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    Geese by Basel

    Updated: 10/07/06 | Printable Version | Search Guide | Bookmark Guide

    ------------
    Geese Howard
    ------------
    
    ------------
    A Must Read:
    ------------
    Micky: Who are you, duck face?!
    Geese: Hmph! That's gooseface. Relax. The name is Geese... Geese Howard. Ruler
           of Southtown.
    
      What you will read down is my strategy, which means.. it might not work with
    you as it is with me and may be yes. I really do not need any E-Mail(s) asking:
    "What is good or bad" since I will fully talk about everything. Hope it will 
    somehow be useful to you and lead your play or skills to a higher level.
    
    ===============================================================================
    
    -----------------
    Table of Contents
    -----------------
    
    1. Character Profile
       +++++++++++++++++
    
    2. Appearance
       ++++++++++
        - Games
        - Backgrounds
        - Endings
        - Openings
        - Animes
    
    3. Why Geese?
       ++++++++++
    
    4. Why Not Geese?
       ++++++++++++++
    
    5. Intros
       ++++++
        - Normal Intros
        - Special Intros
        - Winning Poses
        - Addendum
    
    6. Stage
       +++++
    
    7. BGM
       +++
      - Geese Ni Katakori (MI1)
      - Geese Ni Katakori (FFS)
    
    8. Outfits
       +++++++
      - Normal
      - Another
    
    9. Legends & Command List
       ++++++++++++++++++++++
        - Legends
        - Command List
        - Stylish Arts
    
    10. Moves Analysis
        ++++++++++++++
        - Standing A
        - Standing B
        - Standing C
        - Standing D
        - Crouching A
        - Crouching B
        - Crouching C
        - Crouching D
        - Far A
        - Far B
        - Far C
        - Far D
        - Jumping A
        - Jumping B
        - Jumping C
        - Jumping D
        - Upward A
        - Upward B
        - Upward C
        - Upward D
        - Reppu Ken
        - Double Reppu Ken
        - Evil Shadow Smasher
        - Shippu Ken
        - Upper Body Slam
        - Middle Body Blow
        - Below-The-Belt Blast
        - Raimei Gouha Nage
        - Raising Storm
        - Holy Gates
        - Deadly Rave
    
        - Kick of Fangs
        - Immovable Fist
        - Demonic Immovable Fist
        - Tate Katate Nage
        - Shinku Nage
    
    11. Stylish Arts Analysis
        +++++++++++++++++++++
        - Stylish Art 1
        - Stylish Art 2
        - Stylish Art 3
        - Stylish Art 4
        - Stylish Art 5
        - Stylish Art 6
        - Stylish Art 7
        - Stylish Art 8
        - Stylish Art 9
        - Stylish Art 10
        - Stylish Art 11
        - Stylish Art 12
        - Stylish Art 13
        - Stylish Art 14
        - Stylish Art 15
        - Stylish Art 16
    
    12. Strategy Section
        ++++++++++++++++
        - Sabaki
        - Defensive Game
        - Pressure Game
        - Corner Game
        - General Strategy
    
    13. Combination Attacks
        +++++++++++++++++++
        - Normal Combos
        - Super Combos
        - Super Cancel Combos
        - Side Notes
    
    14. Questions & Answers
        +++++++++++++++++++
        - Freaking Fatcoon
        - R.S.
        - Nightmare Geese
        - Raising Storm & KOF XI
    
    15. Geese's BGMs History
        ++++++++++++++++++++
        - Geese Ni Katakori
        - Geese Ni Shouyu
        - The Battle
        - The Battle of the First Nightmare
        - Speed Hucker
    
    16. M.A.C.
        ++++++
        - Special Attacks
        - Normal & Special Throws
        - Special Moves
        - Super Moves
    
    17. Tidbit
        ++++++
        - The Super Spy Tidbit
    
    18. Credits & Acknowledgement 
        +++++++++++++++++++++++++
        - Last Word
        - Special Thanks
        - Credits
    
    ===============================================================================
    
    ---------------------
    1. Character Profile:
    ---------------------
    Name: Geese Howard (The Kingpin of Southtown)
    Wife: Maire R.
    Son: Rock Howard
    Half Brother: Wolfgang Krauser
    Brother-In-Law: Kain R.
    Most Trustworthy Bodyguards: Billy, Hopper and Ripper
    He Is: The Main Villain in SNK
    Weapon: Bare Hands
    Birth Date: 1953.1.21
    Birthplace: America
    Age: Above 46
    Height: 183cm
    Weight: 82kg
    Blood Type: B
    Country: U.S.A
    Style: Kobojutsu and Hakkyokuseiken (mostly known as Ancient Arts of Combat)
    Hates Most: Those who get in his way (those who foil his ambitions)
    Likes Most: To be on top of everybody (and steak... rare).
    Favorite Sport: None 
    Hobbies: Unspecified (starts and stops hobbies all the time)
    Favorite Things: Himself
    Special Skills: Resolving issues by force. Billiards.
    
    Also Known As: "Ruler of Southtown", "The Conqueror of the Underworld", "Don of
                   the Dark Organization", "The Ultimate Self-Made Badguy," "Lone 
                   Wolf Killer Geese" and "The Recurring Nightmare"
    
    Japanese Character Voice: Kong Kuwata
    English Character Voice: ??? (Only in the US version of KOF: MI2)
    English Character Voice: Ward P. (only in the dubbed Fatal Fury animes)
    
    KOF Maximum Impact 2 story: 
      The evil genius known in international crime circles and ruler of the 
    American city, Southtown. Geese was a first-rate fighter, till Terry Bogard,
    avenging the death of his adoptive father, defeated him and Geese chose to end
    his own life.
    
      Even now that fearful power remains deeply engraved in the minds of those who
    knew Geese and manifests itself as a vile nightmare.
    
    ===============================================================================
    
    --------------
    2. Appearance:
    --------------
    
    =========
    In Games:
    =========
    1)The Super Spy
    2)Fatal Fury: The King of Fighters
    3)Fatal Fury Special
    4)Fatal Fury 3: Road to the Final Victory
    5)Real Bout Fatal Fury
    6)Real Bout Fatal Fury Special
    7)Real Bout Fatal Fury 2: The New Comers
    8)Fatal Fury: Wild Ambition
    9)Fatal Fury: First Contact
    10)Fatal Fury: D.M.
    11)Art of Fighting 2 (young)
    12)Quiz The King of Fighters
    13)SNK Vs. Capcom: The Match of the Millennium
    14)Capcom Vs. SNK
    15)Capcom Vs. SNK: Pro
    16)Capcom Vs. SNK 2
    17)The King of Fighters'96
    18)The King of Fighters'2000 (as a striker)
    19)The king of Fighters'2002 (Playstation 2)
    20)The King of Fighters Ex: Neo Blood
    21)The King of Fighters'Kyo
    22)The King of Fighters: Neo Wave (young)
    23)SNK Vs. Capcom Card Fighters Clash
    24)SNK Vs. Capcom Card Fighters Clash 2
    25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion
    26)SNK Vs. Capcom Chaos
    27)Neo Geo Battle Coliseum
    28)King of Fighters XI (Playstation 2)
    29)King of Fighters: Maximum Impact 2
    
    ===============
    In Backgrounds:
    ===============
    1)Pao Pao Cafe  - The King of Fighters'94
    2)Japan Stage   - The King of Fighters'2002
    3)Infernal Gate - The King of Fighters: Maximum Impact
    4)China (night) - The King of Fighters'94: Re-Bout
    
    ===========
    In Endings:
    ===========
    1)Fatal Fury Team - The King of Fighters'94
    2)Fatal Fury Team - The King of Fighters'95
    3)Special Team    - The King of Fighters'97
    4)Art of Fighting (on Nintendo)
    5)Billy Kane      - Real Bout Fatal Fury
    6)Yamazaki        - Real Bout Fatal Fury
    7)Terry Bogard    - Real Bout Fatal Fury
    8)Andy Bogard     - Real Bout Fatal Fury
    9)Ex Billy Kane   - Real Bout Fatal Fury Special
    10)Billy Kane     - Real Bout Fatal Fury 2
    11)Billy Kane     - Fatal Fury: Wild Ambition
    12)Ryo            - Art of Fighting 2
    13)Robert         - Art of Fighting 2
    14)Yuri           - Art of Fighting 2
    15)Takuma         - Art of Fighting 2
    16)King           - Art of Fighting 2
    17)Jack           - Art of Fighting 2
    18)Lee            - Art of Fighting 2
    19)Temjin         - Art of Fighting 2
    20)Eiji           - Art of Fighting 2
    21)Mickey         - Art of Fighting 2
    22)John           - Art of Fighting 2
    23)Mr. Big        - Art of Fighting 2
    24)Him & Rock     - Neo Geo Battle Coliseum
    
    ============
    In Openings:
    ============
    1)Fatal Fury Special
    2)Fatal Fury 3
    3)Real Bout Fatal Fury
    4)Fatal Fury Wild Ambition
    5)Fatal Fury Mark of the Wolves
    6)The King of Fighters'96
    7)Art of Fighting 2
    8)Neo Geo Battle Coliseum
    9)King of Fighters'Kyo
    
    ==========
    In Animes:
    ==========
    1)Fatal Fury: Legend of the Hungry Wolf
    2)Fatal Fury 2: The New Battle
    3)Fatal Fury: The Motion Picture
    
    ===============================================================================
    
    -------------
    3. Why Geese?
    -------------
      "I'll smash you like a small fry as I did your father" - Fatal Fury 1
    
      Geese Howard... the name should be self-explanatory why.
    
      Anyway, the pros are, he is fast (then again, who isn't?), has many basic
    combos yet damaging despite the fact that the damage scaling in the game is
    really good... but still, you can still get around it. Also, his mind game 
    with the keep away tactics is good and makes your opponent really pissed. 
    
      Overall, he is a good character, but nothing to his Fatal Fury: Wild Ambition
    or Nightmare Geese in RBFFS counter-parts.
    
    ===============================================================================
    
    -----------------
    4. Why Not Geese?
    -----------------
      "WAIT! Hold, hold on! I'm not king. It's just a mask!" - The Super Spy
    
      Geese is basically 60% Rock but there are still some differences between 
    them. The Special Moves are Geese's for sure, but some Stylish Arts are taken
    from Rock's with little changes in them. This might be a let down to many since
    it shows SNK Playmore laziness. They did not use many neat chains from FFWA.
    
      Also, the Special Moves look really ugly compared to FFWA (excluding Shippu
    Ken and Holy Gates). On top of that, Geese does not have his own movements 
    (forward and backward). They are Alba's. This is really sad. Do not ask me why.
    
      He is called Nightmare Geese, but he is N-O-T-H-I-N-G like Nightmare Geese in
    RBFFS except the aura around him. Other than that, do not expect much. Expect
    very, very little good work (even if you have played FFWA). The only 
    explanation why he is called Nightmare Geese is to let you know that he is not
    alive and not directly involved in the story what-so-ever.
    
      Another downside is the lack of any new or old Special Moves or Super Moves.
    The move list is very limited and the counters are not that useful since there
    is Sabaki in the game (still the low counter is useful). Geese has MANY Special
    Moves and very neat Super Moves, yet SNK Playmore is limiting him with three
    known ones. His Super Moves from FFWA are really good. It would not hurt to add
    one of them. I mean, some characters have a new Special or Super in every game
    (coughYagami&Kyocough) and Geese still has not gotten any since when? RBFF2? At
    least use the old "not overused" ones if you cannot create any new ones! ^_^
    
      Long story short, if your expectations were high before the release of the 
    game then I advice you to lower them... and be happy with what you have right
    now. Otherwise, you might want to try out Geese in KOF XI. He is really, really
    good in there with some neat improvements. It is your choice... my choice has
    always been to stick around no matter how good or bad he gets. I mean, we are
    talking about Geese Howard, not Miyuki from Fight Fever. ^_^
    
    ===============================================================================
    
    ----------
    5. Intros:
    ----------
      "Did you think you can beat me, pretty boys (refering to Kyo, Ryo and Terry)?
    BA-HAHAH! THAT WAS MY CLONE! Time leave, fools!" - King of Fighters'Kyo
    
      Geese has normal intros and special intros. 
    
    ++++++++++++
    Normal Intro
    ++++++++++++
    - You will answer to me!
    
    ++++++++++++++
    Special Intros
    ++++++++++++++
    Billy: I am... I am still your faithful servent, Geese!
    Geese: If one lives too long, life is but a dream. Like this very vision 
           before you.
    Billy: Even if you are a ghost, it makes no difference. You are still Geese 
           to me!
    Geese: Well then. Welcome to your nightmare. And may you enjoy it!
    
    Geese: ... (turns around calmly)
    Terry: ... (gets ready)
    
    Geese: ... (turns around calmly)
    Kim: YOU!! (in an angry tone)
    
    Richard: AHH! You... You're! (looking puzzled)
    Geese: ... (turns around calmly)
    
    Mai: Geese! Is that you! It can't be! (looking puzzled)
    Geese: ... (turns around calmly)
    
    Yuri: Seriously!!
    Geese: ... (turns around calmly)
    Yuri: ... (shakes her head in fear)
    
    Alba: GEESE HOWARD!!! 
    Geese: ... (turns around calmly)
    Alba: Is this a dream?!
    
    Soriee: Are you serious!
    Geese: ... (turns around calmly)
    Soriee: You're supposed to be dead!! (very puzzled)
    
    Geese: ... (turns around calmly)
    Rock: IT'S YOU... GEESE! (in an angry tone)
    
    Geese: *says his normal intro while turning his body*
    Heyena: G-GEESE HOWARD! You were supposed to be dead for a long time ago! 
            (looking very puzzled)
    
    Geese: ... (turns around calmly)
    Ryo: Even with a mug like that, I still remember you. Bring it on, freakshow!
    
    Wild Wolf: Wolves never sleep... never!
    Geese: ... (turns around calmly)
    
    Geese: ... (turns around calmly)
    Mr. Karate: Have you lost your mind, Geese?!
    
    Geese: ... (turns around calmly)
    Hanzo: You vengeful ghost! It's no use... not even a demon can defeat me!
    
    Duke: Heh heh!
    Geese: ... (turns around calmly)
    Duke: That's a good nightmare! Not bad!
    
    +++++++++++++
    Winning Poses
    +++++++++++++
    - See you... in your Nightmare.
    - Hahaha!! DIE, YABO!
    - Hahahahahaha! You die!
    - You tremble at a nightmare! What a lightweight!
    
    ++++++++
    Addendum
    ++++++++
    - Reppu Ken           - Reppu Ken
    - Double Reppu Ken    - Double Reppu Ken
    - Evil Shadow Smasher - JAAAAEI KEN
    - Shippu Ken          - Shippu Ken
    - Raimei Gouha Nage   - Get up
    - Holy Gates          - HM (grabs), HAAAH (charges), RASHOUMON (blasts), HAHAHA
    - Deadly Rave         - DEEEADLYYY RAAAVE
    - Raising Storm       - RAAAISING STOOOOOOORM
    - Shinku Nage         - Hahahahaha haah
    - Provocation         - C'mon
    
    ===============================================================================
    
    ---------
    6. Stage:
    ---------
      "Who's this bozo?!" - Fatal Fury 3
    
      It is called, Infernal Gate. The same one from Maximum Impact 1 except Geese
    is not sitting on his chair since he is one of the playable characters.
    
      It is as cool as it used to be with the status of demons and the dark side in
    it. One of the best stages in the game, if not the best one.
    
    ===============================================================================
    
    -------
    7. BGM:
    -------
      "Big, I can't allow this independent behavior. Now I must ask you to take a
    trip." - Art of Fighting 2
    
      Geese Ni Katakori (in the US game, it's called "One more Kiss, Geese"). 
    There are two versions. One is the remixed Geese Ni Katakori from Maximum 
    Imapct for his stage, Infernal Gate. While the other one can only be played in 
    NeoGeo Land stage... It is the Original BGM Geese Ni Katakori from Fatal Fury 
    Special (in the US game, it's called "Shouthtown King"). It is not the Arranged
    one unfortunately, but still the Original one is as solid as any other one.
    
      Anyway, it is Geese Ni Katakori... so you will surely have a lot of good time
    practicing/fighting while listening to it. The best BGM in the game... no doubt
    about it.
      
    ===============================================================================
    
    ----------
    8. Outfits
    ----------
      "Hmph! Come up here, Terry baby." - Real Bout Fatal Fury
    
      He has many and he wears as some of SNK bosses as well.
    
    +++++++
    Normal:
    +++++++
    - A, B, C and D are only colors of his original outfit. the outfit is from the
      Fatal Fury series (well, except FF1 and Special to an extant). Which means, 
      shirtless Geese.
    
    - E... he has a black shirt on. Resembles Original Zero from KOF'2001.
    
    - F... he resembles Goenitz from KOF'96.
    
    - G... He resembles Mukai from KOF'03.
    
    - H... looks like G but has an evil beard. The outfit is in a different color.
    
    ++++++++
    Another:
    ++++++++
    - A is the original outfit from FFWA (black suit). D has the color of the same
      outfit from the intro of FF3. B and C only have different colors. in short,
      A and D are remarkable. They really fit Geese.
    
    - E resembles Karman Cole from Art of Fighting 3.
    
    - F does not resemble anyone. He looks like a wealthy yet trashy cowboy 
      kingpin.
    
    - G is his young self from AOF2 & KOF'Neowave (his hair is long as well)
    
    - H is the same one as G except a different color and has a nasty mustache.
    
    ===============================================================================
    
    --------------------------
    9. Legends & Command List:
    --------------------------
      "Krauser, you fool! Hmmm, hehe... HAHAHAHAHAHA!" - Fatal Fury 2: The New 
    Battle (anime)
     _____________________________________________________________________________
    |                                                                             |
    |                               1. Legends                                    |
    |_____________________________________________________________________________|
    |                                                                             |
    | - A button = Light Punch                                                    |
    | - B button = Light Kick                                                     |
    | - C button = Hard Punch                                                     |
    | - D button = Hard Kick                                                      |
    | - E Button = Sabaki                                                         |
    |_____________________________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                              2. Command List                                |
    |_____________________________________________________________________________|
    |                                                                             |
    | 1. Special Moves                                                            |
    |    -------------                                                            |
    |                                                                             |
    | Reppu Ken                                 |  \   -O + A            (SCable) |
    | [Wind Slice/Slash]                        O   O                             |
    |-----------------------------------------------------------------------------|
    | Double Reppu Ken                          |  \   -O + C            (SCable) |
    | [Double Wind Slice/Slash]                 O   O                             |
    |-----------------------------------------------------------------------------|
    | Evil Shadow Smasher                       O-  /  |  \  -O + B or D (SCable) |
    | [Jaei Ken]                                   O   O   O                      |
    |-----------------------------------------------------------------------------|
    | Shippu Ken                                |   /  O- + A or C  (air)         |
    | [Gale Slash]                              O  O                              |
    |-----------------------------------------------------------------------------|
    | Upper Body Slam                           -O  \   |   /  O- + B             |
    | [Joudan Atemi Nage]                            O  O  O                      |
    |-----------------------------------------------------------------------------|
    | Middle Body Blow                          -O  \   |   /  O- + D             |
    | [Chuudan Atemi Nage]                           O  O  O                      |
    |-----------------------------------------------------------------------------|
    | Below-The-Belt Blast                      -O  \   |   /  O- + A    (SCable) |
    | [Gedan Atemi Nage]                             O  O  O                      |
    |-----------------------------------------------------------------------------|
    | Raimei Gouha Nage (near downed opponent)  -O  |  \  + A or C                |
    | [Shrieking Lightning Shockwave]               O   O                         |
    |-----------------------------------------------------------------------------|
    |                                                                             |
    | 2. Super Moves                                                              |
    |    -----------                                                              |
    |                                                                             |
    | Raising Storm (1 stock)                   /  -O  \   |   /  O-  \  + A or C |
    |                                          O        O  O  O        O          |
    |-----------------------------------------------------------------------------|
    | Holy Gates  (2 stocks, near opponent)     -O  \   |   /  O- x2 + A or C     |
    | [Rashoumon]                                    O  O  O                      |
    |-----------------------------------------------------------------------------|
    | Deadly Rave  (3 stocks)                    -O  \   |   /  O- -O + AC        |
    |                                                 O  O  O                     |
    |                                                                             |
    | - Deadly Rave follow-up               A, A, B, B, C, C, D, D, |   /  O- + C |
    |                                                               O  O          |
    |-----------------------------------------------------------------------------|
    |                                                                             |
    | 3. Special Attacks                                                          |
    |    ---------------                                                          |
    |                                                                             |
    | Kick of Fangs                             -O -O + B                         |
    |-----------------------------------------------------------------------------|
    | Immovable Fist                            -O -O + C                         |
    |-----------------------------------------------------------------------------|
    | Demonic Immovable Fist                    O- -O + C                         |
    |-----------------------------------------------------------------------------|
    |                                                                             |
    | 4. Throws                                                                   |
    |    ------                                                                   |
    |                                                                             |
    | Tate Katate Nage                          O- or -O + C  (near opponent)     |
    | [One Hand Blow]                                                             |
    |-----------------------------------------------------------------------------|
    | Shinku Nage                               O- or -O + D  (near opponent)     |
    | [Vacuum Blow]                                                               |
    |_____________________________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                              3. Stylish Arts                                |
    |_____________________________________________________________________________|
    |                                                                             |
    | Stylish Art 1                      A, A, C, C, forward C, forward C         |
    |-----------------------------------------------------------------------------|
    | Stylish Art 2                      B, B, B                                  |
    |-----------------------------------------------------------------------------|
    | Stylish Art 3                      B, forward-crouching C                   |
    |-----------------------------------------------------------------------------|
    | Stylish Art 4                      B, D, C                                  |
    |-----------------------------------------------------------------------------|
    | Stylish Art 5                      B, D, D                                  |
    |-----------------------------------------------------------------------------|
    | Stylish Art 6                      B, D, down D                             |
    |-----------------------------------------------------------------------------|
    | Stylish Art 7                      Foward B, down B, down D                 |
    |-----------------------------------------------------------------------------|
    | Stylish Art 8                      Foward B, C, D                           |
    |-----------------------------------------------------------------------------|
    | Stylish Art 9                      Forward-crouching B, B, D                |
    |-----------------------------------------------------------------------------|
    | Stylish Art 10                     Forward-crouching B, B, down D           |
    |-----------------------------------------------------------------------------|
    | Stylish Art 11                     Forward-crouching B, up B                |
    |-----------------------------------------------------------------------------|
    | Stylish Art 12                     C, C, C                                  |
    |-----------------------------------------------------------------------------|
    | Stylish Art 13                     Foward C, forward C                      |
    |-----------------------------------------------------------------------------|
    | Stylish Art 14                     Forward-crouching C, C, D                |
    |-----------------------------------------------------------------------------|
    | Stylish Art 15                     Forward-crouching CC, C                  |
    |-----------------------------------------------------------------------------|
    | Stylish Art 16                     D, D, forward D                          |
    |_____________________________________________________________________________|
    
    ===============================================================================
    
    -------------------
    10. Moves Analysis:
    -------------------
      "Heh, heh. It's time I pay you back for the boot out of the window, Terry 
    baby" - Fatal Fury 3
     
     ____________
    |            |
    | Standing A |
    |____________|
    
      A great normal to use. 
    
      Use it to interrupt any BnB combos or jumps (right before they jump). Even if
    you screw up, you will be able to defend. The recovery time is very fast. Since
    there is Sabaki, you will need some normals like this to make use of their 
    advantages and then go for long combos.
    
      In short, This normal leads to one of his better Stylish Arts (A, A, C, C, 
    forward C, forward C). Make good use of it.
    
     ____________
    |            |
    | Standing B |
    |____________|
    
      AGAIN, a very great normal to use. 
    
      Use it to interrupt any BnB combos or jumps (right before they jump). Even if
    you screw up, you will be able to defend. The recovery time is very fast. Since
    there is Sabaki, you will need some normals like this to make use of their 
    advantages and then go for long combos.
    
      This normal lead to his Stylish Art 2 (B, B, B) which is very great for the 
    Deadly Rave and Raising Storm. A good set-up for them, in short.
    
     ____________
    |            |
    | Standing C |
    |____________|
    
      This is a risky normal if you use it mindlessly (Sabaki). 
    
      Always be sure to make Geese hit his opponent from a good range. Not a bit
    close to his opponent. The damage is good, but the normal has its ups and 
    downs.
    
      The Normal Attack has a recovery time, even if it is not that long. But to
    make sure, try not to use it a lot because standing A is there for you if you
    want to play a pressure game. Or use it to continue doing C, C. Then do your 
    own combo. Very good to trick those who depend on Sabaki. 
    
      The greatness of this normal is he will not be hit by any normal once you
    do it, because Geese attacks by turning himself. Not invincibility, more like
    avoiding. Do not abuse it.
    
     ____________
    |            |
    | Standing D |
    |____________|
    
      Short Spinning Kick. ^_^
    
      Slow and Sabaki bait. But it can be used in OTG games. Well it some point.
    
      Be ready to cancel when needed or use any Stylish Art revolving around it.
    And that would be Stylish Art No. 16 (like D, D, forward D). 
    
     _____________
    |             |
    | Standing CD |
    |_____________|
    
      Fudou Sakkatsu Uraken.
    
      It comes out very fast and the recovery time is great. You can even cancel
    it. This is to be used when someone jumps from afar. Time it and you will deal
    good damage and cancel into anything you want.
    
      Do not depend on it, but still, do not make it useless. That means use it
    when you can.
    
     _____________
    |             |
    | Crouching A |
    |_____________|
    
      Poking in this game is not a must due to the Stylish Arts, but still you will
    need to do some poking to avoid being kicked by Sabaki.
    
      When you get in a heavy Sabaki war, use it and then jump back go for the keep
    away tactic. Or go for any Stylish Art combo.
    
     _____________
    |             |
    | Crouching B |
    |_____________|
    
      Crouching B is slower crouching A. You might not want to use very often. 
    Other than that, crouching A is better, much better.
    
      This is not like the one we used to have and depend on at some point. Anyway,
    as I said above... crouching A is better. Actually, every other crouching 
    attack is good except this.
    
     _____________
    |             |
    | Crouching C |
    |_____________|
    
      Your usual crouching C. But since the gameplay is fast-paced, it is hard to
    feel it. 
    
      This is not to be depended on a lot for its range is worse than before. It is
    still can be used as an anti-air, but its priority is not as good as in the 2D
    games or even FFWA (Fatal Fury Wild Ambition). But you have to understand that
    this Normal Attack is the most normal which goes up and down in every game 
    Geese appeared in. Not always great and not always bad.
    
      Raising Storm is your best option is an anti-air, but when the opponent likes
    to hop then crouching C is better since it comes out faster.
    
     _____________
    |             |
    | Crouching D |
    |_____________|
    
      As always...
    
      The Normal Attack has a recovery time, even if it is not that long. But to
    make sure, cancel it into Reppu Ken or sometimes, don't. Some players intend
    to wait for an opening to do roll cancel, so by that you are making them
    guess what to do after you use the crouching D.
    
      ALWAYS use it from at least a good range, NOT a close range to avoid heavy
    punishments.
    
     _______
    |       |
    | Far A |
    |_______|
    
      A great normal to use. 
    
      Use it to interrupt any BnB combos or jumps (right before they jump). Even if
    you screw up, you will be able to defend. The recovery time is very fast. Since
    there Sabaki, you will need some normals like this to make use of their 
    advantages and then go for long combos.
    
      In short, This normal leads to one of his better Stylish Arts (A, A, C, C, 
    forward C, forward C). Make good use of it.
    
    P.S. This normal is excatly like Standing A.
    
     _______
    |       |
    | Far B |
    |_______|
    
      AGAIN, a very great normal to use. 
    
      Use it to interrupt any BnB combos or jumps (right before they jump). Even if
    you screw up, you will be able to defend. The recovery time is very fast. Since
    there Sabaki, you will need some normals like this to make use of their 
    advantages and then go for long combos.
    
      This normal lead to his Stylish Art 2 (B, B, B) which is very great for the 
    Deadly Rave and Raising Storm. A good set-up for them, in short.
    
    P.S. This normal is excatly like Standing B.
    
     _______
    |       |
    | Far C |
    |_______|
    
      This is a risky normal if you use it mindlessly (Sabaki). 
    
      Always be sure to make Geese hit his opponent from a good range. Not a bit
    close to his opponent. The damage is good, but the normal has its ups and 
    downs.
    
      The Normal Attack has a recovery time, even if it is not that long. But to
    make sure, try not to use it a lot because standing A is there for you if you
    want to play a pressure game. Or use it to continue doing C, C. Then do your 
    own combo. Very good to trick those who depend on Sabaki. 
    
      The greatness of this normal is he will not be hit by any normal once you
    do it, because Geese attacks by turning himself. Not invincibility, more like
    avoiding. Do not abuse it.
    
    P.S. This normal is excatly like Standing C.
    
     _______
    |       |
    | Far D |
    |_______|
    
      Short Spinning Kick. ^_^
    
      Slow and Sabaki bait. But it can be used in OTG games. Well it some point.
    
      Be ready to cancel when needed or use any Stylish Art revolving around it.
    And that would be Stylish Art No. 16 (like D, D, forward D).
    
    P.S. This normal is excatly like Standing D.
    
     ___________
    |           |
    | Jumping A |
    |___________|
    
      Nothing special about this air Normal Attack... as usual. Short range and not
    that useful. You have other better options.
    
     ___________
    |           |
    | Jumping B |
    |___________|
    
      This is great due to the range in it and it can be cancelled into Shippu Ken.
    Also it can be used for air wars. Try to jump back and use it to maintain your
    distance and thus think about using Shippu Ken or not.
    
      All in All, jumping D or CD are far better than any other air attacks Geese
    has.
     ___________
    |           |
    | Jumping C |
    |___________|
    
      Another good air attack. The classic air attack.
    
      Again, it depends on the opponent if you want three-four hits. Not as it was
    before K.O.F'96. If you make it deep, he will attack low as well. It is not
    risky overall, but be sure to not only use this because jumping D is as good 
    and useful as this normal.
    
      You can cancel it into Shippu ken.
    
     ___________
    |           |
    | Jumping D |
    |___________|
    
      This can be used against air wars. The best use for it other than for combos
    is to use it when the opponent jumps a lot. Try to jump backward and use it
    just to be safe. 
    
      Try to use it from time to time. Just when you see a mistake (a fireball),
    go for it. Either this, or jumping CD or B. Its damage is quite good compared
    to the other normals.
    
     __________
    |          |
    | Upward A |
    |__________|
    
      Nothing special about this air Normal Attack... as usual. Short range and not
    that useful. You have other better options.
    
    P.S. This normal is excatly like Jumping A.
    
     __________
    |          |
    | Upward B |
    |__________|
    
      This is great due to the range in it and it can be cancelled into Shippu Ken.
    Also it can be used for air wars. Try to jump back and use it to maintain your
    distance and thus think about using Shippu Ken or not.
    
      All in All, jumping D or CD are far better than any other air attacks Geese
    has.
    
    P.S. This normal is excatly like Jumping B.
    
     __________
    |          |
    | Upward C |
    |__________|
    
      This is basically jumping C but he only does one hit, not four.
    
      Nothing special about this air Normal Attack... as usual. Short range and not
    that useful. You have other better options.
    
     __________
    |          |
    | Upward D |
    |__________|
    
      And again... Sweet air attack from K.O.F'96! You think it is as powerful as
    it once was? No, not 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's air priority is not as great as Ralf, Ms. RPG or Iori's. 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! 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, CD or D! Everything must be done fast so that you will not
    have to be kicked by an uppercut or a Super Move! When you think that you are
    being so close to your opponent and you want to use this air attack, then give
    some distance and do it "before the opponent jumps"! Yeah, not that great 
    against air wars bit still good. Also, if want to stop Yagami or those who
    love jumping all day long and you really want to use this air attack then do
    it FAST! Well, there are good options for air attacks like crouching C, Raising
    Storm, jumping backward D... but well, I am giving you all the options.
    
      Keep in mind that some air attacks can beat this like Ralf's jumping CD 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.
    
     ________
    |        |
    | Air CD |
    |________|
    
      This is one of the good air attacks Geese has.
    
      ABUSE IT. And cancel into Shippu Ken when you hit the opponent with it. You
    jump backward? Air CD. Jump forward? Air CD. Jump upward? Air CD. In short, it
    is very safe compared to the other air normals.
    
     ___________
    |           |
    | Reppu Ken |
    |___________|
    
      The recovery time is excellent, but still... there is a very short recovery
    time. You can do crouching D then Reppu Ken. Even when the opponent jumps right
    before you connect the Reppu Ken, you will still be able to defend or do 
    crouching C or Raising Storm. And that is where most of his mind games come 
    from.
    
      Perform it when you are very far to do your own strategy after the opponent
    jumps or defends. Also, do not abuse it, just try to change your style between
    this and Double Reppu Ken or better yet Shippu Ken. 
    
      Always be ready to do something after you do Reppu Ken and then when the
    opponent falls for the "old trick," punish. Be very fast since the gameplay in
    this game is kind of fast. Just practice.
    
      Remember that it is SCable. So do not miss any chance when you get the 
    opponent with it.
    
     __________________
    |                  |
    | Double Reppu Ken |
    |__________________|
    
      If you are looking for better combos and 100% sure thing SCable, then Double
    Reppu Ken is surely better than Reppu Ken.
    
      Very good start-up but as always (excluding NGBC) the recovery time is a bit
    slow. Not that it can be noticed easily, but still. This Special Move can be 
    moved as to change your style so that you can confuse your opponent and not be
    easy to read. 
    
      Use this to change from performing the Reppu Ken tactic. And in corner 
    combos, be very sure to either use this or Evil Shadow Smasher for SCable 
    combos.
    
     _____________________
    |                     |
    | Evil Shadow Smasher |
    |_____________________|
    
      This Special Move gets the cake award in this game. 
    
      I do not know if this is because of the "fast-paced" gameplay or not, but
    the Evil Shadow Smasher has a very fast start-up and very good recovery time.
    It can be cancelled into any Super Move as well.
    
      There is a difference between the B and D button. The B button makes Geese 
    not continue attacking when you defend the Evil Shadow Smasher. But the D 
    button makes Geese continue his three hits Evil Shadow Smasher even when the
    opponent defends Evil Shadow Smasher. Also, the range is longer in the D
    button Evil Shadow Smasher.
    
      If you do a combo from the middle from the screen and you want to do this
    Special Move to do a SCable, then be VERY FAST as the fast gameplay makes it
    a bit not relaxing to Super Cancel in the middle especially after Evil Shadow 
    Smasher.
    
      Talk about decency. ^_^
    
     ____________
    |            |
    | Shippu Ken |
    |____________|
    
      Again, Fatal Fury Special style. And the animation is quite big and great. 
    They did justice to this Special Move for sure. ^_^
    
      Good night if you do it deep, because the opponent will roll most of the time
    and combo the living hell out of you. Good day, if you do it mindlessly because
    the opponent will run and eat your Hakama alive. 
    
      Best thing to to use it is from time to time. Or when the opponent jumps and
    you do that as well, perform it. You can do it from distince and play the keep
    away tactic. This gets to the opponent nerve easily if you abuse it in the 
    right time. Do it from far away and then get ready to do it again or react 
    according to the opponent.
    
      Also, you can cancel upward D... hell, you can cancel most of his air combos
    into Shippu Ken. Do not over use it or you will be punished. Shippu Ken is not
    that powerful, but good if used in the right time. Just try to think before you
    act. Look at the range between you and your opponent and then do what you have 
    to.
    
      If you want to make the match as cold and boring as possible to make the 
    opponent angry and rush, then Shippu Ken can be used to accomplish such thing
    (at some point). Anyway, further explanation will be told in the Strategy 
    Section.
    
     _________________
    |                 |
    | Upper Body Slam |
    |_________________|
    
      This is another counter move that is used for the air AND middle attacks and 
    most of the Special Moves and Super Moves. Like always. You have to know what
    he can counter and what he cannot. All you need to do is try things out and 
    everything will become your best friend. 
    
      When someone jumps and attacks while he is so close to your head, do not 
    bother to use the Special Move because it does not come out that fast and you
    will be punished easily. It will help you against many characters. As I said
    above, it is all about mind games or at least a good reading. You can sometimes
    use it for traps like doing it just like that and then throw a 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 (if your reading is good enough or good at mind
    games). 
    
      Anyways, this counter is NOT the best out of the three counters that he has.
    I repeat, IT IS NOT THE BEST OUT OF THE THREE. But you have to be careful, do 
    not always do it when anybody jumps because if you miss then you will be 
    heavily punished.
    
      The best way is to do it is from time to time and you can do it always if you
    want to counter Special Moves or Super Moves! As for the Normal Attacks, just
    use it to counter them when REALLY needed!
    
      All in all, I feel like Geese got the shaft when it comes to counters since
    there is something so abusive called "Sabaki!"
    
      Not that it really matters, the command is the same but a different button.
    
     __________________
    |                  |
    | Middle Body Blow |
    |__________________|
    
      The second counter move. It counters the standing and some crouching Normal
    Attacks or Special Attacks! Some characters like Kim, Billy, Ralf and some
    others like to use their standing/crouching normals. Since the damaging Normal
    Attacks are mostly the long range ones then there is nothing to lose to use 
    this Special Move when you have to. Below-The-Belt Blast is the best out of the
    three counters but the other two counters still have their good points and can
    be used effectively sometimes. Do not depend on it a lot so that you will not 
    have to be beaten easily.
    
      The counter moves are not about guessing, I would say they are about mind
    games. If you play a very good mind game, then you will most of the time use
    them effectively. And sometimes you use them to make traps, like I said in the
    Upper Body Slam corner. They do good damage. When you want to use them then
    you have to use them in their right times. Do not make the opponent read your
    movements and you will most of the time do good with them. 
    
      Be careful though, you have a bad point which is recovery. Geese will have
    to recover if he misses, so make sure you do not screw with the counters a 
    lot, especially Upper Body Slam... because when the character jumps and he
    does not attack and you perform the Upper Body Slam... you will most of the
    time eat some heavy and painful combos. It is not worth it... against 
    Special Moves and Super Moves ALWAYS USE IT... but otherwise... no! Just from
    time to time and that goes to all the other counter moves.
    
      Make some traps, try to attack the opponent a lot and not give him or her 
    time to move around and then when he or she jumps, most of the time you will
    be attacked and that is where you have to either use the counter move, 
    crouching C or Raising Storm. That is about it!
    
      Not that it really matters, the command is the same but a different button.
    
     ______________________
    |                      |
    | Below-The-Belt Blast |
    |______________________|
    
      This is not the basic and most less used counter anymore. Now, it counter 
    High, Middle AND Low attacks. MOREOVER, it can counter Some Special Moves and
    Super Moves. When the character tries to use anything, then fast do it and 
    bang.
    
      It could be good in low attacks, some guys love to do crouching normals with
    the wake-ups. And some love to do the same after the air attacks. It could be
    good in middle attacks, some guys love poking even if the game is rounded with
    complete Stylish Arts combos and such... use it. It could be good for air 
    attacks abusers... it is how you play Geese. If you really play a mind game 
    then you will be able to use it sometimes. In addition to this, the damage is 
    still as good as ever.
    
      You will say; "Gee, that is wonderful! what is the catch, Basel?" And I will
    make it short with to words, 70% avoidable. And in the I mean it is not a sure
    thing even if you counter right. In short, it is the same as Rock's counters.
    The opponent does a crouching C and you counter it, if he is any good, he will
    cancel into any Super Move (Mr. Karate lvl. 3 Super Move counter) and thus will
    counter you and punish you heavily. Below-The-Belt Blast is the only one which
    has this downside effect. The other counters are 100% not avoidable once you 
    get countered.
    
      Do not abuse it because as you know, some characters love to have long combos
    and cancel their Special Moves into their Super Moves and you do not want to
    happen, do you?
    
      Not that it really matters, the command is the same but a different button.
    
     ___________________
    |                   |
    | Raimei Gouha Nage |
    |___________________|
    
      Raimei Gouha Nage is just an option, nothing more... nothing less! But of 
    course you can do it after the Holy Gates or Deadly Rave. You can cut out their
    Geese's ending pose animation into this. And it must be done near the wall. 
    
      There is nothing to lose and you will surely add another good damage to the
    Raising Storm. The opponent cannot recover from Raising Storm, so you can 
    easily use Raimei Gouha Nage. Just run and then grab.
    
      I have always considered this as a bonus. I have no idea why they put it as a
    Special Move rather than just a normal throw since there is nothing sparking
    about it other than cool looking ice (why did not they use thunder since it is
    cooler and the most used one is beyond me)! Hell, in RBFFS the animation is 
    quite bigger and outstanding and yet it is still a normal throw (or follow-up 
    to be exact).
    
      The only added thing is you can cancel any pose into it and the damage is a
    "little" bit higher than before, but still nothing to right home about. You
    have to do it when you are close to your opponent and the opponent must be 
    down.
    
      I say, the programmers have no idea how to limit Geese. They should take a 
    look at his RBFF2 counter-part to know how limited he is... but so good to use.
    
     _______________
    |               |
    | Raising Storm |
    |_______________|
    
      Wow! The Raising Storm looks very crappy! Talk about 3D domination!
    
      It is funny how the Raising Storm is getting little to no respect since 
    SVC (but changing in KOF XI). The programmers are the ones to blame for sure.
    People master the motion and do their best to punish their opponent and then
    they discover that they have to also master the timing, endure the many 
    downsides and look at Rock wondering what went wrong! ^_^
    
      In short, "how can you make something fast when you have a fast-paced 
    fighting game?" Geese performs the Raising Storm very fast, but the gameplay is
    fast as well so it does not matter. Do not be surprised when you when the 
    opponent hops and you perform the Raising Storm fast and then the opponent 
    lands fast and DEFENDS. It is not because of Geese rather than the fast-paced
    gameplay. Funny, I know.
    
      The Raising Storm has always been an anti-air Super Move so you have to use
    it as you used to. Do it when the opponent is near you because the range is not
    that good. You have to maintain your distance sometimes and when the the 
    opponent jumps and uses his/her normals... perform the Super Move. If not, then
    do not use it. Think twice of the range since the Raising Storm's range is 
    quite disappointing. There is no need to talk about the invincibility because
    there is almost none.
    
      With the many mind games Geese has, you can. The opponent will think twice
    when he/she jumps, because you have many options. Upper Body Slam is risky a
    bit and good if you make the opponent guess what will you do when he jumps.
    Basically, you get him twice with the Upper Body Slam, the third time he 
    jumps, he will not attack to trick you, and that is where you use either 
    crouching C or Raising Storm. It is between crouching C and Upper Body Slam
    and Raising Storm when the odds change dramatically. You can use the Raising
    Storm with the C button when the opponent does a "Special Move" and from a 
    good range. Just do not depend on it that much. Further explanation on its 
    uses will be mentioned in the "Strategy Section."
    
    Pros:
    - A bit damaging.
    - Abusive for wall and deadly combos.
    - Anti-air.
    
    - Very short range
    - VERY short starting invincibility.
    - Recovery time.
    
      I will not waste my time to type what are the other ways to perform the 
    Super Move, because if you cannot possibly perform the Raising Storm with the
    original commmand after all these years, then you have issues. The original
    command is better and faster if you think about it for a second. Most of the
    time you will poke and when you want to perform it, you will only have to do
    half circle back, down-forward + A or C (you won't have to do down-back since
    you were blocking low or poking). Other than that, do the easy/original motion
    and get it over with (which is, down-back, half circle back, down-forward + 
    A/C). That is the gist of it.
    
      For your information, the Super Move command was changed in RBFF2. It was
    as follows:
    
      -O  O-  /  |  \ 
             O   O   O
    
     ____________
    |            |
    | Holy Gates |
    |____________|
    
      The new system for the grabs is so laughable I must say. You will be getting 
    a missing frame not only when you miss the opponent, but also when the opponent
    "crouches." Like the other 3D games like Tekken, Soul Calibur, Virtua Fighter 
    and so on. But when or talking about games without Special Moves or Super 
    Moves like Hoah Sho Ko Ken, Raising Storm, Power Wave and so on. Heh!
    
      Anyway, the Holy Gates is unlike Raising Storm... it looks very cool. And 
    Geese (Kong Kuwata) now screams Rashoumon when he performs it. 
    
      The range is very good and it does very major damage. Also, you can do it
    after the ninth hit of the Deadly Rave. Very useful for deadly combos. Do it
    in wake up games or when the opponent jumps, do any side step then perform it
    fast. It will work most of the time. The recovery time is very good so do not
    worry about getting punished.
    
      When you corner the opponent and get him/her with the Super Move, cut out
    the ending pose by doing Raimei Gouha Nage.
    
    P.S. For the people who do not know, Holy Gates DID NOT have a missing frame 
         when it first appeared in Real Bout Fatal Fury 2 and the damage was 
         outstanding, that is why it was so good.
    
     _____________
    |             |
    | Deadly Rave |
    |_____________|
    
      Deadly FREAKING rave.
    
      This is almost has the good and bad sides as the one in NGBC. The main use 
    for it is for combos.
    
      The invincibility can be noticed not when he performs the Super Move, but 
    when he dashes. Retarded if I may say. ^_^
    
      The damage is outstanding since it needs 3 STOCKS. And you do not have to
    stop after the ninth hit to do a longer combo... you will pretty much do
    the finishing move for the Deadly Rave and be pleased, because what is there
    to do after the ninth hit? Only the finishing move or Holy Gates.
    
      Even if you stop in the ninth hit, you will not combo anything after it.
    Not even standing C. A long story short, you CANNOT... I repeat, you CANNOT
    do anything after you stop at any point of the Super Move. You can do standing
    or crouching attacks but N-O-T-H-I-N-G will combo. Nothing at all. Be it after
    the first, second, third, fourth or last hit... the outcome will still be the
    same. So be a good gentleman/lady and do the finishing move or Holy Gates. ^_^
    
      When the opponent does a Special Move and he is not near you, perform the 
    Deadly Rave and hope you performed it in the right time, because otherwise
    you will be hit and waste three stocks for nothing. And do not misunderstand,
    the invincibility is not in the whole time he dashes, only in the first three
    steps (the starting one does not count because it has no invincibility).
    
      When you corner the opponent and get him/her with the Super Move, cut out
    the ending pose by doing Raimei Gouha Nage after the finishing move or Deadly
    Rave.
    
     _______________
    |               |
    | Kick of Fangs |
    |_______________|
    
      This is as pathetic as it looks. It is useless and not really needed in your
    matches. Overlook it. It has a start-up and recovery time and it is just not
    worth the time.
    
      Still want to make good use of it? Good thing. You do that and have a good
    beating. Thank you!
    
     ________________
    |                |
    | Immovable Fist |
    |________________|
    
      This has an auto-guard. It has a start-up and recovery time. Be very careful
    when you want to use it. It is also a Sabaki bait. So use it only when you see
    something coming. Make good use of the auto-guard in it.
    
      Also, it pushes the opponent far away... flying. Very good if you want some
    space. Do not abuse it as its downsides are more than its goodsides.
    
     ________________________
    |                        |
    | Demonic Immovable Fist |
    |________________________|
    
      This one needs a very mind gamer. This Special Attack has the best and 
    longest invincibility out of ALL of Normal Attacks, Special Attacks, Special
    Moves or Super Moves (his, not others'). 
    
      Any projectile can run through you if you use it right. Hell, Terry can run 
    through you (when he performs "Buster Wolf" Super Move) if you time it right.
    
      The invincibility starts when he charges then blasts the floor, not when he
    does the punch. Also there is NO starting invincibility, it is in the middle
    of the Special Attack. Moreover, you can cancel it into anything and ANYTIME!
    Very good. 
    
      When to use it? When someone does any Super Move from afar. You will have 
    time to do it and then cancel. Anyway, do not depend on it a lot. This is meant
    to be used from time to time. Only when needed to cancel and confuse your 
    opponent.
    
      There is a rcovery, so try to cancel before he does the punch.
    
     __________________
    |                  |
    | Tate Katate Nage |
    |__________________|
    
      Like before, the real purpose of the Tate Katate Nage is simple. You can 
    throw your opponent near you so that you could do a very easy crossup after
    it. Pretty good for a throw, but the Holy Gates is more than enough. Do it
    from time to time.
    
      Easy and simple, Tate Katate Nage makes you knockdown your opponent near
    you... if you do not want the opponent to be away then it is better than the
    Shinku Nage. If you want to attack endlessly and give no time to your opponent
    then it is your best choice, after the Holy Gates. 
    
     _____________
    |             |
    | Shinku Nage |
    |_____________|
    
      The opposite of the Tate Katate Nage is simple. You can throw your opponent
    far from you to give you space. In case you like to play keep away strategy, 
    then you might want to use this instead. Do it from time to time.
    
      Easy and simple, Tate Katate Nage makes you knockdown your opponent near
    you... if you do not want the opponent to be away then it is better than the
    Shinku Nage. If you want to attack endlessly and give no time to your opponent
    then Tate Katate Nage is your best choice, after the Holy Gates. But you want 
    to abuse your Shippu Ken, then use Shinku Nage. 
    
    ===============================================================================
    
    --------------------------
    11. Stylish Arts Analysis:
    --------------------------  
      "See you... in your nightmare!" - King of Fighters: Maximum Impact 2
     _________________________________________________
    |                                                 |
    | Stylish Art 1: A, A, C, C, forward C, forward C |
    |_________________________________________________|
    
      This will be your standard Stylish Art for most of your combos.
    
      Just so you know, the last hit will not combo with the other five. So you 
    have to ditch it if you want to do your combos.
    
      The first four hits come out pretty fast so it is hard to Sabaki them, but
    the fivth one is a little slow and the opponent will Sabaki it IF he defends
    the first four ones. Anyway, it is all about reading the most of the time you
    will not face such a thing because you can easily cancel into another thing and
    thus you will screw your opponent.
    
      Long story short, this Stylish Art is a must.
    
    P.S. This Stylish Art his its own ending pose. Geese does it sometimes, but I 
    still have yet to find out how you can do it as it is not mentioned in the 
    Command List. I have done it several times.
     ________________________
    |                        |
    | Stylish Art 2: B, B, B |
    |________________________|
    
      Another VERY useful and effective Stylish Art.
    
      This is a set-up Stylish Art (or juggle) for the Raising Storm or Deadly 
    Rave. The first two hits come out pretty fast and you can cancel after any of
    them. Just be sure to be very fast when you want to do the Raising Storm after
    you juggle your opponent.
    
      Another must use Stylish Art.
    
     _______________________________________
    |                                       |
    | Stylish Art 3: B, forward-crouching C |
    |_______________________________________|
    
      This is an ALT to the above Stylish Art. It juggles the opponent so you can 
    do anything after it.
    
      Not bad and not good either. You can use it since there is no risk in it and
    you can do the Deadly Rave after. And it is hard to Sabaki it. Use it when you
    think that you should change your style to not let the opponent read you.
    
     ________________________
    |                        |
    | Stylish Art 4: B, D, C |
    |________________________|
    
      This is very good for keep away tactics. It punches the opponent to far away
    from you. And you can combo when you get the opponent cornered. 
    
      If you want to do the Shippu Ken tactic then this is a must is some cases.
    And you can do it from time to time to trick your opponent with Stylish Art 
    No. 5.
     ________________________
    |                        |
    | Stylish Art 5: B, D, D |
    |________________________|
    
      This is just a tricky Stylish Art from the above one. The third hit comes 
    slower and will not combo but you can still cancel it into anything you want.
    Why the last hit is not an overhead is beyond me! Maybe I am too used to 
    playing 2D fighting games!
    
      Not that useful, but still...
    
     _____________________________
    |                             |
    | Stylish Art 6: B, D, down D |
    |_____________________________|
    
      Another ALT to Stylish Art No. 4. 
    
      Sometimes you have to cancel the last hit because he recovers from it and you
    will be punished if you do not. Just try to see if the opponent is the 
    offensive type or not and then react accordingly.
    
     _________________________________________
    |                                         |
    | Stylish Art 7: Foward B, down B, down D |
    |_________________________________________|
    
      Be ready to do Raimei Gouha Nage since the opponent cannot recover from this
    Stylish Art. If the opponent defends it, be sure to cancel since it is very 
    risky against tough characters.
    
      Use this from time to time.
    
     _______________________________
    |                               |
    | Stylish Art 8: Foward B, C, D |
    |_______________________________|
    
      The forward B comes out slowly and if the opponent defends the D hit, he will
    punish you since it is so Sabaki bait. But still, you cancel it. 
    
      It is just that this Stylish Art seems so week compared to the other ones. 
    You have other good options, but the choice is yours.
    
     __________________________________________
    |                                          |
    | Stylish Art 9: Forward-crouching B, B, D |
    |__________________________________________|
    
      This is like the above Stylish Art when we talk about the last hit, bit other
    than that, it is better. The first hit comes out very fast and it is better to
    cancel after the second hit to not prolong the Stylish Art and then make the 
    opponent go for Sabaki.
    
      Use the first hit as much as you like, but not the third one. In short, just
    try not to be easy to read.
    
     ________________________________________________
    |                                                |
    | Stylish Art 10: Forward-crouching B, B, down D |
    |________________________________________________|
    
      This is an ALT to the above Stylish Art.
    
      The last hit must be defend low. But it will not combo. So I go again with
    what I said earlier. Stick with the first two hits and ditch the last one 
    unless you are going for mind games and you want to change your style a bit to
    confuse your opponent.
    
     ___________________________________________
    |                                           |
    | Stylish Art 11: Forward-crouching B, up B |
    |___________________________________________|
    
      Risky a bit, but can be cancelled. This not a must use because it is not that
    useful, but it is your call. The second hit is so clear for Sabaki or even any
    other punishment.
    
      Why the last hit is not an overhead is beyond me! Maybe I am too used to 
    playing 2D fighting games!
      
     _________________________
    |                         |
    | Stylish Art 12: C, C, C |
    |_________________________|
    
      This is good for keep away tactic if you want to do the whole Stylish Art. 
    But if you want to do only the first two then it is good for many short yet
    damaging combos.
    
      But as I said in the standing C section, the first hit a risky normal if you
    use it mindlessly (Sabaki). Always be sure to make Geese hit his opponent from 
    a good range. Not a bit close to his opponent. The damage is good, but the 
    normal has its ups and downs.
    
      The first hit has a recovery time if not continued, even if it is not that 
    long. But to make sure, try not to use it a lot because Stylish Art No. 1 is
    more effective. But just in case the opponent is waiting for the Stylish Art
    No. 1 to do Sabaki... just use this Stylish Art. 
    
      The greatness of the first hit is he will not be hit by any normal once you
    do it, because Geese attacks by turning himself. Not invincibility, more like
    avoiding. Do not abuse it.
    
     _____________________________________
    |                                     |
    | Stylish Art 13: Foward C, forward C |
    |_____________________________________|
    
      Another Stylish Art for keep away tactics. And it is better than most of the
    other keep away Stylish Arts.
    
      Very simple and basic. Cancel if needed and do not sometime to look for 
    opening. The first hit might come out a bit slowly, but it cannot be noticed
    easily... so there is nothing to be scared of. 
    
      This is another must use Stylish Art.
    
     ___________________________________________
    |                                           |
    | Stylish Art 14: Forward-crouching C, C, D |
    |___________________________________________|
    
      Funny Stylish Art! I do not know... it just looks weird! ^_^
    
      The last hit comes out slower than the others so be careful if the opponent
    defends it. Other than that it is okay to use it. Not that risky, but try to do
    it right because the first hit does not come out as fast as the other ones in 
    the other Stylish Arts. Nothing flashy, but still...
    
     _________________________________________
    |                                         |
    | Stylish Art 15: Forward-crouching CC, C |
    |_________________________________________|
    
      A bit an ALT, but a bit more useful than the above one. For sure it is good
    if you want to make space between you and your opponent.
    
      And as always, you cancel after any hit. Wow, the programmers really wanted
    everything to be cancelled. Just shows how creative they really are!!!!!
    
     _________________________________
    |                                 |
    | Stylish Art 16: D, D, forward D |
    |_________________________________|
    
      Oh, a Stylish Art for the shorten Spinning Kick! ^_^
    
      The Spinning Kick comes out a little bit slow, but cannot be noticed that 
    much. The problem is with the last hit since it cannot be combo(ed). Try to 
    continue after the second hit... as in do your own combo.
    
      The best thing about this Stylish Art is when he says; "Pathetic." Because 
    the chain looks pathetic. Just kidding! ^_^
    
    ===============================================================================
    
    ---------------------
    12. Strategy Section:
    ---------------------
      "That's Geese, fool! A sad pun, I know... but the fowl leader of Southtown."
    - Art of Fighting 2
    
     ________
    |        |
    | Sabaki |
    |________|
    
      What can I say about this new feature?! This system needs a HEAVY work... 
    seriously!
    
      This is the counter system in the game which works exactly like Soul 
    Calibur's counter system. The lousy thing about it is that when someone does a
    Sabaki to you, you have to either throw, attack with normals or step back... 
    that is if you did not get Sabaki(ed). What about doing a Special Move or Super
    Move? Forget it. You simply cannot. The system does not allow such thing. So 
    you can forget about punishing with those who abuse it. And that means 
    punishing with either a Special Move or Super Move. What do they want then?
    Nothing than abusing Sabaki over and over again. Some crouching attacks get 
    Sabaki(ed) with standing Sabaki not crouching one, which makes it even more
    laughable. 
    
      Anyway, in Sabaki wars, try to wait for a second when the opponent does the
    Sabaki and then attack FAST with a very deadly combo. Do not press Sabaki 
    Counter (CD) when you get Sabaki(ed) because it will take a lot from your Guard
    Guage. Try to either Sabaki back or go for mind games. 
    
      Try to depend on the abusive Shippu Ken tactic when someone depends heavily
    on the Sabaki. It will get to their nerves and make them attack. Keep in mind
    that 80% of the Super Moves and Special Moves can get Sabaki(ed) as well. So
    be sure what to Sabaki and what not to. 
    
     ________________
    |                |
    | Defensive Game |
    |________________|
    
      Mainly known as the keep away tactic. Safe yet risky because you will let 
    your opponent attack you. And you know what they see, "Offense is the best 
    defense."
    
      All you have to do is to balance yourself beween offense and defense. Geese's
    air CD comes out very fast and it can be cancelled into Shippu Ken. Very 
    effective. Try to jump a lot and maintain your distance and then perform the
    Shippu Ken. Shippu Ken is quite large so you will be able to keep track of the
    match really well.
    
      When you see the opponent runs to attack you, jump forward and either press
    CD or do not to trick your opponent. In short, try to not make the opponent
    know your tactic and how to counter it. Do not cancel anything into Shippu Ken
    from a close range. Make it either mid or long range. 
    
      On the ground, try to play safe with the weak normals and when you see any
    opening, go for your best combo. And try to do defend from now and then, but
    do not try to do it a lot because there is Guard Break system and it gives a
    major advantage to your opponent. 
    
      What to do when you get G.B.? Maintain your distance and use the low counter
    when needed. It will help and you will be able to do Super Cancel to buy you 
    sometime to get the G.B. back full again.
    
     _______________
    |               |
    | Pressure Game |
    |_______________|
    
      The Pressure Game is not that effective with the Sabaki system, but still...
    
      Keep your Pressure Game with the best and safest normals like standing A or
    standing B jumping CD or D. Attack with them and when the opponent jumps, get
    ready to either do Raising Storm or crouching C. Raising Storm is a better 
    option, but in case you do not have stocks for the Super Move then do crouching
    C... and sometime the low or high counter.
    
      As I said above, Geese's Pressure Game is not that effective due to the 
    Sabaki system and he does not have "all" the right tools, but you can still do
    good. Change between doing the Evil Shadow Smasher with the B or D button since
    there is a difference between the B and D button. The B button makes Geese 
    not continue attacking when you defend the Evil Shadow Smasher. But the D 
    button makes Geese continue his three hits Evil Shadow Smasher even when the
    opponent defends Evil Shadow Smasher. Also, the range is longer in the D
    button Evil Shadow Smasher.
    
      In short, try to make use of the difference in his Special Moves... not only
    the Evil Shadow Smasher. Also try to keep your Pressure Game blanaced between
    attacking and defending, because sometimes it is between to defend to take full
    advantage of the recovery time when the opponent does a mistake. Oh, DO NOT use
    the CD counter unless you REALLY need to. It takes maybe four or five point 
    from the G.B.! Be really careful because there is Guard Break system and it 
    gives a major advantage to your opponent once activated.
    
      Between the Defensive Game and Pressure Game, I advice you to stick with the
    Defensive Game since it is more effective if you look at the plus side of it.
    
     _____________
    |             |
    | Corner Game |
    |_____________|
    
      When I talk about the corner game I mostly talk about the usual tactic and 
    combos. Nothing tight but still helpful...
    
      Unfortunately Geese lacks a heavy and fast normal from afar like the one he
    used to have in other games, far C. Since they changed it this time and there
    is no difference between the close or far C... we have to stick with the 
    chains... known as Stylish Arts.
    
      The corner game is simple and about what to do to what... not how to 
    pressure. Very simple and effective against most of the characters. But you 
    will have to be a bit fast since the gameplay is really fast compared to the
    2D ones (a little bit slower than Maximum Impact 1).
    
      Be sure to have some power stocks to make it harder for the opponent to get 
    out. Since you are close to your opponent, your crouching C will work wonders.
    Stick with the light normals (standing A or B, crouching A) and see what the
    opponent will do. Depending on what he/she does, react accordingly. 
    
      You just keep you mid range position (or close) with the light attacks and 
    mind games. Try to do the motion for Raising Storm or just get ready for it and
    whenever the opponent is about to jump (just when you give him/her a good 
    opening like standing C then Reppu Ken) perform the Raising Storm fast. Just 
    try to be fast and you will get him/her.
    
     __________________
    |                  |
    | General Strategy |
    |__________________|
    
      As always (in most games)... Geese have some strategies that you cannot go 
    wrong with in most of the games he appeared in. I will talk about them and then
    add anything new/worthy to mention.
    
      If the character has good normals (priority) then see what can beat what.
    Use your normals to try... or practice later on when you go to the Arcades.
    Let your friend do the normals and time your normals with his' and you will
    be able to know and then you can avoid being beaten by them.
    
      When the opponent does ANY striking move from a distance, do not, and I mean
    do not think twice about performing Upper Body Slam. Always do it. There is no
    guessing about it. You see a Special Move coming from a distance and then you 
    perform the counter.
    
      And try to MASTER the combos. You have to be as flawless as possible when
    you do his combos. The Raising Storm and Deadly Rave combos are really good 
    and damaging. If you are by any means not that fast or good when it comes to
    performing the Raising Storm without combo(ing) it then I strongly advise
    you to practice. And if you don't, then it is a bit okay since you have other
    options as well. But if you practice them a bit, you will of course do better
    when it comes to punishing.
    
      Try to not let yourself open for the Sabaki and change your strategy from now
    and then. It is better to avoid it than getting kicked by its abusers. In 
    short, punish those who abuse it. And punish them heavily with the best combo.
    Just read in the Combination Attacks section.
    
      If you want to throw with the Holy Gates and you are really pissed that you
    cannot throw while the opponent is crouching, then try to be creative with your
    ways. Wait until the opponent jumps and then side step and then perform the 
    Holy Gates. Sometimes you can get around it by jumping and then hit any air
    attack and if the opponent does not block, perform Holy Gates. Actually even if
    you do the normal very early, the Holy Gates will still connect even if it is
    not a combo.
    
      For Armor Ralf, most of the thing you do will not work unless you cmobo. That
    will be told in the Combination Attacks section. You must know them to do well
    against him. I will mention later on how to beat him once I play against many 
    experts using him. ^_^
    
    ===============================================================================
    
    ------------------------
    13. Combination Attacks:
    ------------------------
      "How does it feel to be ruled by overwhelming power?" - King of Fighters'96
    
    - "Normal Combos" means combos without using Super Moves. 
    - "Super Combos" means combos using Super Moves.
    - "Super Cancel Combos" means combos that require you to cancel a Special Move 
      into a Super Move.
    
     _______________
    |               |
    | Normal Combos |
    |_______________|
    
                                                   |---> Reppu Ken
    - Jumping D, standing BBB ---------------------|---> Double Reppu Ken
                                                   |---> Evil Shadow Smasher
                                                   |---> Air CD
    
                                                   |---> Reppu Ken
    - Jumping D, standing AACC, forward C ---------|---> Double Reppu Ken
                                                   |---> Evil Shadow Smasher
                                                   
    
                                                   |---> Reppu Ken
    - Jumping D, crouching C ----------------------|---> Double Reppu Ken
                                                   |---> Evil Shadow Smasher
    
                                                   |---> Reppu Ken
    - Jumping D, jumping C, air CD-----------------|---> Double Reppu Ken
      (air CD must hit the opponent to the wall so |---> Shippu Ken
      that the any Special Move would combo)       |---> Evil Shadow Smasher
    
    - Jumping D, crouching D, Raimei Gouha Nage
    
    - Jumping D, jumping C, standing AACC, forward C, Evil Shadow Smasher, Evil
      Shadow Smasher (must have space after you perform the first Evil Shadow 
      Smasher)
    
    - Jumping D, jumping C, air CD (wall hit from afar), air CD, Shippu Ken
    
    - Air CD (wall hit), air CD, ground CD
    
     ______________
    |              |
    | Super Combos |
    |______________|
    
                                                   |---> Deadly Rave
    - Jumping D, standing BBB ---------------------|---> Raising Storm
    
                                                   |---> Holy Gates
    - Jumping D, standing AACC, forward C ---------|---> Raising Storm
    
                                                   |---> Holy Gates
    - Jumping D, crouching C ----------------------|---> Deadly Rave (corner)
    
                                                   |---> Raising Storm
    - Jumping D, crouching D ----------------------|---> Deadly Rave 
    
    - Jumping D, crouching D, Raising Storm (wall hit), Raising Storm, Raising
      Storm (a bit near the corner when you do the first Raising Storm)
    
    - Air CD, ground CD, Deadly Rave (stop after the ninth hit), Holy Gates 
      (corner)
    
    - Jumping D, standing AACC, Deadly Rave (stop after the ninth hit), Holy Gates
      (corner)
    
    - Standing CCC, Raising Storm, Raising Storm, Deadly Rave (a bit near the 
      corner when you do the first Raising Storm)
    
    - Jumping D, jumping C, air CD, Deadly Rave (air CD must hit the opponent to the
      wall so that the Deadly Rave would combo)
    
    - Jumping D, jumping C, air CD, Deadly Rave (stop after the ninth hit), Holy 
      Gates (air CD must hit the opponent to the wall so that the Deadly Rave would
      combo)
    
    - Jumping D, jumping C, standing AACC, forward C, Evil Shadow Smasher, Deadly 
      Rave (stop after the ninth hit), Holy Gates (must have space after you 
      perform Evil Shadow Smasher)
    
    - Jumping D, jumping C, standing AACC, forward C, Raising Storm (wall hit),
      ground CD, Raising Storm or Deadly Rave
      
    - Jumping D, jumping C, standing AACC, forward C, Raising Storm (wall hit),
      air CD, Shippu Ken
    
    - Raising Storm (wall hit), Deadly Rave (stop after the ninth hit), Holy Gates
      (you need the advantage of the First Hit)
    
     _____________________
    |                     |
    | Super Cancel Combos |
    |_____________________|
    
    - Jumping D, forward-crouching B, D, Reppu Ken (SC), Holy Gates
    
    - Jumping D, jumping C, standing AACC, forward C, Evil Shadow Smasher (SC 2nd 
      hit), Deadly Rave
    
    - Jumping D, jumping C, standing BD, Evil Shadow Smasher (SC 2nd hit), Raising
      Storm
    
    - Jumping D, jumping C, standing BBB, Double Reppu Ken (SC), Deadly Rave
    
    - Jumping D, crouching D, Raising Storm (wall hit), Double Reppu Ken (SC),
      Raising Storm
    
    - Jumping D, jumping C, standing AACC, forward C, Raising Storm (wall hit),
      Double Deppu Ken (SC), Deadly Rave
    
    - Below-The-Belt Blast (SC and wall hit), Raising Storm, Raising Storm
    
    - Below-The-Belt Blast (SC and wall hit), Raising Storm, Deadly Rave
    
    - Below-The-Belt Blast (SC), Holy Gates (opponent compeletely cornered)
    
    - Jumping D, jumping C, air CD (wall hit), Double Reppu Ken (SC), Deadly Rave
    
    - Jumping D, jumping C, standing AACC, forward C, Evil Shadow Smasher (SC 2nd
      hit), Raising Storm (wall hit), air CD, Shippu Ken
    
    - Jumping D, jumping C, standing AACC, forward C, Evil Shadow Smasher (SC 2nd
      hit), Raising Storm (wall hit), ground CD, Deadly Rave
    
    +++++++++++
    Side Notes: 
    +++++++++++ 
    1)Combos like jumping D then jumping C work best on the tall characters like 
    Maxima, Duke and so on. All you have to do to make the jumping D "deep" then 
    high jump right away to do jumping C and then continue with whatever you like.
    
    2)I do not have to say "corner" in the end of the combo if I already mentioned
    "wall hit" in the middle of the combo. You should know that everything else
    will be in the corner.
    
    3)Just because I did not mention some other Stylish Arts and I mainly focused
    on a few, that does not mean you cannot use them. You can use any Stylish Art 
    instead of the above ones so long as they do the job well done as well.
    
    4)The last combo in the Super Combos section is not a must. Actually I just put
    it for fun since it is hard to meet the requirements to do it. Just in case you
    do, go ahead and try it out.
    
    5)If a combo did not work with you does not mean it does not work at all. It 
    just means that you have done something wrong. Try it out several times and
    take a good look at what I wrote (expalations mostly). Then when you are 100%
    sure that it does not work (and you really do not suck when it comes to combos)
    then go ahead and E-Mail me please to check it out. Anyway, all of the above 
    combos work 100% and I "confirmed" them MANY times before putting them in the 
    FAQ. In short, do not bother me if you cannot possibly perform "Raising Storm" 
    accurately. BUT, if you are not that good and you want some tips, I would be
    glad to help you. 
    
    6)Needless to say, if you have anything new to add to the above list, you are
    welcome, Geeseters. ^_^
    
    ===============================================================================
    
    ------------------------
    10. Questions & Answers:
    ------------------------
      "It's your choice; slavery or death." - Real Bout Fatal Fury 2
    
      This section is for those who E-Mailed me about a thing or two regarding 
    Geese or some aspects. Instead of e-mailing them back, I will answer here so
    that nobody would ask the same questions again. Some of the questions were
    asked BEFORE I wrote the FAQ, so I will put them in too:
    
    ================
    Freaking Fatcoon
    ================
    Q: WHAT THE HELL IS WRONG WITH THIS GEESE?! I mean, he is so boring and 
    lacking! I have played FFWA on PS1 and boy he is way more fun to use than
    now! WHAT THE HELL! FREAKING FATCOON!!
    
    A: Pardon me, but what is your question?
    
      Anyway, let us thank them at least for caring about Geese. We are seeing him
    lately more than ANY boss in ANY fighting game. We should be thankful, not 
    thankless. Yes, SNK Playmore should put some work/effort into the unblockable
    characters, especially the well-known ones... but I think we are asking for way
    too much. Beggers cannot be choosers.
    
      Last but not least, I hope people would cut it out with the Falcoon 
    bashings/harassments. He had nothing to do with the characters in the gameplay
    department. 
    
    ====
    R.S.
    ====
    Q: My question is really pazzling. What is the name of his cage super? Raising
    Storm, Rising Storm, Raging Storm or what?! I think we should shorten it to 
    R.S. and then everybody will be happy!
    
    A: People ask this very same question a lot lately. The former SNK used to call
    it "Raising Storm." All of the games Geese appeared in, take a look at the
    manual for Neo Geo or Neo Geo CD and you will see it written as is. I have 
    never seen either Raging Storm or Rising Storm. 
    
      Someone told me that SNK Playmore call it nowadays "Rising Storm" but I 
    cannot confirm it as I have not seen such thing... yet. Wait until the US
    release and then you will be able to see what it is called. Either way, I
    could careless since I go by the former company more than SNK Playmore.
    
      In short, I will not change it since I tend to not let something good change.
    As for what the people should call it... really... I could careless what they
    want to call it. You could call it Rising Potato for all I care.
    
    EDIT: Many players confirmed that it's called "Raising Storm" as well in the 
          US version. So I think this should clear any problems. Good that SNK 
          Playmore did not change it to Rising Storm since it was called Raising
          Storm since SO LONG.
    
    ===============
    Nightmare Geese
    ===============
    Q: Nightmare Geese! I know he is called this in this game, but I do not recall
    he was called Nightmare Geese in RBFFS as well! Were you guys calling him 
    Nightmare Geese because he was so tough to beat or what? If so, then why did
    SNK Playmore call him Nightmare Geese in this game if he is not as tough as he
    was back in RBFFS?
    
    A: As I said before, The only explanation why he is called Nightmare Geese in 
    this game is to let you know that he is not alive and/or not directly involved
    in the story what-so-ever (call it a theory if you want).
    
      And no, we did not call him Nightmare Geese back in RBFFS just because he was
    very solid. We (or at least "I") called him Nightmare Geese because when you 
    reach him, "Nightmare" pops on the screen before the showdown with Geese (it is
    very clear and hard to miss). So, that is why we called him Nightmare Geese.
    Other than that, his screen name was still Geese Howard.
    
    ======================
    Raising Storm & KOF XI
    ======================
    Q: I agree with you on what you said about the Raising Storm. I feel like it is
    getting worse in the newer games. Sorry if this is off-topic, but since you
    have played KOF XI on Playstation 2, is the Raising Storm still getting kicked?
    
    A: I get this question a lot. I will let it remain here until I finish the 
    Geese FAQ for KOF XI then I will wipe it out from this FAQ.
    
      He has both the cage and claw Raising Storm (claw for the LDM). The cage 
    version has starting invincibility with the C button. The claw version has FULL
    invincibility (in case you are slow, it means from the start of the Super Move
    until Geese gets up again). It beats (99%) anything in the game. 
    
      Holy Gates (Rashoumon) has a better range and DC into Deadly Rave or Raising
    Storm (LDM). The Deadly Rave has short invincibility in the dashing. Reppu Ken,
    Double Reppu Ken, Shippu Ken are like in KOF'96 (shoert range ones) except 
    redrawn and have better range. Shippu Ken can be done with a hop as well. 
    Shinku Nage has a better motion. Evil Shadow Smasher (Jaei Ken) can be 
    combo(ed) easily into DM or LDM. Deadly Rave has a very cool animation once 
    Geese does the blast. Also 99% of the Deadly Rave damage is from the finishing
    move (blast) so you have to do it. Geese is one of the few characters (maybe 
    the only one) with 2 LDMs (claw Raising Storm and Deadly Rave). Tate Katate 
    Nage is still the normal throw while the normal throw for the fallen opponent 
    is Raimei Gouha Nage. Fudou Sakkatsu Uraken is his ground CD while he gained 
    back his air CD from KOF'96 (but less effective). Moreover, Reppu Ken, Double 
    Reppu Ken and Shippu Ken knockdown the opponent now. And all of the Atemi Nage 
    counters are SCable (into a DM or LDM).
    
      Last but not least, Geese has his own COOL BGM (remix) which is the 
    well-known "Geese Ni Katakori." The game has Original and Arrange music, but 
    there is no arrange for Geese Ni Katakori. It is okay. SNK Playmore did REALLY
    well with Geese in KOF XI. In fact, they did well with the whole game in the 
    PS2 version. they fixed a lot of "ohh, sh!t, what the #$%@ is that?" if you get
    my drift.
    
    ===============================================================================
    
    -------------------------
    14. Geese's BGMs History:
    -------------------------
      "Over so soon?" - Fatal Fury: Special (a well-known quote, because he uses it
    in many games)
    
      In all of his appearances, Geese has only five BGMs so far. I will mention
    them in order first, then I will explain some tidbits about them. I will
    exclude his BGM from The King of Fighters Ex: Neo Blood since the game was not
    done by SNK/SNK-Playmore (the BGM is not worthy of mentioning anyways since it
    blows).
    
    - Geese Ni Katakori
    - Geese Ni Shouyu
    - The Battle
    - The Battle of the First Nightmare
    - Speed Hucker
    
     _____________________________________________________________________________
    |                                                                             |
    |                             Geese Ni Katakori                               |
    |_____________________________________________________________________________|
    
      Geese Ni Katakori is the best BGM ever to grace Geese... no, to ever grace 
    video games. The best BGM, in my opinion. Once you reach Geese and start to
    listen to it, you will know that you are in for a beating... for a boss worthy
    of your time. The BGM is simply outstanding.
    
      Geese Ni Katakori first was in Fatal Fury: King of Fighters. It was used in
    most of Geese's appearances. The original BGM was used thrice:
    1st: Fatal Fury: King of Fighters
    2nd: Capcom Vs. SNK
    3rd: Capcom Vs. SNK: Pro
    
      For the Original Version, the BGM was remixed for about 13 times. As for the
    Arranged Version, the BGM was remixed for about 8 times:
    1st: Fatal Fury Special
    2nd: Fatal Fury 3: Road to the Final Victory
    3rd: Real Bout Fatal Fury
    4th: Real Bout Fatal Fury Special
    5th: Real Bout Fatal Fury 2: The New Comers
    6th: Fatal Fury: First Contact
    7th: Fatal Fury: Dominated Mind
    8th: Art of Fighting 2 
    9th: The King of Fighters'96
    10th: The King of Fighters'Kyo
    11th: SNK Vs. Capcom: The Match of the Millennium
    12th: The King of Fighters: Maximum Impact
    13th: The King of Fighters XI
    
      For the games that shared the exact remix (original):
    1st: Fatal Fury: Special
    2nd: King of Fighters: Maximum Impact 2 (unlockbale BGM)
    
      For the games that shared the exact remix (original and arranged):
    1st: Real Bout Fatal Fury Special 
    2nd: Real Bout Fatal Fury 2: The New Comers
    
      Fatal Fury: Dominated Mind did not have the Original Version of Real Bout
    Fatal Fury Special... only the Remix Version. And the remix is the same that
    was used in the above mentioned games (RBFFS & RBFF2).
    
      And now to the last part, BGM Chart. This is a simple chart to know how good
    and bad is BGM is. Maybe you will get thrilled and look for the ones you did
    not listen to... ^_^
    
    =================
    Original Version: (Arcade/Neo Geo/Neo Geo Pocket/Playstation/Playstation 2)
    ===============================================================================
        Name of the Game                   -        Complete Percentage 
    ===============================================================================
    Fatal Fury (KOF)                       -           96%    (very good)
    ===============================================================================
    Fatal Fury Special                     -          100%    (outstanding)
    ===============================================================================
    Fatal Fury 3                           -           99%    (amazing)
    ===============================================================================
    Real Bout Fatal Fury                   -          100%    (pure evil)
    ===============================================================================
    Real Bout Fatal Fury Special           -          100%    (classic)
    ===============================================================================
    Real Bout Fatal Fury 2                 -          100%    (classic)
    ===============================================================================
    Fatal Fury: First Contact              -           98%    (ownage)
    ===============================================================================
    Art of Fighting 2                      -          100%    (perfect)
    ===============================================================================
    The King of Fighters'96                -          100%    (flawless)
    ===============================================================================
    The King of Fighters'Kyo               -           94%    (excellent)
    ===============================================================================
    SNK Vs. Capcom (MotM)                  -           98%    (ownage)
    ===============================================================================
    The King of Fighters: Maximum Impact   -          100%    (absolutely amazing)
    ===============================================================================
    The King of Fighters XI                -          100%    (self-explanatory)
    ===============================================================================
    
    =================
    Arranged Version: (Neo-Geo CD/Playstation)
    ===============================================================================
        Name of the Game                   -        Complete Percentage 
    ===============================================================================
    Fatal Fury Special                     -          100%    (MASTERPIECE)
    ===============================================================================
    Fatal Fury 3                           -           98%    (simply classic)
    ===============================================================================
    Real Bout Fatal Fury                   -          100%    (absolute classic)
    ===============================================================================
    Real Bout Fatal Fury Special           -          100%    (breathtaking)
    ===============================================================================
    Real Bout Fatal Fury 2                 -          100%    (breathtaking)
    ===============================================================================
    Fatal Fury: Dominated Mind             -          100%    (breathtaking)
    ===============================================================================
    Art of Fighting 2                      -           90%    (good)
    ===============================================================================
    The King of Fighters'96                -           92%    (great)
    ===============================================================================
    The King of Fighters'Kyo               -           97%    (awesome)
    ===============================================================================
    
      That's about it. Oh, and one more last thing. SNK (former) released an OST 
    that had most of Geese's BGMs. It was released back in 1997 if I remember 
    right. You might want to get it if you do not have his BGMs. If you could 
    download them from the net, then good enough... because you will not find the
    CD nowadays, I think.
    
     _____________________________________________________________________________
    |                                                                             |
    |                             Geese Ni Shouyu                                 |
    |_____________________________________________________________________________|
    
      Geese Ni Shouyu was not heard in many games. Only three games to be exact. 
    And they did not replace Geese Ni Katakori, it was simply for Vs. (for Geese,
    of course) and CPU Geese, while Geese Ni Katakori was ONLY for the CPU Geese.
    
      It first got many players mad why it was for the Vs. instead of Geese Ni 
    Katakori, but when you give it a chance and listen to it, you will like it very
    much. The BGM is simply breathtaking. Do not listen to it as a normal BGM, 
    listen to it as a special BGM made for a special boss. Listen to the entries 
    and finishes and you will understand that the BGM reflects Geese's dark side 
    and ambitions. It is really pure evil. Simply awesome.
    
      It was in three games (original and remix):
    1st: Fatal Fury 3
    2nd: Real Bout Fatal Fury
    3rd: King of Fighters'Kyo
    
      And now to the last part, BGM Chart. This is a simple chart to know how good
    and bad each BGM is. Maybe you will get thrilled and look for the ones you did
    not listen to... ^_^
    
    =================
    Original Version: (Arcade/Neo Geo/Playstation)
    ===============================================================================
        Name of the Game                   -        Complete Percentage 
    ===============================================================================
    Fatal Fury 3                           -          100%    (astonishing)
    ===============================================================================
    Real Bout Fatal Fury                   -          100%    (riveting)
    ===============================================================================
    King of Fighters'Kyo                   -           95%    (good enough)
    ===============================================================================
    
    =================
    Original Version: (Arcade/Neo Geo/Playstation)
    ===============================================================================
        Name of the Game                   -        Complete Percentage 
    ===============================================================================
    Fatal Fury 3                           -          100%    (unbelievable)
    ===============================================================================
    Real Bout Fatal Fury                   -          100%    (one of the best)
    ===============================================================================
    King of Fighters'Kyo                   -           90%    (pretty good)
    ===============================================================================
    
      Try to get both the OST and AST. They are pretty good. 
    
     _____________________________________________________________________________
    |                                                                             |
    |                                 The Battle                                  |
    |_____________________________________________________________________________|
    
      The Battle is for the Vs. Geese and the CPU boss, Geese... in Fatal Fury: 
    Wild Ambition. The Battle of the First Nightmare is only for the CPU Geese. 
    Simply, it works like Fatal Fury 3 and Real Bout Fatal Fury.
    
      This is completely new. Now, it does not suck at all. Actually, this is very,
    very good. This is simply as good as the other BGMs, but Geese Ni Katakori is
    for sure better. A must have for those who like Geese. 
    
      It was in only one game... it has Original and Arranged Version:
    - Fatal Fury: Wild Ambition
    
      And now to the last part, BGM Chart. This is a simple chart to know how good
    and bad each BGM is. Maybe you will get thrilled and look for the ones you did
    not listen to... ^_^
    
    ===================
    Arcade/Playstation:
    ===============================================================================
        Name of the Version                -        Complete Percentage 
    ===============================================================================
    Original Version                       -          100%    (pretty good)
    ===============================================================================
    Arranged Version                       -           99%    (fantastic)
    ===============================================================================
    
     _____________________________________________________________________________
    |                                                                             |
    |                    The Battle of the First Nightmare                        |
    |_____________________________________________________________________________|
    
      The Battle is for the Vs. Geese and the CPU boss, Geese... in Fatal Fury: 
    Wild Ambition. The Battle of the First Nightmare is only for the CPU Geese. 
    Simply, it works like Fatal Fury 3 and Real Bout Fatal Fury.
    
      This is not completely new. 75% of the BGM is completely new while the other
    25% part is from Geese Ni Katakori. This BGM is downright perfect for a boss 
    like Geese Howard. The BGM is really good. It starts slowly first and then when
    it reaches the Geese Ni Katakori part, it changes dramatically. Simply amazing.
    A must have for all of Geese fans. 
    
      It was in only one game... it has Original and Arranged Version:
    - Fatal Fury: Wild Ambition
    
      And now to the last part, BGM Chart. This is a simple chart to know how good
    and bad each BGM is. Maybe you will get thrilled and look for the ones you did
    not listen to... ^_^
    
    ===================
    Arcade/Playstation:
    ===============================================================================
        Name of the Version                -        Complete Percentage 
    ===============================================================================
    Original Version                       -          100%    (PERFECT)
    ===============================================================================
    Arranged Version                       -          100%    (EXCELLENT)
    ===============================================================================
    
     _____________________________________________________________________________
    |                                                                             |
    |                                 Speed Hucker                                |
    |_____________________________________________________________________________|
    
      This BGM disgraces Geese's name and fame. This BGM is so bad for words. This
    is the worst and most awful BGM I have ever heard in my entire life. This BGM
    simply SUCKS (and so is the composer). Hell, to call it bad would be an insult
    to bad BGMs. This is beyond bad... this is beyond any bad words. This is as sad
    as a fighting game called... Fight Fever.
    
      The good thing is, you will not be able to hear it in Vs. Mode. Only when you
    go up against Geese (CPU). Good news, fellas. Just be sure to mute the TV once
    you get to him. And at the Arcades, I cannot hear it that well since there are
    many talkative people there (good thing).
    
      This shameful BGM was (good lord) in only one game (and never come back 
    again, sucky):
    - King of Fighters: Neowave
    
      And now to the last part, BGM Chart. This is a simple chart to know how good
    and bad the BGM is. 
    
    ===================
    Arcade/Playstation:
    ===============================================================================
        Name of the Version                -        Complete Percentage 
    ===============================================================================
    Original Version                       -            0%    (WORST BGM EVER)
    ===============================================================================
    Arranged Version                       -            0%    (AS BAD AS Miyuki)
    ===============================================================================
    
      Do not listen to this one no matter what. Just to avoid vomitting. ^_^
    
    Fun Fact: When you choose Geese in KoF'2002 (Playstation2), You will hear Kyo's
              BGM, Tears. It makes you wonder, what will happen when the 
              programmers get drunk instead of being lazy?! ^_^
    
    P.S. Miyuki is a retarded fighter from Fight Fever.
    
    ===============================================================================
    
    -----------
    15. M.A.C.:
    -----------
      "I'm invincible" - Real Bout Fatal Fury Special (damn right)
    
      Now to know how many moves Geese has since his first appearance (normals are
    excluded). Only Special Attacks, Throws, Special Throws, Special Moves and
    Super Moves.
    
      Here is simple charts:
    
    1)The Super Spy                                         = SP
    2)Fatal Fury: The King of Fighters                      = FF
    3)Fatal Fury Special                                    = FFS
    4)Fatal Fury 3: Road to the Final Victory               = FF3
    5)Real Bout Fatal Fury                                  = RBFF or RB
    6)Real Bout Fatal Fury Special                          = RBFFS or RBS
    7)Real Bout Fatal Fury 2: The New Comers                = RBFF2 or RB2
    8)Fatal Fury: Wild Ambition                             = FFWA or WA
    9)Fatal Fury: First Contact                             = FFFC or FC
    10)Fatal Fury: D.M.                                     = FFDM or DM
    11)Art of Fighting 2 (young)                            = AoF2
    12)Quiz The King of Fighters                            = QKOF
    13)SNK Vs. Capcom: The Match of the Millennium          = SVCMotM or MotM
    14)Capcom Vs. SNK                                       = CVS
    15)Capcom Vs. SNK: Pro                                  = CVS Pro
    16)Capcom Vs. SNK 2                                     = CVS2
    17)The King of Fighters'96                              = KOF'96 or '96
    18)The King of Fighters'2000 (as a striker)             = KOF'2000 or '2000
    19)The king of Fighters'2002 (Playstation 2)            = KOF'2002 or '02
    20)The King of Fighters Ex: Neo Blood                   = KOF Ex or Ex
    21)The King of Fighters'Kyo                             = KOF'Kyo or 'Kyo
    22)The King of Fighters: Neo Wave (young)               = New Wave
    23)SNK Vs. Capcom Card Fighters Clash                   = SVC Card
    24)SNK Vs. Capcom Card Fighters Clash 2                 = SVC Card 2
    25)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion = SVC Card 2 EA or EA
    26)SNK Vs. Capcom Chaos                                 = SVCc
    27)Neo Geo Battle Coliseum                              = NGBC
    28)King of Fighters XI (Playstation 2)                  = KOF XI or XI
    29)King of Fighters: Maximum Impact 2                   = KOF MI2 or MI2
    Series                                                  = SER.
    
    ================
    Special Attacks:
    ===============================================================================
        Name                   -  1st Appearance  -      Other Appearances
    ===============================================================================
    Raising Palm               -      AoF2        -        KoF: Neowave
    -------------------------------------------------------------------------------
    Get Lost                   -      RBFFS       -         RBFF2
    -------------------------------------------------------------------------------
    Fudou Sakkatsu Uraken      -      KoF'96      -CVS SER., SVCs, NGBC, MI2,XI,'02
    -------------------------------------------------------------------------------
    Sweep                      -      FFWA        -           None
    -------------------------------------------------------------------------------
    Hard Straight Punch        -      FFWA        -           None
    -------------------------------------------------------------------------------
    Rapid Punches              -      FFWA        -           None
    -------------------------------------------------------------------------------
    Lighting Flash Punch       -      FFWA        -           None
    -------------------------------------------------------------------------------
    Back Punch                 -      FFWA        -           None
    -------------------------------------------------------------------------------
    Slide                      -      AoF2        -        KoF: Neowave
    -------------------------------------------------------------------------------
    Double Kick                -      AoF2        -     KoF: Neowave & FFWA
    -------------------------------------------------------------------------------
    Spinning Kick              -      FF1         -   ALL except KoF'96 & Kof'Kyo
    -------------------------------------------------------------------------------
    
    Kick of Fangs              -      MI2         -           None
    -------------------------------------------------------------------------------
    Immovable Fist             -      MI2         -           None
    -------------------------------------------------------------------------------
    Demonic Immovable Fist     -      MI2         -           None
    ===============================================================================
    
    ========================
    Normal & Special Throws:
    ===============================================================================
        Name                   -  1st Appearance  -      Other Appearances
    ===============================================================================
    Shinku Nage                -      FFS         - ALL except FF1, AoF2 & Neowave
    -------------------------------------------------------------------------------
    Tate Katate Nage           -      FF1         - ALL except CVSs, AoF2 & Neowave
    -------------------------------------------------------------------------------
    Kosatsu Sho                -      FFS         - CVS1, Pro & 2, FF3, RBFF
    -------------------------------------------------------------------------------
    Raimei Gouha Nage          -      RBFF        - RBS/2, WA, SVCs, XI, MI2, FC,02
    -------------------------------------------------------------------------------
    "See The Clouds" Toss      -      FF3         -          RBFF
    -------------------------------------------------------------------------------
    Fatal Blow Bopper          -      FF3         -          RBFF
    -------------------------------------------------------------------------------
    Fatal Squeeze Fury         -      FF3         -          RBFF
    -------------------------------------------------------------------------------
    Clamp of the Tiger         -      FF3         -          RBFF
    -------------------------------------------------------------------------------
    Lighting Flash Kick Twirl  -      FF3         -          None
    ===============================================================================
    
    ==============
    Special Moves:
    ===============================================================================
        Name                   -  1st Appearance  -      Other Appearances
    ===============================================================================
    Reppu Ken                  -      FF1         -   ALL except Kof'96 & KoF'Kyo
    -------------------------------------------------------------------------------
    Feint Reppu Ken            -      FF3         -   RBFF, RBFFS, RBFF2, FFWA, FC
    -------------------------------------------------------------------------------
    Reppu Ken (short)          -    KoF'96        -'Kyo/Ex/'02, CSV1/Pro, SVCc, XI
    -------------------------------------------------------------------------------
    Double Reppu Ken (short)   -    Kof'96        -'Kyo/Ex/'02, CSV1/Pro, SVCc, XI
    -------------------------------------------------------------------------------
    Double Reppu Ken           -      FFS         -   ALL except Kof'96 & KoF'Kyo
    -------------------------------------------------------------------------------
    Jaei Ken                   -      FF3         -     ALL except FF1 & FFS 
    -------------------------------------------------------------------------------
    Feint Jaei Ken             -      FF3         -           None
    -------------------------------------------------------------------------------
    Shippu Ken                 -      FFS         - Not'96/02/Kyo/Ex, SVCc, FC, RB2
    -------------------------------------------------------------------------------
    Shippu Ken (short)         -     KoF'96       -    KoF'Kyo/Ex/'02, SVCc, XI
    -------------------------------------------------------------------------------
    Double Shippu Ken          -     RBFFS        -         RBFF: DM
    -------------------------------------------------------------------------------
    Atemi Nage (all directions)-      FF1         -           None
    -------------------------------------------------------------------------------
    Joudan Atemi Nage          -      FFS         -    ALL GAMES except FF1
    -------------------------------------------------------------------------------
    Joudan Atemi Nage (H & M)  -      MI2         -           None
    -------------------------------------------------------------------------------
    Chuudan Atemi Nage         -      FFS         -    ALL GAMES except FF1
    -------------------------------------------------------------------------------
    Chuudan Atemi Nage (M & H) -      MI2         -           None
    -------------------------------------------------------------------------------
    Gedan Atemi Nage           -      RRFF2       - Not FF1/S/3, RB/RBS & '96/Kyo 
    -------------------------------------------------------------------------------
    Gedan Atemi Nage (L, M & H)-      MI2         -           None
    -------------------------------------------------------------------------------
    Flying Sawblade Slicer     -     KoF'96       - Not FF games, NGBC & CVSs, XI
    -------------------------------------------------------------------------------
    Explosion Ball             -      AoF2        -       KoF: Neowave
    ===============================================================================
    
    ============
    Super Moves:
    ===============================================================================
        Name                   -  1st Appearance  -      Other Appearances
    ===============================================================================
    Holy Gates                 -     RBFF2        -SVC/MotM, MI2, NGBC, XI, FC, '02
    -------------------------------------------------------------------------------
    Thunder Break              -      RBFF        - RBFFS/DM, RBFF2, FF: FC, MotM
    -------------------------------------------------------------------------------
    Deadly Rave                -      AoF2        - Not Kof'96/Kyo, FF1, FFS & FF3
    -------------------------------------------------------------------------------
    Raising Storm (Cage)       -      FFS         - Not RBFF2 & SVC:C, KoF: Neowave
    -------------------------------------------------------------------------------
    Raising Storm (Claw)       -     RBFF2        -    SVCc, FF: FC, XI, KOF'2002
    -------------------------------------------------------------------------------
    Raising Storm (Grab)       -   KoF: Neowave   -          None
    -------------------------------------------------------------------------------
    Raising Storm (Lv.2)       -      FF3         -          NGBC
    -------------------------------------------------------------------------------
    Raising Storm (E. Pillars) -    KoF'96        -   KoF'Kyo & KoF Ex: Neo Blood
    -------------------------------------------------------------------------------
    Feint Raising Storm        -      FF3         -  RBFF, RBFFS/DM, RBFF2 & FFWA
    -------------------------------------------------------------------------------
    Reppu Gorenha              -     FFWA         -          None
    -------------------------------------------------------------------------------
    Raising Dead End           -     FFWA         -          None
    -------------------------------------------------------------------------------
    Ashura Shippu Ken          -   RBFFS: DM      -          None
    ===============================================================================
    
      That's about it. ^_^ Wehw! That was tiring, but well worth it for our beloved
    Geese Howard. ^_^
    
      I hope I was informative!
    
    ===============================================================================
    
    -----------
    16. Tidbit:
    -----------
      "What is the difference between [Geese, Rosa, Souther, Saeba Ryo, Gutts, Rom
    Stol] and [Ash, Nagase, Orochi, Poochy, Edward Elric, Uchiha Sasuke]? - Basel 
    
      Answer the aforementioned question and you will get one karma.
     _____________________________________________________________________________
    |                                                                             |
    |                           The Super Spy Tidbit                              |
    |_____________________________________________________________________________|
    |                                                                             |
    |   Just in case you have not played the Super Spy and wanted to know some    |
    | information about him... then here you go:                                  |
    |                                                                             |
    |   Geese in The Super Spy is before the final boss, King. He does not use    |
    | any of his signature moves. He only does melee kicks and punches. He does   |
    | not use any weapons (like most of the bosses). He has a knife, but he does  |
    | not use it.                                                                 |
    |                                                                             |
    |   Moreover, he does not have a special BGM. He and King (last boss) look    |
    | very much alike, except King's hair is grey. Even King's tower looks        |
    | exactly like Geese Tower. Also, he wears a suit, not Hakama. Last, his role |
    | in the Super Spy is pretty minor, like the other bosses. His job is to      |
    | mislead the hero (Roy Heart) from reaching King. So he wears a mask that    |
    | looks exactly like King and when Roy beats him, Geese confesses that he is  |
    | not King and thus Roy goes further to beat the crap out of King.            |
    |                                                                             |
    |   The game is not that special at all. Even back then, in the good          |
    | old days... it was considered as a "retarded" game. It has elegant bosses,  |
    | such as Geese Howard, King and Back Gallop. It has filthy bosses, like Nick |
    | Donaugau and Machine. It has a silent hero, Roy Heart... and a supporter,   |
    | Pink. But, the gameplay is very basic/simple and boring. That goes to the   |
    | story as well. So "doncha ya have 'em ideas tryin' it out, got it?" ^_^     |
    |_____________________________________________________________________________|
    
      
      That's about it, Geeseters. ^_^
    
    ===============================================================================
    
    -----------------------------
    17. Credits & Acknowledgement
    -----------------------------
      "Orochi power? Boring. Dragon power? Pathetic. Secret scroll of Qin? Old 
    news." - Imaginary Geese ^_^
    
    ==========
    Last Word:
    ==========
      Okay, finally... it is finished. Hope I was helpful and useful to you. 
    
      A friend was asking me the other day (clearly mocking me):
    Friend: How's Geese, Basel? Really, is he alive, dead, was about to be revived
            but then Fatcoon wanted Rock so he killed him "again." I mean, when is
            he going to die in peace from the abusers' hands?
    Basel: He's being tortured. And please, don't diss Falcoon.
    
    Friend: Then, can we expect "another" boot out of the window soon?
    Basel: Dozens and donzes more...
    
      Get the gist? ^_^
    
      Long live, Geese Howard. Pure evil...
    
    ===============
    Special Thanks:
    ===============
    - To SNK Playmore for garcing us old fans by putting Geese in many games.
    - To E. Kawasaki for the simple fact that he is one of Geese fans. j/k ^_^
    - To Falcoon. Best of luck and I hope you will be more creative.
    - To Gamefaqs
    - To all Geese fans
    - To all my friends for the encouragement
    - To Galen Komatsu for the moves formart. Better than any. ^_^
    
    =======================================================
    King of Fighters: Maximum Impact 2 is Copyright SNK Playmore Crop. This 
    document Copyright 2006 Basel Al-Shehab
    
    If you need to contact me to add or ask me about anything, E-Mail me at
    Mr_Basel@yahoo.com or Mr_Geese@hotmail.com
    
    Credits for GameFAQs and SNK Playmore Crop.