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    Geese by SAL

    Updated: 01/19/01 | Search Guide | Bookmark Guide

    -= SAL's guide to the original 'king of fighters' =-
    (Note: His Light Punch and Light Kick moves are all pretty basic, and I 
    don't think really need any explaining, so I'm leaving them out of this 
    HARD PUNCH (far)
    A long straight punch striking out in front of him. It can be used to tag 
    some characters outside of the range of their normal attacks, but often 
    misses crouching characters completely because it's so high. It's generally 
    better to use his standing Hard Kick or the F + Hard Punch when you're far 
    away instead of this.
    HARD PUNCH (close)
    A quick palm strike. This can be cancelled into special moves, and has 
    excellent priority, making it one of his best combo starters on the ground.
    A hammer punch that looks like it should be an overhead, but it isn't. Good 
    range though, the best among his punches at least. It does a lot of damage 
    but also knocks the opponent down, so comboing other moves off of it isn't 
    really possible. You can still cancel it into a special move after they 
    block it if you want to though, in the hopes they'll mess up and not block 
    the second attack.
    A quick anti-air move, pretty much like just about everyone else's crouching 
    Hard Punch in this game. Use it to swat jumpers whenever you want. Not the 
    best air counter he's got, but it's definately the easiest one of them to 
    perform. You can also chain special moves off of this on the ground, just 
    like with the standing Hard Punch. And since it has about the same range and 
    priority, the two are pretty much interchangable as a good reliable combo 
    HARD PUNCH (while jumping)
    A double flying punch. When coming down on some of the larger characters 
    with this, you can score two hits before even hitting the ground, and then 
    chain on additional ground hits as well. Obviously this is great stuff in 
    the air-to-ground department.
    HARD KICK (far)
    A flying kick sort of resembling his jumping Hard Kick. This has great range 
    and priority, and is an excellent way to advance on your opponent relatively 
    safely. Get the range down in your mind so you can use it when the opponent 
    is just within it's leaping distance, and this will be sure to get you some 
    free hits here and there.
    HARD KICK (close)
    A quick double kick. Does pretty good damage for a normal attack, but you 
    can't cancel it into a special move. It's usually better to use his Hard 
    Punch when in close and chain something else onto that.
    Your standard foot sweep. Like most ratio 3 characters in this game though, 
    Geese's sweep has excellent range, speed, and priority, and can be used 
    often without much worry. Just don't do it extremely close, like within 
    throw range, and you should be alright. Remember that if you're in that 
    close you can always chain a few crouching Light Kicks together, and then do 
    the sweep when you've pushed yourself out a little bit.
    HARD KICK (while jumping)
    A flying kick that has some really long horizontal range. Great for 
    air-to-air combat, as well as tagging people while making a jump that don't 
    quite land close enough for the jumpimg Hard Punch to be effective. This is 
    his best jumping attack in my opinion, since it has the most versitility.
    REPPU-KEN - D,DF,F + Light Punch
    Your standard ground projectile. Best used at full screen distance to 
    encourage your opponent to advance. One nice thing about this move is it's 
    short recovery time, making it possible to actually toss a Reppuken from a 
    full screen distance, then super jump towards your opponent (tap D, UF), and 
    intercept them with a flying Hard Kick in the air if they tried jumping over 
    the incoming projectile. It can also be chained into combos, unlike the 
    Double Reppuken which has too much initial lag time to combo off of 
    DOUBLE REPPU-KEN - D,DF,F + Hard Punch
    A projectile/counter move. It's obvious function is as a projectile, where 
    Geese tosses two Reppukens into one big one and sends it across the screen. 
    The other less obvious but far more important functions of this move involve 
    it's countering ability. Firstly, it can be used to counter other projectile 
    special moves, by doing the move just as the other projectile comes near. 
    This will result in the first Reppuken negating the incoming projectile, and 
    the second one passing along uninhibited. A strange but nice thing to note 
    about this is that the second one that makes it through will still be the 
    same large size of the combined Reppukens. The other way this can be used as 
    a counter is against rolling or evading opponents (ie. they're hitting both 
    Light attack buttons together). Because this move sort of stays in place 
    until Geese tosses the second Reppuken, it can catch close rollers as 
    they're coming in. All you have to do is perform the move as they've started 
    rolling in from just out of your foot sweep range, and they're sure to get 
    caught up in it when their window of invulnerability ends. It will also 
    score a 2 hit combo doing more damage than the normal combined Reppukens 
    would when used in this situation correctly, since each Reppuken is actually 
    able to strike the opponent seperately when in close.
    SHIPPUU-KEN - D,DB,B + Punch (in the air)
    An air projectile. It's big and does quite a lot of damage, but shouldn't be 
    used too recklessly. One nice use it has is to stop your jump from 
    advancing, if you think your opponent is going to anti-air you as you're 
    coming in. After a few jumping Hard Kicks, they might be expecting some more 
    and do something like a Shoryuken when they see you jumping, so just toss a 
    fireball down on them instead to mix it up a little. You can also toss this 
    really quickly from the ground by performing the move with D,DB,B,UB + 
    Punch, which is often a safer alternative to the Reppuken if you're not a 
    full screen distance away. Keep in mind that the specific Punch button used 
    will determines his 'lag time' in the air after throwing the projectile, 
    with the Light Punch version basically dropping him to the ground right 
    away, and the Hard Punch pushing him up a little before dropping. This can 
    be varied to make it harder for people to predict your landing time, or to 
    alter your air time to avoid a dashing move or projectile they've already 
    sent along the ground in an attempt to intercept you.
    JOUDAN-ATEMI-NAGE - F,DF,D,DB,B + Light Punch
    A counter throw which is inescapable, but must be triggered by the opponent 
    once the move is initiated. This version of the move is triggered by being 
    hit by any jumping attack or special attack, excluding projectiles, super 
    moves, and unblockable throws.
    A counter throw which is inescapable, but must be triggered by the opponent 
    once the move is initiated. This version of the move is triggered by being 
    hit by any standing normal attack.
    GEDAN-ATEMI-NAGE - F,DF,D,DB,B + Light Kick
    A counter throw which is inescapable, but must be triggered by the opponent 
    once the move is initiated. This version of the move is triggered by being 
    hit by any crouching normal attack.
    RAGING STORM (level 1-3) - DB,F,DF,D,DB,B,DF + Punch
    After gathering a bunch of power through his hands, he slams them down and 
    creates a giant cage of energy rising up around around him. A fantastic air 
    counter, as well as a way to stop just about anything coming in on the 
    ground as well. Each hit takes off a fairly large amount of damage on it's 
    own, and once they get hit once they're trapped in the move and remain 
    getting hit until the move ends. The level used determines how long he 
    maintains the cage, and therefore how many potential hits it can inflict in 
    total. Note that if the opponent enters the energy cage late though, some of 
    it's time has already run out, and you won't get the maximum hits you would 
    have if they had gotten trapped in it right off the bat. In total, it can 
    potentially score up to 3 hits on level 1, 4 on level 2, and 5 on level 3. 
    Knowing when to use this isn't too complicated to figure out (basically 
    anytime you think they'll run into it), but performing it can be. When 
    practicing this move, try doing the motion slower if it's not coming out. It 
    doesn't have to be done fast, and trying to do so can pretty much guarantee 
    you messing it up a lot in the beginning. Be sure to do the movements 
    precisely, getting that full half circle in there and hitting the diagonals 
    directly on. A good way to start to get the feel of this move if you're 
    totally new to it is to actually watch your hand on the joystick while 
    practicing it in non-threatening situations (like against the pitiful 
    computer AI), to visually see that you're getting the whole motion in. Once 
    you can start to reliably do the move slowly, then you can start to try 
    speeding it up a little gradually.
    DEADLY RAVE (level 3 only) - F,DF,D,DB,B,F + Light Kick, then Light Punch 
    (x2), Light Kick (x2), Hard Punch (x2), Hard Kick (x2), D,DB,B + Hard Punch
    A long and complicated series of combo hits that results in a huge and 
    devastating 10-hit string of attacks. The pattern is relatively easy to 
    remember, but the timing of the button presses can be a bit tricky. You 
    basically have to double tap each button fairly rapidly, but then leave a 
    small gap before double tapping the next one. Be very careful to only press 
    each button exactly twice, because a wrong input in the string of commands 
    will cancel the attack immediately. Also note that you can skip the last hit 
    of the combo and add on your own combo in it's place instead, increasing the 
    damage potential if you don't mind forfeiting a super combo finish. 
    Obviously it can do a large amount of damage, but unless you can reliably 
    pull the whole thing off every time I can't recommended it as a practical 
    use of three levels of super energy. In fact, the level 3 Raging Storm does 
    around the same damage and guarantees all the hits if the first one 
    connects, making it a better choice overall in my opinion. But still, the 
    Deadly Rave has the advantage of being his only real move with quick 
    horizontal advancement aside from his standing Hard Kick in this mode, so if 
    the opponent leaves themselves wide open but they're just far enough away 
    that you probably can't dash in for anything else in time, triggering this 
    to intercept their mistake might just be the best course of action you have, 
    and worth the three levels of the super bar. Although maybe of little 
    practical use, it's real purpose is likely that of simply looking cool and 
    showing off, which it accomplishes well without a doubt. ;)
    One of the most potentially powerful abilities of Geese is without a doubt 
    his Atemi-Nage series of counter-attack moves. These are also probably his 
    most confusing moves to get a grip on using properly, because of some of the 
    inherent unintuitive aspects of these moves. Because of this, I figure it's 
    worth the time and space to write up some of these confusing properties in 
    detail, beyond what I've written about them briefly in his list of special 
    attacks above.
    First, to make it easier to know which one I'm talking about, I'm going to 
    label them as high, middle, or low counters from now on rather than their 
    more confusing real names (to most non-Japanese speakers, at least). Here's 
    a quick lowdown on which one is which:
    Joudan-Atemi-Nage   -  F,DF,D,DB,B + Light Punch  -  'high counter'
    Chuudan-Atemi-Nage  -  F,DF,D,DB,B + Hard Punch   -  'middle counter'
    Gedan-Atemi-Nage    -  F,DF,D,DB,B + Light Kick   -  'low counter'
    Now, there's two things to remember about these moves that's a little 
    unexpected to most people. The first is that the moves each of these is used 
    to counter really has nothing to do with where Geese is getting hit from. 
    Instead, it merely has to do with what category the move technically falls 
    into in terms of how it is performed. All crouching normal attacks must be 
    countered with the low counter, for instance, while you must use the middle 
    counter against all standing normal attacks. The high counter is triggered 
    by all jumping attacks, but also all special attacks as well, excluding 
    projectiles and unblockable attacks. This last part is really unintuitive 
    some of the time, especially against low hitting special attacks which you 
    would normally think the high counter would be the least likely to be the 
    correct one to use for. Note that super moves can never be countered by any 
    Atemi-Nage. This means that throws, projectiles, and super moves are 
    uncounterable by the Atemi-Nage moves, but that absolutely everything else 
    in the game is, and makes it quite easy to determine which specific 
    Atemi-Nage will do the job.
    The second thing to note deals with the fact that this is actually a 
    triggered throw, which is different from a triggered independant attack 
    (like Yamazaki's Sadomazo counter) in that the opponent is forced into 
    specific frames of animation upon it's activation. In other words, if an 
    Atemi-Nage move is triggered by the opponent they get thrown, no matter what 
    they're doing or where they are on the screen; it's completely inescapable. 
    Realizing this opens up incredible countering possibilities for long range 
    moves, and combined with knowing which Atemi-Nage to use in every situation 
    makes you a real force to be reckoned with.
    Now here's some examples of these unintuitive points in action, in the form 
    of a list of certain character's moves and the Atemi-Nage version that works 
    against it.
    - Dhalsim's F + Hard Punch or F + Hard Kick: Middle counter. Geese counters 
    his long-range poking strategies with ease, making him a certified Dhalsim 
    killer in the right hands. Remember that an opponent will get 'sucked into' 
    throw animation even from half a screen away if they trigger an Atmei-Nage.
    - Cammy's Cannon Drill, Vice's Decide, etc.: High counter. Even though some 
    specials like these are hitting about as low as you can get, they're still 
    special attacks, and therefore must be countered high. With Vice this gets 
    doubly unintuitive, because you can counter her sleeve whip from across the 
    screen, similarily to the way you can with Dhalsim's stretching limbs.
    - Various characters' crouching Hard Punch anti-air moves: Low counter. Even 
    though they're definately not hitting very low, they're still technically 
    crouching, and therefore you must use the low counter.
    - Yamazaki's Hebi-Tsukai series of moves: High Counter. Yamazaki is able to 
    alter the high/low aspects of his belt whip, but Geese doesn't have to 
    bother altering his Atemi-Nage in response. Remember that because all 
    Hebi-Tsukai moves are special attacks, they're all countered high.
    - Ryu's Shoryuken, Kyo's Oniyaki, etc.: High counter. Even against attacks 
    that are seemingly invincible, or at least partially so, Geese still comes 
    out on top. What's happening here is that the Atemi-Nage's success is only 
    concerned with whether it's triggered or not. Since invincible uppercut type 
    moves don't fall under the category of projectile, throw, or super, they do 
    in fact trigger the high counter, resulting in the character's assumed 
    invincible move being surprisingly halted, and them getting thrown.
    I could go on with more examples of initially unintuitive situations like 
    these, but this should probably be sufficient to get the idea across. Just 
    keep in mind what specifically each Atemi-Nage counters, and then think 
    about which of the categories an opponent's move falls into that you want to 
    counter. Again, remember that the only things which cannot be countered with 
    an Atemi-Nage are projectiles, unblockable throws, and super moves. Becoming 
    proficient at using the Atemi-Nage against everything else is a big part of 
    turning Geese into the powerhouse character he has the potential to be.
    Geese is all about countering, pressure tactics, and traps. He doesn't rely 
    on combos excessively, but has one of the highest (if not the highest) 
    damage to hit ratios out of anyone in the game. A simple 2 hit combo of 
    standing Hard Punch into Reppuken, for instance, can take off more damage 
    than some ratio 1 characters' super moves. Still, this doesn't mean you can 
    just go wild with this guy and have his increased damage ratio bring you out 
    on top on it's own. With that said, this section is dedicated to listing 
    some various general tactics and tips on using the boss of southtown to his 
    fullest potential.
    First off, you may be wondering which Groove you should be using with this 
    guy. Well personally, while I use SNK Groove more than Capcom Groove in 
    general, Geese is an exception for me. Now he doesn't really need more than 
    one level of super most of the time, so the limitation you have there with 
    the SNK Groove before your life bar starts flashing isn't too much of an 
    issue. What I do find to be a big issue though is the fact of your super 
    meter dropping once it's maxed out. Geese's supers aren't the kind you 
    really want to throw around recklessly, but instead wait until you have a 
    good opportunity to pull them off. With SNK Groove's gradual depletion of 
    the super bar once it's maxed out, it encourages you to use the super too 
    often and too recklessly in my opinion. The Deadly Rave also isn't really a 
    reason to choose SNK Groove for the higher potential for pulling off level 3 
    supers repeatedly (when your life is low at least), because it just isn't 
    that good a super in general. It's much more effective to build up your 
    Capcom Groove bar and use it on Raging Storms when you have an opening, 
    without worrying about losing the bar because it's depleting on you. On top 
    of this, and putting the Atemi-Nage aside, Geese is best played very 
    offensively, which in turn raises your Capcom Groove quickly and effeciently 
    without even thinking about it. So that's my two cents on Groove selection, 
    but remember that it's still a personal choice. If you find that you enjoy a 
    SNK Groove Geese more than a Capcom one, by all means go for it.
    Now, despite normal Geese's abundance of projectiles, I find him to be most 
    useful as a medium range fighter. If you're at opposite ends of the screen 
    though, your best bet tends to be tossing a normal Reppuken and then super 
    jumping towards the opponent as soon as you can move. If they've tried to 
    jump the Reppuken, you can easily tag them in the air with a Hard Kick. If 
    they've stayed on the ground, you can just land in closer and start some 
    other tactics. Once you're within punishing distance (ie. less than half a 
    screen away), it's time for the mind games and traps to begin. Remember to 
    use your standing Hard Kick from just out of foot sweep range a lot, as it's 
    pretty much completely unpunishable from this distance, and will tag an 
    opponent who tries to do just about anything, including jump. His foot sweep 
    is also recommended to abuse as long as you're not in too close. Just tap 
    the opponent with the end of your foot with either of these kicks, rather 
    than having it so close it looks like it's going through them. Toss in a few 
    hammer fists (F + Hard Punch) when you're in range and always cancel them 
    into a Reppuken or Double Reppuken.
    Now this stuff is all good when they're pinned, but let's deal with what 
    they're going to try to do to get out of this situation. First they may try 
    to roll. If they like rolling a lot, be sure to toss them Double Reppukens 
    just as often whenever you're standing just out of foot sweep range. They 
    should get the idea that rolling in isn't going to work after eating a few 
    2-hit combos from that move. Another likely alternative for the opponent is 
    jumping. Now here you can go for the Joudan-Atemi-Nage if they like to 
    attack in the air a lot, since it's worth the damage this move will inflict. 
    If they wise up and try jumping without attacking though, it's time to start 
    swatting them out of the air with a crouching Hard Punch. Since this isn't 
    unstoppable by any means, you may want to go back to mixing in the 
    Joudan-Atemi-Nage if they start trying to use air specials to overpower your 
    crouching Hard Punch. Finally, if you think you're up to it you can always 
    go for the a Raging Storm, which is essentially a guaranteed punishment 
    against anything they try to come in on you from the air with, if you can 
    get it off in time (and that's a big 'if'). This is by no means a flawless 
    pinning strategy, but I've found it to nullify the threats of jumping and 
    rolling on the part of most opponents quite effectively in my personal 
    The one thing left for opponents to use try against your onslaught is to pit 
    their own moves against yours in the hopes they'll outprioritize you or 
    manage to strike through a vulnerability you've left open in your offensive 
    tactics. This is where things come down to a guessing game at times, with 
    the winner being the one able to be the most unpredictable with their own 
    moves, while at the same time able to predict the moves of the other person 
    with sufficient accuracy. Use of the Atemi-Nage moves, especially the low 
    and middle counters, can make a real difference in a poking war. Know your 
    opponents' moves, which Atemi-Nage is used to counter each one, and then 
    observe your opponent's tendencies. The standing Hard Kick allows you to 
    test this somewhat, by using it to leap at the person and then blocking 
    whatever they try to do afterwards. If they frequently use a string of 
    crouching Light Kicks to make you back off, for instance, you know you'll 
    have to have that Gedan-Atemi-Nage on your mind to take advantage of that 
    predictability. If they try poking you often with standing Hard attacks with 
    long range and high priority, like Yamazaki or Kyo's standing Hard Kicks, 
    then start watching for where to stick in that Chuudan-Atemi-Nage in 
    response. And if they like to overuse Shoryuken type specials for their low 
    risk and nearly invincibile priority, show them just how irrelevant the 
    extreme priority of those moves are to the Joudan-Atemi-Nage.
    Geese isn't always able to overpower opponents on their own terms, but he 
    usually has an alternate way of dealing with problems like this that makes 
    them disappear quickly enough. His projectiles, for instance, are not meant 
    to be used in a long-range war against other projectile fighters. Due to 
    their relatively slow travelling movement, they simply can't break through a 
    barrage of projectiles from most other characters. This is why the normal 
    Reppuken should only be used in combos or as a cover for super-jumping in 
    from a full screen away. You'll notice that Geese can cover an enormous 
    amount of distance with his jumping though, which can be used surprisingly 
    well to deal with projectile fighters quite effectively. Even from a full 
    screen away, Geese is able to super jump over a thrown projectile and easily 
    land a jumping Hard Kick into crouching Hard Kick combo on the opponent 
    before they've even recovered from the projectile enough to be able to 
    block. The speed and range Geese has on his super jumping is one of his 
    strongest aspects for long-distance fighting, as it means opponents are 
    almost never safe throwing a projectile against him from anywhere. And 
    combined with the great range and priority of his jumping attacks, he can 
    pose a threat from the air just as intimidatingly as he can on the ground.
    This strategy will be fairly conclusive in handling avoidance techniques, 
    poking wars, and prjectiles, but there are a few things which he cannot 
    always take such an offensive stance against. Super moves can often not be 
    countered, for example, even with his own Super moves. Rolling can be 
    incredibly dangerous when used in the wrong situations, but since most 
    supers have a significantly long lag time I would recommend using that 
    tactic here when you can. Moves like Terry's Buster Wolf can be 
    particularily fristrating to deal unless you simply roll through it and try 
    to strike from behind. The only other large area of problems lies with 
    unblockable moves and throws. Since the Atemi-Nage moves need to be 
    activated by an actual striking hit, they cannot function against moves that 
    cannot be blocked. Rolling is also ineffective against throws, so that 
    saving grace against unpunishable supers isn't even available here. In fact, 
    throws can present such potential problems for Geese that I would rate 
    Zangief as the #1 hardest character to fight against with him. The only real 
    course of action you have is to stay extremely alert and try to simply not 
    let your opponent get that close to you. It's certainly a tough aspect to 
    deal with no matter how you tackle it (or they tackle you) though, and my 
    best suggestion might be to team Geese with another character who is better 
    suited to handle heavy grapplers.
    Overall, Geese is a character who must typically rely on all of his special 
    moves being used together in order to maintain an effective upperhand 
    against his opponents. In addition, don't overlook his many useful normal 
    moves, especially the extended range abilities of his F + Hard Punch and far 
    standing Hard Kick. And finally, learn the maximum ranges of all of his 
    moves to avoid being left open from using them too close.
    Alright, that's it for an overview. Remember that it will still take a lot 
    of hands on practice to master this guy though. Character FAQs are meant 
    simply to get you started and compliment gameplay experience rather than act 
    as a replacement for it. The real test of proficiency with a character is 
    not of knowledge, but of skill, and that can only come from challenging 
    other good experienced players at your local arcade. So, what are you 
    waiting for? Get out there and start having some fun using this master of 
    disaster! :)
    email me at: bitoku_no_kishi@hotmail.com
    If you're cool enough to use Geese you're probably also cool enough to enjoy 
    playing Street Fighter III, in which case you'll want to check out my 3rd 
    Strike guides for Twelve and Sean, available at www.GameFAQs.com

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