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

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

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

------------------
Character Profile:
------------------
Name: Geese Howard (The Kingpin of Southtown)
Wife: Maire R.
Son: Rock Howard
Half Brother: Wolfgang Krauser
Brother-In-Law: Kain R.
Most Trustworthy Bodyguards: Billy, Hopper and Ripper
Also Known As: "Ruler of Southtown", "The Conqueror of the Underworld", "Don of
the Dark Organization", "The Ultimate Self-Made Badguy" and "Lone Wolf Killer
Geese".
He Is: The Main Villain in SNK
Weapon: Bare Hands
Birth Date: 1953.1.21
Birthplace: America
Age: Above 46
Height: 183cm
Weight: 82kg
Blood Type: B
Country: U.S.A
Style: Kobojutsu and Hakkyokuseiken
Hates Most: Those who get in his way.
Likes Most: To be on top of everybody.
Favorite Sport: None
Character Voice: Kong Kuwata
English Character Voice Actor: Ward P. (only in the Fatal Fury animes)

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

-----------
Appearance:
-----------
=========
In Games:
=========
1)The Super Spy
2)Fatal Fury: The King of Fighters
3)Fatal Fury Special
4)Fatal Fury 3: Road to the Final Victory
5)Real Bout Fatal Fury
6)Real Bout Fatal Fury Special
7)Real Bout Fatal Fury 2: The New Comers
8)Fatal Fury: Wild Ambition
9)Fatal Fury: First Contact
10)Fatal Fury: Dominated Mind
11)Art of Fighting 2
12)Quiz The King of Fighters
13)SNK Vs. Capcom The Match of the Millennium
14)Capcom Vs. SNK
15)Capcom Vs. SNK: Pro
16)Capcom Vs. SNK 2
17)The King of Fighters'96
18)The King of Fighters Ex: Neo Blood
19)The King of Fighters'Kyo
20)SNK Vs. Capcom Card Fighters Clash (card)
21)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion (card)
22)SNK Vs. Capcom Chaos

===============
In Backgrounds:
===============
1)Pao Pao Cafe - The King of Fighters'94
2)Japan Stage - The King of Fighters'2002

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

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

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

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

----------
Why Geese?
----------
  The classic and favorite villain of all time. If you love his personality,
his Special Moves, Super Moves, winning poses, the way he plays and his voice
then he is your best choice.

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

--------------
Why Not Geese?
--------------
  He is unbelievably overpowered, top tier (the best), easy to use, deadly
combos, childish infinite, his Super Move command, Raising Storm, is not that
tight... anyone can easily do it and it has several short-cuts.

  Aside of all this, you can easily tell the difference between a Geese expert
and a retarded player who uses Geese only because of the mentioned reasons
above.

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

----------------------
How To Play As Geese?:
----------------------
  Pretty easy. Hold the start button while you are entering the following code
to play as Geese Howard: "Left, Left, Left, Down, Left, Up, Right, Up + A or D".

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

------------
A Must Read:
------------
  Many people see those who choose Geese are somehow, G** guys. Just because
they like to choose him over many, they were called that! Many fans out there
just loved him over the many years and waited for this very sweet moment to see
Geese in an actual SNK game. It has been over five to six years that we did not
see Geese in our Neo-Geo or what-so-ever consoles. And now that the lord of
crime has come back with so much hatred towards all of you, he has something to
say. Over to you, Mr. Geese! And welcome back. ^_^

  Geese remarks,
  Hmph! You talk too much, Basel!

  First of all, I hate all of ya... includin' those scum bags who were naggin'
all along to avoid bein' kicked by me! I wish for ya a very painful death,
suffer in yer stinky graves and scream loudly in hell while yer feelin' the
pain.

  Am back and ready to kick butts. Greetin's to all ma fans... ya guys are
loyal but yet punks as well. Ya should have left SNK since I was forgotten. I
won't punish ya since ya didn' forget me and loved me even in my appearances in
CvS 1 and 2 (was I bald and got a big belly?). Boy was I havin' fun? Those were
toys and dolls to train ma old moves on them.

  Anyhow, am very mad now and am here to kick some major butts around. Ya DON'
wanna fight me. Go do yer homework and avoid me. Or rely on stupid a reason
behind your ignorance like; "playin' the secret bosses is gay!" Be sure that
nobody's so except you, scum! If ya don' like it jus' gimme the green light to
raise yer butt to the cloud and make ya see the moon clearly. Now I shall take
ma leave, I got no time for ya, kiddos! I wish for ya all the worst and in
hoping to face me someday to kill ya. If ya got the courage, that is! HM, HAH,
HAH, HAH!

  So long, punks!

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

-------------
Maximum Mode:
-------------
  It seems that people ask a lot about the Maximum Mode because it does not
seem to be completely understandable. I will explain it in depth and hope it
will be clear to everyone. All the examples that will be given are for Geese
mainly since this is a Geese F.A.Q.! And to be creative with your combos and
skills, you have to know what this system is all about!

   Maximum Mode makes you do combination attacks that cannot be done without
it, which means you can cancel any Normal Attack (like A, B, C or D), Special
Moves into other Special Moves or Special Attacks (like forward + D,
down-forward + D and so on).

  Here is a simple example of Geese when he has a Maximum Mode:

  Evil Shadow Smasher can be cancelled to anything with the Maximum Mode. This
Special Move has three hits, so in order to cancel it to anything you will only
be able to cancel either the first or second hit of his Special Move. So, you
cannot cancel the third hit naturally (though you can). Or you do not have to
since it will knock the opponent down and mess up your combo.

  More in depth, now how to cancel! You only have to fast input the command for
the thing you want to do so that you could cancel the first Normal Attack,
Special Move or Special Attack you have done. Now you have to also know can he
cancel the other Special Moves as well or not (Geese or anyone)? Like Double
Reppu Ken can be cancelled in the first hit and so on. Now when you know this
hard step, the easy one comes next which is combining the Special Moves into
each others and make a good combo for you, like:

Evil Shadow Smasher (cancel first or second hit by doing the next attack right
after the first or second hit, which is ===> ), forward + D

Or Double Reppu Ken (cancel the first hit), Evil Shadow Smasher (cancel either
the first and second hit), Reppu Ken

  By this, you can create your very own neat combo. You can cancel also the
Normal Attack that cannot be cancelled without the Maximum Mode like distance
A, B, C or D! So you could make another ways for your combos to work, like:

Distance C, forward + D, distance C, forward + D

  Whenever you cancel anything, it will take some of your Maximum Meter
depending on what you are performing. If you cancel anything to forward + D, it
will take at least 10% of your Maximum Meter, if the Raising Storm then it will
take at least 45% of your Maximum Meter and so on. You have to know what you
are doing and when to cancel to make your combo better and longer.

  Maximum Mode can be used to change your pattern as well. Some turtles wait
for your Double Reppu Ken and defend the first hit and then punish you by doing
the Guard Cancel Dash and good-bye by a painful combo... but you can let them
not do so by canceling the first hit of your Double Reppu Ken to the Raising
Storm.

  Moreover, the Maximum Mode can make you perform your Super Move several
times. When you know the basics of the Maximum Mode you will naturally be
better. Here is a combo when you have a Maximum Mode with Geese for example:

Jump D, standing C, forward + D, Evil Shadow Smasher (cancel after the second
hit) forward + D, Evil Shadow Smasher, forward + D, Evil Shadow Smasher,
forward + D, Evil Shadow Smasher, forward + D, Evil Shadow Smasher, forward +
D, Deadly Rave (AA, BB, CC, DD), standing C, forward + D, Reppu Ken, Raising
Storm (Maximum Mode)

  If you do not cancel anything from the very start of the Maximum Mode and
fast do Raising Storm... you could do it three times. It takes 45% at least...
when you do it twice then that is 90% so there is 10% left. The thing is, as
long as you have Maximum Meter left, then you still can cancel anything or do
your Super Move with the 10% left. Even if you cancel many Special Attacks and
Super Moves and left with a 1%, you will still be able to perform your Super
Move. Remember that the Maximum Gauge does not wait for you to finish your
Super Move and say; "Mister, are you finished yet? Because I have to go down
slowly!" The Maximum Gauge is a sort of timer that slowly drains and it will
not wait for you to finish performing your Super Move or anything... it will go
down whether you are doing anything or not. Keep that in mind.

  Overall, The Maximum Mode does have damage scaling, but it is still will not
help... the Maximum Mode is still powerful. Everything becomes easy once you
know your stuff...

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

------------------
Guard Cancel Dash:
------------------
  This system is so great to some characters and so lame to others as well. It
could be a fatal system to some and a broken system to others... like Chun-Li!

  As for Geese, it is as great as the way you try to use it perfectly. What to
do against those who rely on it? If you read well in the M.A. section you will
understand how you can make everything almost, unpunishable. And when the
opponent does the G.C.D. then you will have most of the time four choices.
1)Raising Storm (can guard), 2)Holy Gates (punishing), 3)Normal Throw (when
there is nothing left to do), 4)Escape throw when the opponent tries to throw
you.

  Now, when you play against let us say, Guile who does not have many options
after the G.C.D., he will most of the time go for a throw after he G.C.Ds (if
not charging). Here, you could punish him easily. So, all you have to do is be
very focus when the opponent tries to G.C.D., your frames will stop for a
moment so you could react fast here.

  As for how to make the G.C.D. so painful and near perfection? Use it when the
opponent does a heavy attack and will not be able to recover when you do
G.C.D.! Or, do standing C, Spinning Kick for the purpose to make the opponent
G.C.D. and then punish him with any of the attacks mentioned above. When you do
standing C then Spinning Kick, most of the "experts" will try not to G.C.D. for
fearing that they will do a mistake and the Spinning Kick will hit them and
then they will eat a big combo or better yet, infinite. Do not G.C.D then Holy
Gates with the pokes because they have fast recovery, normally. Just with the
close attacks and heavy ones. You could force the opponent to hit you to G.C.D.
by dashing and attacking him or her endlessly. The most important thing that
you should keep always in mind is that you are already better so the G.C.D.
will not make you so great, it will just give you an option to do when you want
to play fast and finish everything fast once and for all.

  Crouching B is very safe. You can do it even if you know that the opponent
will do G.C.D. (Guard Cancel Dash)! You will be able to recover and still
either jump backward or punish the opponent with either the normal grabs or
Holy Gates. Even if you do crouching B then Reppu Ken, you will still be safe
because Geese recovers so fast (really fast) after performing the Reppu Ken.
You will be safe in either way! If the opponent is planning on G.C.D. after you
make a heavy mistake then that would be standing C (not far), D or Spinning
Kick! Needless to say, that would be pointless since those will only be used
for the combinations. So, the opponent will have a hard time to get Geese with
the G.C.D.! As long as you use your Normal Attacks perfectly in time... you
will have no worries playing against a player that depends on the G.C.D. a lot
(like Tabasa and Mars People players the most)!

  The system is powerful and way better than the roll in some ways, but it is
still beatable if you play a complete mind game to punish those who depend on
it a lot (normally because they cannot do a thing with you)! Also, when you do
G.C.D. with the crossups, you will go the wrong way, so be careful not to fall
for this pitiful mistake. Other than this, you are on your own.

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

-----------
CD Counter:
-----------
  This is pretty useless to Geese, because he is not one of the players that
can be punished a lot or wants a space to use it. You do not have to waste your
great meter on it. Do not use it... use the G.C.D. instead.

  How to punish those who use it? When you jump deep and attack, the opponent
will most of the time try to use it, defend fast and it will not hit you and
the opponent will have to recover from it. The good thing is, when you defend,
fast G.C.D. and then punish the opponent. This will make him say OUCH loudly!
This goes to your pokes as well.

  When you feel that you need a space to do Reppu Ken or Raising Storm, you
cloud do it but after a Special Move, Super Move or Exceed... not any fast
recovery Normal Attack. Only use it when you do not think fast, that is! When
you use him fast you will not even think about it. Do not worry.

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

--------------
Normal Throws:
--------------
  When people try to G.C.D. into a throw, then push AB and CD randomly. Most of
the people will use the CD throw... I do not know but I have noticed that a lot
of people do so. So, push first CD then AB. ^_^

  The best character that can do some damaging after the throw is Geese since
he can continue with another throw as well. The others are not. Guys like Sim,
Guile, Ryu, Ken, Earthequke and many more will G.C.D. and then throw most of
the time, so if you did not punish them after the G.C.D., simply throw escape.
Does not get as simple as that, really!

  Keep in mind that the characters have to use their throws to keep a distance
between you and him or her. Or to have some air to do anything. So, always keep
your eyes open and punish as long as you can.

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

---------------
Winning Quotes:
---------------
1)Humph! I thought as much.
2)Oh, cursed fate! Must these young punks constantly confound me?!
3)I should show more mercy. Here comes the finisher!
4)Now beat it. I have no business with wimps.

----------------------------------
Against Akuma, Ryu or Ken Masters:
----------------------------------
The Legendary Fist of the Assassins! That's it?

--------------
Against Terry:
--------------
Where's your little brother? I'm gonna do away with all of you Bogards.

--------------
Winning Poses:
--------------
1)Hah! Waste of time!
2)Hmph!

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

--------
Intros:
--------

=======================
Against Imposter Geese:
=======================
Geese: You can't be me just by dressing up. Your docility's showing.
Imposter Geese: You're a disgrace. Buzz off, fly!

Geese: I'll crush you!

================
Against Genjuro:
================
Genjuro: I destroy all who stand in my way!
Geese: Oh, the samurai! It's an honor to meet the real thing.

Genjuro: We'll see how long you think so.
Geese: Heh, heh, heh. You'll need more than a sword!

===============
Against Balrog:
===============
Balrog: Wait. You're Geese, huh? You have a great rep for being on evil dude,
eh?
Geese: Get lost, punk. I've nothing to say to you.

Balrog: You might after I pummel you into goo. Gah-ha-ha-ha!
Geese: Oh, brother... Why do I have to waste my time on this clown? I should've
brought Billy along with me.

=============
Against Choi:
=============
Choi: Evil is my enemy! Just kidding, buddy boy!
Geese: Hmph.

Choi: Why you! You got me all riled up now!

================
Against Chul-Li:
================
Geese: Oh, no. You're a cop. Silly Interpol fool. Would she dare?
Chun-Li: Of course I would, Geese Howard. Come quietly!

Geese: ...Come quietly? Ha! Me? Geese Howard? No your place, cop! What can you
do to me?
Chun-Li: Silence! You're busted! Interpol's reputation is at stake, after all!

============
Against Dan:
============
Dan: Oh, ho! Geese Howard! We gotta have a bout!
Geese: Another small fry....

Dan: Here I come! Hyah-ho!

========================
Against Demitri Maximov:
========================
Demitri: You don't desire eternal life and supernatural powers? Become my
servant and you shall have it!
Geese: What creature are you...? Speaking of me being your servant's priceless!

Demitri: It's once in a death time chance, you know. Why just be a mortal?

================
Against Dhalsim:
================
Dhalsim: I sense evil!
Geese: If I'm evil, then everyone is. Wah ha ha!

Dhalsim: I believe that I can cleanse your heart!

================
Against Goenitz:
================
Geese: The supreme Orochi... I'll have you tell me the secrets of Orochi!
Goenitz: It's no use. ...A mediocrity like couldn't grasp it.

Geese: I, Geese Howard, a mediocrity, am I. Judge for yourself!
Goenitz: I pity you...

===================
Against Earthquake:
===================
Earthquake: Snort. Snort. I'll do away with you then the gold's mine!
Geese: Hmph! It's a plan! Put 'em up!

==============
Against Guile:
==============
Guile: ? You! Why you're Geese Howard!
Geese: Hmm. I guess I'm famous!

Guile: Why are you here...? Plan to join Shadawloo and enlarge the organization?
Geese: What the...? Somebody's misinformed.

Guile: Well, if you don't want to tell me, fine. Just one more reason to smack
you around!
Geese: That's why I love messing with soldiers! And just how will you achieve
such an impossible goal?

Guile: Like this!

=============
Against Hugo:
=============
Poison: Very nice. What a distinctive look! Hey, bud, ever wanted to be scouted
by the pros?
Geese: Heh, heh. I'm expensive.

Poison: Right to the point. I like that. So, how much are you asking for?
Geese: Hmm. Let me think... The entire world and your freedom will do.

Poison: Whew! That's steep! ...Hugo! Make sure you get the change. And a
receipt, too. Don't forget that!
Hugo: You look tough. But pro wrestling's pure kraft, uh, strength. And I'm
strongest.

====================
Against Iori Yagami:
====================
Geese: The Orochi power... I still crave it!
Iori: Do not seek what you can't control...

Geese: I have always got what I have wanted and I will have the Orochi power
too!
Iori: Your foolish pride... shall bring you death!

====================
Against Kasumi Todo:
====================
Kasumi: I am Kasumi, daughter of Ryuhaku Todoh. Defend yourself, Geese!
Geese: Hmph. I've met this daughter of a fly before...

Kasumi: My father's been here? Am I a tough enough martial artist yet? But I
must not show my Achilles' heel in front of my enemy!
Geese: You're a spunky one. OK. I'll oblige you. Bring it on, fly!

====================
Against Ken Masters:
====================
Ken: Huh? You... I can tell you're one wicked dude!
Geese: Kiddo, if you want to die, try someone else.

Ken: They turned me down. You're the only one who looked promising. Geese.
Geese: Oh, so you've heard of Geese Howard, have you? Very well. I'll kill some
time... and you, too.

====================
Against Kim Kaphwan:
====================
Kim: I cannot leave one who is so possessed by evil...
Geese: Another pest...

Kim: You'll regret that snotty remark!
Geese: Hmph!

=====================
Against Kyo Kusanagi:
=====================
Geese: Come on, Kusanagi! Show me your stuff!
Kyo: Hmph. Very well... Let's do it, chump!

=================
Against M. Bison:
=================
Geese: Well, well. The leader of Shadawloo. So you're Bison?
Bison: ...Geese Howard, is it? What brings you here?

Geese: You can't control the world, but I can. So... now you can die happy.
Bison: Foo ha ha! How amusing.

=====================
Against Mai Shiranui:
=====================
Mai: Geese! Yikes! A ghost!
Geese: Oh, Bogard's lady!

Mai: I'll exercise you!

===================
Against Mr. Karate:
===================
Geese: What's with that ridiculous mask? Insulting me, Sakazaki?
Mr. Karate: Don't know Sakazaki. They call me, Mr. Karate, the Karate Goblin...

Geese: Imbecile.
Mr. Karate: Yeah, but Mr. Karate's no ordinary imbecile... You'll see for
yourself!

=====================
Against Ryo Sakazaki:
=====================
Ryo: You villain. I'll pulverize you!
Geese: Hmph! You don't think you can beat me, do you?

============
Against Ryu:
============
Ryu: Ancient martial arts...?
Geese: I'm not sure what it is, but it ain't much.

Ryu: Let your fists show if "it ain't much."
Geese: Hmph. Very well. Taste the strength of I, Geese Howard!

==============
Against Sagat:
==============
Geese: Won't you work for me? I could use someone with you brute power.
Sagat: I serve only my heart...

Geese: Then I'll just have get your heart to have you work for me.

==============
Against Shiki:
==============
Geese: Whoa. It's you. You look like a doll.
Shiki: ...I'll slice you!

Geese: A puppet can't kill me. You'll realize that!
Shiki: I will... ...slice you...

=====================
Against Terry Bogard:
=====================
Terry: Geese! You're alive!
Geese: Hmph! I'm immortal! Now it's time to end our accounts.

Terry: Oh. We'll even things up all right. For good.

===============
Against Tabasa:
===============
Tabasa: Geese Howard... Ruler of Southtown, I presume?
Geese: If you want an interview, you'll have to get in touch with my agent.

Tabasa: I don't need comments. I've come for one of your possessions: The
Secret Scrolls of Jin!
Geese: Hmph. Disagreeable child. I'm going to swat you.

=============
Against Vega:
=============
Geese: So you're Vega? I've heard of you. Don't you ever think about using your
strength for me?
Vega: I serve no one! I live for beauty. And may die for it.

Geese: Pah! ...Very well. You can seek beauty in the hereafter!
Vega: Hyoh-hee!

==============
Against Akuma:
==============
Geese: The Murder Wave... What nonsense!
Akuma: Destroy!

Geese: The folly of the weak! A revery of wimps. For I, Geese Howard, do not
need a fortress to protect me.

====================
Against Mars People:
====================
Mars People: Beep boop boop bop!
GEESE: ...!?

Mars People: Beep boop!

=============
Against Zero:
=============
Ciel: (Zero, beware... I have a bad feeling...)
Geese: What's a punk like you doing in this place...?
Zero: Hmmm... Not even I know.

Geese: Foo, ha, ha! Funny! Come on!

===============================
Against Riot of the Blood Iori:
===============================
Geese: ...Consumed by Orochi.
Orochi Iori: Ooh-whoaaaaa!

Geese: Hmph. Come on!

====================
Against Violent Ken:
====================
Violent Ken: Geese Howard... Your hide's mine...!
Geese: Hmph!

Violent Ken: Ooh-whooaaaa!
Geese: A perscription for evil sans esthetics...?

===========================
Against Serious Mr. Karate:
===========================
Serious Mr. Karate: Who would've thought that young punk would be what he is
today?
Geese: I know you! Takuma Sakazaki!

Serious Mr. Karate: Don't you think you've gone a little over the top, Geese.
Huh?
Geese: Hmph! I'm not the kid I used to be!

===================
Against True Akuma:
===================
Geese: Wh-what's this!
True Akuma: Destroy!

Geese: Hmph! So this is the real Murder Wave, eh? Bring it on!

===============
Against Athena:
===============
Geese: ...Where am I?
Athena: Huh? Another human?

Geese: Honey, where am I?
Athena: Such insolence! I will have to teach you some manners!

====================
Against Red Arremer:
====================
Geese: Where am I...?
Red Arremer: Goo-gyah!

Geese: What a wild welcome... A little lacking, but... Hoo, hoo, hoo.
Red Arremer: Gyah! Gyah!

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

-------
Ending:
-------

  Smiling with a cloudy backdrop, Geese grabs his shirt.

Geese: Hmph. Even in the Netherworld... it's all recreational pain infliction
for me...
?: ...Geese!

  Billy appears at his side with Ripper and Hopper behind him.

Billy: I've come to welcome you back.
Geese: Hmph. Billy, huh? Sorry to put you out.

  Geese turns away towards us and smiles while his henchmen seem confused.

Geese: But, before I go home, I've got some business to handle.
Billy, Ripper, Hopper: Huh...?

Geese: Heh heh heh. Let's go. We're headed... for Thailand.

  Geese, wearing a suit, sits happily on M. Bison's throne.

  GEESE, LEADER OF SOUTHTOWN... AND NOW THE SHADAWLOO BASE. ALL OF HIS EVIL
DESIGNS... ARE ABOUT TO BE REALIZED...

Geese: Heh, heh. One day the world... will be under my thumb!

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

-------
Legend:
-------
A button = Light Punch
B button = Light Kick
C button = Hard Punch
D button = Hard Kick

G.C.D. = Guard Cancel Dash (also known as Guard Cancel Front Step)

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

-------------
Command List:
-------------

--------------
Special Moves:
--------------
1)Reppu Ken: Quarter circle forward + A
-
2)Double Reppu Ken: Quarter circle forward + C
-
3)Evil Shadow Smasher: Half circle forward + B or D
-
4)Shippu Ken: Quarter circle backward + A or C (in air)
-
5)Below-The-Belt Blast: Half cricle backward + A
-
6)Upper Body Slam: Half circle backward + B
-
7)Middle Body Blow: Half circle backward + D
-
8)Flying Sawblade Slicer: Forward, down, down-forward + A or C

------------
Super Moves:
------------
9)Raising Storm: Down-backward, half circle backward, down-forward + A or C
-
10)Holy Gates: Near opponent, twice half circle backward + A or C

-------
Exceed:
-------
11)Deadly Rave: Half circle backward, forward + BCD, A, A, B, B, C, C, D, D,
quarter circle backward + CD

----------------
Special Attacks:
----------------
12)Fudou Sakkatsu Uraken: Forward + C
-
13)Spinning Kick: Forward + D

-------
Throws:
-------
14)Tate Katate Nage: Press AB when you are near the opponent
-
15)Shinku Nage: Press CD when you are near the opponent
-
16)Face Grab: Near a fallen opponent, down-forward + C

P.S. If you do not combine the Reppu Ken or Double Reppu Ken with any Normal
Attack or Special Attack, they will travel (R.B.F.F.2 versions). If you combine
them with anything, they will not travel (K.O.F'96 or Ex Geese in CvS versions).

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

---------------
Moves Analysis:
---------------
  To make everything understandable, I will do this for all his Normal Attacks,
Special Attacks, Special Moves, Super Moves, Exceed and Throws! And after every
explaination, I will mention from where it came and if they changed anything
into the Normal Move, Special Attacks, Special Moves, Super Moves, Exceed or
not! I will go indepth with everything. The more I go indepth, the more I will
not be bothered with the questions. Natural...

======
Far A:
======
  Fast and good for tricks and not to get hit by the G.C.D.! The way it should
be used is to make it as simple as it seems to be. Do not depend on it that
much, you only have to do it from time to time to change your pattern and be
fast and not give your opponent the time to move around. When you use it, try
to force the opponent to face you on the ground with it.

  This is always a good start for the distance B, C or D. It is good to be used
after the pokes too. Its great priority comes when you use it as defensive
weapon, not offensive. Some characters still can take it out by their great
priority Normal Attacks, so as I said... only use it from time to time because
it is pointless to rely on it the whole match.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

======
Far B:
======
  There is nothing helpful here to say other than this Normal Attack is not as
fast as the above one. If the opponent is completely focused, you can be
punished by the G.C.D. anytime. Before you try to use it, always check your and
the opponent's meter and think before you make a move.

  Most of the players give no attention to it, but when I play against Geese's
experts, I always punish them when they try to use this Normal Attack. Of
course you could use it when you have Maximum Mode since you can cancel it to
anything, it would be pretty much tricky to do so. But if not, then do not
bother a lot since you have a lot of better options.

  Bottom line, there is no priority in it... only depends on the way you use it.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

======
Far C:
======
  One of the punishable attacks, but it has its own goodness too. The opponent
can punish you if he can G.C.D., and if he has a throw move... and not if he
does not.

  The thing about it is, it has a good range and fast enough to surprise your
opponent. Also, there is a great priority, but still... the G.C.D. is powerful
enough for it. So, how can you make your Normal Attack powerful? Easy and
simple, Geese cannot cancel this normal into any Special Attack or Special Move
unless he has the Maximum Mode, but the good news is... he can cancel it into
the Raising Storm without the Maximum Mode! The better news is, it is so hard
to cancel it into the Raising Storm so you will not see this coming except from
the experts.

  Anyway, if you want to do it, try to do it from a distance... in other words,
make only the last punch reach the opponent, not the hand it self! By this, you
can avoid being punished by the G.C.D.! Some characters have some powerful
command throw. Let us say Tabasa, her command throw is like what, one frame?
100% for sure she will grab you if you do standing C from a close range, when
you do it from a long range she will still be able to D.C.D. but will not grab
you. Tabasa's missing frame is very fast.... as I said, one frame... the
recovery isn't much. So, your only good and safe strategy is to do the normal
from a long range and always be ready for the Raising Storm.

  Try to be fast when you want to use this Normal Attack so that you won't let
the opponent read your movements easily.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

======
Far D:
======
  The same thing can be said to this Normal Attack too (as the standing C).
Only this one has a better range and less recovery, but a little start-up! Not
that long but so little. The standing C is faster to come out and cancelable.
So each one has its strong and weak points. You just have to make good use of
it.

  This should always be used from a distance no matter what. If you want to
start some good offensive attacks, start with crouching As, standing B then
standing D. The thing is, as long as you do not depend on it all the time, you
will be just fine. What I mean is, do not make the opponent read you or you
will be dead in a flash. You can make distance between you and your opponent by
jumping backward. Just be really careful when you are facing a big trutle and
better yet, depends on the G.C.D. perfectly.

  You have a lot of good options other than this, but this yet has its own
goodness. It is still damaging and has a good range... and you really need long
range attacks in this games to avoid being hit by the G.C.D.! If you noticed, I
am making a lot of examples of the G.C.D. to make everything easy and
understandable for you. I will also talk in depth about it below. Use it from a
distance and with the early wake ups (opponents)!

  Originally and taken from The King of Fighters'96.

===========
Standing A:
===========
  Fast, no recovery and cancelable. Pretty much good. This is one of the
normals that can be used a lot... you can always cancel it into a Reppu Ken.
Use it when you dash... stop the dash and then fast twice standing As and then
Reppu Ken then Raising Storm. It is all about doing a mistake (opponents).

  You could change your pattern and use the standing B right after it. It is
fast enough to do other things, like standing A then dash, Holy Gates (if
defended). There is a risky method, if you are pretty sure that the opponent
will G.C.D. your standing A, fast do Holy Gates and it will work. This is a
little bit risky, but sometimes good to punish those who rely on the G.C.D. a
lot, but do not put all your hopes on it... if the opponent has no meter to use
his Super Moves then it is sometimes worth doing.

  Geese recovers so fast from the Holy Gates, but still... punishable. So, all
at your own risk.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

===========
Standing B:
===========
  This is pretty much to proceed with any other Normal Attack. Like doing
crouching A then this or standing A then this. You do not have to use it
alone... but it is not that risky. It shares the same good points that the
standing A does.

  Still, the standing A is faster and its priority is greater than the standing
B. Anyways, that is why I highly recommend using it after any Normal Attack. It
is not useless, it is just that you will not feel like using it in any match
unless you are a button masher. Any expert with Geese will pretty much be
focused with the other Normal Attacks for more damaging Combination Attacks and
painful strategies. The only advice I could give for this Normal Attack is, if
you really want to use it then use it after any Normal Attack or when you have
the Maximum Mode! Use the same tactic as the standing A's when the opponent
depends on the G.C.D.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

===========
Standing C:
===========
  This by far the best ground Normal Attack. It's pretty fast, damaging,
cancelable, the main reason for most of the deadly Maximum Mode combos and
infinite.

  This, however, cannot be used a lot since it is pointless to deny the G.C.D.
existence. You can still cancel it to anything, but you have to use it in the
right way. If you land a good Normal Attack from the air, use this normal fast
for a painful combo... but if not, then try to use the light attacks more so
that you won't get stuck with the Spinning Kick right after the standing C. In
other words, when the opponent does a mistake or when you really want to punish
him after doing the G.C.D., then you can always cancel it to the Raising Storm
or better yet, Holy Gates. But the Raising Storm is more painful and not
punishable.

  When you do any combo, always put this in... it is good and way easy to
cancel. You do not have to think a lot, just standing C then Spinning Kick...
pretty much easy to do. For good examples, check the "Combos Section"!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

===========
Standing D:
===========
  This is not a better choice than the standing C. This is greatly punishable
and pretty much pointless since the standing C has some many good things that
this Normal Attack doesn't!

  Still, when the opponent is near you and jumps up, you could fast do it if
you are very confused... but still, the crouching C is a better options. Also,
it is not as damaging as it was in K.O.F'96. It is not completely pointless,
but since the G.C.D. is so powerful in the game, you will really have to think
twice before using this Normal Attack. Then again, it can be useful when you
have the Maximum Mode since you will be able to cancel it anytime and with
anything. Well, you really do not want to waste your meter on it, because the
standing C is a way better option, but well... something is always better than
nothing. Stick with the standing C.

  This Normal Attack has one good thing that the standing C doesn't! And that
is, range! Since the dash is very fast and you can even link a standing C after
Spinning Kick... then you get the picture!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

============
Crouching A:
============
  This is another great Normal Attack. Cancelable, fast, priority and can be
linked to another Normal Attacks like crouching B. The way it should be used is
simple, do it when you feel like you are doing nothing. After the fast dashes,
air attacks and when the opponent depends on trading hits. Be very sure to do
the crocuing B after it so that you could do Rappu Ken then Raising Storm.
Also, you could do it then Reppu Ken then Raising Storm. You could do four fast
crouching As then standing B. This is a well done combo...

  It is as good as the crouching B, but the crouching B has extra good points.
You should use it from time to time when you want to dash and fast poke to
surprise your opponent. Do not worry about the G.C.D., the crouching A is
pretty much fast... so you will catch up, and if the opponent is so fast, then
cancel it to Reppu Ken to punish the opponent. Since the recovery from the
Reppu Ken is so fast, you will not be punished most of the time... so there is
nothing to lose. Use it with the get ups and after the knockdowns. If you want
to land a decent combo with it, then start with the jumping attacks then this.
Well, I will not mention any combos... check the "Combos Section" for good
examples.

  Use the good tricks like doing crouching A to confuse your opponent then fast
dash and perform Holy Gates or throw your opponent. Do a Reppu Ken from a
distance then dash and poke. You know, make things fast and easy. But focus
while you are using it so that you could always cancel it when you have to and
avoid being hit by the G.C.D.!

  Originally from Fatal Fury: The King of Fighters. Taken from The King of
Fighters'96.

============
Crouching B:
============
  Geese can avoid some fire balls not only by jumping, but also by doing
crouching B. You just need to get used to the timing and then you will prefect
it. It can help you when you have a little life bar left and you do not want to
mess around. He can avoid Mr. Karate, Akuma, Ken, Ryu and Violent Ken's
fireballs!

  Another thing to add is that Geese's crouching B still has a starting
invincibility as in the K.O.F'96! That is good and very good. For example, if
you get sick of Kyo performing 114 Shiki: Aragami (quarter circle forward + A)
over and over again, you could do crouching B when he performs it and you will
be able to hit him. Now for more depth, if you want him to never perform it
carelessly, do crocuhing B, Reppu Ken then Raising Storm! Kyo's Special Move
will at least take 1% from your life bar, but when you do that combo because of
one mistake... it will almost take 47% which is good.

  There is no timing needed. You could repeat pushing the button over and over
again and still beat his Special Move. This goes to many other Normal Attacks
as well. Like Sagat's far standing and crouching C, Iori's far standing D and
other ones too.

  Bottom line, this Normal Attack still has its own goodness that it once had.
Make good use of it.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

============
Crouching C:
============
  A very good anti-air. If you are in for a painful cheap gameplay, then this
Normal Attack will make you feel better all day. Well, I said that to point out
one thing to those who believe in cheapness (now, I do not believe in such
thing ^_^)!

  In depth, SNK-Playmore did not bother with Geese a lot, most of his Normal
Attacks are from K.O.F'96 and the way they once were. This normal has the good
priority to use it as an anti-air. Can anything beat it? Yes... if you do not
do it early, then say welcome to trade hits or getting hit. Also, high and far
jumping attacks can do well against it. You need to do it pretty much fast and
when the opponent is near you.

  It is cancelable, but not a better option to use than his standing C. This
Normal Attack pushes the opponent away, so... most of the time your Reppu Ken
will not connect unless you do it fast and be very very near your opponent. Or
well, when the opponent is fast or big like Hugo and Earthquake. It still can
connect with anyone, but as I said, do it fast and be very near your opponent.
That is the only thing SNK-Playmore changed from K.O.F'96! It wasn't like this.
You only have to use it as an anti-air, not think much of combo it with
anything because you have a whole lot of other good normals that can easily be
comboed with than this. Do not worry, Iori's jumping D does not beat your
crouching C. If you saw that happening then that means the player did not do it
fast and that is because the player did not react fast because he's confused.
^_^

  However, when the opponent has a little life bar left, do crouching C when
the opponent jumps and fast cancel it into the Raising Storm. The opponent will
naturally defend the whole thingy and eat a painful block damage from the
Raising Storm. This is pretty much nasty.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

============
Crouching D:
============
  Some guys might think that this will be used a lot like in Capcom Vs. SNK
series. Well, since Geese is not (and never was) as CVS series, you cannot
think of such thing. You can still do it then cancel it to Reppu Ken, but there
is no point in doing it. You need to always not give your opponent the time to
move or a distance to do anything. The G.C.D. can easily punish it, and it is a
little bit tight to defend when the opponent DOES C.G.D.! Good range, but it
will ruin a lot of good strategies. You aren't in for a defensive game, but an
offensive game!

  Still, when you react a little bit slow, you could use it to give your self a
little time to set up your attacks. Do not depend on it a lot because you will
be doomed. His crouching A, crouching B, crouching C are way better than this.
So, use it from time to time. Do not dash and then do it and fast cancel it to
Reppu Ken, because most of the time Flying Sawblade Slicer will come out
instead. Do it slowly and it will work just fine. Also, you do not have to dash
and then do it, the opponent will most of the time react fast and jump, and
when he jumps your crouching D will not hit him, therefore will not be
cancelled and if you do Reppu Ken then it will travel since it was not comboed
and you will be heavily punished if the opponent is really expert and knows his
stuff pretty well. If you feel like doing it, then do it when the opponent
lands from his jump and be SURE to cancel it to either Reppu Ken or Raising
Storm so that you can be pretty sure that the opponent will not punish you with
the G.C.D.!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Jumping A:
==========
  Nothing special to write home about. This is useless compared to the other
great air attacks, B, C and D! It is not damaging and some crouching normals
can easily beat it. I strongly advice to over look.

  His B, C and D have their good priorities and they are way helpful. Doing
this just plains pointless. However, it could be used against big characters
but you cannot really rely on it at all. Just do it to change your pattern and
that is it. Well, the best way to make it good and to do it from time and to
time and if not all then there is no problem. It is not as if it is useless or
anything, it is just that the other air attacks are better and more helpful
than it. Nevertheless it is nothing compared to them, still... it is not that
bad at all. Go for the B, C and D because they are better and each of them has
its good points and less bad points. Keep in mind that Geese is not meant for
fire ball or air wars, he is meant to heavily attack and endlessly punish for
any mistake. If you feel like you are being attacked a lot from the air then go
for the crouching C, not jumping backward then A! This will not solve the
problem, but ruin it more and more. Well, I guess I will stop here... That's
about it!

  Originally from SNK Vs. Capcom Chaos.

==========
Jumping B:
==========
  A great air attack. This is one of his great air attacks. Completely meant
for crossups. When the opponent falls off, either jump D or B to crossup. This
will confuse the opponent to how to defend. It depends on the reaction. Well,
when the opponent defends your jumping B, do not and I mean DO NOT continue
with standing C! You will be surely punished! If the opponent G.C.D. your air
attack then either jump backward or punish him with your Raising Storm or Holy
Gates.

  Another method is if the opponent did not G.C.D. your air attack then fast do
crouching A or B then Reppu Ken or just poke and just change your attacking
pattern. Good for you and will help you a lot to confuse your opponent and not
make him read you easily. The crossup timing is not that tight so do not worry,
you will be able to do it perfectly when you try it for the first time. If you
like Geese a lot or an expert player, you will not even notice the timing
because it will naturally come out. Try not to jump a lot so that you do not
give your opponent a thought of beating you. If you have a Power Meter then go
for good tricks so that you could get the opponent with your Raising Storm. Be
fast when you want to connect the crouching normals after the jumping B!

  Another good thing is when you use the jumping C a lot and the opponent is
getting you with his and her crouching normals, then go for the jumping B since
his leg goes so low and can get the three positions. And when you land it, fast
do a painful combo to make the opponent think twice before doing anything. With
the big guys, do not bother with this a lot since the jumping C gives them a
lot of hard times. But you could still use it as a decent crossup!

   Originally from Real Bout Fatal Fury. Taken from The King of Fighters'96.

==========
Jumping C:
==========
  Jumping C does not have that much of a priority, any crouching Normal Attack
can take it out easily. Its great priority comes when you are facing a big
character. It does four hits and it builds your Power Meter in no time.

  His best air normals are B and D... they have a priority, but his C on the
other hand is good against big characters or when the opponent is doing a fatal
mistake. Geese can build one meter with his jumping C like nothing and can
build it with only two or three jumps with C at most! Luckily, it only works
well on the big characters like Hugo, Demitri and Earthquake. He does three to
four hits in the air.... but with the others, two at most.

  In addtion to all this, you can use it against air attacks. Geese does
performs the punches until he gets on the ground, unlike in Capcom Vs. SNK
seires, only two punches! So, this is pretty much the great style of SNK that
we used to see for Geese. Just fast do it and let him hit randomly. However, if
the opponent is on the ground then either use his jumping B or jumping D! As I
said before, this is pretty much useful against big characters and it builds
the meter like nothing, so there has to be a bad point about it and that is he
hits the opponent accordingly to his or her height! If the opponent is small
like Choi then he will do a punch, if the opponent is not very small and is not
very big like Ryo, Terry, Chun Li and so on then he will do two punches and if
the opponent is big but not that big like Sagat, Earthquake, or Demitri then he
will do three hits... but if the opponent is big enough to reach the life bar
like Hugo then he will surely do four punches all the time. So you get the
picture!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Jumping D:
==========
  A very great air attack. You could use it "sometimes" against air wars, but
not "always"! If you want to do something damaging after the Upper Body Slam
gets connected and the opponent is being thrown in the corner then fast do
jumping D and see what happens! Yes, the sweet and well-known K.O.F. glitch!
^_^ The opponent will face the wrong direction. It will be a surprise most of
the time and with your jumping D and continue with a painful combo, you will
pretty much mess up your opponent. Keep in mind that when you finish the combo
do a high jump (while opponent is in the corner) and do "the same combo",
because the opponent will still face the wrong direction! If the opponent is a
K.O.F. expert or has any idea about this glitch then he will avoid being hit
because he will defend in the wrong direction to block your air attack! But
this needs a fast reaction and a real gamer. Why? Because you do not wait for
him to get up to do it, you will jump and attack right before he wakes up, so
if you do not do it fast, then the opponent will face the right direction! You
could easily make this messed up real good. Then everything will depend on the
player.

  Also, his jumping D has a good range and you could jump from a distance to
use it and it will reach the opponent just fine. So, do not worry about the
fire balls! You must keep in mind that Geese is alright in the air if you use
the air normals as I said, but if you don't then you will most of the time end
up being screwed up a lot and get kicked over and over again in the air...
Geese air priority is not as great as Iori, Choi, Kim and some others. He will
surely stop them when they jump but that is when other good and painful options!

  Originally from Fatal Fury: The King of Fighters. Taken from The King of
Fighters'96.

==============
Straight Up A:
==============
  Still, this pretty much like his jumping A but the difference is this is not
taken from his normals in K.O.F'96! You can see that it looks different.

  There will not be any big talk about it. It comes out a little fast it hits
low if you time it real good and it is not as good as his straight up B, C or
D! You do not have to use it over his other air attacks but you could sometimes
use it to cancel it to Shippu Ken! But it has to be done fast and you should
think twice before doing so because there is a big recovery after throwing a
Shippu Ken and you can be really punished if the opponent defends the Shippu
Ken, and that is not good for you. So, you have to stick with his straight up
B, C and D more over his straight up A! There is no range in it and there is
nothing good to write home about. Also, it will not make your strategy better
or badder if you use it! So, it is up to you. I sometimes use it, but very
rarely. I seldom depend on it or even think of it since I have better options
than it. And yes, it has no priority, invincibility, good points or
what-so-ever... so there you have it. I guess that's about it!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==============
Straight Up B:
==============
  This is better than the above air attack. You can easily hit low as long as
you can. You can connect some great painful combinations after it. It can be
used to stop some uppercuts if used from a distance and early, but do not put
your hopes or it because it does not take a lot of damage and his straight up C
is way better than this.

  Well, it still can be used sometimes with tough battles but that is when you
are about to perform Shippu Ken then change your mind and do straight up B to
confuse your opponent. What I mean to say is, a mind game. This is also not
taken from K.O.F'96! The best way to use it is to jump straight up and then
when the opponent is about to attack, FAST hit the B button and it should work
just fine. It will not take that much and you will feel that the straight up C
is more useful and helpful, but at least this air attack is fast so yeah, it
could be some of help at times and it could ruin your whole strategy at times,
too! Since there is no low jump then your attack will most of the time will be
defended, especially with the straight ups attacks! Well, there is some
exceptions to his straight up D, though! Anyways, he recovers so fast with it
so do not worry about the G.C.D. and you will still be able to move when the
opponent does the G.C.D. with your air attack. Here, you have to be read for
something painful and pretty much punishing.

  Originally from SNK Vs. Capcom Chaos.

==============
Straight Up C:
==============
  Yes, this is better than the straight up A or B! It is the K.O.F'96 style so
you could cancel it to Shippu Ken 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 you cannot do the old trick in K.O.F'96, before the opponent gets up
fast and low straight up C! This does not work here so you need to do all this
with the high jump!

  It is damaging and and can be connected to other things. It could be so good
against big characters too. Do not think of doing it as an anti-air because he
so seems to 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
straight up jump and attack with a decent air attack like this one or better
yet, straight up D. When do you actually have to do it? When the opponent falls
off, dash near him or her then jump straight up and then hit the C button or
when the opponent "seems" to see this coming then fast do crouching B and then
Reppu Ken and if they connect just fine, continue with the painful Raising
Storm. All about a very fun mind game. Sometimes jump B and then fast straight
up C if the opponent did the G.C.D. after your jumping B! See what is good to
you and what "to do next" and then fast do everything.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==============
Straight Up D:
==============
  Sweet air attack from K.O.F'96! You think it is as powerful as it once was?
No, no that powerful at all. As I said above; "You must keep in mind that Geese
is alright in the air if you use the air normals as I said, but if you don't
then you will most of the time end up being screwed up a lot and get kicked
over and over again in the air... Geese air priority is not as great as Iori,
Choi, Kim and some others." There is a way to use it effectively, for sure.
Just one thing, it does not hit like before, I mean just do it and it will hit
as soon as you hit the button. Geese has to spread his left/right leg and then
will be able to hit you and that must be really fast. Sometimes he hits before
he does that in less than a second but I am not very sure about it and I will
confirm it when I update this F.A.Q.! I am pretty sure of one thing, it does
not come out as fast as in K.O.F'96 and it is a little useful and not so
helpful as it was in K.O.F'96. Your best bet is to use it fast, it has a decent
range, you could use it against slow characters.

  Use it from time to time to confuse your opponent whether you will use Shippu
Ken, straight up B, C or D! Everything must be done fast so that you will not
have to be kicked by an uppercut, a Super Move or an Exceed! When you think
that you are being so close to your opponent and you want to use this air
attack, then give some distance and do it "before the opponent jumps"! Yeah,
not that great against air wars bit still good. Also, if want to stop Choi from
jumping over and over again and you really want to use this air attack then do
it FAST! Well, there are good options for air attacks like crouching C, Raising
Storm, G.C.D., jumping backward D... but well, I am giving you all the options.
Keep in mind that some air attacks can beat this like Iori's jumping D so you
do not have to rely on it, you only have to do it from time to time, Geester.
When things get so complicated then forget about it because after all there is
no low jump so just stick with what is better for you and that is the crouching
B, Raising Storm and G.C.D.!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Reppu Ken:
==========
  One of the fast Special Moves. Geese throws the Reppu Ken pretty fast and
recovers from it so fast too. You could do a lot of tricks with it. You can
force the turtles to attack you with it because you will build your meter so
fast and you will be able to do the Raising Storm and nobody wants that to
happen. You could also stop some good strategies with the Reppu Ken, like
Tabasa's... her Special Moves have a long startups, and with your so fast Reppu
Ken and the fast recovery, you will force her to change her strategy to another
one. That goes to Earthquake as well, he will not be able to do the Fart Ball,
because it has a startup and you will force him to use it when you are knocked
down. Good news, eh? How about a strange and bad news? Demitri's Fire Ball eats
the Reppu Ken and goes to you! Yeah, I have seen that happening, I do not know
if it is a glitch or not, I asked the fella to do it again but he was mad
enough to no listen and just attacked me meaninglessly! I will be sure to try
it again and confirm it if it was a glitch or not and add it with the update.

  Make sure to use it as a trap to make the opponent jump and then bang with
the Raising Storm. You have to be completely fast... fast enough to pull off
the Raising Storm in time. You could use it from a little bit close range to
make the opponent do the G.C.D. and then bang with the Holy Gates or the
Raising Storm. See? It can be used real good if you are putting some nasty
tricks after it. Well, you are forced to not use it, like when you face a rush
down character, then do not bother a lot until you knock the opponent down. If
the opponent depends on his fire ball a lot then, you could easily beat him
with your Reppu Ken because it is faster, even if you face Sim and he throws
his Yuga Fire (which is the most fast fire ball in the game), you could get
even by performing Reppu Ken, but you could use it as  a trap like I said, be
tricky and do it then fast jump because most of the time the opponent will
perform another Yoga Fire, and then when you jump... do a very painful combo. A
real and painful one, fella! ^_^

  Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal
Fury Special. Also known as Wind Slice and Strong Wind Slash.

==================
Comboed Reppu Ken:
==================
  This is faster than the Reppu Ken that is not comboed, and it has less
recovery. It could hit even the G.C.D. easily, but they can do the G.C.D. after
they defend it. But don't you worry, you will be able to recover fast and
defend or do the Holy Gates fast. I never got hit! And it is the main reason
for the the juggles, right? You can do crouching B, Reppu Ken then Raising
Storm anywhere. Does it get more simple as this? I guess not! This is pretty
much the Reppu Ken from K.O.F'96 (Ex Geese in Capcom Vs. SNK for those who have
no idea about SNK games), it is fast and comboable. It is so useful for most of
the painful combos for him. You will never think of anything other than this if
you love the sound of the five hits of the Raising Storm. In addition to this,
you can easily do many things after it. You have to be careful of one thing, to
make this work, you have to combo it with any Special Attack or Normal
Attack... which means you have to do crouching B then Reppu Ken or Spinning
Kick then Reppu Ken and the K.O.F'96 will come out.

  If do jumping D then Reppu Ken, the Real Bout Fatal Fury Special will come
out since it was not comboed. Some "very smart and expert players" have a way
to get around it. They would let you do crocuhing A or B and right before you
attack them, they jump... since you will naturally not notice and do Reppu Ken
right after the crouching A or B... it will travel because it was not comboed,
therefore, the opponent will punish you with a very painful combo. But that
does not happen a lot if you know this little trick. Be always ready for the
Raising Storm and react fast. If you did not see the crouching A or B hit, then
defend or dash, if the opponent jumps then fast do the Raising Storm. The guys
do not do that a lot because once you see it, it will not work again. After
all, it is only a trick... nothing more nothing less. Guys like Ryu, Ken, Akuma
have nothing to do if they plan on depending on their fire balls, because yours
is better and faster. This Special Move in a word, "owns"! And that is a fact!

  Originally and taken from The King of Fighters'96. Also known as Wind Slice
and Strong Wind Slash.

=================
Double Reppu Ken:
=================
  Ah, Double Reppu Ken. This is by far, the most useless Special Move that
Geese has! I never thought it would be useless to this point! It has a bad
recovery and it "does not" eat the fire balls and still hit the opponent! It
just fades away when it gets hit by a fire ball! I do not know why! It should
not since it is "Double" Reppu Ken. Even if you time the Double Reppu Ken with
the fire ball and make the fire ball hit it while you are performing, it will
disappear! This is not a good idea from SNK-Playmore, really! Also, when he
performs it, it goes forward so slow! Not fast at all and it could be hit
easily. Many characters can punish you while you are performing it. It is large
always, bit not useful at all. You can see that it hits twice when you do
crouching B, Reppu Ken then time the Double Reppu Ken while the opponent is
falling (corner), but why it disappears when the fire ball hits even while you
are performing it! That is beyond me, really!

  Now how do you want to use it effectively, right? Okay, in depth! Do not use
it at all. ^_^ No matter how you use it, it will always be useless. Even if you
do the old tactics... like doing it when the opponent gets up, it will
disappear right away and you will be greatly punish due to the fact that it has
a bad recovery! If you think he performs it fast, then you are way wrong. Some
characters can think, and then jump and you are still performing it. Earthquake
can punish you with his invincible Super Move, Choi with the long jumps, Orochi
Iori with the Eight Wine trash Super Move, Terry with the Buster Wolf Super
Move! You will make the opponent really happy when you perform it. If the
opponent has a lack of reaction, then do it all day (that is a big if)! Against
expert matchups, I highly recommend not doing it at all. If you think I am
wrong or what-so-ever, try it and see what happens. Please, try it as long as
you like, but against experts... not scrubs! I do not think scrubs will be able
to get around it... so, you get the picture.

  Originally from Fatal Fury Special. Also known as Double Wind Slice and
Double Strong Wind Slash.

=========================
Comboed Double Reppu Ken:
=========================
  The funniest thing about this Special Move is that when you do standing C and
then Double Reppu Ken, the second hit of the Double Reppu Ken will not hit! Now
that is pretty strange. It is completely understandable when they make changes,
but not as idiotic as this one (excuse me)! That is just funny. Why? That is
beyond me, too!

  This is the comboed version of the Double Reppu Ken. Taken from K.O.F'96 (Ex
Geese from Capcom Vs. SNK for the guys that have nothing to do with SNK games)!
In K.O.F'96 the two hits connect, but here no! I did not try in the corner, but
why should I? He does push the opponent away! And it has nothing to do with
doing it fast. Anyways, this is a major hit for the G.C.D., the opponent can
easily do the G.C.D. and punish you like nothing. Geese recovers slower than
the comboed Reppu Ken. It does not juggle the opponent, it does not do a high
damage, it ruins the beauty of your combos, it is not a good option for the
Maximum Mode combinations because it will easily take a lot of Maximum Meter
that you really need to do other things with it. It is not as useless as the
Double Reppu Ken, but it is still not as useful as the Reppu Ken or comboed
Reppu Ken... not even close! You can combo the first hit of it with the
standing C, but the opponent will surely defend the second hit then G.C.D. and
bang! Do you really want that to happen?

  Originally and taken from The King of Fighters'96. Also known as Double Wind
Slice and Double Strong Wind Slash.

====================
Evil Shadow Smasher:
====================
  There is a big difference between the one with the B button and the one with
the D button. The one with the D button has longer recovery and it stinks but
for full screen reach! ^_^ So, forget doing it with the D button. He recovers
faster with the B button like it was in K.O.F'96 (A button), he hits three
hits, you could cancel any of them with the Maximum Mode. If you do not have
the Maximum Mode and the opponent has some meter, do not do it just like that
because he will G.C.D. the third hit and punish you. If he does not have any
meter, then do it and most of the time the opponent will rush, be ready for the
Raising Storm. If you have the Maximum Mode, then you will be able to be good
with it since you will be able to cancel it to anything that comes to your
mind. You could do it after heavy combinations. It has a good range and nice
damage. It makes a strange sound too. always do it after the Spinning Kick if
you do not have a lv. for the Raising Storm. The Evil Shadow Smasher is as good
as the Reppu Ken when you combo it. But well, the Reppu Ken is the best.

  Again, be careful when the opponent has a lv. because if he defends it he
will most of the time do G.C.D. and punish you. Also, that can be said to some
fast Super Moves. The good thing about it is that you could do it from a
distance. Its range is better than it was in K.O.F'96!

  Originally from Fatal Fury 3: Road to the Final Victory. Taken from The King
of Fighters'96. Also known as Jaei Ken, Evil Spirit Slash and Mars Masher.

===========
Shippu Ken:
===========
  I really so do not understand why people perform the Shippu Ken a lot as if
it is not so useful! It has its goodness but there is a big weakness in it! He
recovers so slow after he performs it! It is worse than death if the opponent
"defends" it! You could do it to punish the Super Uperrcuts, noraml uppercuts,
ground normals and air wars, but that is when any happens! If you just jump and
then do it, the opponent can fast G.C.D. and then his powerful Exceed or Super
Move and good-bye! Or better yet, you face Violent Kent and he goes through it
and then crouching B, crouching B, crouching D, Super Kicks, Super Shin
Shoryuken! Does it worth all this? It sure does not! Even Sim can defend your
Shippu Ken then easily standing C! Some characters like Tabasa will not do much
against it unless you do it while you are completely cornered (can you be this
stupid?)! It is simple, fellas! It should be used when the opponent depends one
the uppercut a lot or when you want to do it fast when the opponent jumps!
Also, you could use it with some decent combos!

  Shippu Ken is an option, but not a great or bad option. Only a good option.
Be careful when you want to do it, especially against Terry (Are you.... Wolf),
Iori, Sim, Geese (can go through it with his Deadly Rave), Earthquake, Violent
Ken, Ryo and many others. Terry says; "Are you okay? Buster wolf!" but the
fella does not seem to do that accordingly! Everything ends so fast, that is
why we call it; "Are you wolf!" And never, I mean NEVER think of doing it while
you are cornered because it is just stupid, you will 100% be punished and you
really do not want to do that! It is not worth it. I am not saying do not do it
at all, I am saying do it only when the opponent is about to do an uppercut,
when he or she jumps, when he or she is about to do any ground Normal Attacks
or when you want to combo it! The Shippu Ken does not travel, so do not think
that you will be safe. No mister, you will have to think twice over it. Other
than the way I told you about, do not waste yourself. It has a good point, that
is why it also has a bad point, too!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96. Also
known as Gale Slash and Fast Wind Slash.

=====================
Below-The-Belt Blast:
=====================
  This is pretty much basic. It counters the low attacks. When the characters
tries to use his crouching normals or moves, then fast do it and bang.

  It could be good, some guys love to do crouching normals with the wake-ups.
And some love to do the same after the air attacks... it is how you play Geese.
If you really play a mind game then you will be able to use it sometimes. In
addition to this, it does a good damage! I was surprised when I saw the damage
after it connected, but oh well, it is for the best!

  Originally and taken from Real Bout Fatal Fury 2: The New Comers. Also known
as Low Body Blow and Gedan Atemi Nage.

================
Upper Body Slam:
================
  This is another counter move that is used for the air attacks and most of the
Special Moves, Super Moves and Exceeds. You have to know what he can counter
and what he cannot. All you need to do is try things out and everything will
become your best friend. When someone jumps and attacks while he is so close to
your head, do not bother to use the Special Move because it does not come out
that fast and you will be punished easily. It will help you against many
characters like Demitri, Earthquake, Genjuro or Akuma. As I said above, it is
all about a mind game or at least a good reading. You can sometimes use it for
traps like doing it just like that and then throw a Reppu Ken. Many will be
confused and sometimes not attack when they jump. By doing it, it is like you
are saying in other words; "Watch it!" The Raising Storm could be a good help
for the traps too. Anyways, this counter is the best out of the three counters
that he has. But you have to be careful, do not always do it when anybody jumps
because if you miss then you will be heavily punished.

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

  Originally from Fatal Fury: The King of Fighters. Taken from The King of
Fighters'96. Also known as Knockdown Blow, Upper Hit, Upper Body Blow and
Joudan Atemi Nage.

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

  The counter moves are not about guessing, I would say they are about mind
games. If you play a very good mind game, then you will most of the time use
them effectively. And sometimes you use them to make traps, like I said in the
Upper Body Slam corner. They do a good damage. When you want to use them then
you have to use them in their right times. Do not make the opponent read your
movements and you will most of the time do good with them. Be careful though,
you have a bad point which is recovery. Geese will have to recover if he
misses, so make sure you do not screw with the counters a lot, especially Upper
Body Slam because when the character jumps and he does not attack and you
perform the Upper Body Slam... you will most of the time eat some heavy and
painful combos. It is not worth it... against Special Moves, Super Moves and
Exceeds okay... but otherwise... no! Just from time to time and that goes to
all the other counter moves. Make some traps, try to attack the opponent a lot
and not give him or her a time to move around and then when he or she jumps,
most of the time you will be attacked and that is where you have to either use
the counter move, crouching C or Raising Storm. That is about it!

  Originally from Fatal Fury Special. Taken from The king of Fighters'96. Also
known as Knockdown Blow, Mid Hit, Middle Body Slam and Chuudan Atemi Nage.

=======================
Flying Sawblade Slicer:
=======================
  The classic Special Move from Art of Fighting 2 but with the K.O.F'96
animation! ^_^ It still has the auto-guard when you perform it. Do not get me
wrong, not when you perform it right away but while he dashes to attack you
with his shoulder. This cannot be used as a 100% anti-air! If you have to then
you should do it very early to be very sure that the air attack will be
countered by the auto-guard! And that is very VERY very risky. If you time the
air attack with the Special Move then you will get screwed everytime. You could
use it with the combos. Sometimes you could connect the Raising Storm after it
but it does not seem to connect always. I have done it twice and still not sure
how, but I will try everything out and confirm it. Meanwhile, your best
anti-air attacks are the crouching C, Raising Storm then Upper Body Slam if you
are really out of options. This Special Move however can be used for combos. It
has a bad recovery. If the opponent defends it then be very sure that you will
be kicked out in no time.

  When you want to go for Spinning Kick then Reppu Ken, do it not too fast and
not too slow because Flying Sawblade Slicer will come out instead if you do not
do it as I said. Many guys fall for this because the Spinning Kick needs to be
done forward + D and Reppu Ken has to be done quarter circle forward + A so if
you do them fast then you will get forward, quarter circle forward... and that
means the Flying Sawblade Slicer! The opponent will most of the time defend and
punish you and end the match in a flash if the punishing is deadly! This is not
so great and bad either... like Double Reppu Ken. But Double Reppu Ken has a
lousy recovery and more useless than this. Anyways, watch when you dash, do
combos, go forward... and then do Reppu Ken. Make sure you do everything
accordingly. Otherwise the Flying Sawblade Slicer will come out instead of the
Reppu Ken and you will be punished. Also, when you really have to combo it then
make sure you will do it in the corner because it is saver and you do not have
to worry about the timing a lot.

  Originally from Art of Fighting 2. Taken from the King of Fighters'96. Also
known as Hishou Nichirin Zan.

==============
Raising Storm:
==============
  The Raising Storm alone is a big thing. It can make the opponent not jump at
all (if he is expert enough), it has mid and ending invincibility, range, and
no recovery when defended. Also, if you defend it, you will take a lot of
damage compared to the others. It is a very decent anti-air. You have to use it
as an early anti-air, though. When want to do any combo, involve this great
Super Move with the combo because this does a great deal of damage. When the
opponent is cornered and you have the Maximum Mode, be not so close to him to
avoid being hit by the G.C.D.! Do the Raising Storm for five times and look at
the opponent's life bar! You will be shocked. There is nothing much to do once
you do the first Raising Storm! This is the true Raising Storm with its great
range and extreme power. ^_^ To make it useful do it after the juggle. Like
standing C, Spinning Kick, Reppu Ken, Raising Storm. Do the traps a lot to land
it... like perform Reppu Kens as many as you can and when the opponent jumps
FAST do the Raising Storm.

  You have to be really careful. Some guys do high jump not long/super jump so
that when you do Raising Storm they won't get hit by it. You have a lot of time
to notice the kind of jump. Do not just do it just like that... if they do the
long jump then fast do it and if they do not then attack them with another
option. I am talking if you are very far away from the opponent. If you are
somehow close to him or her then sometimes even the high jump will make them
eat the Raising Storm. The Raising Storm is one of the powerful moves for
Geese. You do not have to worry about many things when you use it. Well, it is
understandable... I have always thought that the Raising Storm would be
completely powerful (more than it used to be) if it has a super flash and since
this is the first time for it to have a super flash during it then you get what
I mean (Neo-Geo Pocket games and Capcom Vs. SNK 1 and 2 are not included).
Sometimes when you feel like doing it, just watch out that you do not do it
just like that against some certain characters like Kasumi, Earthquake and some
others. Their Super Moves could beat it easily... so combo it, use it as an
anti-air or when you are near them.

  There is a recovery time to the Super Move, however, it is hard to notice it.
In order to punish Geese after the opponent performs the Raising Storm, you
have to wait until he is about to finish the Super Move (not finishes, but
about to finish) and then time any fast attack you have so that when you
perform that attack Geese would finish the Super Move and will be open for any
attack by that time.

  In other words, the recovery time is extremely short and only when the
Raising Storm does not hit you (not defended at all). The recovery time is
about a moment... or a second. If you perform your attack when he finishes, you
will not be able to get him and will be heavily punished. When you defend it,
then you have to endure the fact that there will be no recovery time to it. Up
until now, two characters I know that can freely attack him while he is
performing the Raising Storm (that means anytime):

1)Earthquake: Fat Guilty
2)Kasumi: Chou Kasane Ate

  As for the other characters, you have to wait for the recovery time to
attack. If you want to know what can your character do after the recovery time,
then here is what I know of:

1)Shiki: Tenma Hajun
2-3)Ryu and Ken: Hadoken
4)Genjuro: Sanren Satsu
5-6)Mr. Karate and Ryo: Haou Shikou Ken
7)Terry: Buster Wolf
8)Chun-Li: Houyoku Sen
9)Dhalsim: Yuga Fire
10)Vega (M. Bison): Psycho Crusher
11)Zero: Ultimate Saber
12)Demitri: Demon Flare

  The Super Move is about three seconds or so. So, you can time your attack and
know the timing. The question now is, who would be smart enough to perform the
Raising Storm "just like that" without connecting it to a deadly combo, or when
you jump (as an anti-air) or when you are cornered?! If it is about expert
matches... in one word, "none"!

  When you are cornered and the opponent performs the Raising Storm repeatedly,
you CANNOT punish him by the G.C.F.S. (Guard Cancel Front Step) then a normal
throw. The player can do it from a good range and when you G.C.F.S., you will
not have the reach to throw him. Moreover, you will be punished with the Holy
Gates if the player sees you G.C.F.S.! Geese will not be open when you G.C.F.S.
in anyway. This goes to Tabasa and other characters that do G.C.F.S. then a
command throw, too.

  It is just that Geese users guard, that is why you can get them with the
G.C.F.S. then a throw. If they do a throw as well or the Holy Gates, you are
the one who is going to be punished not them. The only good way and works when
someone does the Raising Storm repeatedly is to wait until Geese finishes
performing it and then do any "good" crouching attack right away. That is only
when he does it repeatedly, but can block it if he reads your movement!

  For those who have trouble doing the Raising Storm, there is a short cut for
it that might help you. Just do; "Quarter circle backward, quarter circle
backward, down-forward + A or C"! It should perfectly work. The Super Move is
so easy to do in this game, not as it used to be... so I do not think anybody
will have any trouble performing it. There are other short-cuts for the Raising
Storm other than the one mentioned above;

1)Half circle backward, half circle backward, down-forward + A or C
2)Quarter circle backward, half circle backward, down-forward + A or C
3)Half circle backward, half circle backward, half circle backward + A or C

  They will work just fine. Yeah, funny, but well... those who have trouble
performing it should now be happy that it is not that hard to do. You sould
really be so...!

  Originally from Fatal Fury Special. Taken from Real Bout Fatal Fury Special.

===========
Holy Gates:
===========
  The Holy Gates is great since it can be used as a trap, too.

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

  More in depth... when you jump and do the same old trick which is jumping
without attacking then throwing or doing any grab move. Your good option will
be the Holy Gates, but most of the turtles will react fast and jump so that you
miss and then beat you. The good thing is Geese recovers from the Super Move so
fast, if you miss, FAST perform the Raising Storm and you will still be able to
get them since they have no where to go. If you do not have a power meter then
either defend or crouching C! As for the opponent's only option is to kick you
while you are jumping.

  Even if the opponent jumps forward and you do the Raising Storm, still...
there are hit boxes behind Geese so do not worry. I thought I should let you
know about this since I have seen many fall for the turtles. You know, a good
defense is the best offense.

  The Holy Gates' greatness comes when you use it after the Guard Cancel Dash.
So hard to miss and you do not have to worry about the missing frame at all. As
for combos, it would not be wise to use it since the Raising Storm is a better
option for more damaging combinations.

  Originally and taken from Real Bout Fatal Fury 2: The New Comers. Also known
as Rashoumon.

============
Deadly Rave:
============
  Is there anything as great as the Deadly Rave? Most of the deadly combos have
to be done with this Exceed. Do not do the finishing move for it no matter
what... standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Raising Storm will take more than the finishing move. So when you have to
continue, proceed with that combo. Better, longer and easier. It could be used
as a juggle or anti-air too. When the opponent is cornered and in the air, fast
do it and start hitting the buttons and see what happens. You will laugh like
you never laughed before. The Deadly Rave has a bad point, though! When the
opponent defends the first two hits of it, do not continue because if you do
then the opponent will be able to attack you easily. In depth, after the two
first hits, Geese will be open in the third hit (even if you proceed), the
opponent can do any Super Move to punish you but that is only if he defends the
Exceed, that is! So, if the opponent defends it, do not proceed. You will
recover so fast... don't you worry.

  Also, there is a big difference between Terry and Geese's Deadly Rave.
Geese's Deadly Rave has an invincibility so you can do it whenever the opponent
is about to attack you or when any fire ball character performs a fire ball...
do it and Geese will go through it like in Capcom Vs. SNK series. Terry on the
other hand does not.

  Originally from Art of Fighting 2. Taken from Real Bout Fatal Fury (exception
for the finishing).

======================
Fudou Sakkatsu Uraken:
======================
  The calssic old Normal Attack and now a Special Attack. ^_^ This must be used
not as it was in Capcom Vs. SNK 1 or 2! You can not combo the Raising Storm
after it like before. Now you can only combo it after Normal Attacks. You can
still cancel it to do any Special Move, Super Move or Exceed... but not combo
it.

  But you can combo any of them if the Special Attack, Fudou Sakkatsu Uraken,
get a Counter Hit! For example, Fudou Sakkatsu Uraken (Counter Hit), Raising
Storm! This pretty much damaging. You do not cancel the Special Attack then you
will be wide open for combos. It is greatly punishable if you do not cancel it.
And if you want to do it then combo it, like, jump D, standing C, Fudou
Sakkatsu Uraken! A good example. Do not think you could rely on it as an
anti-air, because it isn't! The Fudou Sakkatsu Uraken is not that useful as the
Spinning Kick and when you see anyone using it, then most of the time he or she
used it by mistake. The good thing about it is that it knocks the opponent far
away to give you some distance if you want to! Also, the best way to continue
from a Counter Hit is to do everything in the corner. Be sure to cancel Fudou
Sakkatsu Uraken if you do it by mistake so that you will not have to get
punished. You can fast do the Raising Storm right away... you will be pretty
much safe by doing so.

  Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==============
Spinning Kick:
==============
  The other good reason for the deadly combination attacks, Maximum Mode combos
and infinite! This Special Attack is really great! It has a good priority (at
the end), speed, range, can be connected to anything and easy to do. Well, you
have to connect it to anything if you do not want to recover from it. If you
have to use it then be sure to use it when the opponent does not defend your
standing C! Because if he does, then he will G.C.D. the Spinning Kick and you
will be easily punished! When the opponent does a mistake and very far from
you, you do not have to dash or jump to punish him or her, because you will
waste your time and he or she will be able to defend. Instead, use your
Spinning Kick to reach the opponent and punish him or her. But of course when
the opponent is not that far away, then you could always dash and punish the
mistakes. Do not rely on it... there is something called Guard Cancel Dash
after all! But you could rely on it with the combos and Maximum Mode combos for
sure!

  And to see its goodness then check out the "Combos Section" for a lot of good
combos that involve the Spinning Kick. Geese recovers so fast after the
Spinning Kick, he can dash or do standing C and still hit you after it which
proves how powerful this Special Attack can be! Some experts can punish you if
you do the Spinning Kick from a distance by timing their crouching Bs, Exceeds
or Super Moves with your Spinning Kick. So, yeah... there is no invincibility.
Only great if you know how and "when" to use it!

  Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal
Fury 2: The New Comers. Also known as Raikou Mawashi Geri.

=================
Tate Katate Nage:
=================
  The real purpose of the Tate Katate Nage is simple. You can throw your
opponent near you so that you could do a very easy crossup after it. Pretty
good for a throw, but the Holy Gates is more than enough. In case you do not
have any Lvs. then you could throw after the G.C.D., but be careful because it
can be escaped. Do it from time to time.

  And remember that if you miss then it will take from your meter! Keep that in
mind. You do not want to waste the meter, do you? Ready for the Raising Storm?
^_^ Easy and simple, Tate Katate Nage makes you knockdown your opponent near
you... if you do not want the opponent to be away then it is better than the
Shinku Nage. If you want to attack endlessly and give no time to your opponent
then it is your best choice, after the Holy Gates. Sometimes, you are forced to
throw when the opponent depend on the G.C.D a lot, but this is not the place to
talk about it. I will talk in depth about it down or above!

  Originally and taken from The King of Fighters'96. Also known as One Hand
Blow.

============
Shinku Nage:
============
  The classic and sweet Shinku Nage! ^_^ Well, it looks way better than the
Tate Katate Nage, but both of them have their own goodness. The Shinku Nage can
be used if you want to throw your opponent far away. If you feel like you need
a distance and the opponent is not giving you a space to move around, then
Shinku Nage would be better used than the Tate Katate Nage!

  Many players do not really care which to use, and they randomly use any of
them just to throw! But as for me, I like to use a good strategy with
everything and I use the Tate Katate Nage when I want the opponent to be near
me to crossup, Face Grab or Raising Storm and Shinku Nage if I want to give a
distance and fix up my strategy! Well, the Holy Gates is a better option than
Tate Katate Nage and Shinku Nage but just in case you do not have Lvs. for the
Super Move, then the throws will be the second option for you. Shinku Nage will
remain as an option since the Holy Gates makes the opponent near you (like Tate
Katate Nage), and still the Shinku Nage can make you throw the opponent far
away... so you get the picture. Since the Holy Gates is damaging and can be
connected after many things, then it still gets my vote as the best out of the
three. Use the Shinku Nage after the G.C.D. or when the opponent does a mistake
but not all the time, only when you are being COMPLETELY attacked with nothing
to do other than using some tricks!

  Originally from Fatal Fury Special. Taken from The King of Fighters'96. Also
known as Anvil Bash, Vacuum Blow and Dunk Toss.

==========
Face Grab:
==========
  You cannot possibly use this during your fights, because the opponent can
roll before he or she falls! So, you should get the drill! As for using it
after the combos, well... like what? After crouching B, Reppu Ken? You really
do not want to use it instead of the Raising Storm, do you? Or after the Deadly
Rave? You do not want to do the Deadly Rave finishing blast and continue with
it instead of standing C, Spinning Kick, crouching B, Reppu Ken, Raising Storm,
do you?

  It is like it always was, but in the Fatal Fury series there were many throws
and moves that force you not to roll when you fall and you cannot help doing
anything but get thrown by the Face Grab! As for now, no... most of your
Special Moves, Special Attacks and Normal Attacks are meant for deadly combos,
not Face Grab! Face Grab is just an option, nothing more... nothing less! But
of course you can do it after the Tate Katate Nage... and always. There is
nothing to lose and you will surely add another good damage to the Tate Katate
Nage.

  Originally from Real Bout Fatal Fury. Taken from Real Bout Fatal Fury 2: The
New Comers. Also known as Raimei Gouha Nage.

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

-----------------
Strategy Section:
-----------------
  When the the opponent is a Shotokan then keep in mind that you do not need to
jump at all since you have many good options to fight well against him. Geese's
crouching B has a good invcincibility and can make you avoid being hit by any
Hadoken. Also, when you are near either Ryu, Ken or Akuma and they are about to
throw a Hadoken. Fast, crouching D... you will hit them and their Hadoken will
not hit you.

  Do not jump and do jumping B or D, standing C, forward + D then anything. You
only have to do this when the opponent makes a mistake or when your jumping D
or B wasn't defended. If you do the combination while they are defending, they
will go for the G.C.D. (Guard Cancel Dash) most of the time and then you will
be heavily punished.

  Use your pokes a lot since there is no recovery to them... like his crouching
A and B. If the opponent is being tricky or using the G.C.D. a lot, then go for
your tricks to punish him. Like let us say, most of the experts wait for you to
do a heavy attack and then they do the G.C.D., so... all you have to do is do
what they want, but differently. Like, do crouching D and then they will fast
G.C.D. now... then cancel it to the Raising Storm.

  Try to always move around and never stay put no matter what so that you could
confuse your opponent and never let him read your movement. When you do
crouching B you could fast dash and cancel it to another crouching B and A.
Nothing good but not giving your opponent a time to do anything. When the
opponent does not have power lvs. at all (means he cannot even do G.C.D.), you
could go for a another good tricks like doing the Evil Shadow Smasher with the
A button then the opponent will most of the time dash to throw you or anything.
So, you go for the Raising Storm right before they even dash.

  When you facing opponents that jump a lot (when you do not have lvs. for the
Raising Storm), use your crouching C because it has some good invincibility
too. But always do it fast. Use your standing C and standing D from a distance
so that you could take out most of your opponents' normals. They are good and
helpful. When the opponent is cornered and you do the Holy Gates, he will most
of the time jump to avoid being throwing and waiting for the missing frame.
Here, fast do the Deadly Rave while he is in the air, do not worry... you will
still be able to continue with the AA, BB, CC, DD... strange but, it works
well. After you do the CC, the opponent will most of the time be on the ground
and still will be hit with your DD, continue with standing C, forward + D,
Reppu Ken, Raising Storm!

  Also, when the opponent is cornered, you will be able to do the very good
combination... which is crouching B, Reppu Ken. Even if the opponent defends
them, he can't do anything about them except G.C.D., you will recover so fast
and still can do the same combination again. If the opponent does not have lvs.
for the G.C.D., then do crouching B, Reppu Ken over and over again until you
get the opponent with it, if you feel that you are being pushed (because they
are defending the combination) then dash and do it again... you could change
your pattern sometimes by not doing crouching B, but dashing then Holy Gates.

  With the big opponents, you will have a big advantage over them, because your
jumping C will make you fast build the meter. Two or three jumping C and then
you will easily have a lv.! If you face a character that performs a certain
Special Move over and over again while you are having no lvs. at all then do
not stand still, try to figure out what Normal Attack could take out his
Special Move. Most of the time if you time your crouching B perfectly with
their Special Moves, you will beat almost everything. If you get sick of Kyo
performing his quarter circle forward + A or C a lot, then be glad that you
have the crouching B because it can beat his Special Move so easily.

  If your opponent has a lv. then do not bother with your Shippu Ken, because
they will wait and then get you with their Super Moves. Geese has to recover
when he performs Shippu Ken. Your best choice when you are in the air are
always: B, D, up D, and up C. For combination attacks, B, D and C. When the
opponent falls, fast go for the B cross up. If the opponent has an uppercut, be
sneaky with the Shippu Ken... it could take out their uppercuts easily. Try to
use his Flying Sawblade Slicer only in combos. It has an auto-guard, but it is
still not that great to depend on. When you are giving the opponet a hard time,
most of time when he jumps, he will try to hit you... you could use your Upper
Body Blow to stop his attack, but do not depend on it with the air attacks a
lot, because most of the time they will be tricky with you.

  I advice you to use his Upper Body Blow when you want to stop any Special
Moves. And when the opponent depends on his standing normals, then Middle Body
Blow will be good for you. Throw some Reppu Kens when the opponent is far, if
he jumps then you know what to do and if not then try to wait for a bit or dash
then another Reppu Ken. Just do not let him read you so that you will not be an
easy player to beat. If the opponent does a mistake, do not do good combos...
always go for painful combos that do A LOT of damage so that you could make the
opponent fear you and never makes mistakes.

  When you feel that you are controlling the match, try to show off by walking
calmly to your opponent. Most of the time he will get pissed and attack, here
you could punish him. Try to know your oppnent's weak and good points. See what
Special Moves that cannot do anything to yours and what Normal Attacks that can
make you suffer and then find a solution for them.

  Do not defend the Special Moves, Super Moves or Exceeds that have more than
one hit... always defend the first hit then G.C.D. and throw them with your
Holy Gates. When you get the Maximum Mode, always cancel your Normal Attacks,
Special Attacks and Special Moves so that you could confuse your opponent and
not make him depend on the G.C.D.! And try to know every combo he has so that
you could use any and not be limited with three or four combos.

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

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

==============
Normal Combos:
==============
1)Jump C, crouching C, Double Reppu ken or Evil Shadow Smasher + B
-
2)Jump D, standing C, Fudou Sakkatsu Uraken
-
3)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Shippu Ken
-
4)Jump D, crouching C, Reppu Ken, Reppu Ken (corner)
-
5)Jump D, crouching C, Reppu Ken, Double Reppu Ken (corner)
-
6)Jump D, crouching C, Reppu Ken, Flying Sawblade Slicer, crouching C (corner)
-
7)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick, Evil
Shadow Smasher
-
8)Jump C, crouching C, Evil Shadow Smasher
-
9)Jump B (cross up), crouching A, crouching A, crouching A, crouching A
-
10)Jump C (gotta love the four hits in the air), standing C, Evil Shadow
Smasher (works mostly on Earthquake and Hugo)
-
11)Jump C, Shippu Ken
-
12)Jump up C, Shippu Ken
-
13)Jump B (crossup), crouching A, crouching A, crouching A, standing B
-
14)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Flying Sawblade Slicer, crouching C (corner)
-
15)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, standing C,
Fudou Sakkatsu Uraken

==================
Counter Hit Combo:
==================
16)Fudou Sakkatsu Uraken, Raising Storm
-
17)Raising Storm, Raising Storm (must read the Combination Attacks Explaination
below)

=============
Super Combos:
=============
18)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick,
standing C, Spinning Kick, Raising Storm
-
19)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick,
Deadly Rave (stop in the ninth hit), standing C, Spinning Kick, standing C,
Spinning Kick, Reppu Ken, Raising Storm
-
20)Jump B (cross up), crouching B, Holy Gates
-
21)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, standing C,
Spinning Kick,  Holy Gates
-
22)Jump D, Raising Storm
-
23)Jump D, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C,
Spinning Kick, Reppu Ken, Raising Storm
-
24)Jump D, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C,
Spinning Kick, Holy Gates
-
25)Satnding C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning
Kick, Raising Storm
-
26)Satnding C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning
Kick, Reppu Ken, Raising Storm
-
27)Satnding C, Spinning Kick, standing C, Spinning Kick, Deadly Rave (stop in
the ninth hit), standing C, Spinning Kick, standing C, Spinning Kick, Holy Gates
-
28)Jump D, satnding C, Spinning Kick, crouching A, crouching B, Reppu Ken,
Raising Storm
-
29)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, distance C,
Raising Storm (corner and mostly works on big characters)
-
30)Jump D, distance C, Raising Storm
-
31)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C, Spinning
Kick, distance C, Raising Storm (corner)

====================
Maximum Mode Combos:
====================
32)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow
Smasher (cancel after the second hit), Spinning Kick, Evil Shadow Smasher,
Spinning Kick, Evil Shadow Smasher, forward + D, Evil Shadow Smasher, Spinning
Kick, Evil Shadow Smasher, Spinning Kick, Deadly Rave (AA, BB, CC, DD),
standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm
-
33)Jump D, standing C, Spinning Kick, Evil Shadow Smasher (cancel after the
first hit) Spinning Kick, Evil Shadow Smasher, Spinning Kick, Evil Shadow
Smasher, Spinning Kick, Evil Shadow Smasher, Spinning Kick, Evil Shadow
Smasher, Spinning Kick, Reppu Ken, Deadly Rave (AA, BB, CC, DD), standing C,
Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm (opponent
must be cornered)
-
34)Jump D, standing C, Spinning Kick, Double Reppu Ken (cancel first hit), Evil
Shadow Smasher (cancel second hit), Reppu Ken, Shippu Ken or Flying Sawblade
Slicer, crouching C (corner)
-
35)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow
Smasher (cancel first hit), Spinning Kick, Evil Shadow Smasher, Spinning Kick,
Evil Shadow Smasher, Spinning Kick, Evil Shadow Smasher, Spinning Kick, Evil
Shadow Smasher, Spinning Kick, Evil Shadow Smasher, Reppu Ken, Raising Storm

=======================================
Dizzy Combo (makes the opponent dizzy):
=======================================
36)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow
Smasher (cancel first hit), Spinning Kick... (repeat... with Maximum Mode)
-
37)Crossup B, standing C, Spinning Kick, far C, Spinning Kick, far C, Spinning
Kick, Raising Storm (corner on better with big opponents)
-
38)Spinning Kick, Evil Shadow Smasher (cancel first hit... with Maximum Mode)

=========
Infinite:
=========
39)Standing C, Spinning Kick... (repeat)

---------------------------------
Combination Attacks Explaination:
---------------------------------
  As for the combination attacks No. 22, 23 and 24... you might ask; "why don't
I do standing C after jump D instead of the Deadly Rave or Raising Storm, then
continue with the combo?" Simply Put, because you will not be able to do a
combo when you are jumping from a distance (means the opponent is far from
you), because if you do standing C, the far standing C will come out instead of
the close one. The combination attacks that are written above are pretty much
good when anybody performs a fireball from a distance and you jump to do a
painful combo. It will be a good surprise.

  For the Counter Hit Combo No. 17, it needs a lot of things to be completely
and perfectly performed 100%! I have heard of connecting 235232 Raising Storms
or so, but sorry... I do not buy that. As I said "before", I only write what
"I" know and that means "what worked with me."! First you have to be a little
bit near the corner and just perform the Raising Storm... make Earthquake
perform Fat Replica Attack when three seconds goes out after Geese performs the
Super Move. Now after Earthquakes performs it right in time, he will be hit
with only one hit by the Raising Storm leaving him open for another one. He
will go up-backward high suffering from that hit, now... after you recover...
FAST do another one and congratulate yourself for the good and painful extra
damage. Why would it hit again? Because you had a Counter Hit, so you are free
to do another one as long as THERE IS a Counter Hit to it (that is for now,
when I discover new things to be told... I will happily do so). ^_^

  As for standard combo (standing C, Spinning Kick), the best method is to time
your dash with the Spinning Kick Special Attack (forward + D) so that when
Geese hits the opponent with his leg, he will dash right away (by doing forward
forward before he stops the kick) and then you can continue with another
standing C, Spinning Kick...

  The other good method but needs timing to perfect it is, do not do Spinning
Kick right away after you do standing C. Try to do standing C then wait for the
full frame to come out (standing C) and then do Spinning Kick. You will still
be able to connect it after the standing C and will be easier to dash and then
do the combo over, over and over again.

------------------------------
Short Note About the Infinite:
------------------------------
  Guys, if you have trouble doing the infinite, then stick with only four hits
and continue with a painful combo. The second standing C (after Spinning Kick)
should be easier to do than the third standing C, because the opponent is
closer to you in the second standing C than the third one to do!

  So, you want to make the opponent dizzy and you already have the tool for it
(Deadly Rave), then you should make it as simple as this:

Jump D, standing C, Spinning Kick, standing C, Spinning Kick, crouching B,
Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C, Spinning
Kick, crouching A, Reppu Ken, Raising Storm

  This will surely make the opponent dizzy. Moreover, it is as painful as the
infinite since the infinite makes the opponent dizzy but does not do as painful
damage as that combination does! I have seen many people doing Zero's infinite
easily and cannot do even five hits with Geese (infinite), which is surprising!
So, this should be easier to do!

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

--------------------
How To Play Against:
--------------------
  This section is mainly for those who have trouble beating any character
controlled by an expert (human). I know Geese is easy to use, blah blah blah...
but sometimes people need a certian strategy to beat a certain character. And
yes, there are a lot of people who are new to using Geese (since he is
overpowered), so they might ask about a thing or two or have trouble beating
some characters. I will first put the complete strategy how to play against the
characters that I like, because I used them perfectly and I know pretty much
their good and bad points (Tabasa, Geese, Genjuro, Earthquake, Shiki and some
others). Moreover, I will put another strategies on how to beat another
characters... for those who E-Mailed me and asked me about them.

  Do not E-Mail me back saying; "Mister, they did not work!" I will not bother
to reply, because you have to say why so that I could at least know your
reasons! Also, the strategies to beat each character will change from time to
time when I see anything new that should be put and old things that should be
removed. So, yeah... I will update the F.A.Q whenever I have to. Anyway, on
with it:

=============
Geese Howard:
=============
  "A powerful figure who is well-known for his evil deeds in SNK world."

  This is pretty much fun and tough since you are both using the great Geese
Howard. So, everything depends on who is faster and better. The retarded scrubs
who use Geese just because he is powerful and all, have no chance to win unless
they go in depth, that is (or copy-cat experts)!

  Read carefully in all the sections and see his good and bad points and when
the opponent does any, then punish him or her. You have to know that when you
do a mistake, the opponent will punish you with a painful combo as well. React
fast accordingly. When the opponent does Shippu Ken, then fast do the Deadly
Rave and continue with anything painful (read in the Combos Section). Many
Geese scrubs just do jumping D or B then standing C, Spinning Kick, Reppu Ken.
This is pretty much basic, so you have three options after the G.C.D., 1)Deadly
Rave... 2)Holy Gates... 3)Infinite. Yes, infinite. The opponent will not do any
less than that when he gets you, so you better leave your honor aside and act
like the evil character that you are using. If you are not any good with the
infinite, then at least do standing C, Spinning Kick twice and carry on with
the combo. Something is better than nothing.

  When the opponent has Maximum Mode then be careful. Try to play a mind
game... like performing Reppu Ken and doing crouching A and when the opponent
jumps, fast do Raising Storm or crouching C. Do not give a damn why the
opponent does not attack and standing still, because he is most of the time is
going for the infinite after the G.C.D.! So,use your Normal Attacks as I said
in the "Moves Analysis" section! Needless to say, you will get mad of how this
match turns out. You are good with Geese and so the opponent. So, everything
depends on who is faster, better and badder. Reaction talks better, too.

  There is nothing much to add here since the whole F.A.Q. is about the
Legendary Geese Howard. Read everything and see what did I say not to rely on
and what to use and how to avoid the G.C.D. with certain ways... and when the
opponent does any... finish him or her off. It doesn't get more simple as that.
Really!

=============================
Tabasa (also known as Tessa):
=============================
  "With the help of Al and Evan, Tabasa once again shows her awesome powers."

  You might think that Tabasa is a bad character who has many bad Special
Moves, Super Moves, Normal Attack, Special Attacks or Exceed, but that is
really wrong. Tabasa is one of the characters that has got a very good mind
game and deadly combos. She is deadly in the hands of experts, but she lacks
one thing and you will know once you read what I have to say!

  Tabasa has a lot of start-ups in her Special Moves, Normal Attacks and
Special Attacks. She cannot perform her Chakra Wave or Jamming Ghost freely
with you since you are playing as Geese, who has a fast Reppu Ken that can make
Tabasa think twice before performing anything. The most great strategy for
Tabasa to play good is to grab you with her great throw move, As Sent Proof,
and then perform Chakra Wave and follow it with the Jamming Ghost. Everything
is about zoning. As Sent Proof has a zero range but it is the best throw move
in the game because she recovers from it so fast... in addtion to being great
because she can grab even when you are about to jump, this throw move however
has a weak point, and that is range! So, a good Tabasa player will most of the
time use it after the G.C.D.!

  When Tabasa perform either Chakra Wave or Jamming Ghost, answer with your
Reppu Ken. the Chakra Wave has a bad recovery, so you could go for a painful
combo. Do not smile, a good player will not be stupid enough to perform the
Chakra Wave while you are not down! Also, she can combo her anti-air Special
Attack, Restive Kitten, into Haul Flapper then Tricicle Edge. So, now you know
what she is. Now how to beat the crap out of her. You could jump and do Shippu
Ken sometimes since you will not be punished because her Chakra Wave is slow
and her Jamming Ghost is slower... and so her Super Moves. Do not jump unless
she is down so that you could crossup and when you crossup and she defends fast
jump backward because most of the time the player will go for the G.C.D. and
catch you with her As Sent Proof.

  When she is far from you, perform Reppu Ken to force her to jump or do
anything... most of the time the player will jump... here, you have to react
fast according to what the opponent does. If the opponent does Chakra Wave in
the air and he is far from you, then do not perform the Raising Storm. Dash and
punish her because she will have to recover. If the opponent does Inroad Fowl
or Flask then you have to be pretty fast when you do the Raising Storm. Note
that the Inroad Fowl can make Tabasa go through the Raising Storm and block! I
do not know if this is a glitch but I have been doing it a lot of times and it
works greatly! When Tabasa plays with her 50% life bar left then you have to be
extra careful because her Exceed, Meteor Fall, has a double range! She can do
jumping D, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Tricicle Edge
or Restive Kitten, Death Phenomeno! That is about 78, ladies and gentlemen... a
real painful combination! All you have to do is do not make her jump, dash,
G.C.D. into her Exceed.

  When you want to use your Normal Attack, use them as I said in the "Moves
Analysis" section! For example, do crouching A, and when she G.C.D., either
jump forward or grab her with your Holy Gates! Do not worry, as long as you
react fast you will not have troubles with the G.C.D.! Make good use of your
Reppu Ken because it is fast and Geese recovers so fast from it. Most of Tabasa
players will try to make you get mad by using her Inroad Fowl a lot so that you
would attack then and then they would punish you with the grab move after the
G.C.D. and then make traps with the Chakra Wave and Jamming Ghost. Do not care
about it, just perform your Reppu Ken and when they do a mistake... punish them
with the Raising Storm or Deadly Rave since he becomes invincible and can go
through fire balls! Tabasa does not have solid Normal Attacks. Her best ones
are the air D (for crossups), standing D, far D, standing and crouching As! But
they should be used perfectly or she will be heavily punished. Your Normal
Attacks are better than hers and you will beat hers anytime... so, that is a
good thing to add!

  I will not repeat how to play against her when she relies on the G.C.D. since
there is a full section for it and I explained perfectly how to use his normals
to avoid being hit by the G.C.D. in the "Moves Analysis" section!  You have to
know that she can use some deadly combos easily... let me write some:

==============
Normal Combos:
==============
1)Jump B, standing A, standing A, standing D
-
2)Jump D, standing D, As Sent Proof or Reverie Sword
-
3)Jamming Ghost (time your Normal Attacks before the four ghosts converge on
the opponent and hit multiple times), jump D, standing D (they should hit by
now), Wonder Fist, Sea's Anemone
-
4)Jump B, standing D, Wonder Fist, Sea's Anemone (also known as She's on Enemy)
-
5)Jump B, standing D, Restive Kitten, Reverie Sword, Inroad Fowl (corner... and
without jump B if wanted to be done anywhere)
-
6)Jump D, standing D, Reverie Sword, Inroad Fowl or jump D
-
7)Jamming Ghost, Inroad Fowl
-
8)Jamming Ghost, Jump B, standing D, Wonder Fist, Sea's Anemone
-
9)Jamming Ghost, standing C, crouching D
-
10)Jamming Ghost, standing D, As Sent Proof
-
11)Jamming Ghost, standing D, Restive Kitten, Reverie Sword
-
12)Jump D, standing D, Restive Kitten, Haul Flapper, Inroad Fowl

===================
Counter Hit Combos:
===================
13) Inroad Fowl, Jamming Ghost, Meteor Fall, Restive Kitten, Haul Flapper,
Tricicle Edge
-
14)Inroad Fowl, Restive Kitten, Death Phenomeno

=============
Super Combos:
=============
15)Jump B, standing D, Restive Kitten, Death Phenomeno (corner... and without
jump B if wanted to be done anywhere)
-
16)Jump B, standing D or C, Meteor Fall, Death Phenomeno
-
17)Jump D, standing D, Tricicle Edge
-
18)Jump D, standing D, Restive Kitten, Haul Flapper, Tricicle Edge
-
19)Tricicle Edge, Tricicle Edge
-
20)Jump D, standing D, Restive Kitten, Haul Flapper, Death Phenomeno or Reverie
Sword, Inroad Fowl (corner)
-
21)Jump D, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Tricicle Edge
-
22)Jump D, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Death
Phenomeno (corner)
-
23)Jamming Ghost, standing D,  Tricicle Edge
-
24)Jamming Ghost, standing A, Death Phenomeno
-
25)Jump D, standing C, Tricicle Edge, jump D or Inroad Fowl
-
26)Jump D, standing C, Tricicle Edge, Restive Kitten, Death Phenomeno
-
27)Jump D, standing C, Tricicle Edge, Restive Kitten, Haul Flapper, jump D or
Inroad Fowl
-
28)Jamming Ghost, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Death
Phenomeno (corner)
-
29)Jamming Ghost, standing C, Meteor Fall, Restive Kitten, Haul Flapper,
Tricicle Edge
-
30)Jump D, standing C, Tricicle Edge, Tricicle Edge

====================
Maximum Mode Combos:
====================
31)Jump D, standing D, Haul Flapper, Restive Kitten, Haul Flapper, Inroad Fowl
(corner)
-
32)Jump D, standing D, Meteor Fall, Haul Flapper, Restive Kitten, Haul Flapper,
Tricicle Edge or jump D
-
33)Jump D, standing D, Meteor Fall, Haul Flapper, Restive Kitten, Haul Flapper,
Death Phenomeno (corner)
-
34)Jump D, standing C, Tricicle Edge, Haul Flapper, Restive Kitten, Death
Phenomeno
-
35)Jump D, standing C, Tricicle Edge, Haul Flapper, Restive Kitten, Haul
Flapper, jump D or Inroad Fowl
-
36)Jump D or B, distance D, Winder Fist
-
37)Jamming Ghost, Winder Fist, Reverie Sword
-
38)Jamming Ghost, Winder Fist, Haul Flapper, Restive Kitten
-
39)Standing C, Winder Fist, Haul Flapper, Restive Kitten, Death Phenomeno
(corner)
-
40)Standing C, Winder Fist, Reverie Sword, Inroad Fowl (corner)
-
41)Standing C, Winder Fist, Haul Flapper, Restive Kitten, Haul Flapper, Inroad
Fowl (corner)
-
42)Jump B, standing A, standing A, distance D, Winder Fist, She's On Enemy

==========================================
Death Phenomeno Combos (during count down)
==========================================
43)Jump D, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Tricicle Edge
(six to seven seconds)
-
44)Jump D, standing D, Haul Flapper, Restive Kitten, Haul Flapper, Inroad Fowl
(three to four seconds... corner and Maximum Mode)
-
45)Jump D, standing C, Tricicle Edge, Tricicle Edge (two to three seconds)
-
46)Jump D, standing C, Tricicle Edge, Restive Kitten, Haul Flapper, Inroad Fowl
(four to five seconds)
-
47)Jump D, standing D, Meteor Fall, Haul Flapper, Restive Kitten, Haul Flapper,
Tricicle Edge (Seven to eight seconds... a bit near the corner and Maximum Mode)
-
48)Standing C, Winder Fist, Haul Flapper, Restive Kitten, Haul Flapper, Inroad
Fowl (two to three seconds... corner and Maximum Mode)
-
49)Jump B, standing A, standing A, standing D, Winder Fist (Two to three
seconds)
-
50)Jump B, standing D, Restive Kitten, Reverie Sword, Inroad Fowl (three to
four seconds)
-
51)Jump D, standing D, Restive Kitten, Haul Flapper, Inroad Fowl (two to three
seconds)
-
52)Kitten Scratch (one to two seconds)

  Those are very easy. Now you will say what is the point of writing them up!
Well, you should know how she can work out with her combos and the critical
steps of her combos to avoid being hit by them. Then you will really improve a
lot beating her. And becareful not to fall for her unblockable glitch. Just do
not make her grab you. Do as I said and play with your Reppu Kens a lot to make
her jump or fall for a mistake and then bang. If the opponent goes for the
glitch, then forget about honor and that crap and starting kick him with your
infinite.

=================
Genjuro Kibagami:
=================
  "No matter how many times you try to make him bad, he still owns you for
free."

  Really now. Genjuro does not need to bother with his standing and crouching C
a lot. Also, his crocuhing B can be pretty bad if you are facing one of the
solid characters. Like, Geese, Geese and GEESE!

  A good player will use his air C because it comes out fast and takes out
almost everything... and a good attack for combos. If you attack from the air,
he would jump backward and C. Like the Smaurai Spirits strategy.

  His three hit slashes (with C) have to be blocked forward when you are near
the opponent. If he uses the Special Move from a distance then it has to be
blocked backward. Also, he can do it right before the you get up and it will be
a deadly cross. The opponent will try to focus on your crouching A, standing B,
A and down-forward C more because he can cancel them and do not have that much
of a bad recovery. He will also delay the Sanren Satsu slashes to confuse
you... he will not always do them fast... he will have to delay when you defend
the first and second hit.

  If he is cornered and being heavily attacked with nothing to do, he will go
for his Sanren Satsu + C to get out of your traps. When he plays against
characters that throw fireballs in the air (like Akuma, Geese and Tabasa), he
will fast do Sanren Satsu so that he could do a nice combo when they get down.
He will most of the time change his pattern as soon as the you start to wait
(most of the time trying to read him). He will use his Ouka Zan from a distance
or when the opponent is about to get up.

  When he wants to use his Super Move, Ura Gokou, he will try to do it eariler
than he used to, because it will work better. He does not have to play fast to
win, because most of the time he will screw up with him and get kicked. He will
only try to use his Normal Attacks, Special Moves, Super Moves and Exceed in
time. Moreover, he will defend when he has to so that he could start his next
attack and think fast of what to do when he defends... like Guard Cancel Dash,
CD Counter or Ura Gokou.

  When he has Maximum Mode, he will try to cancel his Special Moves and Normal
Attacks to confuse you. He could do a painful and hard combo, like:

Jump C, standing B, Triple slash (cancel second hit), Paulownia Shrining Wing
blade (cancel first hit), Triple slash, Paulownia Shrining Wing blade, Triple
Slash, Paulownia Shrining Wing blade, Triple slash, Hyakki Satsu, Paulownia
Shrining Wing blade (corner and with Maximum Mode)

  I wrote that strategy once for Genjuro players. But that does not perfectly
work on Geese since one mistake will cost him his life! His tricks with the
G.C.D. will never work against Geese if you use what I said perfectly. Genjuro
is pretty slow compared to you and you can finish him off with one combo. But
he, on the other hand, has to do a lot of good work to compete with you. His
options are limited against Geese. His Special Moves have a bad recovery. His
Ouka Zan is so punishable. You can G.C.D. anything and still punish him. He
will use his crouching A and jumping backward D with you because they are the
true good ones that will make him attack sometimes. Other than these, he will
be punished greatly. When he performs Ikari Bakuha, do not do any stupid move.
He will get mad and try to attack since it will fade away after sometime, so he
has to do something. The trick behind his trick when you fall down is to react
fast. when he does Sanren Satsu with the A button, he will dash fast. When he
does it with the C button, he will not dash fast. React fast accordingly. A
should be blocked backward. C should be blocked forward.

=====
Hugo:
=====
  "A human body for all your combos to practice on..."

  This is pretty much pointless, but someone seems to have a major problem
defeating him and E-Mailed me to have away around him! Surprising... really!

  You could use the same strategy with Earthquake and it will work. Jump C all
the time, Hugo's best answer is to perform Shootdown Backbreaker "early"! Do
not bother to do anything special. Hugo's special throw have zero range
(shocked?). The good range is only when he performs his Exceed, Gigas Breaker!
His best Normal Attack is crouching A, but it will not do much against yours!
You could perform Reppu Ken all day and when he jumps, Raising Storm. He is not
a fast jumper, do not worry. He will not do much since his Moonsault Press has
zero range and pretty much useless against the almighty, Geese Howard! You
could force him to G.C.D. by using your crouching A or distance C or D! And
when he does, grab him with the Holy Gates! You will recover fast from your
Normal Attacks, do not worry (if you read Moves Analysis carefully)! When he is
about to dash, surprise him with the Raising Storm.

  When he has 50% life bar left, the opponent will always think of using his
Exceed, Gigas Breaker. This is good for you because your traps and tricks will
work better now since the opponent will most of the time focus. Jump C all day,
dash and cancel and backward... confuse him with your fast gameplay to not make
him read you or have options to get close to you. When he falls down, go near
him and when he gets up, jump backward so that if he performs his Exceed he
would miss! You know, the same old good little tricks. ^_^

  By the time you build you Power Meter and get the Maximum Mode, you know what
to do. You could go for the Raising Storm for five times for a good damage
after blocking them or you could go for the deadly combinations after the
opponent does a mistake! Do not G.C.D. his crouching As a lot, just sometimes
to surprise him but not always... G.C.D. his heavy attacks and punish him. The
best way to get around is to use your ground Normal Attacks fast and be very
sure to not make him G.C.D. all the time, punish him with the Holy Gates when
he does to warn him that there is nowhere to go.

===========
Earthquake:
===========
  "Don't you love him when he happily says; YAPIEEEEEE?" ^_^

  Okay, Geese has an advantage over Earthquake. His jumping C eats him for free
and it builds his Power Meter in no time. Earthquake traps and tricks DO NOT
work against the counter characters, especially Geese! You could jump C all day
and Earthquake will do nothing special to write home about. He would do Fat
Fake, but that is a poor option. Also, he has a bad recovery after he grabs
you! So, he will not be able to perform Fat Burst right away. Your Reppu Ken is
fast enough to make him jump and change his pattern. And that is not as if he
is not forced to... because he IS! His Fat Replica Attack is a waste of time
against Geese because he could answer with either Raising Storm or Upper Body
Slam. Even if he tries to be tricky, you could let him perform the Fat Replica
Attack and defend his attack then fast perform the Raising Storm (with G.C.D.
or not... either will work). As for the most sweet Special Attack Earthquake
has, Fat Bound... just G.C.D. the first hit then Raising Storm or Upper Body
Slam. Or backward twice and Raising Storm.

  The trick behind this fella is Fat Burst. But since Geese will not give him
the time to breath, then he will not be able to think of using it. Reppu Ken is
fast enough to take it out. Do not worry about his Chainsaw Dive or Fat
Chainsaw, because you could defend and then punish him. They are punishable. Or
you could do Upper Body Slam for fun. Anyways, your air attacks are better than
his air attacks... Earth Got 'Em -2003- is not that great if you jump from a
distance and attack him. The opponent must perform it really early. Even if he
gets you, he will hit you with the first hit and miss with the others because
you were far enough. Fat Guilty has invincibility at the very start, but he
does not perform it that fast. You could defend it if you really use the Normal
Attacks perfectly. Do not defend low, because it is an overhead attack. The
opponent would most of the time use it when you perform Reppu Ken or jump. That
would be once in a round. Why? Because he will not have the time to build his
Power Meter since you are attacking him endlessly with your jumping C.

  Jumping C is great and builds your Power Meter so fast. When you get him with
one combo, make it painful. There are other combos that only work on him and
Hugo as well because of their sizes (check out the Combos Section). Do not do
standing C, Spinning Kick if he is blocking because he would G.C.D. then Fat
Carnival. And do not G.C.D. after he performs Fat Carnival, because there is no
damage in blocking it and he will have to recover so you will have the time to
punish him! Fat Breath is nothing and it is pretty much slow to use as an
anti-air. So, do not worry. Be careful when he uses his ground Normal Attacks,
like standing C, standing D, crouching A, standing A... because they are fast
and good. Luckily, your jumping C takes out almost everything and your ground
normals are as good (and better) as his'!

  Another thing to add is that his combos are limited and some of them need Fat
Burst to be comboed, but since your Reppu Ken is fast enough, he will not be
able to do any of them. When he uses G.C.D. after your jumping C, then jump
again and do not let him breath. If you are on the ground and he uses the
G.C.D. after your attacks, then be ready to grab him with your Holy Gates.
Since you are doing as I told you to (how to use his normals perfectly to avoid
being hit by the G.C.D.) then you will not have any trouble with those who
depend on the G.C.D. and you will be free to jump, grab and punish them with
anything you have in mind. Whenever Earthquake jumps, always give something
painful, like the Raising Storm or Upper Body Slam. If you want to save up the
Power Meter for the Maximum Mode, then crouching C or Upper Body Slam. They
will work just fine. You could let his perform Fat Burst if you want him to,
but that is to use Your Exceed, Deadly Rave, right away! He will go through it
and hit Earthquake.

  When you are very close to him and he disappears, fast do the Raising Storm
and he will get him even if he performs Fat Fake because he has to recover from
it. He will get him if disappears and performs Fat Fake, Fat Replica Attack or
Fat Chainsaw. I did not try Fat Carnival, though! Do not and I mean DO NOT
perform the Raising Storm without any good reason because Earthquake can get
you with his Super Move, Fat Guilty, while you are happily doing the Raising
Storm! Always keep that in mind, ladies and gentlemen!

========
Chun-Li:
========
  "There were happy moments in using you, but remained only as happy memories
to endure the suffering after fiding the glitch."

  Okay, you should know this. We have found a very bad glitch with Chun-Li,
today! Do the Guard Cancel Front Step and then forward, down, down-forward + B
or D! It cannot be blocked no matter what! Even if you do crouching A and then
the Chun-Li player does G.C.F.S. (normally you will recover so fast from your
normal), he will hit you with her f, d, df + B or D. This is pretty much easy
and you could do it against everything... that means the air and ground
attacks! All you have to do is do it after the G.C.F.S.! This makes her really
solid and broken at the same time!

  Chun-Li is good, Chun-Li is great, but Geese is way better. Her jumping B
does not work with Geese, he could do the Raising Storm to stop her and he
could do crouching C and still hit her! Why did I write this? To let you know
how to beat her when she has a glitch like that! You might get mad and ask.
Chun-Li is good when she jumps, but the character she is jumping at is not
Dan... it is Geese. When she does that glitch, grab her right way. Which means,
do crouching A and when she G.C.D. your attack, fast do Holy Gates. As for when
you jump and attack her, do not attack her with the D, always cross up with the
B so that when she G.C.D. and does Tenshou Kyaku she would go to the wrong way
and then you could punish her. She has deadly combos, just like you... but you
have deadly combos, 100% combos, dizzy combo and long Maximum combos! Some of
her Normal Attacks are great, but yours are better, and you could do a lot of
good work with your crouching B and crouching C! She does have punishable
Normal Attacks too. Like her far C or crouching D!

  Do not get mad when she does Kikou Ken, react with the Reppu Ken. She just
wants you to jump. Her Kikou Shou is not fast enough and her Houyoku Sen is
greatly punishable. Her Exceed, Hazan Tenshou Kyaku is pathetic if you are not
cornered or giving her what she wants (jumping)! Geese rules on the ground so
much, you will not have to jump that much unless she is down! Be careful with
her Tenshin Enbu, because she could crab you after the G.C.D. but that will not
happen if you know how to use the Normal Attacks perfectly. She has to recover
when she misses after Tenshin Enbu, punish her always with your Deadly Rave or
Raising Storm. The opponent knows that the glitch will help him so he will not
think twice of using it, and so you will not think twice of returning the favor
and doing your infinite. Both of them are broken characers, and many could care
less who would win. Geese because of the infinite and she is broken because of
that funny glitch.

  Any Chun-Li player will most of the time think of jumping when he has nothing
to do. Use the crouching C as an early anti-air and get them with it. Her Kikou
Ken is not as fast as your Reppu Ken and you still build your Power Meter
faster than her. Also, her glitch helps her to do 10% damage at least, but one
mistake from her and that will cost her 100% of her life bar... that means "her
own life"! She can grab in the air and she can beat most of the attacks with
her jumping B, but that does not work against Geese. When you have the Raising
Storm, you will own with almost everything. G.C.D. when she tries to mess
around and then go for a painful combo.

======
Shiki:
======
  "A beautiful character with a solid will and an unmatched strategy."

  I could finish this in three words, really... but I think she deserves a good
strategy to be beaten since I know pretty well her problems with many things.
The best thing about this cute character is that she can do GREAT combos. But
the question is; "How to land them on anyone, especially someone as powerful as
Geese?" Since this F.A.Q. is mainly for Geese, there is no need to know how (I
bet you are mad)! ^_^

  Shiki suffers from the G.C.D A LOT! She can grab you from the G.C.D., but if
she misses, she will eat the biggest combo in the game... which is not worth
it! Her uppercut is good, but it can be crossed over easily. She is very
limited when she tries to attack you. She does not have many options when you
perform Reppu Ken... very limited. When she does not have Lvs. to use her Super
Moves, she becomes so easy to attack. Her auto-combo is pathetic and a big
welcome for the G.C.D.! Most of her Normal Attacks, Special Moves and Super
Moves can be punished easily. She is the character that you always want to face
to use the G.C.D. as much as you can. And yes, THERE IS NOTHING TO DO ABOUT IT!
Shiki does have Mumyou to grab you from the G.C.D., but that is only when she
lands a "thing" that is not a big target for the G.C.D.! Do not bother to
G.C.D. anything she does, perform Reppu Kens, cross up, dash, try to throw...
and you will see that she will not have many things to do. You could trap her
easily and punish her with the Raising Storm.

  No, I do not hate her. I have already said that she is one of my favorites,
but that is the truth. I have used her a lot and I am as good with her as with
Geese or Tabasa for example. She just does not have what it takes to compete
with Geese. Geese can finish the match with one mistake from Shiki expert, but
Geese can do some mistakes here and there and still will be able stand! She is
not about Tsurane Giri: Tensei or Tsurane Giri: Rinne because anyone who says
so knows nothing about her. Her Special Attacks are the major problem and good
target for the G.C.D.! It will be a very long way to land any of her deadly
combos on any "decent" Geese player, at least. And near impossible to land them
on an expert. Anyways, the sure way to beat the crap out of her is to use the
Normal Attacks perfectly to make her do a mistake and then bang!

  If she falls from a heavy attack, go for the cross up and then if the
opponent defends, jump backward. Do not worry about her Super Move or Exceed,
because she has to wait for you to perform Reppu Ken or do a mistake to punish
you, and that is in her best dreams. To make it simple, Shiki is the No. 1
target for the G.C.D. among all the characters in the game. Even Dan is not as
close as her. Let her teleport as much as she can, and then punish her. Use
your projectile if the opponent turtles or to make the opponent either jump or
teleport and then punish her. That's about it!

======
Guile:
======
  "It was never meant to be Sonic Boom alone..."

  This is more pointless than Hugo, but I have to explain some major things
after seeing how many players went down by him!

  I will say this once, Guile cannot and will never be able to force Geese to
jump no matter what. His Sonic Boom is good and he recovers so fast after
performing it, but HELLO... Geese also has the Reppu Ken, which is fast too and
has a very good recovery! The Sonic Boom then Total Wipeout strategy/crap does
not work here, mister. When Guile performs Sonic Boom, fast do Reppu Ken. Yeah,
it is okay, let him build his Power Meter, so what? You will build yours as
well and he will be so sorry about it when you kill him easily with one Maximum
combo! When the expert tries to G.C.D. then throw you, you know what to do of
course! Holy Gates or escape from his throw by doing AB, CD randomly! When the
opponent performs Sonic Boom then jumps, do Raising Storm and it will eat his
Sonic Boom and hit him. It is pretty basic, Guile is all about his Sonic
Boom... he could do a lot of things against let us say Tabasa, but not Geese.
Also, keep in mind that he is a charging character and Geese is not. Moreover,
Geese does not have to recover from most of his attacks!

  On top of that, Guile's combos are not that big and not as painful as
Geese's. Geese could do some mistakes and still live, but Guile on the other
hand could die because of one mistake. I see a lot of people jumping a lot to
avoid being hit by the Sonic Boom and FORGET about the Reppu Ken! This is
pretty much wrong. Do Reppu Ken a lot and force him to jump and move around.
Punish him with every mistake he does. Ah, that is about it. Does not need more
than this, really! Just for the Geese players out there, you do not need to
jump since you also rule on the ground, too!

  Also, the fella will try to time his jumping with yours so that he could do
the air throw! It is powerful, but has a weak point. He has to FAST tell which
jump you are performing. The high or super jump! When he does straight up jump
then fast do Shippu Ken. He will never be able to catch you and you will
greatly punish him. You cannot throw escape in the air, so you have to follow
my lead... oh, I mean you have to follow what I said! It is better and safer
for you. ^_^

========
Goenitz:
========
  "A stylish character who teaches the scrubs the real meaning of A-B-U-S-E!"

  This match needs a mind game and needs you to focus. The Goenitz player could
rely on his Yonokaze all day if you do not know what to do. Time your Reppu Ken
before he performs Yonokaze and it will hit him most of the time. Goenitz is
pretty much limited when it comes to attacking you from either the air or
ground! You know what to do when he jumps and when he plays on the ground,
cross up with the B or play with him as he likes, you will surely rule over.
Just do not let him perform Yonokaze as much as he likes. Perform Reppu Ken and
time it when he depends on the Yonokaze!

  When he G.C.D. for Yamidoukoku, do as I said with most of the other
characters. Traps and tricks make him miss a lot. Do not make him dash and use
your far C and jump when you have to. Cross up and then continue if he does not
defend. If he defends then jump again or do crouching As to make him G.C.D and
then do Holy Gates! You need to react fast when he G.C.D.! His Fuujin no Ibuki
and Shin Yaotome: Mizuchi can be easily punished if you defend them. Just
G.C.D. then Holy Gates! Same thing goes for his Shin Aoi Hana: Seiran, Wanpyou:
Tokobuse and Wanpyou: Mametsu! The most important thing here is to not make him
perform Yonokaze freely! You will hit him a lot if you time your Reppu Ken with
his Yonokaze. Also, you have the Deadly Rave and can go through it, so you
could be a pain when you have 50% life bar left and the opponent will be extra
careful. You will still rule here since your Reppu Ken is fast and you recover
from it fast, too! When he gets cornered, punish him with the Raising Storm.
Goenitz suffers from Geese either. Just like Genjuro and some few others!

=====
Zero:
=====
  "If you have Sonic's shoes, then you will for sure be alright."

  Zero is not more powerful than Geese in any way. Geese is still better than
him with or without his infinites. Many people misunderstand this true fact.

  The most effective method to beat the crap out of him is to make the match as
dead as possible. In other words, do not bother to be offensive all the time.
You could keep on with the Reppu Ken method and you will be so safe. He cannot
go through it since it is large and for low and mid positions. He will have to
use his gun shot sometimes to get around you. Your Reppu Ken is faster than his
shot and you have more effective and damaging anti-air attacks than him. His
spinning sword move is not a problem at all. You do not have to G.C.D. with it
at all. As I said, when you make the match so dead (does not mean you have to
turtle, but not move around a lot), Zero will have so little options and his
traps will not work at all since he has to corner you first to do some tricks.
Whenever he jumps, do either Raising Storm or crouching C (fast). When he tries
to perform any of his traps, do Reppu Ken (fast)... because there is some
start-ups in his Special Moves. If he performs the shot (the one to the air),
he will either jump after it or run, be ready for the Raising Storm.

  Keep in mind that your combinations are way damaging than his combinations.
And your infinite does not need you to do a lot of work other than "one hit"
and farewell. No, it is not as if this is about honor or such. Both characters
are powerful and have infinites and your opponent will not think twice to use
his infinite when you are kicking him so hard with your very painful
combinations! So, yes... you can go for the infinite any time possible. You do
not have to defend when he attacks you on the ground, he is not better than
you. Your crouching B, distance C, D, standing A are more better than his
Normal Attacks. And you can do a lot of good things when they connect. Keep in
mind that when your life bar is red, you will be a lot better since your Deadly
Rave will go through most of his Special Moves. He will not use any just like
that if you are extremely expert with Geese. One Deadly Rave and good-bye. You
just attack for one purpose, to G.C.D. to infinite or a very painful combo!
Zero's combos are not as good as yours, not even close. So, you have the upper
hand here.

  Do not listen to those who say Zero is better, I have fought a lot of experts
with Zero (does he need any?) and they cannot really win twice in a row when I
or any expert uses Geese. That is why Geese is the best in the game whether you
like it or not. ^_^

  Always remember one thing, if the opponent can get around you in a certain
way, then you can get around him or her in many different and effective ways!
Geese in the right hands is in one word, "unbeatable."

============
Orochi Iori:
============
  "Pitiful, sinful, shameful, pointless and worthless."

  Orochi Iori's defense sucks and that is good for you. He is not all that
great, he is just "fast"! Your ground Normal Attacks kill his ground Normal
Attacks anytime. When he jumps, do crouching C fast! If you react slow, then do
crouching A and B while he is on the ground and be always ready for him when he
jumps and when he jumps fast do crouching C. Or be at down-backward and do
crouching A or B and when he is about to jump, fast just do "half circle
backward, down-forward + A" and the Raising Storm will come out! This will help
you a lot to match his speed! His jumping D does not beat your crouching C no
matter what. As long as you are doing it pretty fast, then you will be just
fine. Also, when you are down... most of the time the opponent will try to
cross up with the Geshiki: Yuri Ori and then do it again when you defend the
first cross up to confuse you. Just fast jump backward and push either B or C!
They come out fast and can give you the time to move around freely. Just be
really careful with his jumps. Other than that, you will be okay!

  When he performs Ura 108 Shiki: Ya Sakazuki, he will hold it for some time...
perform Reppu Ken to force him to release it. He will jump after it most of the
time to confuse you. Just defend... when he tries to jump before the attack of
his Super Move comes to you, do Raising Storm or crouching C. If he is far and
jumping then DO NOT do crouching C, but Raising Storm! If you have 50% of your
life bar left, and he performs Ura 108 Shiki: Ya Sakazuki... fast do Deadly
Rave and it will go through it and still hit him. Then do a very painful combo
and better yet the infinite. Orochi Iori is as crap as the other broken
characters... do not give a damn about playing fair and square and that crap.
Just finish him off and smile! Do not forget to smile. ^_^

  When he performs 108 Shiki: Yamibarai, perform Reppu Ken. When he comes close
to you force him to stay on the ground by your standing A and B, crouching A
and B or far C and D. When he tries to G.C.D. your normals, do Holy Gates to
punish him. Geese will be able to grab him. Use the far C and D from a long
range so that when he G.C.D. he will not be able to grab you with his Exceed or
Kuzukaze! And when he misses with the Kuzukaze, punish him with a painful
combo. I have written many painful combos, see what you like. Everything else
is punishable. when he is down and you jump he will do 100 Shiki: Oniyaki, but
when you cross up, he will not hit you and you will hit him and then continue
with a good combo. Like:

Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow
Smasher (cancel after the second hit), Spinning Kick, Evil Shadow Smasher,
Spinning Kick, Evil Shadow Smasher, forward + D, Evil Shadow Smasher, Spinning
Kick, Evil Shadow Smasher, Spinning Kick, Deadly Rave (AA, BB, CC, DD),
standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm

  The misguided one has an infinite, but is does not rock that much. It is
crouching A or B, Kuzukaze, dash... (repeat)! The crouching attacks have a very
little damage... the opponent will get tired fast. May be six to seven hits and
will continue with a painful combo. Good for you that it does not do a lot of
damage and it is hard to keep on with! Anyway, it will be good for him to build
his Power Meter, but when you land one standing C on him what will happen? In
two words; "Game over!"

============
Violent Ken:
============
  "A good space that was meant to be for another good character, like Akira
Kazama."

  Violent Ken is all about Nata Otoshi Geri, especially when he is going
against the almighty Geese Howard!

  Anyway, it is not a problem since your Normal Attacks have advantage over his
normals. So, he will not be able to do anything special after he performs Nata
Otoshi Geri. All you have to do is time your crouching B (since it is your best
option because if it connects, you can do Reppu Ken then Raising Storm) after
he gets near.

  You have to time your crouching B perfectly, because if you miss, he will get
you with a painful combo. But don't you worry, you will recover so fast from
the crouching B, so there is nothing to lose. The good news is, Violent Ken
cannot jump when he plays against Geese, because if you noticed, he is slower
than Ken when he jumps. Really slow (compared to Ken), so you will beat
everything with your crouching C or Raising Storm.

  His best option will be Nata Otoshi Geri to get real close to you. As long as
you do not use far C and D when he performs Nata Otoshi Geri, you will be just
fine. Perform Reppu Ken from a distance to force him to perform Nata Otoshi
Geri and then get him with your crouching B.

  Unfortunately, the guys stopped using the Special Move a lot, because I
punish them with a real painful combo if they screw up. I even make my
punishing more damaging than their's! You just have to let them know that you
will do a very heavy combo when they screw up to warn them not to use Nata
Otoshi Geri a lot. Like let us say:

  Standing C Spinning Kick, standing C, Spinning Kick, crouching B, crouching
A, Reppu Ken, Raising Storm

  Easy and simple, yet... very damaging. And do not make a distance between you
and your opponent. Always get near him and never let him breath. Keep attacking
and balance your attacking patterns. That way, the opponent will likely have
nothing special to do other than trying to use Nata Otoshi Geri to get away.
Raising Storm is your best option for almost everything... always keep that in
mind.

  Violent Ken is not much of a threat once you know how to deal with his Nata
Otoshi Geri. His options are so limited against Geese. If he can get around in
a certain way, you will get around him in many different ways. You force him to
jump or perform anything. He does not/cannot force you to do anything, he will
only try to do some tricks, hoping for them to work and when you see them the
first time, they will never work again. You only have to focus and play mind
games.

============
Mars People:
============
  "If you run out of ideas, then do as you please."

  Mars People is the type of character that makes you think that he is a bad
character, but he is actually a funny and good character as well.

  His Normal Attacks have a long reach and he has some tough moves as well.
This guy is a little bit like the sweet Billy Kane. He likes to play from a
distance (if he really wants to do well). His Mars Shots makes him tough and
most of all the Mars Shot Zig Zag, not Horizontal! He could perform Mars Shot
then freely jump to punish! But that does not and will never work against the
all mighty, Geese Howard. He does not force you to do anything at all. Your
Reppu Ken is way faster than his Mars Shot. You could throw Reppu Kens as long
as you like. Mars People is slow when we talk about jumping too! He will most
of the time will try to wait for punishable attacks to G.C.D. then Plasma
Abduction! Just like Tabasa. You already know how to be good and not be hit by
the G.C.D. but if you are not then you need to read way above about it and then
check in here again. When the opponent does Plasma Spin, DO NOT and I mean DO
NOT defend it not matter what, because you do not have to at all. You have to
very great options here, 1)Raising Storm. 2)Upper Body Slam. Do any of them and
he will be finished.

  With his Special Attacks, Slide Head, Hopping Knee and Mars Slider... always
punish him with the G.C.D. and then Holy Gates or if you want to be dead sure
then go for crouching B, crouching A, Reppu Ken, Raising Storm. The Area 801
Special Move is an overhead attack, so be careful. Many guys do Mars Shot then
follow up the combo with Area 801! If you get really in the bad mood because of
it, just do Raising Storm and save yourself the waste of time. You could also
do Shippu Ken and it will eat the Mars Shot and still hit Mars People. His
Roswell Vanish Special Move is really good and almost all the air attacks, if
the opponent performs it late or by chance you defend it, fast dash and punish
him because he will be open for a second there. Give him a very demonish combo
to never perform that Special Move carelessly again.

  People do not seem to know the goodness of his Super Move, MP 12. This Super
Move is greatly powerful and you will rarely see anyone uses it the right way.
Anyhow, when you face an expert opponent. He will use the MP 12 with the wake
up strategies or when he is cornered (or when you are cornered). He will wait
for your movement for a second and then react accordingly. All you have to do
is perform the Raising Storm when the attack is about to hit you. Most of the
time the opponent will jump for a heavy combo or will try to make it hit you
and then do the dirty work. If you have the Deadly Rave you will be greatly
save, but the best option is the Raising Storm since you cannot be punished by
performing it. Also, Not Independence is the main reason why Mars People can do
much when it connects. Combos will never end, But it has a weakness, you can
G.C.D. it easily. So, you can play with him with you are close with your normal
and fast attacks and when Mars People tries to have a space, let him be and
force to face you by performing a lot of Reppu Kens.

  When he is about to play tricky, know one thing... he is going for the Tungus
Incident any minute possible. Really, some guys cheat a lot and when they hear
the opponent presses the button madly (loud and clear), they react! That is
just stupid! ^_^ It is easy, the opponent will only do it when he has 50% of
his life bar left and when he is being heavily attacked or when he has no
options left and he is trying to be tricky... he will surely do the Tungus
Incident! If you have the Deadly Rave, time his Tungus Incident with your
Deadly Rave and you will easy be save and still punish him. Just remember that
he will most of the time G.C.D. to Plasma Abduction. So, be ready for either
the Holy Gates or Raising Storm. And if he defends the Raising Storm, he will
go for another G.C.D., you will recover so fast that you will still be able to
punish him again by the Holy Gates or Tate Katate Nage then Face Grab.

===========
Dan Hibiki:
===========
  "Nothing fills our hearts with joy and happiness other than a laughable
character."

  This fella is a JOKE! He is the worst character that you will always fight
whether he is being played by a scrub or an extremely expert player. The result
will not change... you will smack him easily every round. There is nothing
against Dan and I know that he is great when used right, but that is in the
other games, not here. He is completely weak in here.

  His Special Moves suck just like him. ^_^ Gadou Ken does not have a good
reach and it cannot be comboed, moreover it does not have any priority or
what-so-ever. You could jump all day, his Kouryuu Ken is not that invincible,
you can really beat it with your jumping B easily. Always crossup for good
combos. People seem to stand still when they see the opponent performs Gadou
Shoukou Ken! What is wrong with you people? Jump and punish. You could dash
fast to be near him and then wait for him to perform it and then G.C.D. to
punish or jump and shut him up by any of your awesome combos! The same thing
goes for his Kyuukyoku Tenchi Gadou Zuki, it has an auto-gaurd, but not 100%
will work. Most of the time will eat everything. Just crossup B and then
continue and see what happens. His best bet will be Dankuu Kyaku with the B
button (ground). He can do a combo with it, but a very bad combo compared to
yours of course. Your crouching A and B will eat it easily. Or you could G.C.D.
and then punish him.

  His Kouryuu Rekka is good when he wants to combo it after the jumping D, but
it does have a weakness. It does not have invincibility and he has to recover
after it, so one mistake and he is dead. Sometime when the opponent does not
perform the Kouryuu Rekka from in a close range, he will be able to connect the
Shoryuken but the second one will miss and will be open for a heart attack...
imagine what happens when you do a mistake with him! The seem great thing goes
for his Hishou Burai Ken as well. Dan is very poor when we talk about combos,
priorities, invincibilities, damage and so on. You can either depend on the
G.C.D. to punish ALL his Special Moves, Super Moves and some Normal Attacks and
you could attack him endlessly until he dies. You jumping D, crouching B will
end everything fast. His Normal Attacks are pathetic and do not have anything
special to write home about compared to you. The great strategy, Reppu Ken then
crouching C or Raising Storm works so well here.

  I have never seen anyone combo Otoko Michi with anything. You can see it
coming easily. Since Dan does not have what it take to attack Geese, you will
easily see the Otoko Michi coming. Do not jump for crying out loud. Just do the
Raising Storm, PLEASE! But be careful, if he catches you, you will have to eat
a lot of damage because of it. Be sure when to let him complete the Chouhatsu
Densetsu dance when the opponent performs it. Do not worry about Dan being
great with the Maximum Mode, because you will be WAY greater. He will fill your
Maximum Gauge and his Maximum Gauge. Here, you will have to do everything crazy
as possible. I do not really think the match will last to this point, anyways!

  The opponent will try to do Shagami Chouhatsu, Kuuchuu Chouhatsu, Zenten
Chouhatsu and Kouten Chouhatsu to make you get mad. Stay cool and perform Reppu
Ken whenever you want to. The opponent will get mad twice more than you for not
having a way around, actually.!

============
Choi Bounge:
============
  "Choi admits that he was pleased with Chang when they watched Freddy Vs.
Jason."

  Choi is another character that suffers from Geese a lot (just like the old
times in K.O.F'96).

  This is a great match for you since you will use your Raising Storm a lot.
Choi does not have any fire ball to compete with your Reppu Ken and he will
most of the time jump to punish you. Unfortunate for him that there is no short
jump like the K.O.F. series. He will have to depend of the normal or super
jump, both will lead him to the Raising Storm or crouching C. Yeah, the
crouching C is so great that you cannot do single thing about it (still mad?
^_^). All you have to do here is use your standing and crouching A, B and C
attacks to make him stay put and when he is about to jump backward or straight
up, you know what to do. If you do not have Power Levels for the Raising Storm,
then you could do crouching C anytime possible. Also, when Choi tries to jump a
lot when you do not have Power Levels, you could time your jump with his and do
Shippu Ken, this is a very great strategy that works real well with Choi. You
jumping backward D is good to beat him air C as well. Or your straight up D.
You have many good attacks to use in this battle.

  Do not try to do the Raising Storm he the opponent does Shin! Chouzetsu
Tatsumaki Shinkuu Zan, because it will not eat his Super Move. Just wait and
then punish. Just be really careful when you do Shippu Ken, only do it when he
jumps but not when he is on the ground, because he can use his Hou'ou Kyaku and
get you! The Shippu Ken has a weakness, as you know... which is the recovery
time! Do not pay attention to his other Special Moves as they are worthless
against Geese. Some guys (mostly K.O.F. fans) try to do his strategy in K.O.F.
which is abusing the standing A attack. Yawn, your crouching A and B will
always be there to eat it. When the opponent tries to G.C.D., be ready for the
Holy Gates or any throw. When the opponent jumps and has a 50% life bar left,
then be sure that he is going for the Shakushi. Fast, corner yourself when he
performs it and then perform the Raising Storm. Wow, you just catched a very
good moneky! ^_^

  Freddy, sorry... I mean Choi will be free open after most of his Special
Moves. Be always up to something fishy and plain painful.

================
Demitri Maximov:
================
  "O, Demitri... how long has it been? How have you been?" ^_^

  The same old guy that used to be tough and good, but this time very easy to
use. This guy greatness is with the Chaos Flare and Demon Cradle. If you know
how to avoid them, he will be nothing to you but another victim to try your
combinations on. Really! This battle might be tough due the fire war... if you
happen to be so cold that you could wait and focus and you get Demitri with
your combo in a close range, then hello to victory. If you like the old way,
fire to fire all day, then there is nothing wrong about it too. But the best
way is not to act fast so that you do not have to get down with his fire traps.
First things first, his Demon Cradle does not have complete invincibility. You
crouching B will beat it anyday... actually many crouching attack for different
characters could beat it. Like Tabasa's crouching D, Ryo's crouching B and so
on. Just be sure not to be close enough to him. When you get him with the
crouching B, continue with Reppu Ken then Raising Storm. A big difference...
right?

  When the opponent does Vampire Dash, then dash and then jump backward and
perform Reppu Ken. Or wait for him and react accordingly. If then opponent does
Midnight Pleasure, then jump backward and if the opponent does Dash Demon
Cradle, defend and then punish. If the opponent does Demon Cradle, G.C.D. the
first hit and then Holy Gates. Many great options, you just need the right
time. A good opponent will never think of doing the Bat Spin or Bat Drill
against Geese because he will heavily be punished no matter what. When the
opponent does the auto combo, G.D.C. and then crouching B NOT standing C and
when it connects, continue. Crouching B is plain safe and better. Some experts
do standing C then either Midnight Pleasure or Midnight Bliss so that if the
combo does not connect (because you blocked the standing C) they would continue
with the Demon Cradle, becvause most of the guys jump fearing the they would be
hit be the Super Move. What to do? DO NOT jump, keep blocking and the Super
Move will not hit you.

  Yeah, it is unblockable, but because you blocked the standing C and the
opponent performed the Super Move right away, the Super Move will not hit you
if you keep blocking. Just block and then fast do standing C and continue the
combo before Demitri throws out the red rose! Simple and easy. Punish him
heavily. Demitri has a triple fire ball move (three hits in one fire ball),
theis will eat your Reppu Ken and still hit you, be sure focus and not abuse it
he has Power Levels. With every jump he does, do Raising Storm to punish him
and do not worry about Bat Spin or Bat Drill... he will still eat the Raising
Storm. Also, be careful when he has a 50% of his life bar left because he will
go for his painful Exceed. The opponent will not be able to combo it, so he
will do it when you are about to throw out something. Stick with your Normal
Attacks and you will be pretty much safe.

============
Iori Yagami:
============
  "A character that can never be low tier... there you have our traditional
Yagami Iori, SNK programmer remarks."

  This pretty much like the Orochi Iori but has some good differences. He is
slower than Orochi Iori and still, your ground Normal Attacks kill his ground
Normal Attacks anytime. When he jumps, do crouching C fast! If you react slow,
then do crouching A and B while he is on the ground and be always ready for him
when he jumps and when he jumps fast do crouching C. Or be at down-backward and
do crouching A or B and when he is about to jump, fast just do "half circle
backward, down-forward + A" and the Raising Storm will come out! This will help
you a lot to match his speed! His jumping D does not beat your crouching C no
matter what. As long as you are doing it pretty fast, then you will be just
fine. Also, when you are down... most of the time the opponent will try to
cross up with the Geshiki: Yuri Ori and then do it again when you defend the
first cross up to confuse you. Just fast jump backward and push either B or C!
They come out fast and can give you the time to move around freely. Just be
really careful with his jumps. Other than that, you will be okay!

  If he is far and jumping then DO NOT do crouching C, but Raising Storm! When
he performs 108 Shiki: Yamibarai, perform Reppu Ken. When he comes close to you
force him to stay on the ground by your standing A and B, crouching A and B or
far C and D. When he tries to G.C.D. your normals, do Holy Gates to punish him.
Geese will be able to grab him. Use the far C and D from a long range so that
when he G.C.D. he will not be able to grab you with his Kuzukaze! And when he
misses with the Kuzukaze, punish him with a painful combo. I have written many
painful combos, see what you like. Everything else is punishable. when he is
down and you jump he will do 100 Shiki: Oniyaki, but when you cross up, he will
not hit you and you will hit him and then continue with a good combo. Like:

Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow
Smasher (cancel after the second hit), Spinning Kick, Evil Shadow Smasher,
Spinning Kick, Evil Shadow Smasher, forward + D, Evil Shadow Smasher, Spinning
Kick, Evil Shadow Smasher, Spinning Kick, Deadly Rave (AA, BB, CC, DD),
standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm

  Remember than his 127 Shiki: Aoi Hana and 212 Shiki: Kototsuki In, have a
very bad recovery. So if he performs 212 Shiki: Kototsuki In, just defend and
then punish. He will try to always combo it. But the players falls for the 127
Shiki: Aoi Hana A LOT. Just be tricky and use your normals and he will try to
G.C.D. then crouching A then 127 Shiki: Aoi Hana, you will have to defend his
crouching and then G.C.D. and punish painfully him. You know how to use your
normals perfectly, therefore, there will be no troubles with the G.C.D.

  The same thing can be said to his Ura 311 Shiki: Saku Tsumagushi, it is crap
as hell. If the player is off enough he will bother to use it... just guard and
punish. It has an auto-guard. Do not bother to struggle... just defend and
punish. Pretty calssic. His Exceed, Chi no Bousou, takes a lot of damage but it
is still a counter attack, which is great and mostly about mind games. Geese
connects his normals and everything perfectly great. He is tight, so the player
will try to do it when you try to use your Normal Attacks, just be tricky. Jump
early with an early kick or punch (fast recovery) and when he performs it, do
the Holy Gates. When you have the Deadly Rave, be very sure to do it when the
opponent performs 108 Shiki: Yamibarai.

========
Dhalsim:
========
  "Dhalsim's body in Ruffi's soul."

  The Indian fella that plays with an extreme mind game. I like the guys who
take their time practing and figuring out a lot of things to improves they
skills with him.

  Well, Dhalsim is great, but easily another victim for Geese to kill. Geese
has a big advantage over him. Dhalsim is at a disadvantage when he is up close,
especially with Geese. The opponent will try to play with the keep away
strategy... which throwing a slow Yoga Fire to get ready for the standing C or
B when you want to jump to avoid it or a fast Yoga Fire to force you to jump.
That will not work with Geese since you are solid enough to find away around
that strategy. Your Reppu Ken is about as fast as his Yoga Fire. All you have
to do is get near him carefully. Do not rush things... just focus and be smart.
When he performs Yoga Fire, perform Reppu Ken or jump. When he is about to use
his anti-air attacks, do Shippu Ken. You will not be punished a lot since his
normals do not take that great of damage and most of the opponents will try to
use the standing B since it comes out faster and they are afraid to use the
standing C because it comes out slower and with a little mistake, they will die
fast and will be is a complete danger.

  Your crouching A and B beats most of his normals. You are still the guy with
the great priorities, so do not worry. Let us get this straight, with any air
attack like, Jump Side Punch, Jump Punch, Jump Mae Geri, Drill Zutsuki, Drill
Kick, Miracle Drill Zutsuki, Miracle Drill Kick... just do either the Raising
Storm or Upper Body Slam. Easy and simple. You can see them coming easily, so
there is no guessing. Whenever he jump do crouching C, Upper Body Slam or
Raising Storm and finish him off fast. He is so slow when he wants to jump so
again, there is no GUESSING! When you jump, just do not do a super jump, only a
normal one to avoid being hit by the Yoga Blast. His Yoga Flame has a fast
recovery, so try to G.C.D. from time to time and them NOT Holy Gates, but
crouching B, Reppu Ken (if connects) and then Raising Storm. With his Sliding,
always G.C.D. and do the same... yes the G.C.D. is so great that you can abuse
doing all the time. When he performs the Yoga Teleport to get away from your
endless attacks, fast follow him. The opponent will most of the time try to go
far away, so you get the picture.

  His Yoga Inferno has a starting invincibility and it is like Geese's Raising
Storm... FAST recovery and can only be G.C.D.ed at the last hit! Just G.C.D. to
get near him to attack him endlessly. All you have to do is find a hole in the
opponent's strategy and then bye bye. Yoga Legend has to be done up close, so
that is good for you. He you feel like the opponent is going for it... do Reppu
Kens repeatedly to make him jump or do a mistake and then punish with the
Raising Storm.

=============
Kasumi Todoh:
=============
  "The daughter of a fly, Geese says."

  Kasumi is has "some" ways like Geese when playing against experts, but she
lacks a lot of good things that she had in K.O.F'99! Still, not a problem...

  All you have to do is be very careful not to fall for Super Move when you do
the Raising Storm by mistake. Her Super Move, Chou Kasane Ate, can hit you
easily. Alway bare that in mind. All you have to do here is to abuse your B
cross up and crouching B to make her either rely on her Messhin Mutou or G.C.D.
and then punish her. So, you need to make her do only one or two mistakes to
finish the match once and for all. The expert will try to jump and then do D
and then Kasane Ate when you G.C.D. to punish you. That is good and what if you
do not do G.C.D.? Game Over! Be careful not to fall for her damaging combos
with the Senkou Nagashi Special Attack and not to fall for her Super Move,
Shiranui. Just be tricky with it, when the opponent G.C.D. he will most of the
time go for Shiranui. Just jump, since Shiranui has a bad recovery, you will
have to punish her with a deadly combo. Same thing can be said to the Chou
Kasane Ate, just G.C.D. and then dash to punish. This Super Move has a very
very very bad recovery time.

  Do not worry about her Shingan Kazura Otoshi, takes a lot of damage but it is
still a counter attack, which is great and mostly about mind games. Geese
connects his normals and everything perfectly great. He is tight, so the player
will try to do it when you try to use your Normal Attacks, just be tricky. Jump
early with an early kick or punch (fast recovery) and when the expert performs
it, do the Holy Gates. When you have the Deadly Rave, be very sure to do it
when the opponent performs Chou Kasane Ate, Kasane Ate or any other attack up
close. So, all you have to do is cross up and then change your pattern to
confuse your opponent. She has got a lot of bad recovery moves, therefore, you
have to punish her with a lot of awesome and deadly combination attacks. Just
be sure not to screw up when you jump and not fall for the glitch, which is
Messhin Mutou in the corner and then when she jump right before you get up you
will find yourself facing the other way and will eat either a good cross up
combo or anything else that smell finshy.

  Keep your strategy tight and without holes, and you will end up with
countless victories.

============================
Akuma (also known as Gouki):
============================
  "A character who proudly took the award of the most scary looking in fighting
games. Congratulations!"

  Akuma's defense sucks and that is good for you (did you actually notice
that?). ^_^

  This fella has a lot of Special Moves, Super Moves and Normal Attacks but he
is still pretty blah compared to your TIGHT Geese. When the opponent does Gou
Hadou Ken, always jump and punish him because its recovery is very bad. You can
do the crouching B or D strategy to avoid being hit by it, though! When the
opponent tries to rely on his Zankuu Hadou Ken, either do the Raising Storm (as
always) and jump and do Shippu Ken. Shippu Ken still, however, is a very low
option. You still time your Double Reppu Ken with it, but not always. I only
advice you to do the Raising Storm as it will kick him out for sure. Or jump
backward and do Reppu Ken. People think that there is invincibility in his Gou
Shouryuu Ken, but actually there is not. You could easily cross up or do
jumping B from a distance if you think he is going for Gou Shouryuu Ken. With
the Tatsumaki Zankuu Kyaku, always do crouching C because it will eat it any
day. The opponent will run out of ideas when he sees his moves breaking one by
one so he will go for the Normal Attacks and G.C.D.

  For the G.C.D. you already know what to do, for the Normal Attack, your
normals are way better than his normals. Just use them the way I told you to,
and you will be very safe, really! If he does, Hyakki Shuu then Hyakki Gouzan,
Hyakki Goushou, Hyakki Goujin or Hyakki Gousai... just do the Raising Storm and
be safe. If you do not have lvs. then do crouching C. The opponent will use
them when he cannot use them with the combos because you are not giving him any
air to do so. Just when he performs Tenma Gou Zankuu, G.C.D. then first hit and
then P-U-N-I-S-H! The same thing can be said to his Messatsu Gou Shouryuu and
Messatsu Gou Hadou. He will try to combo them and when he does not have time to
he will try to perform them when you are about to attack. When you see the
opponent going backward then he is really going for Shungoku Satsu... even if
he is going forward. Most of the time he will be going backward because you are
not giving him air to breath. Shungoku Satsu is not that fast, you will still
be able to do the Raising Storm or jump and then punish.

  This fella is all about punishing. If he is going to attack you, he will go
from above. He will try to jump a lot and that is what all the players do
around here. Just the same little old boring strategy since the same little old
boring days. ^_^

============
Kim Kaphwan:
============
  "Justice is a word used only by the weak... Grant remarks."

  He is a little bit like K.O.F'2002, but always remember that those who have
to rely on thier on bodies to attack have a lowest percentage to win against
Geese. Kim just happens to be one of them...

  Kim has to always come to you in order to do anything special to write home
about. His best combos involve Sanren Geki and Hou'ou Hiten Kyaku. Most of his
tough moves like Hou'ou Kyaku, EX Hou'ou Kyaku and Hishou Kyaku have to be
performed in the air, and that is just like calling for the Raising Storm. They
will all be in combos for sure, because the jumping strategy does not work
against Geese. All you have to do is do Reppu Kens over and over again. The
opponent will try to get near you and then rely on his standing A, here, do
crouching B to eat his attack. Jump a lot to make him make a mistake, when you
see him charging enough... go for the tricks to force him to use his Hien
Zan... then PUNISH! He is not faster than you, when he does Neri Chagi or
anything repeatedly, do either the Raising Storm or crouching C. Do not do
crouching C against the Super Moves or Exceed, though. It is a little bit
risky. So, play safe and keep yourself alive as long as you like by going with
the safe method. Reppu Ken and then react according to him movement.

  Hou'ou Hiten Kyaku does not have invincibility, but a lot of trade hits, and
that is not good since he will be able to follow up with either Hou'ou Kyaku or
EX Hou'ou Kyaku. Be extra careful. When you see him doing it, fast do Deadly
Rave and then continue with a powerful combo. Always G.C.D. and then crouching
B and if he does not defend continue with Reppu Ken and then Raising Storm and
if he does defend, then keep doing crouching B or A to force him to either jump
and G.C.D. to punish either. The opponent will try to dash a lot, so be always
ready for the crouching B. It is very powerful and you have to know how to
abuse it the right way. Even the G.C.D. will not punish you when you do it.
When you see him not charging, then fast cross up and when you see him
charging, then do Reppu Ken. If the opponent is playing cheap then go to
Maximum Mode and then do the Raising Storm repeatedly from a good range. When
the opponent tries to G.C.D., do Holy Gates or Tate Katate Nage then Face
Grab... and then continue with the same method over and over again.

  Do not worry about his Hangetsu Zan and Haki Kyaku... they are pretty blah
and can be eaten easily.

============
Ken Masters:
============
  "Sadness after happiness... Gadou Ken after Hadou Ken!"

  This fella is weaker than Violent Ken, however, he has some good points than
Violent Ken doesn't!

  His jumps are faster than Violent Ken and his Tatsumaki Senpuu Kyaku and
Senpuu Kyaku are faster and great for good combos. Other things are still the
same. But his jumps can make him cross up fast. That is good for him. But there
is a big disappointment here, though. He is facing Geese who does not have
mercy for those who rely on jumping all day. When ever he jumps, do either
crouching C or Raising Storm. Nothing but the same with all the other
characters. Jump when he tries to perform Hadou Ken, or when he actually
performs Hadou Ken because there is some recovery to it. You can do the
crouching B or D strategy to avoid being hit by it, too! His Shouryuu Ken with
the C button has invincibility frames so jump when he is down to cross up. The
opponent will try to use his kicks Special Moves, Nata Otoshi Geri, Kama Barai
Geri, Inazuma Kakato Wari and Oosoto Mawashi Geri when you are cornered (in his
dreams) or when he is in Maximum Mode to connect it after the Shoryu Ken! Use
with him the Reppu Ken strategy or the rushdown strategy, they both perfectly
work.

  The Shouryuu Reppa is not greater than Shippuujinrai Kyaku as most of the
people think. Actually Shouryuu Reppa is only good for the Maximum Mode combos
and when you are about to attack the player, but Shippuujinrai Kyaku is good at
both and for the combos as well. The player will try to cross up and then do
four crouching Bs and then Shippuujinrai Kyaku... ouch! Do not fall for the
cross ups no matter what, block when you have to and then try to focus. Jumping
a lot when the player is not down is not good since Ken's Shinryuu Ken is
really painful, even if he does not have Shinryuu Ken, his Shoryu Ken is
unstoppable. You could do the rushdown strategy, because it is good and works
here just fine. dash a lot and do you crouching normals to set up deadly combos
when the expert does a mistake. If you really want to jump then after the his
wake-ups game do so... and not abuse it since you rule on the ground SO MUCH!
So, you really do not have to rush things badly. Use the Shippu Ken if your
mind game feels like the player will go for either Shoryu Ken or Shinryuu Ken

  Ken has a lot of good combos, like:

1)Jump D, crouching C, Senpuu Kyaku
-
2)Tatsumaki Senpuu Kyaku, crouching B, Shouryuu Ken
-
3)Crossup D, crouching D, crouching C, Senpuu Kyaku
-
4)Crossup D, crouching B, crouching B, crouching B, crouching B, crouching D
-
5)Tatsumaki Senpuu Kyaku, standing C, Senpuu Kyaku
-
6)Jump D, crouching D, Shouryuu Reppa or Shippuujinrai Kyaku
-
7)Crossup D, crouching B, crouching B, crouching B, crouching B, crouching D,
Shippuujinrai Kyaku
-
8)Tatsumaki Senpuu Kyaku, crouching B, crouching D, Shouryuu Reppa
-
9)Crossup D, crouching B, crouching B, Shinryuu Ken
-
10)Jump D, standing C, Shouryuu Ken, Hadou Ken or Senpuu Kyaku (Maximum Mode)
-
11)Crossup D, crouching B, crouching B, Shouryuu Ken, Shouryuu Reppa (Maximum
Mode)
-
12)Crossup D, standing C, Shoryuu Ken, Kama Barai Geri, Shippuujinrai Kyaku
(Maximum Mode)
-
13)Shoryuu Ken, Hadou Ken or Shouryuu Reppa (when the opponent jumps... with
Maximum Mode)

  Those are very easy. Now you will say what is the point of writing them up!
Well, you should know how he can work out with his combos and the critical
steps of his combos to avoid being hit by them. Then you will really improve a
lot beating him.

=============
Kyo Kusanagi:
=============
  "A fighter who regained his dignity back with his old outfit school."

  Kyo is no special than the others, he suffers from Geese's crouching B the
most. Do not pay attention when he performs 114 Shiki: Aragami and 115 Shiki:
Dokugami no matter what, just use your crouching B all the time to eat his
Special Moves all the time. You will think it is not possible, but when you try
it, you will be shocked. It is like it was back in K.O.F'96. You can use your
crouching B with all his normals and the two Special Moves that I mentioned
before. When he performs 100 Shiki: Oniyaki to your air attacks, try to make
your jumping A or B very early, or always cross up. With his other Special
Moves, just defend and then G.C.D. and then as always punish with a deadly
combo. If he jumps, do either the Raising Storm or crouching C... they work
just fine. Do not bother to block with him since your normals kill his normals
like nothing. Just be really careful not to mess up with him because he has
almost as many powerful combination attacks as you have, always bare that in
mind. The method is to throw Reppu Ken from time to time and then punish
accordingly.

  Dash and do fast crouching attacks to force him to G.C.D. and then punish
him. He will try to do 182 Shiki from time to time when you are about to hit or
jump... it does not have invincibility frames, but there will be a lot of trade
hits. You will eat most of the damage, though. You could cross up and then fast
punish him, after all. The best thing is to wait for him to unleash the Super
Move and then punish him with a deadly combo. That goes for the other Super
Move, Ura 108 Shiki: Orochinagi, as well. But most of the players connect the
Ura 108 Shiki: Orochinagi with a deadly combo, so you will not see it easily
coming anyways. The Saishuu Kessen Ougi "Mushiki Exceed is painful and can be
powerful even against the air attacks, so be wise not to do any mistake when he
has below 50% of his life bar. Kyo is mainly about combos and rely on certain
moves but since those moves do not work against Geese, the opponent has to
depend on his skill with the combos. Just do not fall for his traps and you
will be okay. This one should good and easy for you.

============================
Vega (also known as Balrog):
============================
  "With or without a mask... downhill is what you deserve."

  Barlog's normals are not the ones we used to know of. They seem to be weaker
than ever. I do not know, but he looks pretty much retarded (pardon). His
strategy is pretty basic, you could always punish him with your G.C.D.! He
suffers from the Raising Storm because most of his strategy depends on
confusing the opponent with the air Special Moves. When he does Sky High Claw,
always answer with the Upper Body Slam to slame him down. You can notice it
because he flies so fast toward you. All you need to do is to focus. You could
eat almsot all his normals with your crouching A, B, C and distance C and D. He
will be out of options once you get used to his gameplay. He is not tough or
anything, he just likes to fly... that is where you will punish him with your
Raising Storm or crouching C. He can control himself in the air, the opponent
will fly backward if you have lvs. fearing the Raising Storm, so dash and do a
good strategy with endless attacks from everywhere to not give him a chance to
do anything to write home about.

  His Super Move, Sankaku Tobi, is useless against Geese. When the opponent
performs it, fast do the Raising Storm. If you do not have any Lv. for the
Raising Storm then backward twice or crouching C if he did not attack (to throw
you). Scarlet Mirage is not that tough since your Normal Attacks are tougher.
But do not struggle against it, all you have to do is block and then G.C.D. to
a deadly combo. Just be careful when he is about to use Barlog's Red Impact, it
does not have range but when he gets you with it, you will be damned. Throw
Reppu Ken to force him to do what you have him to do and then punish him. This
match is pretty easy whether you are playing against an expert or a scrub.
Geese rules it no matter how good Barlog's expert is, because you have all the
powerful tools to win and be the eternal victor while Barlog can pathetically
struggle for some moment and then submit to reality. All you have to do is
react fast and use your crouching B, A, C and distance C and D all the time to
beat his Normal Attacks.

  When he jumps to throw with the air throw, use your Shippu Ken to keep him
out of reach.

=============
Mai Shiranui:
=============
  "When will you stop calling for Andy whenever you die, sweet thing?"

  Mai should not be a problem to you as well. Her Normal Attacks are pathetic
compared to you and she lacks her good Super Move, Chou Hissatsu Shinobi Bachi.
It is just an Exceed now. The best strategy here and to jump all the time since
she has nothing to do about it but hopelessly struggle for some moments. When
she is about to use her "so bah" Special Move, Hakuro no Mai, guard and then
G.C.D. and punish her. Whenever she jumps, do crouching C or the Raising Storm.
You could G.C.D. here easily. Her Kachou Sen has a bad recovery and you could
jump and get her easily. That goes to her Sayo Chidori, Ryuu Enbu and Hissatsu
Shinobi Bachi. Those all must be comboed to work perfectly, but it is hard to
do any combo against your mighty, Geese Howard. When the opponent feels like
your giving him no where to go, he will use Suichou no Mai Super Move for sure,
that is where you have to do a super jump to get him with a deadly combo. If
you are near the corner and he performs Suichou no Mai, defend them and them
fast G.C.D. and then Deadly Rave. Game Over.

  Hou'ou no Mai is good only when you see it first, because then you will know
that it has bad recovery, can be avoided by going twice backward, can be eaten
by the Upper Body Slam. The opponent will think of using it when you have
almost no life bar left to win a cheap win. So, fast do Upper Body Slam to
avoid being hit by it. Chou Hissatsu Shinobi Bachi is great if the opponent is
expert enough to perform it when you are about to do a mistake or with the
combos... but other than that, it is so risky to do against Geese, because one
mistake and the opponent will have to set up and leave the Arcade. Throw Reppu
Ken to eat Kachou Sen and when you get sick of the opponent performing Suichou
no Mai, either defend and then G.C.D. or do the Deadly Rave to punish him or do
the Raising Storm near her to eat the three fans and kick her out. You key of
winning here is to abuse the jumping B and crouching B (like most of the other
characters), and when the opponent does a mistake... PUNISH him heavily. Never
go easy on your opponent.

====
Ryu:
====
  "A very well-known hero since the 80's."

  What will happen when Ryu loses the goodness of his Hadou Ken? Nothing! His
Hadou Ken is now pathetic and the opponent will only dare to use it when you
are down. He will be very afraid to perform it anyhow, but it will cost his
entire life. The same thing can be said to the Shakunetsu Hadou Ken as well. He
just lost the speed and goodness that he always used to have. Still, his
Shouryuu Ken is pretty tight and the opponent will always rely on it when you
jump so go for cross ups after the wake-ups strategies. His Tatsumaki Senpuu
Kyaku and Senpuu Kyaku knowck the opponent down, so he cannot do any further
combos like Ken. But they are good to use. The opponent will do jumping D then
Tatsumaki Senpuu Kyaku so that when you G.C.D. the D attack, you will be kicked
by the Tatsumaki Senpuu Kyaku. Just take your time to see if the attack is
deep, then do G.C.D. and if not then do not even think of anything other than
the Raising Storm or crouching C. The opponent will try to use the same method
with the standing C then Senpuu Kyaku as well. Just do crouching C and say;
"bah."

  When you defend Shinkuu Hadou Ken, do G.C.D. from the first hit and then dash
and punish. The opponent will abuse doing crouching B, crouching B, Kurubushi
Kick, Shinkuu Hadou Ken... only when he gets you with the crouching Bs. Never
fall for it because it takes good damage. His Shinkuu Tatsumaki Senpuu Kyaku is
pretty much retarded, you could see it coming easily. The opponent will use the
Shinkuu Hadou Ken than Shinkuu Tatsumaki Senpuu Kyaku any day. And be really
careful when the opponent has 50% life bar left, because HE WILL GO for the
Shin Shouryuu Ken whenever he sees a mistake that must be punished with the
Shin Shouryuu Ken! You could force the opponent to jump with the Reppu Ken but
no Reppu Kens when the opponent has Lvs. for the Super Moves. Ryu is pretty
limited when we talk about combos and such, so do not worry about damage. Only
worry about the Shin Shouryuu Ken the most. Keep your punishing so tight to be
fearful and you will hear for sure. The opponent will fear you when the match
starts anywas, because one mistake will cost him his very own life.

===========
Mr. Karate:
===========
  "A playable Mr. Karate for the sake of the old good times."

  Geez, Mr. Karate's Mouko Burai Gan can auto-guard the WHOLE Raising Storm and
then still HIT Geese! That is pretty much scary, but RISKY! That will happen
1%! ^_^

  Anyway good Mr. Karate player will not do anything new other than relying on
Ko'ou Ken, Hien Shippuu Kyaku then Zanretsu Ken or Kyokugen Kohou and Kohou.
His Shouran Kyaku and still cannot be comboed, and if you see the opponent
going for it then he is asking for pain. You can see it coming SO EASILY. His
Zanretsu Ken does not have auto-guard and like Ryo's Zanretsu Ken. The opponent
will always go for it after the Hien Shippuu Kyaku. With the Ko'ou Ken, either
do crouching B or D to make it go through you and do Deadly Rave to go through
it and punish the opponent. His Ko'ou Ken has some recovery time, so you could
jump and attack with the B or D for a good combo. His Kohou does not have
invincibility in any way or another, you can trade hits or beat it by your
early jumping B. Mr. Karate's crouching B is good and powerful for the Kyokugen
Kohou, be sure not to make him get that close to you. Trade hits with the
crouching B or standing C or D. Also, he can cross you easily with the jumping
D, so be ready for the crouching C or Raising Storm.

  The opponent will do Haou Shikou Ken repeatedly when he gets to Maximum Mode,
do not defend... get near him and then defend and then G.C.D. and punish or if
you have 50% of your life bar left, do the Deadly Rave and it will go through
his Haou Shikou Ken like nothing and continue with a painful combo, like
standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken, Raising Storm.
The Kyokugen Kohou comes out pretty slow and cannot be used as a decent
anti-air, really! The opponent will try to coneect it after the crouching B or
try to do it very early when you jump. Still, nothing special about it. Or
better yet, do it after the Hien Shippuu Kyaku. As for the Chou Haou Shikou
Ken, it has some invincibility frames there (starting frames). So, the opponent
will go for it when you are far and wants to jump. As an early anti-air Exceed,
for sure. Keep yourself on the ground and fight with what I wrote and you will
be just fine, just do not fall for the G.C.D and you will be okay. And with his
crouching D, or C... always G.C.D. and punish him.

======
Sagat:
======
  "The first boss to be known in Capcom's history. What did M. Bison do to
you...? That mean guy!"

  This guy was way powerful in Capcom Vs. SNK 2, but guess now I know why most
of the people that used to use him in CVS 2 do not use him even once in SNO Vs.
Capcom Chaos. Pretty much understandable.

  Now, his standing and crouching Cs are not as they used to be. They are
pretty blah and you can beat them with your crouching B any day. his Tiger Shot
and Ground Tiger Shot have bad recovery. You will say yahoo when you jump to
punish him when he performs any of them. Tiger Crush is another blah Special
Move that can be punished with the Holy Gates easily. His Tiger Uppercut with
the C button is good for the anti-air attacks. The opponent will happily use it
when you jump. But what will one Special Move do against Geese? What? Nothing
at all. He will so be easy to beat no matter what. His standing D is good for
the air attacks as well but must be used early. Ah, let's cut the crap. You
just get near him and it is game over after you G.C.D. because this fella
suffer from this system (or broken system as most of the fellas say) a lot.
Just do not wait for him to do anything, always do the first move and attack
him and he will go for the good move to G.C.D.! And there where you should be
ready for a mighty, big and unmatched combo (evil, eh?). ^_^

  His BAAAAAH Super Moves, Tiger Cannon and Ground Tiger Cannon can be G.C.D.
at the first hit so you will not eat extra block damage. When you have the
Deadly Rave and the opponent goes for the BAAAAAAH, do the Deadly Rave. Easy
and simply. Tiger Raid is good because the opponent can do Tiger Uppercut after
it in the corner. Plus, It is risky to G.C.D. and if you G.C.D. the last hit,
then he will recover so fast. Like Geese's Raising Storm. Tiger Genocide is a
powerhouse if you try to attack the opponent and he times it with your attack.
That is like asking for pain. Sagat does not have a lot of good combos, most of
them take 48% at most but Geese has a lot of deadly combos and most of them
take 100% of the life bar. If you fail with a good attack, try again in a
different pattern and do not jump unless the opponent is going for any of the
Tiger Shot Special Moves. When he jumps (highly doubt), do crouching C or
Raising Storm, and when he gets near you just do not block... face him to make
him do a mistake and go for it and then punish.

  The guys over here call his Tiger Cannon, Tomato... and Ground Tiger Cannon,
Potato. I do not know, but I think that is funny. ^_^

=============
Ryo Sakazaki:
=============
  "A worthy fighter who has always been good at mind games."

  Ryo is as cool as he used to be. The only hero that I like from all fighting
games. He is great in this game. His Special Moves are powerful but still Geese
owns this match. The opponent will use the Ko'ou Ken as it was in K.O.F'2002.
To make you get mad. Only when you are about to jump, defend and then G.C.D.
into Holy Gates. The opponent will link Hien Shippuu Kyaku with the standing C
and will use the B version because it is safe. Zanretsu Ken has an auto-guard
but the opponent will not think of doing it because the Kohou is a lot safer
and better. Do not struggle the Kohou, it is a powerhouse. You have to face him
on the ground to avoid being hit by it. Try to cross up when he is down. Throw
Reppu Ken to change the sick match to a better and fast one because if Ryo is
used by an expert he could be really good and will do a lot of good things
against Geese. Ryo, actually, is one of the good character that you cannot
easily get with the G.C.D. if used right. Be sure not to perform Reppu Ken a
lot because he can get you with the Mouko Raijin Setsu.

  Since the Mouko Raijin Setsu has a bad recovery, you could do Reppu Ken from
a distance and when the opponent performs Mouko Raijin Setsu not early enough,
defend and then G.C.D. to any deadly combo. One of Ryo's great moves is Kohou
Shippuu Ken because it has an auto-guard and it is fast. Also, with the A
version, it is hard to punish him. Good for you that you have Upper Body Slam,
you can see the Special Move coming... so fast do Upper Body Slam to get him
every time the expert performs it. With Haou Shoukou Ken, the opponent will use
it when you jump or when you perform Shippu Ken. He will wait and then do Haou
Shoukou Ken to get you because the Shippu Ken has a bad recovery. But if he
performs it repeatedly in Maximum Mode, perform the Deadly Rave to go through
it and punish the opponent. If you want a another method then dash and defend
then G.C.D. and then attack. When he jumps, do crouching C or the Raising Storm
as you used to do. Be really careful with the Ryuuko Ranbu, because with a good
timing he can go through it. Just perform your Reppu Ken from a distance to be
safe.

  Tenchi Haou Ken will most of the time be used when he gets you with any combo
or when you jump and most of the time will land a painful combo after it. Like
a basic one, jumping D, standing C, Ryuuko Ranbu! Just when you play with him,
try not to do mistakes. The Tenchi Haou Ken has a bad recovery so when you
defend it, dash and punish. Try not see the opponent when he relies on Ryo's
standing B because that would put in a dangerous position. Use your crouching B
or A because the A button is faster and better. Or if YOU FEEL like he is going
for it, do Middle Body Blow. When you are cornered and the opponent throws you
with the Tomoe Nage, he will jump to cross up and you will be facing the wrong
way. It is a very well-known glitch since the K.O.F. series but all you have to
do is defend the other way so that he would not get you with this glitch. Focus
when you are down because most of the time the opponent will go for Hyouchuu
Wari, it is an overhead attack. Do not let him get you with it.

  Remember that Ryo can do Joudan Uke and cancel into anything. So, play a very
mind game. You will most of the time win, but still... Ryo is good in the hands
of an expert. Always bare that in mind.

==============================
M. Bison (also known as Vega):
==============================
  "When will you take off that cap and show us your true evil appearance?"

  This guy is a another JOKE! He is pathetically weak no matter how very good
you are with him. With or without an expert, he will always face the ground
with Geese. He is a big target for the G.C.D. and now that Geese's reppu Ken is
not only for low attacks, Bison can not go through it like Capcom Vs. SNK
series. It will hit him and keep him without useful options. When he performs
Psycho Crusher Attack, do Upper Body Slam or crouching A to hit him. Or defend
and then punish... or better yet jump backward and then do jumping B and
continue with a painful combo. The Double Knee Press is blah, just defend and
then G.C.D. or just do the Holy Gates. The opponent will link it with a combo,
if he had the chance... that is! When he jumps or do Devil Reverse or Head
Press, just do the Raising Storm. Do not let him have the chance to do
anything, just do the Raising Storm. You could time your jump with him and then
perform Shippu Ken. He is nothing compared to you, just keep cross him up with
the B and punish him.

  The opponent will try to do something with the crouching C, but as long as
you cross up, you will be pretty much safe. Knee Press Nightmare and Mega
Psycho Crusher are nothing to write home about, just defend and then punish. If
the opponent links them with a combo then do not be afraid too because their
damage is not high as Geese's. When he performs Final Psycho Crusher, you can
easily notice it, so you have one of the great two options. 1)Raising Strom
before he unleash himself to you. 2)Upper Body Slam for a good demonstration.
As, I said... he is so blah and cannot do anything good with Geese. You will
own him for free. Perform Reppu Ken, jump with the B, do crouching and standing
attacks, do distance C or D and when he falls for anything, do a painful combo
to end this once and foe all. Do not worry about his Normal Attacks because
they cannot compete with yours no matter what. Just make the opponent feels
like there are no options left but to die. Well, nothing special to write home
about... that's about it.

=============
Terry Bogard:
=============
  "Is there really any perfection in being a hero?"

  Well, Terry once again proves that he is nothing to the almighty, Geese. ^_^
Terry is another character who suffers from the G.C.D. A LOT! No matter how you
use his Special Moves, he is a big G.C.D. target. His Power Wave is not fast
enough and you can do Reppu Ken to eat it or jump to punish him. You can easily
see the Power Wave coming. Round Wave does not have the reach but it is as weak
as the Power Wave. If the expert uses Burn Knuckle then be sure than he is no
expert, because Burn Knuckle sucks to be used alone. For the fact then whenever
you defend it you can do G.C.D then Holy Gates. The opponent has to do it with
a combo. The Power Dunk is pretty risky to use especially against Geese, so
bah. Crack Shoot has its moments but only against the other characters. Against
Geese, you could defend and then fast Holy Gates like nothing happened. Since
the charging time is bad in SNK Vs. Capcom Chaos, you will not see the opponent
rely on it a lot, he has first to get around your endless harsh attacks.

  However, Rising Tackle makes Terry build his Power Meter like nothing. Geese
and Terry build their Power Meters so fast with anything they do. Rising Tackle
does not also have invincibility, you can do an early jumping B to beat it
(from a distance). Terry's power is behind his Super Moves, like Buster Wolf.
This kind of crap Super Move is damn fast and it has some invincibility. The
player with either combo it or do it when you throw Shippu Ken, be careful.
High Angle Geyser is still as crappy as it used to be, so feel safe when the
opponent performs it. It has a long recovery. Same thing can be said to his
Power Geyser, it does not come out fast... but on the other hand, it is
painful. Imagine Geese performs jumping B, standing C, Spinning Kick, Reppu
Ken, Raising Storm and then imagine Terry performs jumping D, standing C, Power
Geyser, Double Geyser, Triple Geyser! You will think Geese's combo take off way
better damage, but in fact they are very close. Even though Geese's combo is
longer and takes a little bit more damage... the two combos are still very
close.

  His Deadly Rave, oh I mean Rising Beat does not have invincibility like
Geese's Deadly Rave. Plus, it does not go through fire balls no matter what. It
is pathetically weak and you could beat it with your close up Normal Attacks.
Do not risk your life, do the old way... defend and then punish. The opponent
will try to combo it when you do any mistake. Do not do as he pleases. Always
stick with the safe and short method to keep yourself alive. When you have the
Deadly Rave, perform it whenever he is about to do anything... anything at all.
Even if he is about to do crouching A or B. If the opponent depends on his
standing B, then do crouching B. Time it and you will do good. When he jumps to
do anything, stick with the crouching C or Raising Storm to punish him. Be
always ready because Terry is all about rushdown gameplay, the opponent cannot
change that no matter what. Just remember when you defend anything, do G.C.D.
and then crouching B and if it connects, then continue with Reppu Ken then
Raising Storm.

  I do not get it why they gave Terry Deadly Rave... oh, I mean Rising Beat!
May be because of the suffering from Geese's Deadly Rave he learnt it by
feeling it! Terry is good with the combos just like you, but he lacks good
moves against Geese or better yet... better Normal Attacks!

================================
Balrog (also known as M. Bison):
================================
  "A boxer that took the place of another great boxer."

  Barlog has good Normal Attack but his Special Moves suck big time against
Geese. They cannot do anything special. When he performs in charge move, just
do the Raising Storm or defend and then G.C.D. then Holy Gates. You can still
do crouching A and beat his charging moves like the old days. Be careful when
you jump, because will go for the Buffalo Headbutt for sure. It does not come
out fast and he has to charge down to then perform it with the upward. The
charging time is long, so do not worry. When you see the opponent charging then
throw Reppu Ken and when he does not charge, attack him. Jump as long as you
like. I advice you to cross uo because it is the best way to get rid of him.
The Turn Punch is still slow to come out, it is so noticeble, do Upper Body
Slam or the Raising Storm. When he jumps, do crouching C or Raising Storm. Or
you can time your jumping C with him to punish him. The opponent will try to
charge and then G.C.D. to any charging move he has in mind. Just use your
Normal Attacks and Special Attacks as I told and you will be fine.

  When then he does G.C.D. you suppose to defend since you are using everything
perfectly, and when he does any mistake... P-U-N-I-S-H! The opponent will
either do Crazy Buffalo or Gigaton Blow when he has the chance to do so. All
you have to do is not give him a chance to do any combo so that when he gets
mad and performs any of them without connecting any with a combo, you can
defend and then G.C.D. to a very deadly combination attack. His Ultimate Smash
looks pretty much retarded, and it does not have any reach. But well, it takes
a lot of damage. Just be sure to play keep away when you feel the opponent is
going for it. Just throw Reppu Kens to force him to jump or dash and do as you
want him to do and then do the job. Jump and cross up with the B to start off a
good combo or a strategy. When he uses his Normal Attacks, like crouching A or
standing C just do crouching A. Do Middle Body Blow from time to time to not
make him think of using anything at all. Sometimes do it just like that to make
him get near you and then do Deadly Rave or Raising Storm. You know the old
good tricks. ^_^

--------------------
The Full Percentage:
--------------------
  So, you know what full percentage is? It is basically the winning percentage,
but the percentage changes. It depends if you want to play with the Infinite
(Cheap Fight Percentage)... or play and just kill Geese without using the
infinite (Normal Fight Percentage). It is almost like this (for me).

  Vega, Barlog and M. Bison are the U.S. ones, not Japanese. Keep in mind that
the percentage is about expert matches. Which means, expert Vs. expert, not the
CPU!

==============================
Beating Everyone - Percentage:
==============================
Name         C.F.P.   N.F.P.
==============================
Geese         50%      50%
==============================
Tabasa        80%      73%
==============================
Genjuro      100%      93%
==============================
Hugo         100%     100%
==============================
Earthquake   100%      96%
==============================
Chun-Li       88%      68%
==============================
Shiki        100%      91%
==============================
Guile         90%      81%
==============================
Goenitz       79%      77%
==============================
Zero          70%      67%
==============================
Orochi Iori   85%      66%
==============================
Violent Ken   83%      72%
==============================
Mars People   78%      75%
==============================
Dan          100%     100%
==============================
Choi          91%      85%
==============================
Demitri       72%      65%
==============================
Iori          87%      78%
==============================
Dhalsim      100%      99%
==============================
Kasumi        81%      87%
==============================
Akuma         93%      81%
==============================
Ken           88%      80%
==============================
Kim           81%      79%
==============================
Kyo           90%      80%
==============================
Vega          87%      82%
==============================
Mai           89%      83%
==============================
Ryu           89%      83%
==============================
Mr. Karate    90%      84%
==============================
Sagat         95%      88%
==============================
Ryo           78%      74%
==============================
M. Bison      90%      87%
==============================
Terry        100%      82%
==============================
Barlog        97%      80%
==============================

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

-----------------------
How To Beat The Bosses:
-----------------------
  This is mainly for those who have trouble beating up the four bosses of the
game.

=============================================================
Serious Mr. Karate (also known as Honki ni Natta Mr. Karate):
=============================================================
  "An extreme fighter who makes Capcom's idea of Ultimate Rugal nothing but
another poor thing to laugh at."

  Do not waste your time to make him build his Power Meter because he will go
nuts and will start canceling everything like nothing. Do not corner yourself a
lot so that he will not depend on his triple Hoah Sho Koh Kens! Remember that
if you make him do what he likes, he will "charge" and that means he will
CHARGE HIS POWER METER! Yes, just like he was in the Art of Fighting series.
So, never let him do what he likes to do... always attack him and make him move
around. Do not jump forward because he will always answer with his Drogon
Punch. If he ever gets the Maximum Mode, use your Super Moves to make him not
go crazy and attack you until you die. Be careful when he walks to you because
most of the time he is thinking of doing his unbolckable three punches Special
Move! When he walks to you, be very sure to do crouching A or B to make him
change his pattern. If you ever get screwed, try to make a distance between the
two of you and throw some Reppu Kens to build your Power Meter and use your
Raising Storm when you have to.

  The strategy to play with him is pretty easy, but still... he is way stronger
than Shin Akuma, Athena and Red Arremer. The first method is to jump and when
you are about to land, perform Shippu Ken. Serious Mr. Karate will perform his
Dragon Punch and get hit by your Shippu Ken. This works pretty good and can do
it but if you do not do it acorrdingly, he will use either his Hoah Sho Koh Ken
or triple Hoah Sho Koh Ken and you really do not want him to perform any since
the second Special Move does six hits! If you want something better then
perform Reppu Ken from a distance and he will surely jump... fast perform the
Raising Storm. Repeat this method until he dies. If you do not have a LV. for
the Raising Storm then perform the Upper Body Slam instead. If you want to
punish him with the G.C.D. then go for the Holy Gates. Keep in mind that
Serious Mr. Karate does not have Super Moves because all his Super Moves are
Special Moves. Also, he does not have super flashes during any Special Moves
that are supposed to be Super Moves!

  The most important thing to know is that always to be careful when he has 50%
of his life. He will most of the time perform his Exceed, Ryuuko Ranbu, and it
is like it was in Art of Fighting... so fast and UNBLOCKABLE! Be really
careful! You could always jump backward and perform Shippu Ken to avoid getting
hit by it!

======================================
True Akuma (also known as Shin Gouki):
======================================
  "You wish you never existed."

  This fella is a joke compared to Serious Mr. Karate. You do not have to worry
about him at all. He does have super flashes during his Special Moves that are
supposed to be Super Moves. They are not that damaging! He performs his
Messatsu Gou Shouryuu when you use any of your crouching Normal Attacks while
you are near him. All of his Special Moves are punishable! His Messatsu Gou
Hadou is pretty fast and can get you if you use your Shippu Ken from a
distance. There seems to be no recovery in his Ashura Senkuu... he does not use
it a lot with Geese. Your G.C.D. is the best choice with him and you can even
punish him when he performs his double air Hadou Kens! Do not waste your time
with him... just finish him fast with your Raising Storm because he can do
nothing about it and will happily get hit by it everytime you do it. You could
turtle and stay at the corner all day and he will get near you and perform
either his Dragon Punch or better yet any of his punishable Special Moves that
are Super Moves to the normal Akuma!

  Your best method is to perform your Reppu Ken a lot and when he is about to
jump... fast do the Raising Storm. He will always perform his air double fire
balls but your Raising Storm will eat them and hit him! You could do crouching
A from a long range and he will perform Messatsu Gou Shouryuu if he is by any
chance somehow close to you! When you are about to punish him, do not go easy
on him... always do something painful. You could use your infinite when you are
about to lose and have nothing but the G.C.D.! Do your Deadly Rave when you
want to go through his Fire Ball! You could jump with him and he will not do
his Dragon Punch always like Serious Mr. Karate! You could cross him by your B
to aviod being hit by his Dragon Punch... if things get tough then go for the
classic trap. perform Reppu Kens from a distance and then get him with your
Raising Storm and when he is close to you and does a mistake then G.C.D. and
then perform your Holy Gates Super Move! He seems to have a big trouble to deal
with the Reppu Ken... really!

=======
Athena:
=======
  "You are still as laughable as you were back then...!"

  This classic girl seems to depend on her summons a lot! ^_^ The funny thing
is that when she summons the bird, lion, fly (something like that) or other
summons, she becomes really invincible! Her summons have a really super duper
invincibility frames that I did not see in any other fighting game! The trick
is, when she summons anything just guard and then punish her because everything
is punishable with her. Her pattern is a joke and she does not attack you if
you press the start button. She does not use her Normal Attacks a lot nor jumps
a lot. May be sometimes stainding A but not all the time. The most summon that
you really need to be careful of is the lion because he performs triple fire
balls and they are really big! Luckily, you have the G.C.D. so G.C.D.
everything she does and wait for the invincibility frames to wear off and then
kick her out! Also, the bird summon is a little bit tricky because it hits you
low and then Athena jumps to the air and then hits with with her sword! Do not
worry, you could jump backward to avoid the low hit and then defend the high
attack from Athena!

  Your cross up with the B button makes a big deal here. You could kill her in
a few seconds because of it. When she performs the bat/bug/fly (whatever that
animal is), jump to avoid it and then fast dash forward and when the
invincibility frames fade away, punish her. Yes, you can do nothing when she
summons that because of the unbelievable invincibility! When you attack, you
will feel like you are being sarcastic because your attacks will not hit
anything at all! Really funny! Keep in mind that you could finish the match
with your infinite so you really do not have to give her the time to perform
anything at all. The Reppu Ken and Raising Storm starategy works as well.
Perform Reppu Kens from a distance and when she jumps, perform the Raising
Storm. Sometimes she summons the lion when you perform your Reppu Ken, Geese
recovers so fast from the Special Move so do not worry, you will be able to
defend fast. Always G.C.D. and punish her for the mistakes and make every
combination attack as painful as you can.

============
Red Arremer:
============
  "Old is gold... good memories never fade away."

  Another classic fella. ^_^ Don't you love his appearance and background? He
is just like Athena. He summons a lot and floats sometimes too. He is tougher
than Athena because his summons are more used for traps more than direct hits!
When he summons the zombies, perform Reppu Kens or jump and punish him.
Sometimes he uses his wing to push you. He is pretty basic once you know how to
get around his summons. The invincibility frames during his summons are like in
Athena's but it is not a problem since you can wait for them to wear off and
then punish him. He is smarter than Athena and I like him more. He just makes
me laugh. He looks pretty funny. A real classic (old times). ^_^ Anyways, the
Reppu Ken then Raising Storm strategy works on him as well and when he does a
mistake, be sure to punish him and make the combo so painful. If he tries to
use he wings then be ready for the Raising Storm... do not waste your time on
defending because as I said, his zombies are somehow good. Be ready for the
G.C.D. with everything he does!

  Your air attacks work with him. Especially his jumping B and C. Luckily,
Geese builds his Power Meter even when the opponent defend them so you have
nothing to worry about. The Raising Storm will solve all the problems. You
could push the start button to make him get mad and go nuts and sometimes he
does nothing. You could get out of his traps by using your Shippu Ken, so when
you think that there is nothing much to do then go for it and perform it to get
out of his traps. Also, when there is really nothing much to do then go for the
G.C.D. because it helps a lot to get close to him and punish him whenever he is
about to float around. You could use the Reppu Ken and Upper Body Slam method
too. Perform Reppu Kens and when he uses one of his air attacks, perform Upper
Body Slam to counter any of them. There are many other methods, but these
should do for the meantime. He is nothing special to write home about so I do
not think he needs a tight strategy... after all, he is another target for the
painful combinations, Maximum combinations and infinite!

  Athena is pathetically weak compared to the sweet Red Arremer. ^_^

--------------------
The Full Percentage:
--------------------
  So, you know what full percentage is? It is basically the winning percentage,
but the percentage changes. It depends if you want to play with the Infinite
(Cheap Fight Percentage)... or play and just kill Geese without using the
infinite (Normal Fight Percentage). It is almost like this (for me).

================================
Beating the Bosses - Percentage:
================================
Name           C.F.P.   N.F.P.
================================
S. Mr. Karate   100%     86%
================================
T. Akuma        100%     96%
================================
Athena          100%     93%
================================
Red Arremer     100%     83%
================================

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

--------------------
Questions & Answers:
--------------------
  This section is for those who E-Mailed me about a thing or two about 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 in some
threads related to Geese and I answered them, so I will put them in too:

===========
Crackshoot:
===========
Q: What moves that are subject to being hit with Guard Cancel Dash?
-
A: All of his Special Moves are punishable if you use the G.C.D. (Guard Cancel
Dash) perfectly in the right time. Which means, if Geese does forward + D then
Reppu Ken then you G.C.D. his forward + D, he will hit you with his Reppu Ken
and then continue with the Raising Storm for a painful damage... but if you
G.C.D. fast right after you defend his Reppu Ken, you will be able to throw
him, at least.

  A Geese expert does not need to even do the combo while you are defending the
whole thing, because he knows that he would be kicked by the G.C.D. so he will
most of the time use different Normal Attacks and only do his combinations
after you do any mistake.

  There are tricks for those who depend on the G.C.D. a lot. If the expert is
really focused, he would trash them easily by one of the tricks that Geese has.
Also, when you have the Maximum Mode, it will be very hard to read your
opponent movements or wait for the Special Moves to G.C.D. because he will
always be able to cancel them to anything and the only one who will get hurt is
you...

  Bottom line, the Guard Cancel Dash only makes you invincible when you dash,
but not after the dash.

==========
StreakSRM:
==========
Q: The Deadly Rave anti airs? Like Kim's super?
-
A: Yes, but if you do it in the corner... the hits will connect. If you do it
anywhere, only the first two hits will connect and the other hits will
naturally miss because the opponent will be pushed away and he or she will
fall. For a further demonstration:

Jump D, standing C, forward + D, Evil Shadow Smasher (cancel after the second
hit) forward + D, Evil Shadow Smasher, forward + D, Evil Shadow Smasher,
forward + D, Evil Shadow Smasher, forward + D, Evil Shadow Smasher, forward +
D, Reppu Ken (the opponent will be in the air now), Deadly Rave (after the CC,
the opponent will be standing still on the ground and still will be taking the
DD hits of your Deadly Rave... so fast continue ===> ), standing C, forward +
D, Reppu Ken, Raising Storm (opponent must be cornered and Maximum Mode is
needed)

======
Tariq:
======
Q: Is his infinite easy to do or hard and what about the timing?
-
A: Well, it is pretty much easy to do and I do not think anyone will have any
trouble trying it for the first time. The timing is not that tight... once you
know when to dash it will become so easy and nature to do.

=====
Nick:
=====
Q: When you said the crouching C has invincibility, do you mean, if I do it at
the right moment a fire ball will just go through me?
-
A: I did not try it since he has better options like his crouching B or
crouching D. When you do any of them at the right moment a fire ball will just
go through you... and that is for sure because I always do so. Crouching C
needs to be used from a close range, but crouching D has a good range.

  When let us say Ryu... throws a fast fire ball from a distance you can do
crouching B right before it hits you and it will easily go through you. Do not
worry, if you did not time it well, just defend. So, fast do crouching B and
defend so that if you did not time the crouching B at the right moment you will
still be able to defend the fire ball.

  I do not think you can time the crouching C to make the fire ball go through
you if you do it from a distance! Sagat has invincibility with his crouching C
in CvS2 but that does not mean his Normal Attack can make the fire balls go
through him. When I talked about the crouching C invincibility, I was mainly
talking against the air or some ground Normal Attacks. It is more of a
priority...

======
Keits:
======
Q: Are people avoiding the use of Supers to 'save up' for Maximum Mode, or are
people using regular supers and just using Maximum Mode if they happen to get
it? Like, if you land that standing C, forward +D, Reppu Ken combo with Geese
and you aren't in Maximum Mode, do you go ahead and nail em with the Raising
Storm, or do you think "Hot diggity damn, Maximum Mode is my daddy! Im saving
up for that busted shiznit!"?
-
A: Good point there. Seriously, I saw both. Many of Kyo experts wait until they
get the Maximum Mode. Even if they do a combo without the Maximum Mode, they
wouldn't bother to continue with any Super Move... they would wait for the
Maximum Mode and then go for painful attacks.

  Aside of all this, it all depends on the character you are using. For
example, Terry's Buster Wolf and Power Geyser do not take that much of a decent
damage. And his combos are better with the Maximum Mode... you cannot read him
perfectly with the Maximum Mode since he can cancel a lot of things and do
well. Most of the players wait for the Maximum Mode. Some of them are forced to
do their Super Moves and not wait for the Maximum Mode when they are facing a
fearful character or an expert that does not miss much or knows his stuff
pretty well.

  As for Geese, he doee not need the Maximum Mode at all. I could do well
without it and great with it. Good because his combos will still take a lot of
damage and great because I can do Raising Storm up to three times with the
Maximum Mode and five times including lv.1 and lv.2! The Maximum Mode makes
Geese cancel the second hit of his Evil Shadow Smasher to forward + D and you
can repeat doing it until the opponent gets dizzy. Moreover, it can be done
anywhere... good! But there is one thing that is bad... you can turtle all day
to avoid being kicked by his Maximum Mode combos. Wait and the The Maximum
Gauge will slowly drain. Here, the only option that a Geese player has left is
to go near that turtle and hit him with his Raising Storm. Even if the turlte
defends, it will take a lot of damage... and that it "A LOT"!

  Geese's Raising Storm takes a lot of damage. You have two life bars... let us
say each bar is 50%. Alone the Super Move takes about 37% or so. By jumping D,
standing C, forward + D, Reppu Ken, Raising Storm... that is 68%... luckily,
there is damage scaling. So that is 47 at most! When you do the combo while you
are in the red life bar, it will take 39% to 42% at most. Remember that the
damage scaling is better in red life bar than Yellow's! So why do I have to
miss such a great combo after Raising Storm and wait for the Maximum Mode for
Geese?

  As I said above, it all depends on the character I think. The Maximum Mode is
powerful, but that doesn't mean you will always do well with it. There are many
ways to make it useless. I think the only thing that makes it great is that I
could do Super Moves several times (at least with Geese). One day, I fought
against another Geese expert. I was out of lvs. and cornered and he was at
Maximum Mode and then performed the Raising Storm five times while I was
defending the whole thingy. There was nothing to do, because it does not have a
weak point when you are cornered and with no lvs... even the Guard Cancel Dash
does not help that much. You do not want to be me when I blocked them... you
really do not want to. Even Shin Akuma was out of ideas when I did the same
thing on him... he looked really pathetic...

  Raising Storm does five hits if you do not defend it, but does more than 13
hits if you defend it... that is why it is painful either way. Although Geese
can get the Maximum Mode in no time with jumping C (four hits and mostly on
Hugo and Earthquake), but it does not matter. I would use the Raising Storm
whenever I have to.

  By the way, I am mainly talking about my opinion on Geese, so it does not
mean everyone would do the same thing. My friend does not do like me, he waits
for the Maximum Mode and then bang. That is why I gave other examples for Terry
and Kyo.

  With all the matches I have seen against Orochi Iori, Chun Li, Geese and some
other tough characters, "I have never seen one player (or expert for that
matter) saves up for the Maximum Mode." You just cannot. The mentioned
characters above do not and will never give you the time to breathe or trade
attacks and get the Maximum Mode! You will so easily be forced to do your Super
Move whenever you do any combo or have to. That's why I said; "Some of the
players were forced to use their Super Moves and not wait for the Maximum Mode
when they were facing a fearful character or an expert that did not miss much
or knew his stuff pretty well."

  I use Geese, Genjuro, Tabasa (a lot), Earthquake, Shiki and Ryo. I would
never wait for the Maximum Mode no matter what. Even if I was able to get it
then that was only because I was not able to do my Super Moves because the
opponent was not doing mistakes... nothing more, nothing less. And that is what
all the players are doing here. If you do a good combo and not continue with a
Super Move, it is like you are saying in other words; "Knock me down as soon as
possible."

  Ah, forgot to say something! It is not easy to get Maximum Mode, because when
you play against an expert then you will have to use CD Counter, Super Moves
and Guard Cancel Dash. If you do not do any of these, then that is good because
nobody will ever have to worry about them when they attack you and will finish
the match in a flash.

=========
ven0m111:
=========
Q: Yo Mr. Geese master, got a question for you. How do I link up a Double Reppu
Ken then Raising Storm? I can't seem to cancel it, but I can do that Evil
Shadow Smasher into Spinning Kick... just wanted to get some help!

  Also man, too many people here cry and look at me saying I'm a scrub by
"cheesing" by doing that infinite... my God, they can counter it with an
uppercut. I might just quit Geese and go to Zero if that's the case. Damn...
haha, then they'd cry about Zero. oh well, I would've used him but I can't get
off his infinite as easy as Geese does... well, thenkas for your help.
-
A: You have to cancel the first hit of the Special Move! I do not bother with
canceling the Double Reppu Ken since the Reppu Ken is better and can juggle the
opponent easily. Do the Evil Shadow Smasher and after the last hit of the
Special Move, cancel it into Reppu Ken then Raising Storm. More damaging.

  As for the infinite, all you have to do is know the timing between his
Spinning Kick (forward + D) and standing C. Which means, you have to fast dash
right after the Spinning Kick and then stop the dash by doing standing C. You
will first do a mistake here and there and then when you know the exact timing,
it will be as easy as Zero's infinite... or better yet, Chun-Li's glitch!

=============
Silentwing98:
=============
Q: Whats the best thing to do with Geese after the Guard Cancel Front Step? And
the infinite I just do standing C, Spinning Kick then dash over and over?
-
A: It depends on what the opponent does. If the opponent performs anything
lagging or have a real bad recovery, then go for the infinite and if the
opponent does some normals with fast recovery then Guard Cancel Front Step into
crouching B or A so that if any connects, you would continue with the Reppu Ken
and Raising Storm. And if the opponent defends the normal, you won't be
punished.

  As for the infinite, do standing C, Spinning Kick, dash (stop dash by ===>),
standing C, Spinning Kick (repeat).

=====
Raed:
=====
Q: Hey Geese freak! Tell, what is the difference between a Geese expert and
scrub since they both kick some major butt?
-
A: Both can do the infinite easily. Both can use Geese. But not both of them
like Geese, some use him because he is great and all and the others use him
because he is their favorite character. Also, the scrub cannot think of ways of
when he is beaten pretty bad by another scrub. He cannot find ways around some
problems, while the expert does.

  I have seen some scrubs kicking experts with Geese, but not by the
gameplay... only by the combos! I could easily see the difference between a
scrub and an expert. The matches between experts get so tough and you cannot
guess who will win, you cannot even be sure that any of them can get 5 winning
streaks on the other (Geese vs. Geese, I mean).

  SNK Playmore could have made Geese easily a top tier, but at least so hard to
use... not like this! A real shame how Geese turned out to be so easy to use. A
real shame...

===============
PimpedoutGeese:
===============
Q: Basel, you said: "stop dash by ===>"! What does this (===>) mean?
-
A: ===> means do the following attack. So when I said; "stop dash by ===>,
standing C" It means, stop dash by doing standing C! Some calls this, dash
cancel!

  The symbol is more easier and faster to type instead of repeating the same
sentence over and over again!

========
A scrub: (not anyone, just for those who are wondering)
========
Q: What if I already know everything about him and I so do not need to read
anything in here?
-
A: Simply put, buzz off! ^_^

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

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

  Long live, Geese Howard. A true evil...

---------------
Special Thanks:
---------------
1)To SNK Playmore for this "sweet" game (O, E. Kawasaki, how long has it been?
It sure is great to see you back with Geese...).
2)To Gamefaqs.
3)To all Geese's fans (true ones).
4)To all my friends for the encouragement.
5)To Chris MacDonald (Kao Megura) for allowing me to use the movelists for many
characters to explain how to beat them. Full credit and acknowledgement to him,
of course!
6)To Gavin "Gavok" Jasper for allowing me to use Geese's ending and quotes!
Thanks a lot for the hard work, too!

=======================================================
SNK Vs. Capcom: Chaos is Copyright SNK Playmore Crop. This document Copyright
2003 Basel <Mr_Basel@yahoo.com>

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

Credits for GameFAQs and SNK Playmore Crop.