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    Geese by Basel

    Updated: 07/08/06 | Search Guide | Bookmark Guide

    ------------
    Geese Howard
    ------------
    
    ------------
    A Must Read:
    ------------
    Announcer: THE MIGHTY FIGURE JUMPS AND WHAT WILL HE GET? WHAT WILL HE GET?!
    Bonus Kun: I'm a fighter! Nothing but a great fighter! TAKE THIS, GOOSE FACE!
    Geese: RAAAAAAAAAAAAAAAISSSSSSSSSSSSSSIIINNNNNG STOOOOOOOOOOORRRRRRRMMMMMMM!!!!
    
    Bonus Kun: AWWWGHHHHAAAAAAAAAAAAA!
    Rosa: Fool!
    
      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
    
    6. Legends & Command List
       ++++++++++++++++++++++
        - Legends
        - Command List
    
    7. Moves Analysis
       ++++++++++++++
        - Far A
        - Far B
        - Far C
        - Far D
        - Standing A
        - Standing B
        - Standing C
        - Standing D
        - Crouching A
        - Crouching B
        - Crouching C
        - Crouching D
        - Jumping A
        - Jumping B
        - Jumping C
        - Jumping D
        - Upward A
        - Upward B
        - Upward C
        - Upward D
        - Reppu Ken
        - Double Reppu Ken
        - Shinku Nage
        - Evil Shadow Smasher
        - Shippu Ken
        - Upper Body Slam
        - Middle Body Blow
        - Below-The-Belt Blast
        - Raising Storm
        - Holy Gates
        - Deadly Rave
        - Fudou Sakkatsu Uraken
        - Tate Katate Nage
        - Raimei Gouha Nage
    
    8. Strategy Section
       ++++++++++++++++
        - Tag Character
        - G.C.D.
        - Pressure Game
        - Corner Game
        - Raising Storm Lv.2 Mind Games
        - General Strategy
    
    9. Combination Attacks
       +++++++++++++++++++
        - Combos
        - Side Note
        - P.S.
    
    10. Questions & Answers
        +++++++++++++++++++
        - Always the Best
        - Raising Storm Flaws
        - Tournament Character
        - Hopper & Ripper
        - Raising Stom Lv.2
        - Geese's Background
    
    11. Geese's BGMs History
        ++++++++++++++++++++
        - Geese Ni Katakori
        - Geese Ni Shouyu
        - The Battle
        - The Battle of the First Nightmare
        - Speed Hucker
    
    12. M.A.C.
        ++++++
        - Special Attacks
        - Normal & Special Throws
        - Special Moves
        - Super Moves
    
    13. Tidbit
        ++++++
        - The Super Spy Tidbit
    
    14. Credits & Acknowledgement 
        +++++++++++++++++++++++++
    
    ===============================================================================
    
    ---------------------
    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
    Also Known As: "Ruler of Southtown", "The Conqueror of the Underworld", "Don of
    the Dark Organization", "The Ultimate Self-Made Badguy" and "Lone Wolf Killer
    Geese".
    He Is: The Main Villain in SNK
    Weapon: Bare Hands
    Birth Date: 1953.1.21
    Birthplace: America
    Age: Above 46
    Height: 183cm
    Weight: 82kg
    Blood Type: B
    Country: U.S.A
    Style: Kobojutsu and Hakkyokuseiken
    Hates Most: Those who get in his way.
    Likes Most: To be on top of everybody.
    Favorite Sport: None
    Character Voice: Kong Kuwata
    English Character Voice Actor: Ward P. (only in the Fatal Fury animes)
    
    ===============================================================================
    
    --------------
    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
    
    ===============
    In Backgrounds:
    ===============
    1)Pao Pao Cafe  - The King of Fighters'94
    2)Japan Stage   - The King of Fighters'2002
    3)Infernal Gate - K.O.F.: Maximum Impact
    4)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
    
      If you like the villain or want to use a character with numbered combos and
    basic moves, then he is your choice. 
    
      In short, if you want a hard character to use (compared to Yagami, Marco,
    Big, Kyo and so on) then Geese is one of the best choices. AND scrubs will not
    bother with him like before... coughSVCcough.
    
    ===============================================================================
    
    -----------------
    4. Why Not Geese?
    -----------------
      "WAIT! Hold, hold on! I'm not king. It's just a mask!" - The Super Spy
    
      If you are not used to using average characters (mid and low) or if you do 
    not like a character with numbered combos then Geese is not your choice, for
    sure.
    
      Long story short, if you like him to be like his stronger versions (RBFF 
    games, SVC & Wild Ambition) then he is pretty weak compared to them. Let us 
    say, he is "a little bit" like he was in King of Fighters'96. Just a little (as
    in he is not very strong, nor very weak).
    
    ===============================================================================
    
    ----------
    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 Intros
    +++++++++++++
    - You cannot escape from death!
    - HH-HA-HAHAHA!
    - You are history! (Hopper and Ripper walk towards him and stop beside him)
    
    ++++++++++++++
    Special Intros
    ++++++++++++++
    Geese: Hahaha. C'mon!
    Terry: .... (prepares himself)
    
    Geese: C'mon, young boy! (looks cool)
    Rock: Prepares to fight (he actually says something, but cannot hear him well)
    
    P.S. Geese does not laugh and then say; "C'mon" except to Terry. This the old 
         special intro in King of Fighters'96.
    
    ===============================================================================
    
    --------------------------
    6. 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 = Tag                                                            |
    |                                                                             |
    | - G.C.D. = Guard Cancel Dash (also known as Guard Cancel Front Step)        |
    |_____________________________________________________________________________|
    
     _____________________________________________________________________________
    |                                                                             |
    |                              2. Command List                                |
    |_____________________________________________________________________________|
    |                                                                             |
    | 1. Special Moves                                                            |
    |    -------------                                                            |
    |                                                                             |
    | Reppu Ken                                 |  \   -O + A                     |
    | [Wind Slice/Slash]                        O   O                             |
    |-----------------------------------------------------------------------------|
    | Double Reppu Ken                          |  \   -O + C                     |
    | [Double Wind Slice/Slash]                 O   O                             |
    |-----------------------------------------------------------------------------|
    | Shinku Nage                               360 + C  (near opponent)          |
    | [Vacuum Blow]                                                               |
    |-----------------------------------------------------------------------------|
    | Evil Shadow Smasher                       O- H -O + A or C                  |
    | [Jaei Ken]                                                                  |
    |-----------------------------------------------------------------------------|
    | Shippu Ken                                |   /  O- + A or C  (air)         |
    | [Gale Slash]                              O  O                              |
    |-----------------------------------------------------------------------------|
    | Upper Body Slam                           -O  \   |   /  O- + A             |
    | [Joudan Atemi Nage]                            O  O  O                      |
    |-----------------------------------------------------------------------------|
    | Middle Body Blow                          -O  \   |   /  O- + B  (SCable) * |
    | [Chuudan Atemi Nage]                           O  O  O                      |
    |-----------------------------------------------------------------------------|
    | Below-The-Belt Blast                      -O  \   |   /  O- + C             |
    | [Gedan Atemi Nage]                             O  O  O                      |
    |-----------------------------------------------------------------------------|
    |                                                                             |
    | 2. Super Moves                                                              |
    |    -----------                                                              |
    |                                                                             |
    | Raising Storm (1 stock)                   /  -O  \   |   /  O-  \  + A or C |
    |                                          O        O  O  O        O          |
    |                                                                             |
    | Raising Storm (2 stocks & UNBLOCKABLE)    /  -O  \   |   /  O-  \  + AC   * |
    | [after crouching A]                      O        O  O  O        O          |
    |-----------------------------------------------------------------------------|
    | Holy Gates  (1 stock)                     720 + A or C  (near opponent)     |
    | [Rashoumon]                                                                 |
    |-----------------------------------------------------------------------------|
    | Deadly Rave  (3 stocks)                    -O  \   |   /  O- -O + A         |
    |                                                 O  O  O                     |
    |                                                                             |
    | - Deadly Rave follow-up               A, A, B, B, C, C, D, D, |   /  O- + C |
    |                                                               O  O          |
    |-----------------------------------------------------------------------------|
    |                                                                             |
    | 3. Special Attack                                                           |
    |    --------------                                                           |
    |                                                                             |
    | Fudou Sakkatsu Uraken                     -O + C                            |
    |                                                                             |
    |-----------------------------------------------------------------------------|
    |                                                                             |
    | 4. Throws                                                                   |
    |    ------                                                                   |
    |                                                                             |
    | Tate Katate Nage                          O- or -O + CD  (near opponent)    |
    | [One Hand Blow]                                                             |
    |-----------------------------------------------------------------------------|
    | Raimei Gouha Nage                         \  + C  (near downed opponent)    |
    | [Face Grab]                                O                                |
    |_____________________________________________________________________________|
    
    
    ===============================================================================
    
    ------------------
    7. Moves Analysis:
    ------------------
      "Heh, heh. It's time I pay you back for the boot out of the window, Terry 
    baby" - Fatal Fury 3
    
     _______
    |       |
    | 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 is G.C.D. (Guard Cancel Dash), you will need every safe normals, and far 
    A is one of them.
    
       Also you can cancel some of the characters' moves by timing it with their 
    moves. 
    
     _______
    |       |
    | Far B |
    |_______|
    
      This is exactly like far A. 
    
      The difference is, this does not hit high and it is a bit slower (just a 
    bit). A must use against any character with a pressure strategy. Just do not
    over use it. It has its purpose, and that is to aviod any pressure game, but
    try to mix it up with other Normal Attacks like far A, crouching A or B. 
    
     _______
    |       |
    | Far C |
    |_______|
    
      This is a risky normal if you use it mindlessly. 
    
      Always be sure to make Geese hit his opponent from a good range. Not a bit
    close to his opponent to avoid punishment from G.C.D. abusers. 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 far A and far B are there for you
    if you want to play a pressure game.
    
     _______
    |       |
    | Far D |
    |_______|
    
      Do you remember this Normal Attack? ^_^
    
      Its uses are the same as it was back in Real Bout Fatal Fury 2. The ups are,
    you can cancel right before it hits the enemy to any Special Move or Super 
    Move. Just do far D and cancel it into Holy Gates or Shinku Nage... or Reppu
    Ken. Good for mind/guessing games. Sometimes just do it from a distance
    to get close to your opponent, but use it CAREFULLY.
    
      Its downside is, if you abuse it, you will eat a lot of damage if your 
    opponent really knows what he is doing. So, it cannot be abused. Just try to
    use it from time to time and check if the opponent has any power stocks. If 
    he/she has none, then you are free to use it. Just be careful not to get hit by
    the Dragon Punch moves or any counters. As I said, do not abuse it and use it 
    carefully.
     
     ____________
    |            |
    | Standing A |
    |____________|
    
      This is mainly to get out of pressure strategies. Like do this then crouching
    A x3, crouching D, Reppu Ken... and then you will be free to do mind/guessing 
    games (depends on what will the opponent do, react accordingly).
    
      Still, crouching A and crouching B are better.
    
     ____________
    |            |
    | Standing B |
    |____________|
    
      Another normal like the above one. 
    
      Sometimes, try to cancel it into Double Reppu Ken when the opponent cannot
    use G.C.D.
    
     ____________
    |            |
    | Standing C |
    |____________|
    
      The main use for this Normal Attack is for Combination Attacks. 
    
      Just when you get the opponent with any air normal, use this and continue
    with the combo (either Deadly Rave or Double Reppu Ken). 
    
      When the opponent defends and waiting for Reppu Ken or Double Reppu Ken to
    G.C.D. and then punish you, then do not perform any. It is all about mind 
    games. Just maintain your distance and try to use it when the opponent does a 
    mistake. You can use the Tag super (D.A) after it. 
    
     ____________
    |            |
    | Standing D |
    |____________|
    
      Its start-up is noticeable. Not like it was in K.O.F'96, unfortunately. Hard
    to combo it after any jumping attack. Also, you have to cancel the first hit.
    If you do not, you are screwed. If the opponent defends, you are screwed no
    matter what. He/she will G.C.D. either way and then punish time. 
    
      Standing C is better... but you are free to use it when the opponent is wide 
    open for any combo or when the opponent is cornered and down. Mix it up with a
    safe Special Move and continue the pressure game. Most of the mean combos start
    with this Normal Attack. But, by all means, use standing C because it is safer 
    and faster.
    
     _____________
    |             |
    | Crouching A |
    |_____________|
    
      Poking in this game is a must to most of the characters.
    
      Crouching A is very safe and can be abusive easily. Use it a lot and whenever
    you go for close range fights. Never forget about it. It can beat/cancel many 
    Normal Attacks. It is good enough to be abused.
    
      Just when you jump and the opponent defends, go for pokes and when you are at
    a safe range, run then poke again or crouching D then Reppu Ken. Just try to 
    focus on what the opponent will do after you poke.
    
     _____________
    |             |
    | Crouching B |
    |_____________|
    
      Crouching B is as fast as crouching A. You might want to use it if you want 
    to cancel it into anything. Other than that, crouching A is better, much 
    better.
    
      Its priority is not the same as it was back in K.O.F'96, but it is still 
    effective against some character's pokes (i.e. Yagami, Kyo, Cyber Woo and some
    few). Try to time your crouching B with some of their Normal Attacks, and you 
    will beat them. But as I said, crouching A is better.  
    
     _____________
    |             |
    | Crouching C |
    |_____________|
    
      Once again, its priority is not the same as it was back in K.O.F'96.
    
      Many misunderstand how good the crouching C can be if used right. Many avoid
    using it. But in fact, crouching C is very good if you play Geese right. And
    that means, if you try to use it in the right time and right range. Also, try
    to not only depend on it. Just try to make the opponent guess between crouching
    C, Raising Storm, Upper Body Slam or defend. That way, you will be able to not
    make yourself open for any heavy attacks.
    
      You should avoid using it only when the opponent jumps from afar. Most of the
    time, your crouching C will be beaten by long range air normals. And if you are
    any lucky, you will get trade-hits. But... if you use it when the opponent
    jumps from a close range, then it is either you will hit him/her (depends on
    how fast you react) or you will get trade-hits. 
    
      So, use it when the opponent jumps from a close range. Since there is no hops
    or short jumps, you will not have a hard time to react fast. When the opponent 
    jumps from a mid range, then you have two options:
    
    1- Run then fast crouching C
    2- Defend
    
      Moreover, some players tend to beat it by not doing a deep attack (which 
    means he/she will jump and attack early). This is your best chance to punish.
    Actually, if the player does that then you are doing pretty good in the match
    forcing him/her to change his whole strategy to yours. Then you can play mind
    games. To make a long story short:
    
    1- Long range: Do not use it unless you are sure that he/she will not attack.
    2- Mid range: Run forward and then hit the button. Or hit it once needed.
    3- Close range: Use it fast and sometimes cancel into Reppu Ken (key: MG).
    
     _____________
    |             |
    | Crouching D |
    |_____________|
    
      Like a said before...
    
      Always be sure to make Geese hit his opponent from a good range. Not a bit
    close to his opponent to avoid punishment from G.C.D. abusers. 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, cancel it into Reppu Ken or sometimes, don't. Some players intend
    to wait for an opening to abuse the G.C.D., 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.
    
     ___________
    |           |
    | Jumping A |
    |___________|
    
      Nothing special about this air Normal Attack... as usual. Short range and not
    that useful. You have other better options.
    
     ___________
    |           |
    | Jumping B |
    |___________|
    
      A good normal for cross-ups, combos and for those who rely on doing crouching
    D or C when you jump. Use it whenever you can. 
    
      When you grab the opponent, cross-up. When you want to go for a combo, use 
    it. It is as good as the jumping C, except the damage.
    
     ___________
    |           |
    | 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 B and D are as
    good and useful as this normal.
    
     ___________
    |           |
    | 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 C or B. Its damage is quite good compared
    to the other normals.
    
     __________
    |          |
    | Upward A |
    |__________|
    
      As I said with the jumping A, nothing special about this air Normal Attack...
    as usual. Short range and not that useful. You have other better options.
    
     __________
    |          |
    | Upward B |
    |__________|
    
      A bit like jumping B, except it cannot be used for cross-ups. 
    
      You can use it, but upward C and upward D are much better to use. 
     __________
    |          |
    | Upward C |
    |__________|
    
      Like it was in SVC...
    
      This is better than the upward A or B! It is the K.O.F'96 style so you could
    cancel itto Shippu Ken but be really careful not to rely on cancelling it to 
    Shippu Ken unless you need to. The problem is there is no low jump, so you 
    cannot do the old trick in K.O.F'96, before the opponent gets up fast and low
    straight up C! This does not work here so you need to do all this with the high
    jump!
    
      It is damaging and and can be connected to other things. It could be so good
    against big characters too (Mr. Big and Cyber Woo). Do not think of doing it 
    as an anti-air because he hits low and his hand goes low, so the long and high
    jumps will eat you alive for free. You should think of doing it as a good start
    for your combos or when you want to cancel it to Shippu Ken or when you want to
    fast do upward jump and attack with a decent air attack like this one or better
    yet, upward D. When do you actually have to do it? When the opponent falls
    off, run near him or her then jump upward and then hit the C button or when 
    the opponent "seems" to see this coming then fast grab him/her with Holy Gates
    or Shinku Nage. All about a very fun mind game. See what is good to you and 
    what "to do next" and then fast do everything.
    
     __________
    |          |
    | Upward D |
    |__________|
    
      And again... Sweet air attack from K.O.F'96! You think it is as powerful as
    it once was? No, no that powerful at all. As I said above; "You must keep in
    mind that Geese is alright in the air if you use the air normals as I said, 
    but if you don't then you will most of the time end up being screwed up a lot
    and get kicked over and over again in the air... 
    
      Geese's air priority is not as great as Iori's, Genjuro's or Mr. Karate'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, C 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 (at some point), jumping backward D... but well, I am giving you all the
    options.
    
      Keep in mind that some air attacks can beat this like Yagami's jumping D so 
    you do not have to rely on it, you only have to do it from time to time, 
    Geester. When things get so complicated then forget about it because after all
    there is no low jump so just stick with what is better.
    
     ___________
    |           |
    | Reppu Ken |
    |___________|
    
      It has been redrawn like the Double Reppu Ken.
    
      The recovery time is excellent, but still... there a very short recovery 
    time. You can 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. 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. And yes, Double Reppu Ken is better for combos.
    
      You cannot combo Reppu Ken after standing C (not corner). I know it sounds 
    stupid and Fatal Fury Special days, but well... just so you know. Use it after
    cross B then standing C or when the opponent is cornered. Either way, Double
    Reppu Ken is better if you are going for combos.
    
     __________________
    |                  |
    | Double Reppu Ken |
    |__________________|
    
      They did not make this Special Move any worse, but it was not that good in
    either SVC or K.O.F. Neowave (playable version). But it looks a bit different
    now.
    
      It can be comboed before or after. Very great. If you hit the opponent with
    it it will push him/her very far. And if the opponent is cornered, he will be
    very troubled. Geese is very good when the opponent is cornered. And Double
    Reppu Ken makes him even better.
    
      When the opponent cannot G.C.D. then abuse it after any Normal Attack. The
    opponent will have nothing to do. The damage is very good as well. You can
    increase the Power Bar easily like that. 
    
      You can still eat other fireballs with this Special Move. Time the first hit
    with the Double Reppu Ken, and the other one will hit the opponent. Some 
    characters can throw two fireballs. Time the first one with the opponent's
    first fireball (that means when Geese says DOUBLE). The other one will be
    eaten by the second Reppu Ken (when he says Reppu Ken).
    
      This is your best bet for heavy pressure games, deadly combos and safe mind
    games. Do not put this Special Move out of your strategy no matter what. Even
    if you are facing Mr. Big or Marco.
    
      The recovery is very good so do not worry about it. Just do not do it when
    the opponent is doing nothing or when you do not connect it to anything, 
    because that is... well... bad (as in idiotic). ^_^
    
     _____________
    |             |
    | Shinku Nage |
    |_____________|
    
      It is a Special Move now (they always make it a normal throw then the next
    game a Special Move). ^_^
    
      The Shinku Nage can be used if you want to throw your opponent far away. If 
    you feel like you need a distance and the opponent is not giving you space
    to move around, then Shinku Nage would be better used than the Tate Katate 
    Nage. It is a Special Move, so it is much better if we talk about damage. 
    But the recovery time is worse than Tate Katate Nage if you miss the opponent.
    There is a missing frame, as you know.
    
      Well, the Holy Gates is a better option than Tate Katate Nage and Shinku Nage
    but just in case you do not have Power Stocks for the Super Move, then the 
    normal throw, Tate Katate Nage... or the Special Move, Shinku Nage will be
    your option. Shinku Nage will remain as an option since the Holy Gates makes
    the opponent a bit near you, and still the Shinku Nage can make you throw the 
    opponent far away... so you get the picture. 
    
      Since the Holy Gates is a bit damaging then it still gets my vote as the best
    out of the three. Use the Shinku Nage after the G.C.D. or when the opponent 
    does a mistake but not all the time, only when you are being COMPLETELY 
    attacked with nothing to do other than using some tricks!
    
      The range to the Special Move is okay (worse than it was in RBFF2), but the
    recovery time hurts. You can perform Raimei Gouha Nage if you get the opponent
    with the Shinku Nage while he/she is cornered.
    
     _____________________
    |                     |
    | Evil Shadow Smasher |
    |_____________________|
    
      This Special Move is pathetic. It is like SNK-Playmore is saying: "SVC and
    NGBC are connected." Seeing how every good thing he had is now nothing but sad
    (except Double Reppu Ken).
    
      This Special Move is a big target for G.C.D. and the opponent will eat you
    alive if you do it anytime... if the opponent is any good, that is.
    
      DO NOT use it. Just don't. It has an awful start-up and the opponent can 
    easily G.C.D the last hit and punish you heavily. Up until now, we have yet
    to find any good use for it. But up until now, I see blank.
    
      It CANNOT be comboed into anything and you will look like a scrub if you
    use it at all. You can do it after standing C or crouching C or standing D...
    to combo of course (with the D button). Other than that... nothing. Doing it
    for fun and so is good, but against experts, no. As I said before, Geese now
    needs you to make him good, not the other way around. Avoid using it until we
    find a good way to use it or better yet, until we find one good thing about it.
    
      It has the original motion now. Also, if you do it with the B button, he will
    reach to mid range. And if used with the D button, it will have a long 
    range/reach.
    
     ____________
    |            |
    | Shippu Ken |
    |____________|
    
      Fatal Fury Special style. ^_^
    
      Good night if you do it deep, because the opponent will G.C.D. 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. 
    
      Also, you can cancel upward C 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).
    
     _________________
    |                 |
    | Upper Body Slam |
    |_________________|
    
      This is another counter move that is used for the air attacks and most of the
    Special Moves and Super Moves. 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 the best out of the three counters that he has. But
    you have to be careful, do not always do it when anybody jumps because if you
    miss then you will be heavily punished.
    
      The best way is to do it is from time to time and you can do it always if you
    want to counter Special Moves or Super Moves! As for the Normal Attacks, just
    use it to counter them when REALLY needed!
    
      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 Mr. Big, Kyo or Kim 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. Upper Body Slam is the best out of the 
    three counters but the other two counters still have their good points and can
    be used effectively sometimes. Do not depend on it a lot so that you will not 
    have to be beaten easily.
    
      The counter moves are not about guessing, I would say they are about mind
    games. If you play a very good mind game, then you will most of the time use
    them effectively. And sometimes you use them to make traps, like I said in the
    Upper Body Slam corner. They do 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. Since it is SCable,
    you can perform Raising Storm + AC after you get the opponent with it. Make
    good use of it, but do not abuse it. The opponent will fear you once you have
    two stocks, because the damage is very deadly.
    
      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 pretty much basic. It counters the low attacks. When the character
    tries to use his/her crouching normals or moves, then fast do it and bang.
    
      It could be good, some guys love to do crouching normals with the wake-ups.
    And some love to do the same after the air attacks... it is how you play Geese.
    If you really play a mind game then you will be able to use it sometimes. In
    addition to this, the damage is still as good as ever.
    
      Do not abuse it because as you know, some character love to have long combos
    and cancel their Special Moves in 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.
    
     _______________
    |               |
    | Raising Storm |
    |_______________|
    
      This is not new at all if you played King of Fighters'96. The shape looks
    like it and it has THE EXACT good and downsides (maybe one new thing). It has
    two lvs. (A/C or AC). First the normal one.
    
      It has a start-up, short-starting invincibility (only with the C button), 
    recovery time, short range, okay damage, can combo it after some Normal 
    Attacks, opponent cannot recover once hit so you can perform Raimei Gouha Nage
    after it.
    
      How can it be used? Simple, either when you are pretty sure that the opponent
    will jump, and you have to do that right when he is about to jump, or perform
    it when you use a lot of tricks. 
    
      Doing it when the opponent jumps and about mid range or close range, say good
    bye to Geese. Long range, you have the green light. If you do it with the C
    button, you will have a short-starting invincibility, but he will not perform 
    the Raising Storm fast... only longer. That means bad as well. The opponent
    will be able to land and defend then punish you. The recovery time is dead 
    awful.
    
      So can it be used at all? Of course you can. 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."
    
      Second, the AC Super Move. This cannot by any means be done without it 
    combo(ing) it. In other words, you have to do it like it was way back in Fatal
    Fury 3. He does not scream that loud like before and he does not do two 
    punches then Spinning Kick to make you dizzy and then perform the Raising 
    Storm. Simply put, you just do any crouching or standing A (or do it after 
    anything) and then perform the Super Move and Geese will stun the opponent for
    a second to perform the Raising Storm. So you can do cross B, crouching A, 
    Raising Storm + AC and then Raimei Gouha Nage. Moreover, you can do it after
    you perform Middle Body Slam because it is SCable.
    
      What if you do crouching A from mid and hit the opponent with it? Will the
    Raising Storm still connect? Most of the time yes, but sometimes no. The 
    opponent will be stunned and Geese will perform the Raising Storm but will MISS
    the opponent. It is unblockable, so do it when the opponent is cornered. Force
    him to block your crouching A and then perform Raising Storm + AC... and then
    smile. It will open many strategies for you and guessing games for your
    opponent. This Super Move is mainly for combos, confusing strategies and 
    nothing else. You can do it anywhere, just be sure to be close enough. Take
    full advantage of it. 
    
      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
    or AC). That is the gist of it.
    
     ____________
    |            |
    | Holy Gates |
    |____________|
    
      A bit like it was before.
    
      When the opponent is cornered and turtling to do well against Geese, remember
    one thing if you want to do the Holy Gates... the Super Move has a missing 
    frame when you miss, so you need to keep in mind what to do "next!"
    
      The recovery time is longer now and they changed the command for the Super 
    Move. Even in Real Bout Fatal Fury 2, it can be performed by doing 360 (and 
    there is a short command to it). Now, two full circles. PLUS, you cannot do
    standing or crouching C then Holy Gates. It will not connect. You cannot combo
    anything to it.
    
      The damage is good for a level 1 Super Move. Use it when the opponent does an
    early air attack or when you do a trap. Basically, you hit crouching A one time
    or twice then run and perform it fast. It works if the opponent does not react
    fast. And change your uses for it. 
    
      The good thing about it, it has a good range. As good as it was in Real Bout
    Fatal Fury 2. Remember to take that to your advantage. If you do not know how
    to run and perform the Super Move, then practice because you WILL need it since
    Geese's combos are numbered then doing Holy Gates alone is a very good thing.
    
    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 |
    |_____________|
    
      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 Geese has 
    numbered combos and they do not compare to the damage to the finishing move.
    
      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 the last 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. 
    You can combo after the seventh hit, but that is if you want to do the tag
    combo to not make the opponent regain his/her health back. I advice you to
    continue if you are so eager to do heavy damage. The choice is yours. ^_^
    
      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).
    
    P.S. This is the worst Deadly Rave compared to any of his other versions (Fatal
         Fury series, SVC series, CVS series, Art of Fighting 2 or K.O.F. Neowave).
    
     _______________________
    |                       |
    | Fudou Sakkatsu Uraken |
    |_______________________|
    
      It is an overhead Special Attack now. Remember that.
    
      If you do not cancel the Special Attack and the opponent defends then you
    will be wide open for combos. It is greatly punishable if you do not cancel it.
    And if you want to do it then combo it, like, jump D, standing C, Fudou
    Sakkatsu Uraken! A good example. Do not think you could rely on it as an
    anti-air, because it isn't! 
    
      The Fudou Sakkatsu Uraken is not that useful in the first place. When you see
    anyone using it, then most of the time he or she used it by mistake. The good
    thing about it is that it knocks the opponent far away to give you some 
    distance if you want to! And it is an overhead attack.
    
      You can perform Raimei Gouha Nage if you get the opponent with the Fudou 
    Sakkatsu Uraken while he/she is cornered.
    
      The recovery time is a bit better than before, but the start-up isn't.
     
     __________________
    |                  |
    | 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 and Shinku Nage are more than
    enough. Be careful because it can be escaped. 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. 
    
      Since Geese does not really depend on combos that much, then it is best
    to use Shinku Nage or Holy Gates. Tate Katate Nage has a better recovery,
    though.
    
     ___________________
    |                   |
    | Raimei Gouha Nage |
    |___________________|
    
      You CAN use this during your fights even if the opponent can roll before he
    or she falls! The recovery is fast enough not to get punished. 
    
      Raimei Gouha Nage is just an option, nothing more... nothing less! But of 
    course you can do it after the Raising Storm. 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.
    
    ===============================================================================
    
    --------------------
    8. Strategy Section:
    --------------------
      "That's Geese, fool! A sad pun, I know... but the fowl leader of Southtown."
    - Art of Fighting 2
    
     _______________
    |               |
    | Tag Character |
    |_______________|
    
      Your strategy when you first play the game is to have a good back up to you.
    Which means a good tag... a character you can handle pretty well so that when
    you screw up with Geese, you can get him out to rest and then try to make your
    strategy more solid when he gets back in.
    
      For example I always choose Geese with any of the Samurai Spirits characters 
    or Mr. Karate (Ryo). With the exception of Mr. Karate, Shiki and Genjuro at 
    some point the other ones depend on mind games, especially Nakoruru. Your 
    strategy here is to make Geese the second character, not the one who fights
    first. Just so that when your first character screws up, you would tag and let
    Geese fight until the other character regains his/her LB (life bar). Geese is
    good at prolonging the match. His strategy and the way you use him makes him 
    good at that.
    
      Moreover while you are holding your own with Geese and let us say you have a
    good back up with Normal Attacks that do heavy damage... like Haohmaru, then 
    you can make Geese strengthen Haohmaru's normals by the tag super. Since Geese
    does not have many combos, then the tag super helps sometimes. Just when the
    opponent does a mistake, run, do standing C then tag super. Haohmaru will go in
    with full power.
    
      Just when your character needs to regain his health back, do not show your
    opponent that you really need to turtle to make your other character regain
    his LB. The player will not hold back to such thing and will try to do a heavy
    pressure game to kill you fast. That goes to when you have little LB left and
    you want to tag so bad. Most of the time, the opponent will either grab you or
    do a combo. With Geese, if he is close, do the motion for the Holy Gates and
    when you wake up (assuming you were down) and the opponent does not jump then
    grab him/her. BUT FOCUS and see if he jumps or not. You have time. If he jumps
    then defend and wait for him to attack and then push the E button to counter.
    Sometimes do the counter after the second hit the opponent does (like when he
    does jumping D then standing C) because some players know how to cancel your 
    counter and that is not hard.
    
      Sometimes you do not have to wait for your LB to drop down to tag. Just tag
    when you have time. For example, Geese does a better job against Cyber Woo than
    Nakoruru... so tag with Geese when the player uses Cyber Woo. See what is good
    for you when you see a bad match-up.
    
     ________
    |        |
    | G.C.D. |
    |________|
    
      The G.C.D. (Guard Cancel Dash, AKA Guard Cancel Front Step) is not as good as
    it was in SVC. It still has its purpose though.
    
      You do not abuse it anytime you want like before. You have to use it when the
    opponent ends his/her hits to take advantage of his/her recovery time and then 
    punish him/her. Which means, there is no invincibility in the G.C.D. (maybe a 
    little at the start of the dash), you just use it to dash or counter dash and
    then do whatever you want.
    
      To make it useful, you have to know all the Normal Attacks, Special Attacks,
    Special Moves and Super Moves' recovery time. It not that hard. If you use a 
    lot of characters, you will be able to know when you fight against them. If you
    do not use a lot of characters, then you have to know when you fight against 
    them. If you are any good, you will be able to know such thing by only watching
    even if it is hard unless you use them or play against them. A long story 
    short, the key to do better with Geese is to know the recovery time for each 
    move or normal in the game.
    
      When you master it, you will be able to G.C.D. and then perform Holy Gates
    or Shinku Nage or standing C then tag super at least. This will help you a lot
    to abuse you Holy Gates and Shinku Nage. 
    
      That goes to the AB (works as the roll in K.O.F. series except it takes some
    of you PG). Use it when you want to avoid some long range supers or moves, like
    Yagami's Super Move where he throws a projectile at you (I do not know its 
    name or the motion for it, because I *yawn* never use him). Or use it for 
    combos.
    
     _______________
    |               |
    | Pressure Game |
    |_______________|
    
      Geese does not depend on it that much. But you can do it when the opponent
    does not have PG to use G.C.D. 
    
      You will be able to abuse standing C then Reppu Ken or better yet Double
    Reppu Ken like there is no tomorrow. And do some crouching As and then 
    crouching D and then Reppu Ken to make the opponent guess what will you do next
    when he jumps (most of the time he/she will when you connect the Reppu Ken 
    after crouching D). See what is good for you then do it fast. Either crouching 
    C or Raising Storm (only when the opponent is confused by jumping sometimes
    without attacking fearing the Upper Body Slam) or Upper Body Slam... or just
    defend.
    
      Sometimes do crouching As and then run and perform Shinku Nage or Holy Gates.
    And do not abuse this tactic a lot to not make them read you like an open book.
    Just try to avoid doing the tactic twice in a raw or thrice. The pressure game
    gets stronger when the opponent is cornered, but that will be explained below
    in its section.
    
      Now when you get heavily attacked and you are afraid that your guard will
    break soon if you keep defending any longer, then either tag or let the fight
    get very boring. Which means, jump Shippu Ken (from a distance), use your light
    standing and crouching normals and then jump or run and do them again. Try not
    to rush, just be very slow. Geese is very good at that. You will kill the heat
    fast and turn tables. Just try to be calm.
    
     _____________
    |             |
    | Corner Game |
    |_____________|
    
      When the character is cornered, he will most of the time be in a bad 
    position. Geese's corner game is very good and makes the opponent guess a lot.
    You will have many good options for you (including some DEADLY corner combos).
    
      Depend on the Double Reppu Ken like there is no tomorrow. Do not worry about
    the G.C.D. The opponent will not be able to do anything. Abuse it until you
    force the opponent to change by countering. Here you will open many good
    options for you. Let us see...
    
      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. 
    
      If the opponent defends, keep using the light attacks and if the opponent's
    PG is zero then do standing C then Double Reppu Ken or just Double Reppu Ken 
    up-close. Then go back to the light attacks and use some tricks like running 
    and then Holy Gates or Shinku Nage. If the opponent jumps, react fast with the
    crouching C and then right before he gets down, run and then standing C then 
    Double Reppu Ken. If the opponent does not defend the combo, continue with the
    Deadly Rave or crouching D... they will combo. Or Super Tag if needed.  
    
      If the opponent fights back by doing crouching normals, get ready for the
    G.C.D. when you see an opening. Sometimes do standing C then Double Reppu Ken
    to make the opponent defend them (assuming he/she has zero PG) and then fast
    do AB then Holy Gates. If the opponent tags by any means right in the middle
    of the corner game, perform the Raising Storm FAST. The other character will
    eat it. And be sure to continue with the Raimei Gouha Nage after you get the
    character with the Raising Storm.
    
      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.
    
      If you get the opponent with the Upper Body Slam, then do a cross-up B then
    standing C then Double Reppu Ken to get him/her back to the corner. And then
    proceed with your strategy. AB cancels helps with the pressure game, of course.
    
      If the opponent just thinks of defending, get ready to dash, and then do 
    crouching A then Lv.2 Raising Storm. Make him cry and very confused.
    
     _______________________________
    |                               |
    | Raising Storm Lv.2 Mind Games |
    |_______________________________|
    
      If you have any difficulties performing the normal Raising Storm, then skip
    this section by all means. Just do not waste your time.
    
      Since you already know that you can perform the Super Move after crouching A,
    even if the opponent defends the Normal Attack... then you will most likely
    improve your gameplay with Geese by at least 20%. Which means, if you do good
    in your Vs. matches, then you will mostly likely do better... much better.
    
      The main purpose of this Super Move is to not let your opponent turtle 
    whenever you are near him, especially when he is about to die. So all you have
    to do is to do it after crouching A when the opponent recover from a wakeup, 
    cornered or defends anything. Once you give your warning to your opponent, he
    will change his strategy dramatically since the Super Move is unblockable.
    
      This is the best time to take advantage of that. Most of the time with the
    wakeup games, the opponent will go for mistakes. Defend then DO NOT do the 
    Super Move, but only do any damaging combo. Like crouching/standing C then
    Raising Storm Lv.1 or just standing D then Double Reppu Ken. It depends on
    the opponent's Life Bar. If he has a lot left then stick to what I said above.
    If he has little, then do whatever you want. If you have three stocks and your
    trick worked, then do standing/crouching C then Deadly Rave to the end.
    
      Or do standing C then Evil Shadow Smasher to get the opponent conered and 
    then on with the Pressure Game with the Double Reppu Ken and mind games. If 
    the opponent defends the crouching A, then get ready to do the Raising Storm.
    Just be close enough not to miss. Once you get the range, you will get it done
    naturally.
    
      Moreover, the opponent will be a bit afraid to poke since you can do the 
    Super Move after the middle counter. AND IT HURTS LIKE HELL. But still, you are
    putting yourself in a complete risk. So, just use it from time to time. But the
    crouching A method is completely safe (for the meantime, at least). So, it is 
    okay to abuse it. The opponent will not be able to do jack once you get him/her
    with the crouching A. 
    
      Getting Power Stocks is not a problem. Just abuse Double Reppu Ken and you 
    will get enough in no time (do it up close not from a distance).
    
      In short, Raising Storm + AC is the key to mind, wakeup, corner and pressure
    games.
     __________________
    |                  |
    | General Strategy |
    |__________________|
    
      Your purpose with Geese is to make the game as confusing and slow as 
    possible. Which means playing like he was in SVC will not do you any good. But
    there are things from there that still work since they are the basics of Geese
    since what... Fatal Fury Special?! So you are used to them, like his counters,
    crouching C, jumping normals and so on.
    
      When you fight try to think of two things:
    1- Do good and make your strategy as solid as possible
    2- Cover up the tag character's mistakes and try to make him/her regain LB
    
      Since you know Geese is good when the opponent is cornered, do not just go
    and try to push the opponent until he gets to the corner, because that will NOT
    work. Any "good" player knows how dangerous Geese can be when they are 
    cornered. Try to do some tricks and mind games until you get him/her cornered
    and within your range. Then follow the strategy for the Corner Game I wrote
    above.
    
      Against the characters who depend on only jumping and doing BnB combos all
    day long, do not let them even think of jumping. Your first aid is G.C.D. and
    when you have zero PG, then run when they jump and do crouching C. Stick with
    crouching C and defend when needed to fool them to apply to your strategy and
    then do crouching As, then crouching D and cancel it into Reppu Ken and they
    will try to jump and then attack, perform Upper Body Slam. Then cross B and 
    then either cross back again to confuse them (right after you do cross B) or
    jump and then Holy Gates. This is just to have an idea about the mind game.
    
      Most of the time when they are down, do crouching As just to let them defend
    when they wake up but stop when they wake up and then perform Holy Gates or
    Shinku Nage... or defend when the opponent has a power stock. Most of the time
    they will be tricked and watse their Super Move. Defend then punish... if you
    have no power stocks for the Deadly Rave or Holy Gates then keep it simple. 
    Standing C then Super Tag or Double Reppu Ken.
    
      Against Cyber Woo, when he is about to wake up, fast do early upward C and
    cancel it into Shippu Ken. And use the jumping C with the big characters. It
    works wonders. 
    
      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. That goes to the
    G.C.D. and how to make it effective as I said above. You just need to learn 
    the system a bit... it will be your best friend if mastered, and your worst
    enemy if not used right and if you do not use your normals right to avoid
    being punished by it.
    
      When the opponent depends on the G.C.D. a lot and is waiting for a mistake 
    then make him guess and you will confuse him. And by that I mean, you do not
    have to always do standing C or crouching D then Reppu Ken. Stop sometimes to
    not let him read your strategy and know it well. 
    
      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. That simple. Or wait and then G.C.D. then Holy Gates. If
    you have no PG, then Upper Body Slam is your best bet. Middle Body Blow can be
    used when the character pokes like hell (good morning, Mr. Big), but do not
    abuse it. Just when you see it coming. If you abuse, the player can easily not
    attack and wait for your mistake and then bang to your head. And when you have
    enough stocks for Raising Storm + AC, the opponent will fear you more since you
    can cancel it into Raising Storm + AC. But do not be so stupid as to abuse it, 
    because you will be greatly punished. The main purpose for the Special Move is
    to make an opening for the cross up or mind games after the opponent gets down
    (or the Super Move if you have enough stocks).
    
      Keep Evil Shadow Smasher out of your strategy until we find a good use for 
    it. Up until now it is nothing but useless. The other specials and normals are
    good. The Super Moves are good as well, you just have to find a way around the
    Raising Storm. And you can find many as mentioned in some sections. The only
    thing to note is far D. You can cancel it right before it hits the opponent,
    like it was in Real Bout Fatal Fury 2. Just do it to trick your opponent and
    then cancel it into Holy Gates or Shinku Nage before it hits the opponent. Or
    sometimes perform Reppu Ken.
    
      And try to MASTER the combos. Geese does not have a lot of shiny/easy to do 
    combos (how are you doing Kyo?), you have to be as flawless as possible when
    you do his combos. The Raising Storm combos (especially AC version) 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.
    
    ===============================================================================
    
    -----------------------
    9. Combination Attacks:
    -----------------------
      "How does it feel to be ruled by overwhelming power?" - King of Fighters'96
    
      Well, you already know that Geese has numbered combos. So, you REALLY need
    anything to do when an opponent does a mistake. 
    
    +++++++
    Combos:
    +++++++
    
                                               |---> Deadly Rave
    - Cross B, standing C ---------------------|---> Double Reppu Ken
                                               |---> Tag Super
    
                                               |---> Deadly Rave
    - Standing C (corner), Double Reppu Ken ---|---> Crouching D, Raimei Gouha Nage
                                               |---> Tag Super
                                               |---> Far C 
    
    - Standing D (one hit, corner), Double Reppu Ken, crouching A, Double Reppu 
      Ken, crouching C, Deadly Rave (or Tag Super, or AB then far C or Crouching D,
      Raimei Gouha Nage)
      
    - Cross B, crouching C,  Raising Storm, Raimei Gouha Nage
    
    - Standing D (1 hit), Double Reppu Ken, standing/crouching C, Raising Storm,
      Raimei Gouha Nage (corner)
    
    - Jump D, crouching A, Double Reppu Ken, far C, AB, far C, AB, far C, AB, far
      C (corner)
    
    - Reppu Ken (far), standing D (1 hit), AB, standing D, AB, standing D, Double 
      Reppu Ken, standing/crouching C, Raising Storm, Raimei Gouha Nage (corner)
    
    - Middle Body Blow (SC), Raising Storm + AC, Raimei Gouha Nage
    
    - Jump D, standing C, AB, standing C, AB, standing C, AB, standing/crouching 
      C, Evil Shadow Smasher + D, Raimei Gouha Nage or Tag Super after crouching
      C
    
    - Cross B, standing C, AB, standing C, AB, crouching C, Raising Storm, Raimei
      Gouha Nage (my favorite ^_^)
    
    - Reppu Ken (far), Standing D (one hit), AB, standing D, AB, standing D, AB, 
      standing D, Double Reppu Ken, crouching A, Double Reppu Ken, crouching C, Tag
      Super or Crouching D then Raimei Gouha Nage instead of crouching C (corner)
    
    - Jump D, standing/crouching A, Raising Storm + AC, Raimei Gouha Nage
    
    - Cross B, standing C, AB, crouching A, Raising Storm + AC, Raimei Gouha Nage
    
    - Reppu Ken, standing D (one hit), Double Reppu Ken, crouching A, Double Reppu
      Ken, far C, AB, crouching A, Raising Storm + AC, Raimei Gouha Nage (corner)
    
    ++++++++++
    Side Note: 
    ++++++++++  
      For the combos you need to cancel by doing AB, you need power stocks. So when
    I mention AB three times, that means you need three power stocks. Needless to 
    say, when I say AB two times and then Raising Storm, that means you need three
    power stocks as well (in case you are slow). And when I say Reppu Ken at the 
    start of a combo, then it means it must be done afar.
     _____________________________________________________________________________
    |                                                                             |
    |                                  P.S.                                       |
    |                                                                             |
    | Try to master the Raising Storm combos (especially with the AC). I have     |
    | never thought of recording combos for anyone "again" (keyword: again)       |
    | since most of the combos in the recent fighting games are rather easy to    |
    | do. Now I will gladly do so for Geese's sweet combos. ^_^                   |
    |_____________________________________________________________________________|
    
    ===============================================================================
    
    ------------------------
    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:
    
    ===============
    Always the Best
    ===============
    Q: What the hell did they do to my favorite character?! I was SO good in SVC 
    and now I am thinking of even forgetting that he exists in this game!
    
    A: Actually Geese was good in SVC, that is why many players were SO good with
    him back then. ^_^
    
      Anyway, you have to adapt no matter what. You did not expect Geese to always
    pawn everyone in every game, did you?! He has to go up and down. All you have
    to do is to practice more and try to think more and play against experts a lot.
    You will come up with a good strategy to avoid being killed by top characters.
    
      I am very pleased with the changes (at some point). I like to use him to the
    fullest no matter how good or bad he gets. Then force my strategy on any 
    player. That is the beauty of fighting games.
    
      A long story short, Geese in SVC depends on himself and a "little" bit on 
    your "skills," but in NGBC he fully depends on you and your skills to make him
    good.
    
    ---
    
    ===================
    Raising Storm Flaws
    ===================
    Q: Raising Storm has no range, no invincibility, a start-up, recovery time and
    a hard command! Why am I disappointed?
    
    A: You are not disappointed... you are way too used to overpowered characters.
    When you use mid or low/weak characters, you will understand that 
    "invincibility, abusive Special Moves/Normal Attacks, broken Super Moves and 
    priority" hardly exist (keyword: hardly). So then you will have to get around 
    them and try to make use of them. And that is how the Raising Storm works.  
    
      Read Raising Storm section.
    
    ---
    
    ====================
    Tournament Character
    ====================
    Q: Alright. Even if I become very good with Geese, he will not be T.M.
    
    A: Wow! That was straight to the face! ^_^
    
      It all depends on you. If you want to force others to accept Geese as good
    then you have to use him even in tournaments. Even in tournaments, I will still
    choose him and try to do my best. It is not like Geese is low, anyways.
    
      If you aim for being the best and do what it takes (even choosing top 
    characters you do not like) to be No. 1 in tournaments, then do what you have
    to. That is what most of the players do anyways! ^_^
    
    ---
    
    ===============
    Hopper & Ripper
    ===============
    Q: Geese has a winning pose where he stands still and Hopper & Ripper walk to
    him and stand beside him. I saw it only one time and could not see it again. I
    always see the other winning pose where he crosses his arms. I tried different
    buttons, but no luck. Do you know how?!
    
    A: Unfortunately no. 
    
      This is the best winning pose I have ever seen in a fighting game (his RBFFS'
    winning pose is outstanding as well). I have seen it a couple of times. I think
    it has something to do with either Raising Storm or Holy Gates. Maybe even 
    Deadly Rave. 
    
      I bought the game yesterday. I will try my best to figure it out. ^_^
    
    =================
    Raising Stom Lv.2
    =================
    Q: Is Raising Storm a follow-up to Middle Body Blow and crouching A or what?
    
    A: You are not following-up when you perform it after you do Middle Body Blow
    (Chuudan Atemi Nage, HCB + B), you are just doing a SC because the Special Move
    is SCable (Geese will flash red and S.CANCEL will pop up on the screen).
    
      The way I use it is more of a follow-up, even if I am not that sure. But I
    always do it at the Arcades. Step by step:
    
    1- Do it after crouching A. Even if the opponent defends the crouching A, you 
    will still be able to perform the Super Move.
    
    2- The opponent will not be able to move until after Geese performs the Super 
    Move. Which means when he puts his hands on the ground to unleash the cage. In
    short, You will be completely stunned/freezed when he screams "RAISING" and you
    will be able to move again when he says "STORM."
    
    3- If you are within the cage's range, forget about moving because once he puts
    his hands on the ground, you will not be able to move a hair (you won't have 
    time). you will get hit. It's instantaneous. If you aren't within his range, 
    then he will stun you for a second and then you will be able to move again and 
    punish him while he's performing the Super Move (or after he finishes).
    
    4- The Super Move is unblockable. It will connect even if you defend his 
    crouching A(s). You cannot defend it no matter what. This is better than Holy 
    Gates and Shinku Nage. All you have to do is nail the crouching A... the 
    outcome will be the same whether the opponent defends the crouching A or not 
    (if the opponent does not defend then it will combo, just be fast enough). 
    
      This makes Geese a lot better in wakeup/corner/mind games. 
    
      Here's how to do it, in case you are slow:
    http://www.4shared.com/file/686443/6a210ece/Geese_combos_Basel_2006.html
    
    ==================
    Geese's Background
    ==================
    Q: This might be off a little bit, but do you know of any place that I could
    possibly get Geese's background? Not in NGBC, but when he was a child and how
    he ended up being the crime lord that he is right now and so full of himself?!
    
    A: That was never explained by SNK or SNK Playmore for that matter. There are
    many mysterious questions about his childhood, his love for his mother, before
    the age 26 and many other things... but nothing. 
    
      I read some N.O. comics about him (Geese Howard Gaiden by Etsuya Amajishi 
    from Gamest comes to mind) and his childhood to grown-up. But then again, as I
    said... they are N.O. comics by all means.
    
      And last... Geese is not full of himself. The only one who is so full of
    himself... is none other than Orochi. *vomits*
    
    P.S. Please people, only questions related to the game or what's known so far
         about Geese...
    
    ===============================================================================
    
    -------------------------
    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
    ===============================================================================
    
    ========================
    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!
    
    ===============================================================================
    
    ----------
    13. 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. ^_^
    
    ===============================================================================
    
    -----------------------------
    14. Credits & Acknowledgement
    -----------------------------
      "Orochi power? Boring. Dragon power? Pathetic. Secret scroll of Qin? Old 
    news." - Imaginary Geese ^_^
    
    ==========
    Last Word:
    ==========
      Sweet lovely thing... Rosa. SO SWEET to see her again! But how sad she is not
    playable! Maybe next time. ^_^ Ahem... 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
    - To Gamefaqs
    - To all Geese fans
    - To all my friends for the encouragement
    - To Galen Komatsu for the moves formart. Better than any. ^_^
    
    =======================================================
    Neo Geo Battle Coliseum is Copyright SNK Playmore Crop. This document Copyright
    2005 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.

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