps and attacks while he is so close to your head, do not
bother to use the Special Move because it does not come out that fast and you
will be punished easily. It will help you against many characters. As I said
above, it is all about mind games or at least a good reading. You can sometimes
use it for traps like doing it just like that and then throw a anything. Many
will be confused and sometimes not attack when they jump. By doing it, it is
like you are saying in other words; "Watch it!" The Raising Storm could be a
good help for the traps too (if your reading is good enough or good at mind
games).

  Anyways, this counter is the best out of the three counters that he has. But
you have to be careful, do not always do it when anybody jumps because if you
miss then you will be heavily punished.

  The best way is to do it is from time to time and you can do it always if you
want to counter Special Moves or Super Moves! As for the Normal Attacks, just
use it to counter them when REALLY needed!

  Get ready to switch counter (or whatever you call it) just do A+C once hit by
any Normal Attack.

 __________________
|                  |
| Middle Body Blow |
|__________________|

  The counter moves have always been used the same way, except this time around
Geese is really all mighty when it comes to counters. If Geese gets one stock
then if the opponent is any good, he/she will try to be careful. All of the
counters are SC. You can do Any Super Move or Leader Suber Move after you hit
the opponent with a counter. Your best choice as a Super Move is the Raising
Storm with the C button. The one with the A button or Holy Gates will not
connect. Your best choice as a Leader Super Move is Raising Storm E. Deadly
Rave will connect but you will not be able to do the full hits. Okay, now for
the usual uses for the counter.

  The second counter move. It counters the standing and some crouching Normal
Attacks or Special Attacks! Some characters like Mr. Big, Ralf or Silber and
some others like to use their standing/crouching normals. Since the damaging
Normal Attacks are mostly the long range ones then there is nothing to lose to
use this Special Move when you have to. Upper Body Slam is the best out of the
three counters but the other two counters still have their good points and can
be used effectively sometimes. Do not depend on it a lot so that you will not
have to be beaten easily.

  The counter moves are not about guessing, I would say they are about mind
games. If you play a very good mind game, then you will most of the time use
them effectively. And sometimes you use them to make traps, like I said in the
Upper Body Slam corner. They do good damage. When you want to use them then
you have to use them in their right times. Do not make the opponent read your
movements and you will most of the time do good with them.

  Be careful though, you have a bad point which is recovery. Geese will have
to recover if he misses, so make sure you do not screw with the counters a
lot, especially Upper Body Slam... because when the character jumps and he
does not attack and you perform the Upper Body Slam... you will most of the
time eat some heavy and painful combos. It is not worth it... against
Special Moves and Super Moves ALWAYS USE IT... but otherwise... no! Just from
time to time and that goes to all the other counter moves. Since it is SCable,
you can perform Raising Storm E or A (C button) after you get the opponent with
it. Make good use of it, but do not abuse it. The opponent will fear you once
you have stocks, because the damage is very deadly.

  Also if you miss the opponent, be ready to counter with the A+C to get out
of any deadly combo. Just use your head.

  Make some traps, try to attack the opponent a lot and not give him or her
time to move around and then when he or she jumps, most of the time you will
be attacked and that is where you have to either use the counter move,
crouching C or Raising Storm A or E. That is about it!

 ______________________
|                      |
| Below-The-Belt Blast |
|______________________|

  The counter moves have always been used the same way, except this time around
Geese is really all mighty when it comes to counters. If Geese gets one stock
then if the opponent is any good, he/she will try to be careful. All of the
counters are SC. You can do Any Super Move or Leader Suber Move after you hit
the opponent with a counter. Your best choice as a Super Move is the Raising
Storm A (one you are cornered). Holy Gates will not connect. Your best choice
as a Leader Super Move is Raising Storm E. Deadly Rave will connect but you
will not be able to do the full hits. Okay, now for the usual uses for the
counter.

  This is pretty much basic. It counters the low attacks. When the character
tries to use his/her crouching normals or moves, then fast do it and bang.

  It could be good, some guys love to do crouching normals with the wake-ups.
And some love to do the same after the air attacks... it is how you play Geese.
If you really play a mind game then you will be able to use it sometimes. In
addition to this, the damage is still as good as ever.

  Do not abuse it because as you know, some characters love to have long combos
and cancel their Special Moves into their Super Moves and you do not want to
happen, do you?

  Get ready to switch counter (or whatever you call it) just do A+C once hit by
any Normal Attack.

 _____________
|             |
| Shinku Nage |
|_____________|

  It is a Special Move now again (they always make it a normal throw then in
the next game a Special Move). ^_^

  The motion for the Special Move has been changed again. It is better in my
opinion since I never was fond of SNK Playmore mimicing Capcom ways with the
grab moves (360 and 720 circles).

  The Shinku Nage can be used if you want to throw your opponent far away. If
you feel like you need a distance and the opponent is not giving you space
to move around, then Shinku Nage would be better used than the Tate Katate
Nage. It is a Special Move, so it is much better if we talk about damage.
But the recovery time is worse than Holy Gates if you miss the opponent.
There is a missing frame, as you know.

  Well, the Holy Gates is a better option than Tate Katate Nage and Shinku Nage
but just in case you do not have Power Stocks for the Super Move, then the
normal throw, Tate Katate Nage... or the Special Move, Shinku Nage will be
your option. Shinku Nage will remain as an option since the Holy Gates makes
the opponent a bit near you, and still the Shinku Nage can make you throw the
opponent far away... so you get the picture.

  Since the Holy Gates is a bit damaging then it still gets my vote as the best
out of the three. Use the Shinku Nage for OTG or mind games or when the
opponent does a mistake but not all the time, only when you are being
COMPLETELY attacked with nothing to do other than using some tricks!

  The range to the Special Move is okay (worse than it was in RBFF2), but the
recovery time hurts. You can perform Raimei Gouha Nage if you get the opponent
with the Shinku Nage when you perform it while you are cornered.

 _________________
|                 |
| Raising Storm A |
|_________________|

  Raising Storm A means the Super Move version... the cage one. This is not new
at all if you played King of Fighters'96. The shape looks like it. I just feel
there is something new about it, but cannot really say what it is.

  Anyway, the A version comes out VERY fast and Geese recovers fast, but there
is hardly any invincibility. It can be beaten EASILY. The C version comes out
slower and he recovers a bit slower, but has starting invincibility. Also it
stays out longer.

  You will need to use the C button a lot since it is more effective. You can
connect it after the counter moves as well. Just when the opponent does a high
jump or any Special Move (keyword: Special Move), do not think twice... perform
it with the C button to take advantage of the starting invincibility. Then?
This is where the fun really begins. Run and if the opponent does not roll
recover then do Raimei Gouha Nage... if the opponent does roll recover the go
for Holy Gates and then go for Dream Cancel. If you do not have stocks for the
Holy Gates then do Shinku Nage.

  If the opponent does the hop then do A button Raising Storm since it comes
out faster. But do not depend on it. Sometimes it is better to do the one with
the C button with some heavy air attacks.

  It all comes down to what is best for you. This time around the C button
Raising Storm is really good and better than the A button. Hell, it can even
beat many Super Moves and Leader Super Moves.

 ____________
|            |
| Holy Gates |
|____________|

  A bit like it was before and in NGBC.

  When the opponent is cornered and turtling to do well against Geese, remember
one thing if you want to do the Holy Gates... the Super Move has a missing
frame when you miss, so you need to keep in mind what to do "next!"

  The recovery time is longer now and they changed the command for the Super
Move AGAIN. Even in Real Bout Fatal Fury 2, it can be performed by doing 360
(and there is a short command to it). Now, two half circles.

  The damage is good for a level 1 Super Move. Use it when the opponent does an
early air attack or when you do a trap. Basically, you hit crouching A one time
or twice then run and perform it fast. It works if the opponent does not react
fast. And change your uses for it.

  The good thing about it, it has a good range. As good as it was in Real Bout
Fatal Fury 2. Remember to take that to your advantage. If you do not know how
to run and perform the Super Move, then practice because you WILL need it since
most of his heavy combos and LSMs (Leader Super Moves) need this Super Move.

  Never overlook it... never.

 _____________
|             |
| Deadly Rave |
|_____________|

  The main use for it is for combos. Like in NGBC. The difference is Geese
dashes faster and there is a new animation to the finishing blow. Very cool
if I may add... really looks cool. Also, the hits looks better than in NGBC...
in a way.

  The invincibility can be noticed not when he performs the Super Move, but
when he dashes. ^_^

  The damage is outstanding since it needs 3 STOCKS. And you do not have to
stop after the ninth hit to do a longer combo... you will pretty much do
the finishing move for the Deadly Rave and be pleased, because 99% of the
damage for the Leader Super Move comes from the finishing blow... not the 9
hits... they do not compare to the damage of the finishing move.

  Even if you stop in the ninth hit, you will not combo anything after it.
Not even standing C. A long story short, you CANNOT... I repeat, you CANNOT
do anything after you stop at the last point of the Super Move. You can do
standing or crouching attacks but N-O-T-H-I-N-G will combo. Nothing at all.
You can combo after the seventh hit, but that if you want to do the change
combo to not make the opponent regain his/her health back. I advice you to
continue if you are so eager to do heavy damage. The choice is yours. ^_^

  When the opponent does a Special Move and he is not near you, perform the
Deadly Rave and hope you performed it in the right time, because otherwise
you will be hit and waste three stocks for nothing. And do not misunderstand,
the invincibility is not in the whole time he dashes, only in the first three
steps (the starting one does not count because it has no invincibility.

  If you do not want to risk your stocks for nothing, then Raising Storm E is
a better option since it only needs two stocks... and it is a "sure thing."

  You can cancel Evil Shadow Smasher or Holy Gates into this. The damage is
really OUTSTANDING.

P.S. If you have managed to combo after any hit, then do E-Mail me please.
     Thank you!
 _________________
|                 |
| Raising Storm E |
|_________________|

  Raising Storm E means the claw version. This Leader Super Move takes the
cake award EASILY.

  This LSM (Leader Super Move) has FULL invincibility. And that means right
from the start until Geese fully finishes. 99% it will beat anything it comes
across. I have tried doing it against MANY things and it beat them senseless.
The only LSMs that managed to beat it are Magaki and Terry's LSM. And that is
only because they stay out longer, not only because they have invincibility.
Also, in a real match you will be be so foolish as to counter Terry in a very
short range LSM. Geese's LSM has a better range, so you get my drift. Magaki's
is another story because it does pity damage.

  The damage is OUTSTANDING. And the LSM can be done after any counter move, or
Evil Shadow Smasher or Holy Gates. You have MANY neat options. Once you have
stocks for it, the opponent will really think twice before he/she makes a move.
use that to your advantage and attack and keep attacking. If the opponent does
anything, ANYTHING at all... do not be afraid of anything... perform the LSM.
It will 100% beat what the opponent will do.

  If the opponent does Ralf's LSM (GP) and you do Raising Storm E, THEN be
ready to do Holy Gates or anything to punish. Ralf will not be hit by the
Raising Storm, but you will not be hit as well, but he will be open for you
to punish. And with Ralf and the like, you do not have to do the Raising Storm
E, just stick with the Holy Gates and Shinku Nage to beat their LSM. Easy and
simple.

  Be ready to do Raimei Gouha Nage once you get the opponent with the LSM.
Simply put, this is one of the FEW best LSMs in the game. No questions asked.
The LSM does only one hit, but it is very damaging. When Geese performs the
Raising Storm and finishes... the energy claw disappears. If the opponent tries
to attack you once it disappears, the opponent WILL still be hit eventhough the
energy claw disappeared. And that is what I would like to call, ABSOLUTE
PROTECTION. In short, this LSM makes every Geese fan's day. Geese does not
scream that out loud and long for nothing I guess. ^_^

  Someday my friends were talking about the Raising Storm and someone right out
of nowhere said; "look Basel, once a game gets released and Geese is in it,
just see if he has the claw or cage Raising Storm. If he has the Claw Raising
Storm then know that Geese will be good in it... or the Super Move at least."
It made me laugh since this is 90% true, except the best Raising Storm is still
the one in RBFF... and that is the cage version... and in a game that does not
have sudden stop screen for Super Moves. Huge, does chip damage and many hits
when you defend and heavy damage if you do not. It comes out fast and there is
no recovery time. ^_^

 __________________
|                  |
| Tate Katate Nage |
|__________________|

  Like before, the real purpose of the Tate Katate Nage is simple. You can
throw your opponent near you so that you could do a very easy crossup after
it. Pretty good for a throw, but the Holy Gates is more than enough. Do it
from time to time.

  Easy and simple, Tate Katate Nage makes you knockdown your opponent near
you... if you do not want the opponent to be away then it is better than the
Shinku Nage. If you want to attack endlessly and give no time to your opponent
then it is your best choice, after the Holy Gates.

  The new addition to the Normal Throw is Geese throws the opponent making
him/her face the other way when they wake up (so long as you are in the air
when they wake up), which makes you confuse them to either cross or not. This
is a PLUS. Use this to your advantage.

  You can do Raimei Gouha Nage after you get the opponent with it. The timing
is very tight, but it can be done.

 ___________________
|                   |
| Raimei Gouha Nage |
|___________________|

  You CAN use this during your fights even if the opponent can roll before he
or she falls! The recovery is fast enough not to get punished.

  Raimei Gouha Nage is just an option, nothing more... nothing less! But of
course you can do it after the Raising Storm, Tate Katate Nage or Deadly Rave.
There is nothing to lose and you will surely add another good damage to the
Raising Storm E. The opponent cannot recover from Raising Storm E, so you can
easily use Raimei Gouha Nage. Just run and then grab.

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

--------------------
9. Strategy Section:
--------------------
  "That's Geese, fool! A sad pun, I know... but the fowl leader of Southtown."
- Art of Fighting 2

 ________________
|                |
| Shift Strategy |
|________________|

  This is when you switch by doing A+C or B+D... I am talking about the
counter, which is defending or getting hit then do A+C or C+D.

  How can this help? Easy, this is to be used when you miss by doing any of the
counter moves. Once the opponent tries to attack, get ready to counter with A+C
or B+D to not get kicked badly. Do not always depend on it as you cannot do this
when you get hit by an SM or LSM. Be very careful. And this applies to any
mistake you do as well.

  Now how to not make your opponent do this to you (switch counter)? Easy. Make
your combos as easy, short and damaging as possible. It is not that hard. Look
at the Combination Attacks section to know some. If the opponent cannot counter
then go for long combos and then when he/she is about to get a stock for
countering, finish your combo. Practice makes perfect.

 ________________
|                |
| Defensive Game |
|________________|

  How can this be done? You need to take full advantage of the Normal Attacks
and some of his Special Moves. Try to poke with the crouching A and crouching B
and sometimes go for far C and when the opponent tries to high jump, fast do
high jump backward then Shippu Ken.

  Try not to let the opponent attack you by doing crouching C or Raising Storm.
Offense is the best defense. So attack while you can and when the opponent
defends, run then do Holy Gates or Shinku Nage. Use every trick you can.

  When the opponent tries to attack after a little of pressure game or being
defensive, then get ready to use one of the counters and BE READY to perform
the Raising Storm A (C button) or E. Jumping backward D is sometimes good for
protection. Just try to maintain calm when the opponent tries to abuse hops.

  Once you have enough stocks for the Raising Storm E, your defensive game will
be tighter and better since the opponent will think twice before attacking
mindlessly. If the speed of the game bothers you, you should practice with some
of your friends (experts) and try to adjust/adapt.

 _______________
|               |
| Pressure Game |
|_______________|

  Depend on hops because they do help a lot. Depend on cross-ups because they
do help a lot as well. When you go for a pressure game then be sure to have
some stocks to help you react when something goes wrong in your strategy.

  Your best bet is the Raising Storm E and Holy Gates (DC). You just keep on
using early air Es, jumping D, far C and the safe normals and then when you
see an opening, go for the big cake. Use the far D to cancel it into Holy Gates
or Shinku Nage. Sometimes when the opponent tries to attack thinking that you
will do either Shinku Nage or Holy Gates, then cancel the far D into Raising
Storm E to confuse the opponent... thus punish him heavily.

  Jumping C repeatedly is very effective sometimes and makes the opponent
confused. Just do the first when the opponent is not expecting it and when he
defends it, jump again and again to put on some pressure. Cross-up once the
distance between you and your opponent is not that long.

  Try to know which beats which. Crouching A and B are really good and fast to
beat many normals. Use them and when you face a character with greater normals,
then try to change the strategy. Get to know what can beat his/her normals. Try
to practice a bit when you face such difficulty so that the next time you play
against the player, you will be able to know how to beat his/her normals.

 _____________
|             |
| Corner Game |
|_____________|

  The corner game is almost as always... almost like in NGBC except without the
Double Reppu Ken abuse.

  Be sure to have some power stocks to make it harder for the opponent to get
out. Since you are close to your opponent, your crouching C will work wonders.
Stick with the light normals (standing A or B, crouching A) and see what the
opponent will do. Depending on what he/she does, react accordingly.

  If the opponent defends, keep using the light attacks and if the opponent's
PG is zero then do standing C then Reppu Ken or just Reppu Ken up-close. Then
go back to the light attacks and use some tricks like running and then Holy
Gates or Shinku Nage. If the opponent jumps, react fast with the crouching C
and then right before he gets down, run and then standing C then Reppu Ken.
If the opponent does not defend then go for standing C then Evil Shadow Smasher
then continue with the Deadly Rave or Holy Gates.

  If the opponent fights back by doing crouching normals, get ready for the
roll cancel or any counter move when you see an opening. Sometimes do standing
C then Evil Shadow Smasher to make the opponent defend it (assuming he/she has
zero PG) and then fast Raising Storm when the opponent tries to fight back. If
the opponent does A+C or B+D counter by any means right in the middle
of the corner game, perform the Raising Storm E FAST. The other character will
eat it. And be sure to continue with the Raimei Gouha Nage after you get the
character with the Raising Storm E. If you do not have stocks for the LSM, then
do Upper Body Slam then SC into Raising Storm A.

  You just keep your mid range position (or close) with the light attacks and
mind games. Try to do the motion for Raising Storm or just get ready for it and
whenever the opponent is about to jump (just when you give him/her a good
opening like standing C then Reppu Ken) perform the Raising Storm fast. Just
try to be fast and you will get him/her.

  If you get the opponent with the Upper Body Slam, then do a cross-up B then
standing C then Evil Shadow Smasher to get him/her back to the corner. And then
proceed with your strategy.

  If the opponent just thinks of defending, get ready to run, and then do
Shinku Nage or Holy Gates. Make him cry and very confused.

 __________________
|                  |
| General Strategy |
|__________________|

  As always (in most games)... Geese has some strategies that you cannot go
wrong with in most of the games he appeared in. I will talk about them and then
add anything new/worthy to mention.

  If the character has good normals (priority) then see what can beat what.
Use your normals to try... or practice later on when you go to the Arcades.
Let your friend do the normals and time your normals with his' and you will
be able to know and then you can avoid being beaten by them.

  When the opponent does ANY striking move from a distance, do not, and I mean
do not think twice about performing Upper Body Slam. Always do it. There is no
guessing about it. You see a Special Move coming from a distance and then you
perform the counter.

  And try to MASTER the combos. You have to be as flawless as possible when
you do his combos. The Raising Storm and Deadly Rave combos are really good
and damaging. If you are by any means not that fast or good when it comes to
performing the Raising Storm without combo(ing) it then I strongly advise
you to practice. And if you don't, then it is a bit okay since you have other
options as well. But if you practice them a bit, you will of course do better
when it comes to punishing.

  when our sweet Geese gets badly hurt, DO NOT let him die no matter what. Try
to change him and get some stocks for him so that when his turn comes you can
depend on the Raising Storm E or the SC combos. Geese become twice as strong
once he gets some stocks. His LSMs are very good, so you have to make him the
leader to take full advantage of his LSMs. Even if you put him as the third
player, if you get enough stocks, switch to Geese to use them and help you.

  Some players love to get close when they knock you down. This is the best
timing for mind games as to either do Holy Gates or Raising Storm E. If the
players gets close and tries to wait until you wake up, do Holy Gates. If he
tries to jump, do Raising Storm A or E. If he attacks from a distance just to
avoid your Holy Gates, then do Raising Storm E and do not think twice about it.

  Your main focus when you play is not to only attack, but to let the opponent
fall for your tricks. You attack so much for the sole purpose to make him
attack back so that you can counter with any counter move and then SC into
Raising Storm A or E. You repeat on doing crouching attacks to make the
opponent jump so that you can use your crouching C or Raising Storm A or E. You
depend on OTG and BnBs to make the opponent defend and then go for Holy Gates
or Shinku Nage. The opponent gets either, then run and try trick him by
attacking but then you perform the Holy Gates or Shinku Nage AGAIN. And so
on... it is all how you think and how skillful you are when it comes to
tricks. ^_^

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

------------------------
10. Combination Attacks:
------------------------
  "How does it feel to be ruled by overwhelming power?" - King of Fighters'96

- "Normal Combos" means combos without using Super Moves.
- "Super Combos" means combos using Super Moves.
- "Super Cancel Combos" means combos that require you to cancel a Special Move
   into a Super Move.
- "Dream Cancel Combos" means combos that require you to cancel a Super Move
   into a Super Move.

 _______________
|               |
| Normal Combos |
|_______________|

- Jumping D, crouching Ax2 ---------------------|--> Reppu Ken
                                                |--> Double Reppu Ken

                                                |--> Evil Shadow Smasher
- Jumping C, standing C ------------------------|--> Reppu Ken
                                                |--> Double Reppu Ken
                                                |--> Shinku Nage

- Cross B, standing C, Shinku Nage, Raimei Gouha Nage (opponent a bit cornered)

 ______________
|              |
| Super Combos |
|______________|
                                                |--> Raising Storm A (corner)
                                                |--> Raising Storm E, RGN
- Jumping C, standing C ------------------------|--> Deadly Rave
                                                |--> Holy Gates

 _____________________
|                     |
| Super Cancel Combos |
|_____________________|

                                                   |-> Raising Storm A (A BTN)
- Jumping C, standing C, Evil Shadow Smasher (SC) -|-> Raising Storm E, RGN
                                                   |-> Deadly Rave, RGN
                                                   |-> Holy Gates

- Upper Body Slam (SC), Raising Stom E, Raimei Gouha Nage

 _____________________
|                     |
| Dream Cancel Combos |
|_____________________|

- Jumping C, standing C, Evil Shadow Smasher (SC), Holy Gates (DC), Deadly
  Rave, Raimei Gouha Nage

- Jumping C, standing C, Evil Shadow Smasher (SC), Holy Gates (DC), Raising
  Storm E, Raimei Gouha Nage

+++++++++++
Side Notes:
+++++++++++
1)For the first combo in the Dream Cancel section, in order to do the Raimei
Gouha Nage, you have make the cornered or you will not be able to do it.

2)You can do A+C when you do Evil Shadow Smasher. Take advantage of this to
make your combo longer by enter someone to continue your combo and so on. Like
entering Ryo to do "Jumping D, standing C, Dragon Punch (SC) into Ranbu Super
Move and then A+C to enter Geese back again and so on.

3)The list might be very basic, but more will be added as I discover.

4)If a combo did not work with you does not mean it does not work at all. It
just means that you have done something wrong. Try it out several times and
take a good look at what I wrote (expalations mostly). Then when you are 100%
sure that it does not work (and you really do not suck when it comes to combos)
then go ahead and E-Mail me please to check it out. Anyway, all of the above
combos work 100% and I "confirmed" them MANY times before putting them in the
FAQ. In short, do not bother me if you cannot possibly perform "Raising Storm"
accurately. BUT, if you are not that good and you want some tips, I would be
glad to help you.

5)Needless to say, if you have anything new to add to the above list, you are
welcome, Geeseters. ^_^

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

------------------------
11. Questions & Answers:
------------------------
  "It's your choice; slavery or death." - Real Bout Fatal Fury 2

  This section is for those who E-Mailed me about a thing or two regarding
Geese or some aspects. Instead of e-mailing them back, I will answer here so
that nobody would ask the same questions again. Some of the questions were
asked BEFORE I wrote the FAQ, so I will put them in too:

=========
Good Lord
=========
Q: How can I react fast with the Raising Storm A when the game is so fast for
me to grasp? Good Lord! I need some tips, please?!

A: If you are slow, then you need to practice. Other than that, there are some
tips above that you might want to read.

====
R.S.
====
Q: My question is really pazzling. What is the name of his cage super? Raising
Storm, Rising Storm, Raging Storm or what?! I think we should shorten it to
R.S. and then everybody will be happy!

A: People ask this very same question a lot lately. The former SNK used to call
it "Raising Storm." All of the games Geese appeared in, take a look at the
manual for Neo Geo or Neo Geo CD and you will see it written as is. I have
never seen either Raging Storm or Rising Storm.

  Someone told me that SNK Playmore call it nowadays "Rising Storm" but I
cannot confirm it as I have not seen such thing... yet. Wait until the US
release of MI2 or XI and then you will be able to see what it is called. Either
way, I could careless since I go by the former company more than SNK Playmore.

  In short, I will not change it since I tend to not let something good change.
As for what the people should call it... really... I could careless what they
want to call it. You could call it Rising Potato for all I care.

EDIT: Many players confirmed that it's called "Raising Storm" as well in the
      US version of KOF Maximum Impact 2. So I think this should clear any
      problems. Good that SNK Playmore did not change it to Rising Storm since
      it was called Raising Storm since SO LONG.

========
SM & LSM
========
Q: I have noticed you since so long (forever) that you do not use the proper
names (Desperation Move and Leader Desperation Move). You always stick
with saying Super Move rather than Desperation Move. I really respect your
work, but I was wondering why is that?

A: I fire back by asking you why are we seeing Terry, Kyo, and so in every
game? Why SNK Playmore cannot change Yagami's clothing in the 2D games? Why
does SNK Playmore want to put Rock Howard in KOF?

  Simple, because that is what the fans like. And I prefer the old name (Super
Move) more than the new one not because it is better... but because it brings
back many good memories and I just happened to get used to it. If it is such a
bother, I will change it. No problem of course. ^_^

=====================
SNK Playmore Laziness
=====================
Q: I was so looking forward to play Geese in XI hoping that SNK Playmore will
put some effort into changing him a bit than NGBC (because I was heavily
disappointed). But my high hopes were zeros when someone told me that he is a
copy and paste from NGBC. Surprisingly, someone else told me that he is like
the strong/broken Geese in SVC/KOF'2002 (on PS2)! Oh SNK Playmore laziness!
Can you answer me which one he is like? If he is like he was in SVC then it
is good nontheless! Thank you!

A: To tell you the truth, I was "really" surprised with this question! To the
point my friend was laughing of how stupid some people can be (not you, of
course)!

  SNK Playmore DID NOT, I repeat, SNK Playmore DID NOT copy and paste Geese
from either NGBC nor SVC. This is 100% BS. Any player with a half brain knows
that. The closest thing to this Geese is KOF'96. And there are still some
additions and improvements.

  Some normals and moves (counters to be exact) have the same uses as they were
in NGBC and SVC but this means nothing... because it has ALWAYS been so since
so long!

  By their logic (the ones who told you that), then Geese must really blow if
he is a NGBC copy and paste! Well, NGBC did not have the short range Reppu Ken,
Double Reppu Ken, Shippu Ken! It surely did not have the Claw Raising Storm nor
a greater invincibility in the Cage Raising Storm (C)! And it surely did not
have SC for all the counter moves AND Evil Shadow Smasher! Not even the cool
animation (did anyone bother to see it) in the finishing blow of the Deadly
Rave! How about this, where the HELL is the Lv. 2 Raising Storm in XI?

  No, no... no! How about SVC? If what they say is 100% true then he must
really be alone in the S tier and the cloest one must be in the B tier! I do
not see his infinity! The short range Reppu Ken cannot be combo(ed) into any
of the Raising Storms... mmmm... he cannot do SC after the counter moves! He
does four hits in jumping C while two hits in XI! He does not have the Cage
Raising Storm! He can continue after the Deadly Rave. Hell, he is broken in
one word.

  Needless to say... the ones who told you that are either of the following
three (if they are your best friends then no offense):
- Nuts.
- Joking around.
- Scrubs.

  The simple answer is... read the FAQ (or play the game).

==================
Combo Difficulties
==================
Q: I have a problem with the combos. Not that they do not work, it is just that
I cannot seem to able to pull off some combos due to the lack of speed. I am
fast enough to SC Evil Shadow Smasher into Holy Gates or Raising Storm E! Any
pointers?

A: You have to practice, but if you just cannot do them the normal way, then
you can do the old short ways. They are known to all fighting games fans I
guess. Example:

- Jumping C, standing C, Evil Shadow Smasher (SC first hit), Holy Gates

  For the above combo all you have to do is; "Jumping C, standing C, HCB + A,
HCB + A" By doing this, you will be able to perform the Holy Gates with one
half circle since you have already done the first half by doing the Evil Shadow
Smasher. Another example:

- Jumping C, crounding C, Evil Shadow Smasher (SC first hit), Raising Storm A/E

  For the aforementioned combo, you need to do it like this; "Jumping C, b-d C,
HCB + A, d-f + A/E" See how easy it is? All you do is b-d C, then you continue
fast with the HCB + A for the Evil Shadow Smasher and then to unleash the
Raising Storm A/E, just for d-f + A/E and then you will be able to perform the
Raising Storm A/E. Now for the last example:

- Jumping C, crounding A, Evil Shadow Smasher (SC first hit), Deadly Rave

  For the last the combo, you need to do this; "Jumping C, crouching A, HCB +
A, f + E" Very simple, since you will do HCB for the Evil Shadow Smasher, then
you do not have to do the motion again for the Deadly Rave... instead do only
f + E and then you will be able to perform it. ^_^

  You will be able to do them in Practice Mode... but be sure to get used to
them in Arcade or Vs. Mode so that you would not screw up when you play against
your friends. Good luck!

  Just in case:
- HCB = Half circle backward
- b-d = Back-down
- d-f = Down-forward
- f   = Forward

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

-----------
12. M.A.C.:
-----------
  "I'm invincible" - Real Bout Fatal Fury Special (damn right)

  Now to know how many moves Geese has since his first appearance (normals are
excluded). Only Special Attacks, Throws, Special Throws, Special Moves and
Super Moves.

  Here is simple charts:

1)The Super Spy                                         = SP
2)Fatal Fury: The King of Fighters                      = FF
3)Fatal Fury Special                                    = FFS
4)Fatal Fury 3: Road to the Final Victory               = FF3
5)Real Bout Fatal Fury                                  = RBFF or RB
6)Real Bout Fatal Fury Special                          = RBFFS or RBS
7)Real Bout Fatal Fury 2: The New Comers                = RBFF2 or RB2
8)Fatal Fury: Wild Ambition                             = FFWA or WA
9)Fatal Fury: First Contact                             = FFFC or FC
10)Fatal Fury: D.M.                                     = FFDM or DM
11)Art of Fighting 2 (young)                            = AoF2
12)Quiz The King of Fighters                            = QKOF
13)SNK Vs. Capcom: The Match of the Millennium          = SVCMotM or MotM
14)Capcom Vs. SNK                                       = CVS
15)Capcom Vs. SNK: Pro                                  = CVS Pro
16)Capcom Vs. SNK 2                                     = CVS2
17)The King of Fighters'96                              = KOF'96 or '96
18)The King of Fighters'2000 (as a striker)             = KOF'2000 or '2000
19)The king of Fighters'2002 (Playstation 2)            = KOF'2002 or '02
20)The King of Fighters Ex: Neo Blood                   = KOF Ex or Ex
21)The King of Fighters'Kyo                             = KOF'Kyo or 'Kyo
22)The King of Fighters: Neo Wave (young)               = New Wave
23)SNK Vs. Capcom Card Fighters Clash                   = SVC Card
24)SNK Vs. Capcom Card Fighters Clash 2                 = SVC Card 2
25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion = SVC Card 2 EA or EA
26)SNK Vs. Capcom Chaos                                 = SVCc
27)Neo Geo Battle Coliseum                              = NGBC
28)King of Fighters XI (Playstation 2)                  = KOF XI or XI
29)King of Fighters: Maximum Impact 2                   = KOF MI2 or MI2
Series                                                  = SER.

================
Special Attacks:
===============================================================================
    Name                   -  1st Appearance  -      Other Appearances
===============================================================================
Raising Palm               -      AoF2        -        KoF: Neowave
-------------------------------------------------------------------------------
Get Lost                   -      RBFFS       -         RBFF2
-------------------------------------------------------------------------------
Fudou Sakkatsu Uraken      -      KoF'96      -CVS SER., SVCs, NGBC, MI2,XI,'02
-------------------------------------------------------------------------------
Sweep                      -      FFWA        -           None
-------------------------------------------------------------------------------
Hard Straight Punch        -      FFWA        -           None
-------------------------------------------------------------------------------
Rapid Punches              -      FFWA        -           None
-------------------------------------------------------------------------------
Lighting Flash Punch       -      FFWA        -           None
-------------------------------------------------------------------------------
Back Punch                 -      FFWA        -           None
-------------------------------------------------------------------------------
Slide                      -      AoF2        -        KoF: Neowave
-------------------------------------------------------------------------------
Double Kick                -      AoF2        -     KoF: Neowave & FFWA
-------------------------------------------------------------------------------
Spinning Kick              -      FF1         -   ALL except KoF'96 & Kof'Kyo
-------------------------------------------------------------------------------
Kick of Fangs              -      MI2         -           None
-------------------------------------------------------------------------------
Immovable Fist             -      MI2         -           None
-------------------------------------------------------------------------------
Demonic Immovable Fist     -      MI2         -           None
===============================================================================

========================
Normal & Special Throws:
===============================================================================
    Name                   -  1st Appearance  -      Other Appearances
===============================================================================
Shinku Nage                -      FFS         - ALL except FF1, AoF2 & Neowave
-------------------------------------------------------------------------------
Tate Katate Nage           -      FF1         - ALL except CVSs, AoF2 & Neowave
-------------------------------------------------------------------------------
Kosatsu Sho                -      FFS         - CVS1, Pro & 2, FF3, RBFF
-------------------------------------------------------------------------------
Raimei Gouha Nage          -      RBFF        - RBS/2, WA, SVCs, XI, MI2, FC,02
-------------------------------------------------------------------------------
"See The Clouds" Toss      -      FF3         -          RBFF
-------------------------------------------------------------------------------
Fatal Blow Bopper          -      FF3         -          RBFF
-------------------------------------------------------------------------------
Fatal Squeeze Fury         -      FF3         -          RBFF
-------------------------------------------------------------------------------
Clamp of the Tiger         -      FF3         -          RBFF
-------------------------------------------------------------------------------
Lighting Flash Kick Twirl  -      FF3         -          None
===============================================================================

==============
Special Moves:
===============================================================================
    Name                   -  1st Appearance  -      Other Appearances
===============================================================================
Reppu Ken                  -      FF1         -   ALL except Kof'96 & KoF'Kyo
-------------------------------------------------------------------------------
Feint Reppu Ken            -      FF3         -   RBFF, RBFFS, RBFF2, FFWA, FC
-------------------------------------------------------------------------------
Reppu Ken (short)          -    KoF'96        -'Kyo/Ex/'02, CSV1/Pro, SVCc, XI
-------------------------------------------------------------------------------
Double Reppu Ken (short)   -    Kof'96        -'Kyo/Ex/'02, CSV1/Pro, SVCc, XI
-------------------------------------------------------------------------------
Double Reppu Ken           -      FFS         -   ALL except Kof'96 & KoF'Kyo
-------------------------------------------------------------------------------
Jaei Ken                   -      FF3         -     ALL except FF1 & FFS
-------------------------------------------------------------------------------
Feint Jaei Ken             -      FF3         -           None
-------------------------------------------------------------------------------
Shippu Ken                 -      FFS         - Not'96/02/Kyo/Ex, SVCc, FC, RB2
-------------------------------------------------------------------------------
Shippu Ken (short)         -     KoF'96       -    KoF'Kyo/Ex/'02, SVCc, XI
-------------------------------------------------------------------------------
Double Shippu Ken          -     RBFFS        -         RBFF: DM
-------------------------------------------------------------------------------
Atemi Nage (all directions)-      FF1         -           None
-------------------------------------------------------------------------------
Joudan Atemi Nage          -      FFS         -    ALL GAMES except FF1
-------------------------------------------------------------------------------
Joudan Atemi Nage (H & M)  -      MI2         -           None
-------------------------------------------------------------------------------
Chuudan Atemi Nage         -      FFS         -    ALL GAMES except FF1
-------------------------------------------------------------------------------
Chuudan Atemi Nage (M & H) -      MI2         -           None
-------------------------------------------------------------------------------
Gedan Atemi Nage           -      RRFF2       - Not FF1/S/3, RB/RBS & '96/Kyo
-------------------------------------------------------------------------------
Gedan Atemi Nage (L, M & H)-      MI2         -           None
-------------------------------------------------------------------------------
Flying Sawblade Slicer     -     KoF'96       - Not FF games, NGBC & CVSs, XI
-------------------------------------------------------------------------------
Explosion Ball             -      AoF2        -       KoF: Neowave
===============================================================================

============
Super Moves:
===============================================================================
    Name                   -  1st Appearance  -      Other Appearances
===============================================================================
Holy Gates                 -     RBFF2        -SVC/MotM, MI2, NGBC, XI, FC, '02
-------------------------------------------------------------------------------
Thunder Break              -      RBFF        - RBFFS/DM, RBFF2, FF: FC, MotM
-------------------------------------------------------------------------------
Deadly Rave                -      AoF2        - Not Kof'96/Kyo, FF1, FFS & FF3
-------------------------------------------------------------------------------
Raising Storm (Cage)       -      FFS         - Not RBFF2 & SVC:C, KoF: Neowave
-------------------------------------------------------------------------------
Raising Storm (Claw)       -     RBFF2        -    SVCc, FF: FC, XI, KOF'2002
-------------------------------------------------------------------------------
Raising Storm (Grab)       -   KoF: Neowave   -          None
-------------------------------------------------------------------------------
Raising Storm (Lv.2)       -      FF3         -          NGBC
-------------------------------------------------------------------------------
Raising Storm (E. Pillars) -    KoF'96        -   KoF'Kyo & KoF Ex: Neo Blood
-------------------------------------------------------------------------------
Feint Raising Storm        -      FF3         -  RBFF, RBFFS/DM, RBFF2 & FFWA
-------------------------------------------------------------------------------
Reppu Gorenha              -     FFWA         -          None
-------------------------------------------------------------------------------
Raising Dead End           -     FFWA         -          None
-------------------------------------------------------------------------------
Ashura Shippu Ken          -   RBFFS: DM      -          None
===============================================================================

  That's about it. ^_^ Wehw! That was tiring, but well worth it for our beloved
Geese Howard. ^_^

  I hope I was informative!

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

-----------------------------
13. Credits & Acknowledgement
-----------------------------
  "Orochi power? Boring. Dragon power? Pathetic. Secret scroll of Qin? Old
news." - Imaginary Geese ^_^

==========
Last Word:
==========
  Okay, finally... it is finished. Hope I was helpful and useful to you.

===============
Special Thanks:
===============
- To SNK Playmore
- To E. Kawasaki
- To Gamefaqs
- To all Geese fans
- To all my friends for the encouragement
- To Galen Komatsu for the moves formart. Better than any. ^_^

=======================================================
King of Fighters XI is Copyright SNK Playmore Crop. This document Copyright
2006 Basel Al-Shehab

If you need to contact me to add or ask me about anything, E-Mail me at
[email protected] or [email protected]

Credits for GameFAQs and SNK Playmore Crop.