------------
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.