EX Geese by Basel

Updated: 06/08/03 | Printable Version

Geese Howard EX

A Word Before We Get Down To The Real Talk:
What you will read down is my strategy, which means..
it might not be workable with you as it is with me and
may be yes. I really do not need any E-Mail(s) asking:
"What is good or bad" since I will fully talk about
everything about him (including combination attacks).
Hope it will somehow be useful to you and lead your
play or skills to a higher level.

Why Geese?
Geese is not like any other bosses or even villains.
He is so special and noticeable. He is so pure evil
and likes to do what he likes... his style is so
original and he has got a pretty cool voice. He is
hard to use and not as some characters who only
depends on attacking aimlessly for no good reason. Use
Rock prefectly then Geese right away, and then you
will surely know the complete difference between the
two of them.

Name: Geese Howard
Wife's Name: Maire R.
Son's Name: Rock Howard
Brother-In-Law's Name: Kain R.
Half Brother's Name: Wolfgang Krauser
Most Trustworthy Bodyguards: Billy Kane, Hopper and
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
He Is: The Main Villain in SNK 
Weapon: Bare Hands
Style: He trained under every Martial Arts master, so
he is pretty damn expert with everything
Age: Above 45
Birth Date: 1953.1.21 
Birthplace: America
Height: 183cm
Weight: 82kg
Blood Type: B
Hates Most: Those who get in his way.
Likes Most: To be on top of everybody.
Favorite Sport: None
Voice Actor: Kong Kuwata

It does not seem as usual (Geese Tower), but it has
the most favorite things that Geese likes. A very good
looking dojo (or something like that) and the same
cool demon statues that we used to see in most of his
wonderful stages.

Chouhatsu Quotes:

Moves Quotes:
3)Reppu Ken (Wind Slice)
4)Double Reppu Ken (Double Wind Slice)
5)Janeken (Evil Shadow Smasher)
6)Too Easy (Upper Body Slam) 
7)Pathetic!!! (Knockdown Blow)
8)Predictable (Below-The-Belt Blast)
9)Raising Storm
10)Deadly Rave

Intro Quotes:
11)You cannot escape your death.
12)I'll stain my hands with your blood!

Winning Poses:
14)Die, yabo!

Winning Quotes:
15)You don't have the courage to challenge me again,
do you? Ha ha ha!
17)Pride means nothing to one such as I!
18)How dare you even think that you're on my level of
skill! Now suffer!
19)Everyone must suffer!!!
20)Not bad... you could work for me if you could stand

Special Intro Quotes:
Geese: Heh, heh. (pathetically, tells Terry to come)
Geese: Double Reppu Ken (Attacks Bison with the move)
Bison: .... (Blocks the move and smiles in an iditoic
Geese: Heh, heh. (Happily, tells Bison to come)

Light Punch = LP
Light Kick = LK
Hard Punch = HP
Hard Kick = HK

Command List:
1)Reppu Ken: Down, down/forward, forward + LP 
2)Double Reppu Ken: Down, down/forward, forward + HP
3)Evil Shadow Smasher: Half circle back + LK or HK
4)Upper Body Slam: Half circle back + LP
5)Knockdown Blow: Half circle back + LK
6)Below-The-Belt Blast: Half circle back + HP
7)Get Lost: Forward + HP
8)Raising Storm: Down/backward, half circle back,
down/forward + LP or HP
9)Deadly Rave: Half circle back, forward + LK, LP, LP,
LK, LK, HP, HP, HK, HK and then down, down/backward,
backward + HP

10)Katate Nage (One Hand Blow), also called, "Anvil
Bash" and "Dunk Toss": Near Opponent, forward or
backward + HP
11)Knockdown Toss: Near Opponent, forward or backward
+ HK

Normal Attacks that can connected to Special moves:
1)Standing LP
2)Crouching LP
3)Standing LK
4)Crouching LK
5)Distance LK (only to Deadly Rave)
6)Standing HP
7)Crouching HP
8)Get Lost (forward HP)
9)Standing HK (first hit)
10)Crouching HK

Normal Attacks that cannot be connected to Special
1)Distance HP
2)Distance HK
3)Standing HK (second hit)

If you want really to use EX Geese, then you should at
least read what I will write. May be you will find
something useful. Okay, first things first...

The changes are... The first hit of his Double Reppu
Ken no longer holds the oppoent in place.

I will first talk about the Normal Attacks. His
standing and crouching LPs are good to connect them
with other Normal Attacks or Special Moves. You can
always use them if you are cornered or when you want
to make some distance between you and your opponent.
Also, his standing and crouching LKs are the same but
with a little delay. His distance LK is not that
useful except that you can do the Deadly Rave after it
and that is alone very good.  

His standing HP is good to cancel to a Reppu Ken,
Double Reppu Ken or any other move. Also it comes out
so fast, you can do it after the crouching LK and then
Evil Shadow Smasher. That would be painful, really!
His so good anti-air attacks is his crouching HP, you
can do it as long as you like, but be fast. Some
characters can trade hit with you sometimes if you are
not fast. Or it trades hit with some high jump air
attacks, like Ken's LP or LK. And the best way to give
your opponent hard punches is to use his distance HP
perfectly. Use it when the opponent is about to jump
or make a move. Or when you want to play save. You can
use his standing HK anytime but becareful though, do
not over use it, because some characters can get you
with their supers after they defend. There is a little
lag you know, but you can cancel the first hit to a
Reppu Ken of course to save your butt. But you won't
be using it that much because there are some other
good options more than this Normal Attack. You can use
his crouching HK after some Normal Attacks (read
below), or to keep your opponent away. Also you can do
the Raising Storm after it which makes this attack
some kind of good. But really, this Normal Attack is
useful a lot. And damaging if I may say. Do not worry
about using it at all. But make sure you do something
right after it (connect) like Reppu Ken... if the
opponent defends, that is. And if the opponent plays
tricky, then do not cancel it everytime you do it. His
distance HK is good if you want to keep the opponent
near you or want to get near to him/her. Also, if the
opponent is about to jump then do it. The Get Lost
(forward + HP) is good after the Deadly Rave or when
the opponent is about to jump. And if the opponent
high long jumps, use it. You should know the timing.
With a little practice, you will master it in no time.
But I won't say with a little practice you will master
performing the Raising Storm after Get Lost. Because
this needs very fast hands. So, you should parctice a
lot. If you ask me, it is nothing. May be because I am
used to the Super Move since Fatal Fury Special...
which is a very long time, ladies and gentlemen.

His air HP and HK are there for the combos and needed
damage. If you want to attack, use them. But
unfortunately, none can be connected to Shippu Ken.
Also for fast play, you can use his LK... but I won't
say the same about his LK. They are not that helpful
as his HP and HK... 

As for the moves, his Reppu Ken is kind of slow now
(same goes for all other fire balls). Use it from time
to time. Also, his Reppu Ken is good to do when you
are close to your opponent or when he or she is down
on the ground. Only do his Evil Shadow Smasher with a
combo. Do not use it just like that because if the
opponent defends then you are history. Always use it
with a very damaging combo. As for his counters, Upper
Body Slam, Knockdown Blow and Below-The-Belt Blast. I
say the most used and useful one is with no doubt
Upper Body Slam, because you can counter all Air
Attacks and the Special Moves, but not the Super Moves
(idiotic)! Use it, use it and use it when you see your
opponent performs any Special Attack. But be careful,
you cannot counter the throw moves, smarty. This is
not Geese from Fatal Fury: King of Fighters, you know
(that was a demon ^_^)? As for the Air Attacks, it is
mostly about guessing here... same thing goes for his
other counters, Knockdown Blow and Below-The-Belt
Blast. Use it when the opponent is mashing endlessly.
Or sometimes you do not have to wait for your opponent
to make a move to do it. If you play so fast and want
to not let your opponent jump just do it, just like
that. Mostly, the opponent will be be confused why you
did it? And will jump and not attack, just waits for
you to do it again and then get you. But in return you
do the Raising storm or crouching HP. If the opponent
has got a super, then you have to think over it again,

His Super Moves, Raising Storm and Deadly Rave are by
far the best in the game. They make the opponent
screams: "OUCHHHHHHHH"! But I am talking about the
level three Raising storm, because level one and two
are hard to get any one. But if you are fast enough to
perform the Raising Storm, then you should have no
problems at all. I am okay with it, you jump and I
will easily be Raising Your Butt to sky in no time.
And before you enough know it. I do not care whether
it is level one, two or three. Just when I see the
Super Bar at full, then I smile. Also, his Deadly Rave
is so good with no question asked. Hands down, it is
too much. But now, it does not push the opponent away.
So, do it when the opponent makes a move or any Normal
Attack. Or why not with a very decent combo?

His throws are simple, yet useful. If you want to play
save or keep away, then use the Katate Nage. And if
you want to do combos and keep your opponent near you
then use the Knockdown Toss.

You are R3, so your moves will be damaging and you
have more stamina. But you will have one R1 character
with you, not to mention Ex Geese is not like the
normal one. So, you have to be pretty careful... you
do not want to lose so fast. I use SNK side so that
when I have not enough life bar, I could do Raising
Storm anytime. I can attack freely without worrying
about any character that wants to jump. Not to mention
the Deadly Rave and then Raising Storm. But anyway,
you can use any side that fits you. When you start the
match, try to be completely focused and never let your
opponent attack twice as if you have nothing to do.
You can defend, but do not make it long. If you have
to defend, then you should fast think of what to do
next, so try to do so punches and kicks. Like distance
HP, distance LK, distance HK... and so on. The ones
that are completely save and painful. When an opponent
plans to play with fast frames, do the same. But hit
with the same time so that you can cancel his or hers.
And when a LP or LK works, do another harmful one...
like HP or HK. Also, use his crouching HK from a
distance... it will be useful against many characters.
If you are good with the Raising Storm and you are
facing a character that likes to jump a lot for the
combination attacks, then be sure to choose SNK. You
can endlessly do the Super Moves... it might not be
that damaging but at least it will be useful, and let
your opponent think twice before attacking you. You
can use the Reppu Ken and Double Reppu Ken as long as
you like, they come out pretty fast and there is no
lag after you perform them. But only use his Evil
Shadow Smasher when you want to do a combination
attack. Do not do it just like that, other wise you
will be dead. Make sure to play save with his Reppu
Ken and Double Reppu Ken, they have some range, but I
still say the normal Geese is better... anyway, when
your opponent is cornered, just do the Reppu Ken and
then if you want to do it again then do so, but change
your style so that you won't be easy to read. Like do
a Reppu Ken then attack with the normal attacks. Or
throw your opponent... and so. Do not forget to use
the counter if you have to... make good use of them.

Now that you know everything, you should know that
Geese is very slow when he jumps, so jump when you
toss your opponent after Get Lost. Also, he is not a
faster runner. So, short run and would be good for you
(Dreamcast). But it is dash (Aracde), then dash after
the opponent falls down, and you do not have to use it
that much since you will have to focus on playing a
mind game rather than just like Kyo! If you want to
corner your opponent use the light attacks, short run
(or dash), jump and the Reppu Ken. Also when the
opponent in falling down, confuse him or her by
crossing him/her or not. That should be good. Try to
focus on your opponent's movements so that you can get
the idea of what to do "next"! And react fast... do
not think things through over and over again just for
the sake of not getting hit. Because you will be dead
by the time you do so. Always attack from the three
points, low, mid and high. And "never", I mean NEVER
say Geese is cheap, because there is no one cheap but
you, stud. Geese is hard to use and when you know how
to fully use him, you will understand that he is the
main reason why you are kicking your friends' @$$E$
over and over again. Now you only have to read above
again the good and weak point and make things good for
you (if you have to). 

Never say that or this is cheap, because only losers
believe on cheapness. 

I will only write the names of the moves (not the
commands), I have always been so... so if anybody is
not good with it, you can see the command list above
and then check here again. I will list every good,
bad, short, long, easy and hard combos. I really will
not bother to look for sites to put any of their
combos in here. I like to see my work completely
original, but you might know all the combos... I will
put it just for Geese's fans' sake. and "Chouhatsu" is
not a must... it is only for fun.

Both Sides:
1)Jump HP, standing HP, Reppu Ken
3)Jump HK, crouching LK, Double Reppu Ken 
4)Jump HP, standing LP, standing LP, crouching HK,
5)Jump HK, standing LP, standing LP, distance LK,
Deadly Rave
6)Jump HP, standing HP, Deadly Rave
7)Get Lost, Raising Storm
8)Jump HP, crouching HK, Raising Storm
9)Jump HP, crouching LP, crouching HK, Raising Storm
(opponent must be cornerd) 
10)Jump up HP, distance HP
11)Jump HK, standing LP, standing LP, standing LK,
Deadly Rave (until the 8th hit), crouching LP,
crouching LK, crouching HK, Chouhatsu (opponent must
be cornered)
12)Jump HK, standing LP, standing LP, standing LK,
Deadly Rave (until the 8th hit), standing LK, standing
LP, Double Reppu Ken (opponent must be cornered)
13)Jump HK, standing LP, standing LP, standing LK,
Deadly Rave (until the 8th hit), standing LK, standing
LP, Evil Shadow Smasher (opponent must be cornered)
14)Jump HK, crouching LK, standing HP, Evil Shadow
15)Jump HP, standing HP, Evil Shadow Smasher
16)Jump HK, standing LP, standing LP, standing LK,
Deadly Rave (until the 8th hit), crouching LK,
standing HP, Reppu Ken (opponent must be cornered)

SNK Side:
17)Jump HK, standing HK (cancel first hit), Deadly
Rave, Raising Storm (opponent must be cornered)
18)Jump LP, standing LP, standing HP, Deadly Rave,
Raising Storm

Capcom Side:
19)Raising Storm, Raising Storm (opponent must be
20)Reppu Ken, Raising Storm (opponent must be cornered
and jumping backward or up)

Last Word:
Okay, Finally... it is finished. Hope I was helpful
and useful to you. If anybody wants to use anything,
by all means do so, but tell me so first before you do
that. And if anybody have any doubts about any
combination attack or cannot perform any, kindly,
E-Mail me and I will explain it more clearly to you.
Remember, do not stick with the rules a lot... Screw
The Rules.

Special Thanks:
1)To Capcom for this great game.
2)To Gamefaqs.
3)To all Geese's fans. 
4)To all my friends for the encouragement. 

Capcom vs. SNK Pro is Copyright Capcom Corporation
This document Copyright 2003 Basel

If you need to contact me to add or ask me about
anything, E-Mail me at Mr_Basel@yahoo.com or

Credits for GameFAQs and Capcom company.