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    Geese by Basel

    Updated: 02/12/03 | Search Guide | Bookmark Guide

    Geese Howard
    A Word Before We Get Down To The Real Talk:
    What you will read down is my strategy, which means..
    it might not be workable with you as it is with me and
    may be yes. I really do not need any E-Mail(s) asking:
    "What is good or bad" since I will fully talk about
    everything about him (including combination attacks).
    Hope it will somehow be useful to you and lead your
    play or skills to a higher level.
    Why Geese?
    He was (and still) my favorite since his first
    appearance in SNK. The ruthless boss has come back and
    boy he is so cool this time. Great stance, cool
    appearance, sweet moves, crazy BGM, neat background,
    very wonderful outfits and new must see super (I am
    not crazy)
    Name: Geese Howard
    Wife's Name: Maire R.
    Son's Name: Rock Howard
    Brother-In-Law's Name: Kain R.
    Half Brother's Name: Wolfgang Krauser
    Most Trustworthy Bodyguards: Billy Kane, Hopper and
    Also Known As: "Ruler of Southtown", The Conqueror of
    the Underworld, "Don of the Dark Organization", "The
    Ultimate Self-Made Badguy" and "Lone Wolf Killer
    He Is: The Main Villain in SNK 
    Weapon: Bare Hands
    Style: He trained under every Martial Arts master, so
    he is pretty damn expert with everything
    Age: Above 45
    Birth Date: 1953.1.21 
    Birthplace: America
    Height: 183cm
    Weight: 82kg
    Blood Type: B
    Hates Most: Those who get in his way.
    Likes Most: To be on top of everybody.
    Favorite Sport: None
    Japanese Voice Actor: Kong Kuwata
    English Voice Actor: Ward P. (only in the English
    As usual. A very cool background... with three
    bad@$$e$ looking demon statues. You could see the roof
    of the buildings from the windows around the stage.
    And the stage is kind of dark. It gives you the
    feeling that you will be fighting pure evil and you
    must be aware. Hands down, the background is the best
    in the game.
    Background Music:
    He has got two. I tell you... they rock so much. They
    are so evilish and crazy. Yup, that is why Geese
    rules. Everything is so great about him. The first one
    (when you fight him as Terry) is sooo smooth and
    cool... it is a Geese N. remix, but it is so damn
    evil. The second one which is so damn crazy and great
    is (I call it) "Wild Ambition". This is the BGM we
    want to hear, this is the BGM that says: "YOU'RE
    THROUGH"! It is so loud and makes you feel hot all
    Tease Quotes:
    Moves Quotes:
    3)Reppu Ken (Wind Slice)
    4)Shippu Ken (Gale Slash)
    5)Jaeiken (Evil Shadow Smasher)
    6)Reppu Gorenha (Waving Storm)
    7)Raising Storm
    8)Deadly Rave
    Never Give Up Quote:
    Winning Quotes:
    11)Hm, ha, ha, haa
    12)Too bad, ha?
    Heat Blow Quote:
    13)You die!
    Special Intro Quotes:
    Yoji: Blah blah blah (he points his fan at Geese and
    then says crap)
    Geese: Ha, ha, haaa
    Terry: Gee... GEEEEEEEESE!
    Geese: C'mon, baby!
    Terry: Ah, huh... GEEEEEESEEE! 
    Geese: ...
    (Terry calls Geese's name with anger and trys to fight
    but then dies while Geese shamelessly is looking at
    him and then goes off with a devilish smile) 
    Terry: Ah, huh... GEEEEEESEEE!
    Geese: ....
    (Terry calls Geese's name with anger and trys to fight
    but then dies while Geese carelessly is smiling and
    tighting his tie then goes off with an evil look) 
    A - Punch = P
    B - Kick = K
    C - Special = S
    D - Shift = L
    Command List:
    Special Moves:
    1)Reppu Ken: Down, down/backward, backward + A
    2)Shippu Ken: During jump high, down, down/forward,
    backward + A or C
    3)Evil Shadow Smasher: Down, down/backward, backward +
    4)Upper Body Slam: Half circle forward + B
    5)Knockdown Blow: Half circle forward + C
    6)Below-The-Belt Blast: Half circle forward + A
    Super Moves:
    7)Raising Storm: Down/backward, half circle back,
    down/forward + BC
    8)Reppu Gorenha: Down/backward briefly, then backward,
    forward + BC
    Overdrive Power:
    9)Raising Dead End: Forward, half circle forward + C
    (then when you do any Counter Soecial Move, it will
    become a Super Move, Raising Dead End)
    10)Deadly Rave: Half circle back, forward + A, A, A,
    B, B, B, C, C, C, and then down, down/backward,
    backward + C
    Special Attacks:
    11)Get Lost: ABC (Heat Blow)
    12)Raising Punch: Down/forward + C
    13)Sweep: Down, forward + B
    14)Spinning Kick: Backward + B (can be cancelled to a
    Special Move, Super move or Overdrive Power)
    15)Hard Straight Punch: Forward + C
    16)Double Hard Kicks: Down/forward + BC
    17)Rapid Punches: During jump C, C, C
    18)Lighting Flash Punch: Forward, forward + A or B or
    19)Back Punch (back): A or B or C
    20)Push of the Tiger: Forward + D
    21)Knockdown Toss (front): Forward + C
    22)Fatal Blow Bopper (back): Forward + C
    Special Throws:
    23)Kosatsu Sho: Forward, backward + C
    24)Anvil Bash: Backward, forward + C
    25)Divine Punishment: While opponent is down,
    down/forward + C
    Tricky Special Move:
    26)Reppu K: Down + AC
    Tricky Super Move:
    27)Raising: Down + BC
    Chain Attacks:
    1)Standing C, C, C
    2)Crouching A, B, C
    3)Croucing A, B, standing C
    4)Standing A, B, C
    5)Standing A, B, down/forward C, A, B 
    6)Standing A, B, down/forward C, A, down/forward C
    7)Standing A, B, down/backward C
    8)Standing A, A, A, A, A
    Normal or Special Attacks that can connected to
    Special Moves:
    1)Standing A
    2)Crouching A
    3)Standing B
    4)Crouching B
    5)Standing C
    6)Crouching C
    7)Raising Punch
    8)Back Punch
    9)Get Lost
    Normal or Special Attacks that cannot be connected to
    Special Moves:
    2)Spinning Kick
    3)Hard Straight Punch
    4)Double Hard Kicks
    5)Lighting Flash Punch
    Normal Air Attacks that can be connected to Shippu
    4)Up B
    Normal Attacks that cannot be connected to Shippu Ken:
    Low jump C
    Geese here is over powered, so even those who were not
    interested in him because he was hard to use. Now they
    will surely use him. Anyway, to the real talk...
    His standing and crouching punches are so fast and
    they can be connected to other Normal Attacks as well.
    Good thing to use them whenever you want to play fast
    and leave your opponent confused. Try to use them
    whenever you are near your opponent because they are
    good for a start. Really. 
    His standing B is very good to play from a distance
    and do a Reppu Ken after it. But always do something
    after it, whatever that thing is... it is way better
    than do nothing because there is a pretty bad lag if
    you do nothing. And his crouching B is the same but it
    does not have long range. You must be near your
    opponent a bit so that you could hit him with.
    Whenever the opponent is attacking or falling... do
    it. It is good and it can cancel many other attacks.
    It is like it was in King of Fighters'96. Be sure to
    sometime connect it with another good attacks.
    The standing C and crouching C are not that fast. They
    come out kind of slow. A fast attacker will always
    beat you if you are going to depend on them. But use
    them from a distance. His crouching C is strong if you
    use it from a distance and if the opponent does not
    have a super then you do not really have to connect it
    to anything. You could be tricky and run then throw
    your opponent. Same thing goes to his standing C. Use
    them a lot against Yamazaki and Raiden, because they
    really have troubles with these Normal Atttacks. And
    if you want to go for something save, then keep it
    with the four good Normal Attacks, standing A,
    standing B, crouching A and crouching A. They will be
    so helpful in many times. You have to either attacks
    endlessly or focus and play a mind game so that your
    opponent will have nothing but to do the same. This is
    the best method I have so far and it works on many
    His get lost is good when you are facing a turtle. You
    can go for it but be aware that you need the super bar
    a lot. And I think you have many other options that
    are better than this. But since you can do a painful
    combination attack after Get Lost, then why not do it?
    See what fits you and the decide. But I say if you
    really need to do it then do so... but it must reallly
    HIT, otherwise your hard work will easily good in
    vain. Also, his Raising Punch is great as an anti-air.
    It is kind of decent. But if you do a Chain Attack and
    then Raising Punch, A, B... it will take some good
    damage. Some air attacks can break it easily. So you
    have to focus on which jump the opponent is jumping
    and then think of the attack that he or she might
    perform. The Spinning Kick is really painful and it
    can be cancelled to anything. That is pretty damn
    good. Do it from a distance so that you could take
    some advantage and rule the match. But it comes out
    kind of slow, not as it was in Real Bout Fatal Fury 2:
    New Comers, at least. 
    The Hard Straight Punch is also there for the long
    range fights. It is damaging also, it takes 40 damage.
    But the Spinning Kick takes 50. The Hard Straight
    Punch is fast and has some good invincblity. So it
    will be helpful to you to use it. If the opponent is
    out of the reach, use it. The Sweep is good, do it
    from a distance and see who could touch you! But you
    cannot connect it after any Normal Attack... may be
    only after Get Lost. And that is its only weak point.
    Other than that... it is great. The Double Hard Kicks
    are damaging but not good to use that much because it
    has some lag. You could good for other Normal Attacks
    than this. But you could use it on Raiden, Billy and
    His Lighting Flash Punch is fast but it has some
    lag... and you cannot connect it to anything. If you
    have no option go for it but just to change your ways
    in gameplay. Not that much of good use. Also, his Back
    Punch is good but you cannot always be at the back of
    your opponent. So, that is why it is not that much of
    a use. Use it when you can do it and then connect it
    to a Reppu Ken. Good. 
    As for his Air Attacks. His Rapid punches are so good
    for the combination attacks. The same thing goes for
    his low C and B. These are good for air attacks. You
    can cancel any opponent's attacks with them. His air A
    is good because you can connect it to a Shippu Ken.
    and it comes out pretty fast. Well, all the air
    attacks can be connected to Shippu Ken except low C.
    His Up B is fast and has some range. Make good use of
    it. Do not waste your time on attacking mindlessly.
    Just see the best thing to do and then do it. If you
    have to use the Rapid Punches over and over again...
    then do so. As long as you know when to do it then you
    do not have to worry about a thing. It all depends on
    you, not the attacks actually. It is how you use them
    perfectly good and in time, not how they are
    As for his moves... his Reppu Ken is fast and always
    good to play keep away. It is good to do after the
    normal attacks. Also when the opponent is playing from
    a long range... then use the Special Move to force him
    or her to play close. Middle Body Blow is good when
    someone like Billy playing from a distance and mashing
    the buttons endlessly. Same case goes for his
    Below-The-Belt Blast. But the Upper Body Blow is very
    great because it can counter all Air Attacks, Special
    Moves and Super Moves... but there is some exception
    for others of course, it depends on what move or super
    you want to counter. So, go home and try to counter
    everything to see what does Geese capable of
    countering and not. 
    His Shippu Ken is slow and every moron can Shift with
    the D button when you perform it and even run forward.
    Be fully careful. Do it from a long range... and do
    not do it endlessly. Just do it when you have to. His
    Evil Shadow Smasher is fast and great and you can do
    after it the Divine Punishment. It is also so
    damaging. Always go for the Evil Shadow Smasher after
    every attack. Or the Deadly Rave. 
    As for his Super Moves... his Raising Storm is still
    great and has good invinciblity. But it just comes it
    a little slow. And his Reppu Gorenha is great to
    connect after the C jump and then standing C. They are
    both great... his Raising Storm is good as a very good
    anti-air attack and it takes some good damage if it
    counters anything. his Reppu Gorenha is good for
    combos and even if the opponent does the Shift, he
    cannot escape it, but there is a good escape if he
    does the Shift twice or in some hopeless cases. 
    His Overdrive Powers are great too. The Deadly Rave
    has always been one of his great supers. It is
    completely invincible and powerful. Also you can do a
    combo after the ninth hit of the Overdrive Power. And
    his Raising Dead End is great, just whenever he or she
    hits... do the counter and then he or she will be in
    great pain. So they will most of the time turtle and
    do some tricky things. So, you still can do either the
    Deadly Rave or any counter, they will be very focued
    not to get cought. So, now is your time to attack and
    be very harsh on your opponent. 
    His throws and Special Throws are useful to you. Push
    of the Tiger is not that of a good use except it makes
    you back of your opponent. But use the knockdown Toss
    because it is damaging and you can do the Divine
    Punishment after it. Also, Fatal Blow Bopper is good
    because it makes the opponent near you. His Kosatsu
    Sho is so fun to see but the Anvil Bash is good if you
    want to play from a distance. He throws his opponent
    so far. 
    And his Tricky Special Moves are good so that if you
    want your opponent to jump you could use the Reppu K,
    or to scare him when you do the Raising. Also to
    conncet them after some Normal Attacks. 
    So that now you know every single thing about him, use
    them wisely. Do not forget the Chain Attacks because
    they are good for Geese. Always play a mind game and
    focus. Try to let your opponent attack and do whatever
    he likes to make him know how strong you really are
    and then attack him with a death hard combination
    attack. Good luck, stud.
    I will only write the names' moves (not the commands),
    I have always been so... so if anybody is not good
    with it, you can see the command list above and then
    check here again. I will list every good, bad, short,
    long, easy and hard combos. I really will not bother
    to look for sites to put any of their combos in here.
    I like to see my work completely original, but you
    might know all the combos... I will put it just for
    Geese's fans' sake.
    1)Jump C, standing A, B, C
    2)Jump B, standing A, A, A, A, A (works Raiden the
    3)Knockdown Toss, Divine Punishment
    4)Jump C, crouching A, B, Evil Shadow Smasher, Divine
    5)Rapid Punches, standing C, C, C
    6)Rapid Punches, standing C, C, Reppu Ken
    7)Rapid Punches, standing C, C, Evil Shadow Smasher,
    Divine Punishment
    8)Get Lost, jump C, standing C, C, Evil Shadow
    Smasher, Divine Punishment
    9)Back Punch, Evil Shadow Smasher, Divine Punishment
    10)Jump C, standing C, Reppu Gorenha
    11)Get Lost, jump C, standing C, C, Reppu Ken
    12)Get Lost, jump C, standing C, C, C
    13)Get Lost, jump C, standing A, B, C
    14)Get Lost, standing A, A, A, A, A
    15)Get Lost, Knockdown Toss, Divine Punishment
    16)Get Lost, Anvil Toss
    17)Rapid Punches, standing C, C, Deadly Rave
    18)Jump C, standing A, B, Deadly Rave
    19)Jump C, crouching A, B, Deadly Rave
    20)Rapid Punches, standing C, C, Deadly Rave (until
    the ninth hit), standing C, C, Reppu Ken
    21)Rapid Punches, standing C, C, Deadly Rave (until
    the ninth hit), standing C, C, Evil Shadow Smasher,
    Divine Punishment
    22)Rapid Punches, standing C, C, Deadly Rave (until
    the ninth hit), standing C, C, C
    23)Rapid Punches, standing C, C, Deadly Rave (until
    the ninth hit), standing A, B, C
    24)Rapid Punches, standing C, C, Deadly Rave (until
    the ninth hit), run forward, standing A, A, A, A, A
    25)Get Lost, jump cross, Back Punch, Evil Shadow
    Last Word:
    Okay, Finally... it is finished. Hope I was helpful
    and useful to you. If anybody wants to use anything,
    by all means do so, but tell me so first before you do
    that. And if anybody have any doubts about any
    combination attack or cannot perform any, kindly,
    E-Mail me and I will explain it more clearly to you.
    Remember, do not stick with the rules a lot... Screw
    The Rules.
    Special Thanks:
    1)To SNK for this great game.
    2)To Gamefaqs.
    3)To all Geese's fans. 
    4)To all my friends for the encouragement. 
    Fatal Fury: Wild Ambition is Copyright SNK Corporation
    and. This document Copyright 2003 Basel
    If you need to contact me to add or ask me about
    anything, E-Mail me at Mr_Basel@yahoo.com or
    Credits for GameFAQs and SNK company.

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