GOENITZ MAXIMUM DAMAGE FAQ Ver 1.6
by Blazing Speed Copyright © 2004

This faq is only intended to give a helping hand to whomever may need it.
It is not intended to be sold or copied period, the only place I am
posting it is on Gamefaqs.com no one else has any right to copy anything
from this faq.
Goenitz and any other characters mentioned are owned by SNK/Playmore and
Capcom.

Hey, what’s up I’m a person that logs on to Gamefaqs regularly as you can
see I like fighting games enough to be able to waste an hour or
two to post this stuff.
I’ve been in a few tournaments in South Florida and Detroit Mi CVS2 and
SVC...) and usually place around 6th or 10th..
Just to let you know none of this is pasted from anywhere else, inspired
yes stolen no. This is my first faq and it’s kinda in depth, every section
is highlighted and numbered (in bold letters...) Control+F may help you
skip over what you don’t need so cut me some slack.

My last submission didn’t make the Gamefaqs cut for a number of reasons so

1.2 I numbered the sections and corrected some of Goenitz’s special move
names and rechecked most of the faq.

1.3 I also got rid of some HMTL too, and now some line spacing adjustments.

1.4 added some of Goenitz’s regular moves.

1.5 added Goenitz’s regular throws, jumping and flying attack as well as
Aoi Hana’s juggling ability plus, more paragraph corrections.

1.6 Added regular cancels.

1. STORY
2. CHOOSING GOENITZ
3. SPECIAL MOVES
4. STRATEGY
5. MAX MODE
6. MATCH UP SECTION
Goenitz VS
Guile
Demitri Maximoff
Geese Howard
Ryu
Blood of the Riot Iori
Tessa
Terry Bogard
Sagat
Mr. Karate
Shiki

1. STORY:
Goenitz is one of my favorite characters in the King of Fighters (KOF)
world and now he’s kicking butt in SNK VS Capcom (SVC). For those of you
that don’t know Goenitz is one of eight heads (people) of a legendary
dragon that comes out of ancient Japan called the Orochi. Back in KOF 96
he interrupted the yearly fighting tournament to jump start a process to
revive their leader who’s name just happens to be Orochi.
(Kao Megura has a faq explaining this on the KOF 96 board...).

SVC like many fighting games is a bit unbalanced
(not to mention having numerous glitches...) meaning some characters
(chars) have an advantage over other characters no matter what.
A lot of people claim/cry out that Goenitz is one of these chars
but what really matters is how you play with Goenitz or any char for that
matter.

For now all I’m gonna list for now is Goenitz’s useful moves how to use them
effectively in mid to high level arcade playing against people,
then list some match ups against other chars so you can pretty much
consider this a startup guide to using Goenitz.
By the way the names of the moves aren’t perfect but the strategies
work well.

2. CHOOSING GOENITZ:
Goenitz is considered a hidden char in SVC so here’s how you choose him at
the char select screen hold start and move the joystick Down 3x, Right,
Down, Left 3x
then while still holding start either press a button (meaning that your
pressing left and a button at the same time...) or simply wait until the
timer counts down to zero.

3. REGULAR MOVES:

Standing:

A: An average jab with one characters length in reach not very useful
as Goenitz is all about Zone Defense.

B: A short kick forward with pitiful range don’t touch it.

C: Goenitz tosses out a heavy chop at waist level this is moderately useful
in setting up traps and cancels more on that later.

D: This is the same as Goenitz’s D mid air attack he does a flip kick that
Can deflect some attacks from the air but you shouldn’t be letting the
opponent get that close to you.

With F+D you can utilize a ground version of his jumping D attack,
This is Goenitz’s best anti air attack besides throwing Tornados.

Crouching:

A: A quick low jab it can be useful if someone is on top of you the reason
it’s better than the standing one is because it avoids a lot of attacks.
Like Dan’s unblockable qcb,qcb, A+C attack.

B: Also better than the standing version simply because it is much faster.

C: An upwards heavy chop at an angle similar to Rugal’s crouching fierce
attack in CVS2 unless even with the proper timing.

D: Goenitz’s foot sweep as I will mention many times later this is one of
the fastest foot sweeps in the game. The only drawback is the range which
is about three quarters of the range that Ryu has with twice the speed.
Use this to quickly knock the opponent down and teleport away
from them before they recover.
Flying attacks:

D: This is the only jumping attack even remotely worth mentioning,
notice that this is the very same attack that the cpu uses if you turtle
up.
This will stop some close up jumping attacks.

The A, B, and C buttons are close ranged chop like attack which aren’t
very useful in air to air combat or air to ground combat.

You should NOT be jumping with Goenitz if you want to win end of story.

Jumping attacks:
Same as the jumping attacks only you jump straight up instead of
at the opponent.

Regular Throws

A and B: Goenitz grabs his opponent and spins them around before slamming
them to the ground. The opponent is “bounced” about one character’s length
you can use this throw and follow it with a “B” Tornado to cross them up.
Other than that the only good use for this is to throw off the other persons
throw breaking game.

C and D: Goenitz will grab the opponent and perform a variation of the final
Part of his exceed (squeezing the blood out of them from all of those
wind slashes…) and toss them four character lengths away. This throw is good
for resetting Goenitz’s zone defense in the beginning you may be using this
attack from Guard Cancels. Throwing illegal on the east coast? Hot trash?
Either put in another quarter or be quiet please.

4. SPECIAL MOVES:
A lot of people list abbreviations and such if you really need to know
what hcf stands for there are other faqs that list these and the mechanics
of the game for you. However, I will explain anything out of the ordinary
so don’t worry.

Guard Counter
CD buttons together while blocking the counter takes one level of the
super meter, no meter means no countering.

f,f  Guard Cancel (GC) takes some of the super meter gauge, no meter
means no guard canceling.

Throw Breaking
Pushing the same two throw buttons that the opponent uses will cause both
players to “recoil” like in Samurai Showdown when two swords clash each other.
Let’s use the throw whore Guile for an example, when Guile grabs you for the
Backbreaker you would have to press the C and D buttons when Guile first
grabs you otherwise it won’t work. Practice and knowing which throw buttons
your opponent uses will also help keep them off of you.
Note this does NOT work for any type of air throws period.

Dash Canceling (DC)
It’s been known that rashes of SVC players have learned how to dash cancel
into deadly crossover or fireball counter attacks. Dash canceling is when
you move the joystick forward twice and then perform a “super” jump or
a foot sweep attack while the game character is still dashing.

The result is horrible (as in the programmers should have checked for it…)
reduction time in full screen fireball attacks
and or close range “heavy” attack such as Riot Iori’s foot sweep seeing
that a GC into a dash cancelled attack will usually net a free combo
in high level arcade game playing.

Normal Cancels (NC)

Every Character has special moves that can be cancelled into by inputting
“Tweaking” the special move immediately after you press the button for the
normal move that you happen the be using at the moment.

Fortunately, for Goenitz ALL of his specials can be cancelled into from
any ground based regular move. An air based cancel would be for example Geese
jumping up forward to hit an opponent out of the air with the “B” button
and “tweaking” Geese’s hcb A or C Air Wind Slash. The other character will
be hit by the kick but the wind slash will miss them unless they are on the
ground. To make up for this you can use Geese’s close up “96” Wind Slash to
juggle them first.
One example with Goenitz is to use two crouching “A” chops and then canceling
it into a close f,df,f “C” Wind slash for more hits. You could also use a
forward “D” to stop an attacking opponent from the air and cancel it into a
“B” Tornado to cross them up as they land from your forward “D”.

Practice your positioning and you’ll be able to capitalize on your
opponents mistakes.

hcf+ P/K    Tornado
hcb + P     Shin Aoi Hana
hcb + K     Teleport

f,df,f +A   High angle wind slash
f,df,f+C    Wind slash

Super Moves

qcf,qcf+AC      Maiden Masher
hcb,hcb P when close  Vacuum Hurricane grab

Exceed
qcb,hcf A     Overpowered Maiden Masher
qcb,hcf C     Overpowered Maiden Masher midair

4. STRATEGY:

Tornado, this is the scrub killer move plain and simple it’s designed to
piss people off. The buttons from A to D determines the distance of the
tornado away from Goenitz with A being the closest one and D rising up in
the opposite corner, the tornado covers the entire screen from top to
bottom for one characters length. Positioning is the key to using this
move effectively, for example the A tornado is most often used to shield
Goenitz from fireballs and teleport attacks while B is a good “fake out”
to cause chars to jump into it.
Goenitz should have most of the screen in front of him while tornado
throwing, having half of the screen in front of him is the best spot to be
in because the opponent will often have no where to run. Any closer than
that is not good for tornado throwing due to Goenitz not being a jump in
char he is also limited as far as anti air moves and jump in’s so it’s
better for you to keep the other person grounded.
The D Tornado is best used after the other char hits the ground with the
proper positioning you can use this like C as a “backstabber”. After a
knockdown any where mid screen just walk toward them a little use the move
and the tornado will crossup and hit them in the back. The tornados have
excellent shielding ability, in fact the only fireball’s in the game that
can pass through it are Serious Karate’s Triple Hao Sho ken (lol I still
have no idea how...) and Goddess Athena’s Triple Lion fireballs.
Back to the B tornado most people expect for Goenitz to pound them into
the corner, so using A to shield Goenitz will sometimes (in mid level
arcade playing...) cause the opponent to jump at you thinking that you
will adjust to a D tornado and miss them as they jump towards you. You can
then use B tornado to catch them in the air followed by a “backstabber”.
NO air blocking means that most of the air attack games won’t work on
Goenitz, which is good since Goenitz is meant for zone defense.
However the tornados don’t take away a lot of life from the other char so
you will need to play mind games and pick up on the patterns of the chars
you will be pounding on.
Take Guile for example he can wait for you to throw a D tornado and then
toss a slow  Sonic boom at you, if you keep using the C and D tornados the
sonic boom will get past the tornados and hit Goenitz.
Part of the reason is because once a tornado is blocked it disappears and
it takes Goenitz a second to get another tornado up so he will be vulnerable
to any attack during that time.
So you have to focus on getting them to make a mistake and jump into a
tornado so concentrate on making them come to you at the beginning of any
fight. Much like Geese Howard’s counters this will make anyone think twice
about jumping at you to attack.

More on the tornados in the match up section.

In higher level arcade playing you may see that since there is no air
blocking in SVC that jumping is usually NOT a good idea unless you see an
opening (like anticipating someone throwing a fireball...).
That’s why Goenitz has a teleport to get around the screen D naturally has
him appear further away than B the best use for these is to get behind the
opponent.
Goenitz is not a nice guy period, so hitting people in the back is going
to be a regular thing when your using him. Positioning is once again VERY
important otherwise you may teleport right into a foot sweep. Goenitz is
not made for head to head combat so don’t use B unless you are two char
lengths or less away from the opponent D is good for about four char
lengths the get behind the other players char but never teleport from full
screen or you’ll appear right in front of them.

In the beginning you may be foot sweeping a lot for teleporting sneak
attacks due to getting the timing down for the Aoi Hana and the Hurricane
vacuum grab. Goenitz’s foot sweep range is only one chars length not as
good as most of the other chars but it is faster than most.  It’s better
to use the Aoi Hana and the Hurricane vacuum grab because both moves force
the opponent away from Goenitz giving you the setup for more Tornado
throwing. So get the motions and timing down for the two moves
(backwards joystick motions while teleporting...) so that you will perform
the move as soon as Goenitz comes out of the teleport provided that the
positioning is right.

Just don’t teleport at random though, cause even though it takes a second
for them to turn around if your behind them they can still get you. Wait
until they throw fireballs or anything else that leaves them open to
attack.

Do NOT abuse this move, a predictable Goenitz is a dead one end of story.

Aoi Hana’s are part of Goenitz’s few combos this is usually to push the
opponent out of your face a close standing D is the best startup move for
this because the hit stun animation is long enough for you to follow up.
The speed of the motion and button pressed determine how fast the move
will come out so practice it.
Sneaky teleports followed by this is one of the better uses of the Aoi
Hana, otherwise skip the standing D startup and just slice’em up instead.
Heh, now I know where Mature got all those slashing moves from.
Aoi Hana’s can be a good close up pressure tactic as it’s way to fast to
guard cancel effectively use crouching A to set it up but don’t depend on
crouching and attacking close by the opponent to much.

Note: Aoi Hana’s also juggle off of each other so you could use one or
two of them in the corner or off of a ground to air counter attack for example
Terry jumps at you with his funny angle “D” kick you could hit him early with
a Aoi Hana and “juggle” him into a number of things such as a “C” tornado
or even Goenitz’s exceed practicing this can help you make some serious
comebacks or damaging Max mode counter attacks.

Mixing up your game play is VERY important.

Wind Slashes are a part of Goenitz’s poor anti air moves, the high angle
wind slash will get two hits at the most if you use it as the opponent is
coming towards you as most people tend to try to land their hits deep
unless you are also jumping at them.
The low angle wind slash you may notice if you watch the computer (CPU) play
Goenitz uses it in place of the short ranged foot sweep to ward out low
attacks that his sweep can’t reach. Personally I won’t let my opponent
get that close to me on the ground plus this move won’t stop air attacks
unless they are from very far “blind” jump attacks.
In fact Goenitz’s  forward D (Goenitz’s D jump attack on the ground...) is
better than the wind slashes close up it’s good to know you have them but,
you should teleport away or tornado the opponent long before they get that
close anyways.

The Maiden Masher super is probably Goenitz’s best anti air defense and
since Goenitz’s super meter builds fast due to the tornado’s you can use
this plenty of times during a match. What happens is that Goenitz will
“vanish” leaving a swirl of wind then reappear were the opponent is, then
he performs the first two hits of the Aoi Hana followed by an X slash
which juggles them for two tornado hits one up then one down to the
ground.  The best time to “vanish” is when someone is going to jump right
at you Goenitz will vanish through the attack and then reappear to punish
the offender as they land, if you try to use this on the ground through
say a fireball chances are good that you’ll get hit by it as Goenitz
reappears slow fireball or not. Long winded attacks on the ground such as
Sagat’s CVS2 ducking C punches are the exception to this rule since the lag
time will leave them vulnerable long enough for you to nail them.
Anticipated foot sweeps are another chance to use this practice makes
perfect. In the corner this move seems to get an extra hit. Plus, unless
your opponent is the corner when they get caught in mid air Goenitz will
only do the first two hits as they fall down to the ground before the X
slash so be aware of this when timing the counter attack. Also beware of
just throwing this out as your opponent can jump over or block this move
with ease.

The Hurricane vacuum grab is perfect for blocked/whiffed attacks as well
as sneaky teleport attacks but it won’t catch a ducking opponent so watch
out as most people block low so opportunities may be rare outside of
teleporting behind them and then grabbing them. But it’s definitely worth
using because it takes off much more life than the other super does.

The CD button blocking counter uses super meter so don’t put your life on
it BUT if someone has you on lock down in the corner or other wise then do
it! Goenitz is not Kim of Ken he’ll catch a beat down by overheads and
cancels in close quarters quick (mainly because he takes more damage than
most chars like Mr. Karate for example...). CD bumps the opponent back to
the other side of the screen with no damage done, think of it as a reset
to the above strategies.

F,F Guard Cancels if you don’t have a super meter completely filled
but someone is dogging you tap forward twice to pass through them briefly
and throw them. The delay in their attack should prevent them from breaking
the throw.
More advance users can use Aoi Hana or the Hurricane grab for
much more damage if your close enough with enough super meter.
Watch out for chars with fast jabs fast like Geese, Guile and Iori they can
hit you out of a GC if you try it to much in ground to ground combat.

Goenitz’s exceed is the ultimate match ending counterattack, no other
single in the game move does more damage than this. At 110% this move has
people just let go of the joystick when there bar is a little over red
cause it’s over. Anytime someone does a jumping attack at you when your
losing whip it out and hurt’em! Be a bit more careful when launching it on
grounded attackers, they may recover in time to block it so you have to
practice with it a bit. There’s no worry of anything hitting you out of it
cause it’s invincible through the whole move unless it’s blocked.
The D version has Goenitz’s reappearing further away from the spot you will
perform the exceed in mid air but, it’s not as useful because the classic
KOF effect that Kim and King have had forever is still here. Meaning that
if you catch there foot in the air the animation frame will appear as if
you caught them on the ground slash, slash, slash...
Once again this is strictly a counterattack they have to attack you in
order for it to be effective against the opponent although it’s better as
an anti air counter. Otherwise they may block or simply jump over Goenitz
causing you to miss. The same opportunities for the Maiden Masher apply
here with a larger margin for error thanks to the added invincibility.

Note: There has been a rash of “Supers” and even “exceeds” canceling each
other out meaning that (for example...) Terry’s High angle Geyser and Mr.
Karate’s exceed can pass right through each other depending on the
situation one player will often end up being victimized by the other
afterwards.

5. MAX MODE:

Unlike Ryu and Mr. Karate Max mode can mean crap for Goenitz cause his
supers need a little thinking and sneakiness behind them meaning no
repeated fireballs supers (In mid level game play that is.  I think it’s a
waste cause that’s NOT what MAX mode is for...). So you will need to
practice the motions as well as gauge the distance for each move you will
be canceling.
One cancel able move is Goenitz’s crouching C a double slashing move into
Aoi Hana. All of Goenitz’s specials are able to cancel into another move.
However, one thing to be careful about is the wind slash, if you cancel a
crouching C into a tornado and then whip the wind slash out you’ll get crap
because it doesn’t juggle and the tornado registers as the last hit.
Another thing is the distances each move bounces the other char away, like
the second hit of the Aoi Hana will bounce them out of range for the
Hurricane grab.
Here’s a Max cancel combo for six whole hit’s ohhhh...

Standing D, Crouching C, Aoi Hana x3... Or Standing D, Crouching C, Ice
slash

See what I mean, Goenitz just doesn’t work like Kyo, (No jump in’s forget
about it!...) but it can still be a nightmare to face a Maxed out Goenitz.
Like Standing D, Crouching C, Aoi Hana x1 Hurricane Grab (The timing is
tight on this but I’ve done it before...)

That’s 60% of a life bar gone...
However, I won’t waste time listing anymore combos unless people actually
ask for them. For now creativity is the key.

Now some matches against the non Cpu chars that have the highest potential
to mop the floor with Goenitz.

6. MATCH UP’S: GOENITZ VS

Guile: This is one of the harder matches just because or that blasted one
second sonic boom, it covers Guile while he gets close to Goenitz plus
they will throw the slow ones out between tornados waiting for you to try
and hit them so they can get closer to you. Keep the tornado’s close to
you so that Guile stays on the ground. If he does get to jump at you with
the sonic boom/ kick set up guard cancel and throw him or CD him back to
his respective corner and keep wearing him down don’t be ashamed to win by
a time out winner stays loser pays. If you want to kick his butt though
let him jump towards you GC and Hurricane Grab him. Or do the Maiden
Masher it’s riskier since the slow sonic boom might hit you first, But the
GC then grab is foolproof because Guile has to turn around, so no Total
Wipeout counters for him don’t jump in to attack as usually.

Demitri Maximoff: Another potentially hard match because of the fireball
trap. Demitri’s fireballs can reverse the roles of the match and reduce
YOU to a huddling mass in the corner. If you get caught in the beginning
of the match GC forward on the ground to gain some ground (mid screen no
more...) and then use B tornados to get him to stop throwing fireballs or
make a mistake. Not many people in Detroit or use Demitri (I think they
copied off of me...) but the ones that do tend to try and teleport and
catch you with the Demon Cradle cancel just block it and Hurricane grab
them or use Aoi Hana if they don’t cancel the teleport (you’ll know
because Goenitz turns around...) then greet them with a tornado. GC the
bat spin or A tornado it they’ll usually try to do it after the third
fireball or when you walk (not jump...) walk forward. Don’t hesitate to
backstab Demitri with a tornado as he’s getting up his hit stun animation
is much longer than Guile’s, the tornados will block ALL of his fireballs
even the dreaded “Go to hell!” Demon Flare exceed. Plus, Demitri’s Chaos
Flare has a major weakness that all fireballs seem to share in this game
it won’t hit targets that are standing right in their face teleport/Aoi
Hana/ Hurricane grab!

Geese Howard: Oh yeah, the big leagues good Geese players are a rare thing
(There were a bunch of pretenders in Florida last year no combos just
fireballs and Raging Storms blah...) In Detroit they do try to do the
infinite though. Anyways keep him away from you with B and C tornados
don’t be afraid to teleport away if he gets close either. Geese can try to
time his wind slashes but they won’t get through your should NOT be
jumping to attack him as he has 2004 ways to counter you period.
Try to stay ahead of him as far as life because a good Geese player can
end it for you in one combo infinite or not. Geese’s double Wind slash
should not be used but some people do so tornado him before his second
hand whips up for a free hit. If he does get close you can tap him with a
ducking A to bait counters or trip him quick and teleport away. Keep him
away from you and don’t be ashamed of winning by time out if the player is
good with Geese. By the way one of Geese’s big weaknesses is his wind
slash/double wind slash as they both leaves him open to attacks as well as
the likes of Mr. Karate and Sagat anticipating and plowing through them
with their super fireballs.

Ryu: Old school, though his fireballs are much like the CVS2 version they
can still have the same effect as Guile’s sonic booms. In this game Ryu
tries to wait for you so he can Dragon Punch you, his fireballs can’t get
past your tornado. And you can see him GC a mile away in fact he has a
longer recover time than Geese and Demitri while GC so take advantage of
that by pacing yourself. Good Ryu players will only throw fireballs in
combos or four char lengths away so be ready to GC and throw/foot sweep
him. Ryu’s hurricane super stinks in this game so if they get you down and
try to trap you with it GC and tap them with A and Aoi Hana away or if
your in the red use the exceed to counter attack them if they attack you
close up. Anticipate Ryu’s fireballs and teleport to combo and grab him.

Riot Iori: The Speed makes him deadly because he can time the tornados and
jump in at will. Not to many people use him but when I do I end up ripping
apart the “scrub” Goenitz’s every time not that there are many of them.
Anticipate his jumps as best you can (A and B tornados...) A standing
forward D can work to because Iori’s flying kick attacks are made for air
to air combat GC any close air attacks and throw him. Don’t try to
“backstab” him with tornados because Iori’s speed will launch him into
your face which is BAD news for you as he has even more combos than the
regular Iori due to his speed. Watch out for the command grab Scum Gale as
it seems to have some invincibility and will open up a world of hurt for
you. Careful with the exceed as he can block it with ease due to that mad
speed. Close foot sweeps work good to stop Iori in his tracks because
Goenitz’s sweep is faster than most. One more thing Riot Iori is the
deadliest DC’er in the game while this isn’t much of a problem with
Goenitz due to the tornados covering the entire screen from top to bottom
it still can pose a serious threat on wake up so be on your guard.

Tessa: Man, there’s this guy that plays a mean Tessa at Wizards in Detroit
I keep getting close matches with him, but I haven’t tried Goenitz against
him yet. Any way’s I’m decent with Tessa too, the jamming ghost doesn’t
work as good against Goenitz because the tornados zap them easily. Not
jumping means she can’t use the almighty anti air bird either, note you
may be doing some jumping using Goenitz but keep it to a minimum if you
want to live. Even though most Tessa users will only summon the ghost when
your on the ground, they may call the ghost at full screen to set up an
assault on you.  Try to teleport behind Tessa after she summons the ghost
and jumps toward you (when she’s at half screen or more...) The ghost is
pretty dumb and won’t turn around to get you. GC won’t work as good if the
ghost is out so zap it with a B or C tornado if Tessa is more than half a
screen away. Don’t hesitate to teleport if needed or worry about winning
by timeouts if you stay put she’ll made a mistake before you do. By the
way you can duck her exceed but if you try and jump it Tessa may still
grab you weird...

Terry: The power wave and power geyser could be a problem don’t jump in
unless he has no super meter at all. Use C tornados as Terry seems to inch
forward while throwing power waves (I think it’s the players that do
that...) His “hand” will get hit. If he gets close CD counter him back
“backstabbing” can be risky because most Terry players operate in the
opposite corner as Goenitz. SVC seems to be tailor made for Terry because
his combos are way to easy GC and throw/Hurricane grab him to keep him mid
screen. A button tornados will catch him quite often but watch it when
he’s in the red as Rising beat sometimes passes through the tornados. For
some reason the Maiden Masher won’t get all the hits on Terry if he’s in
the air because of the angle that he falls at mmmmmm...
Sagat: Can be difficult simply because he’s big and the tornados may not
knock him over even if they hit giving him a chance to counter attack.
Remember what I said earlier about that ducking C/CVS2 fierce punch? Use
the Maiden Masher super if the player has a habit of throwing it out be
careful when teleporting as the Tiger upper cut can tag you. Good Sagat
players will not repeatly throw tiger shots at you but when they do
teleport and sweep throw them quick just make sure he’s not in the corner
or he’ll greet you with an upper cut. Tiger Cannon is sweet but along with
most fireballs in the game it has a major weakness it won’t hit targets
that are standing right in their face but your shouldn’t be there any way’s
right?  GC and throw/Hurricane grab any attempts to close in on you. Once
again do not jump at him other wise Sagat can open his book of trick
including Tiger upper cut which has some decent priority not to mention
Tiger Cannon setups.

Mr. Karate: Can be annoying if he gets close be careful about teleporting
because you may end up right in front of him and his db charging flying
gale kick can set you up for some serious hurt. His fireballs can be like
Ryu’s too so teleport at the beginning of the fight to get the upper hand
because the positioning will be just right for you to grab him from behind
with the D button teleport. Do not jump in as him upper cut super has
more  priority than most moves in the game, not to mention the exceed
fireballs. Mr. Karate will have to get in close to use the uppercut if you
don’t jump. Use this to you advantage as his regular super Hao Sho Kens
have a delay for you to hit him with a tornado this even works at full
screen. As always none of his fireball can get past you tornados even if
he gets to launch them. CD him if he get close as good Karate players can
use his forward A and his hcb P button moves to counter a lot of your
attacks. Get the upper hand early as hunting Mr. Karate can be a chore if
their good at using him. Watch for the “scrub” blocked flying gale kick to
uppercut super tack so you can teleport or GC it.

Shiki: I love the way she looks as it reminds me of Vice from KOF anyways
Shiki doesn’t have much of a mix up game but I’ve seen Shiki players easily
rack up wins.
Here goes, if you use tornados try to do them for your corner because she
can get behind you with her teleport sometimes. If your practice on
positioning your self by walking then this won’t be much of a problem for
you as you can greet her with an A button tornado every time she tries to
teleport. Stand your ground she doesn’t do as much damage as Chun li so
Shiki has to try to use her super on you and do her deadly dial a combos
poking into her exceed. There are some decent Shiki users out there, now
if she has no super meter and she charges you from far away block low or
meet her with the qcf,qcf, AC Maiden Masher. Block and GC high if she
walks toward you or jumps because she will most likely be doing that flip
kick that hit’s high. About the dial a combos pure GC bait but better
players will try to bait you into inching forward (a missed timed GC...)
So that they can do the latter exceed/super combos. Your foot sweep can
reach her as she tries her slow overhead, Shiki has to get in close to do
any damage so timing is the key.
Shiki’s lone super is fast so stick to A and B tornados otherwise she’ll
pass right through them as her super “hit box” is low so the invincibility
will pass through fireball attacks in the first second. After that split
second Geese’s wind slash and Guile’s slow sonic boom will stop her cold
but Demitri’s and Sagat’s slow fireballs will not.
Don’t teleport as much either as it’s pretty easy to stay one step ahead
of her if you keep your cool she’s not that strong.
FIN:
Congratulations, it won’t be long before you have people complaining about
why they put Goenitz in this game. I’ll place updates like this
one if enough people ask for them.

Next I’ll work on my Dan’s Uphill Battle Faq.
Any input is welcome just check out my profile or post it on the Gamefaqs SVC
Board.

Oh, and thanks a lot Sony of America for NOT planning to release this game
in the US, now I have to buy a freaking X-Box to play this game.