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

=======================================================

------------------
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)

=======================================================

-----------
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: Dominated Mind
11)Art of Fighting 2
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'2002 (Playstation 2)
19)The King of Fighters: Neo Wave
20)The King of Fighters Ex: Neo Blood
21)The King of Fighters'Kyo
22)SNK Vs. Capcom Card Fighters Clash (card)
23)SNK Vs. Capcom Card Fighters Clash 2 (card)
24)SNK Vs. Capcom Card Fighters Clash 2: Expand Addtion (card)
25)SNK Vs. Capcom Chaos

===============
In Backgrounds:
===============
1)Pao Pao Cafe - The King of Fighters'94
2)Japan Stage - The King of Fighters'2002

===========
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

============
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)The 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

=======================================================

----------
Why Geese?
----------
 The best of the best. He is just like he was in SNK Vs. Capcom Chaos. So
powerful and and he has all of what you want. Power, coolness, bad@$$ and so
on...

=======================================================

--------------
Why Not Geese?
--------------
 He is unbelievably overpowered, top tier, easy to use, deadly combos,
childish infinite, his Super Move command, Raising Storm, is not that tight...
anyone can easily do it and it has several short-cuts.

 Also, his ground and air CDs do NO DAMAGE at all! I never thought SNK
PLaymore wiould be that smart! I mean, someone is hurting and not taking
damage?! Strange!

=======================================================

----------------------
How To Play As Geese?:
----------------------
 Finish the 40th missions in Time Attack (in Challenge Mode) and you will be
graced with his appearance. Then hold R1 over Billy.

 Behold... Geese Howard is back...

=======================================================

------------
A Must Read:
------------
 Ladies and gentlemen. Mr. Geese has something to say, shall we listen up?

 Mr. Geese remarks:
 Well, I jus' thought I would warm up wit' the morons a bit to kick them bad
in Neo Wave.

 The King of Morons'2002 seems a bit good 'cause it has my henchman, Billy.
So, ya gotta pick him whenever ya wan' me arse. Otherwise, I won't bother wit'
ya, scum.

 Dat's 'bout it. I shall take my leave, slaves. Let's move, Billy...

Billy: Very good, sir...

=======================================================

-----------
CD Counter:
-----------
 This is pretty useless to Geese, because he is not one of the players that
can be punished a lot or wants a space to use it. You do not have to waste your
great meter on it. Do not use it...

 How to punish those who use it? When you jump deep and attack, the opponent
will most of the time try to use it, defend fast and it will not hit you and
the opponent will have to recover from it. This goes to your pokes as well.

 When you feel that you need a space to do Reppu Ken or Raising Storm, you
cloud do it but after a Special Move, Super Move or Exceed... not any fast
recovery Normal Attack. Only use it when you do not think fast, that is! When
you use him fast you will not even think about it. Do not worry.

=======================================================

-------
Legend:
-------
A button = Light Punch
B button = Light Kick
C button = Hard Punch
D button = Hard Kick

Ground CD = Heavy Punch Attack (Fudou Sakkatsu Uraken)
Air CD = Heavy Kick Attack

=======================================================

-------------
Command List:
-------------

--------------
Special Moves:
--------------
1)Reppu Ken: Quarter circle forward + A
-
2)Double Reppu Ken: Quarter circle forward + C
-
3)Evil Shadow Smasher: Half circle forward + B or D
-
4)Shippu Ken: Quarter circle backward + A or C (in air)
-
5)Below-The-Belt Blast: Half cricle backward + A
-
6)Upper Body Slam: Half circle backward + B
-
7)Middle Body Blow: Half circle backward + D
-
8)Flying Sawblade Slicer: Forward, down, down-forward + A or C

-----------------
Desperation Move:
-----------------
9)Raising Storm: Down-backward, half circle backward, down-forward + A or C

-----------------------
Super Desperation Move:
-----------------------
10)Holy Gates: Half circle backward, half circle backward + AC

------------------
Hidden Super Move:
------------------
11)Deadly Rave: Half circle backward, forward + BCD, A, A, B, B, C, C, D, D,
quarter circle backward + CD

----------------
Special Attacks:
----------------
12)Fudou Sakkatsu Uraken: Forward + A
-
13)Spinning Kick: Forward + B

-------
Throws:
-------
14)Tate Katate Nage: Forward + C when you are near the opponent
-
15)Shinku Nage: Forward + D when you are near the opponent
-
16)Face Grab: Near a fallen opponent, down-forward + C

P.S. If you do not combine the Reppu Ken or Double Reppu Ken with any Normal
Attack or Special Attack, they will travel (R.B.F.F.2 versions). If you combine
them with anything, they will not travel (K.O.F'96 or Ex Geese in CvS versions).

=======================================================

---------------
Moves Analysis:
---------------
 To make everything understandable, I will do this for all his Normal Attacks,
Special Attacks, Special Moves, Super Moves, Exceed and Throws! And after every
explanation, I will mention from where it came and if they changed anything
into the Normal Move, Special Attacks, Special Moves, Super Moves, Exceed or
not! I will go indepth with everything. The more I go indepth, the more I will
not be bothered with the questions. Natural...

======
Far A:
======
 Fast and good for tricks. The way it should be used is to make it as simple
as it seems to be. Do not depend on it that much, you only have to do it from
time to time to change your pattern and be fast and not give your opponent the
time to move around. When you use it, try to force the opponent to face you on
the ground with it.

 This is always a good start for the distance B, C or D. It is good to be used
after the pokes too. Its great priority comes when you use it as defensive
weapon, not offensive. Some characters still can take it out by their great
priority Normal Attacks, so as I said... only use it from time to time because
it is pointless to rely on it the whole match.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

======
Far B:
======
 There is nothing helpful here to say other than this Normal Attack is not as
fast as the above one.

 Most of the players give no attention to it, but when I play against Geese's
experts, I always punish them when they try to use this Normal Attack. Of
course you could use it when you have Maximum Mode since you can cancel it to
anything, it would be pretty much tricky to do so. But if not, then do not
bother a lot since you have a lot of better options.

 Bottom line, there is no priority in it... only depends on the way you use it.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

======
Far C:
======
 It has a good range and fast enough to surprise your opponent. Also, there is
a great priority. Geese cannot cancel this normal into any Special Attack or
Special Move unless he has the Maximum Mode, but the good news is... he can
cancel it into the Raising Storm without the Maximum Mode! The better news is,
it is so hard to cancel it into the Raising Storm so you will not see this
coming except from the experts.

 Anyway, if you want to do it, try to do it from a distance... in other words,
make only the last punch reach the opponent, not the hand it self! By this, you
can avoid being punished by anything almost!

 Try to be fast when you want to use this Normal Attack so that you won't let
the opponent read your movements easily.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

======
Far D:
======
 The same thing can be said to this Normal Attack too (as the standing C).
Only this one has a better range and less recovery, but a little start-up! Not
that long but so little. The standing C is faster to come out and cancelable.
So each one has its strong and weak points. You just have to make good use of
it.

 This should always be used from a distance no matter what. If you want to
start some good offensive attacks, start with crouching As, standing B then
standing D. The thing is, as long as you do not depend on it all the time, you
will be just fine. What I mean is, do not make the opponent read you or you
will be dead in a flash. You can make distance between you and your opponent by
jumping backward. Just be really careful when you are facing a big trutle.

 You have a lot of good options other than this, but this yet has its own
goodness. It is still damaging and has a good range... and you really need long
range attacks to keep yourself always safe.

 Originally and taken from The King of Fighters'96.

===========
Standing A:
===========
 Fast, no recovery and cancelable. Pretty much good. This is one of the
normals that can be used a lot... you can always cancel it into a Reppu Ken.
Use it when you dash... stop the dash and then fast twice standing As and then
Reppu Ken then Raising Storm. It is all about doing a mistake (opponents).

 You could change your pattern and use the standing B right after it. It is
fast enough to do other things, like standing A then dash, Holy Gates (if
defended).

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

===========
Standing B:
===========
 This is pretty much to proceed with any other Normal Attack. Like doing
crouching A then this or standing A then this. You do not have to use it
alone... but it is not that risky. It shares the same good points that the
standing A does.

 Still, the standing A is faster and its priority is greater than the standing
B. Anyways, that is why I highly recommend using it after any Normal Attack. It
is not useless, it is just that you will not feel like using it in any match
unless you are a button masher. Any expert with Geese will pretty much be
focused with the other Normal Attacks for more damaging Combination Attacks and
painful strategies. The only advice I could give for this Normal Attack is, if
you really want to use it then use it after any Normal Attack or when you have
the Maximum Mode! Use the same tactic as the standing A's.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

===========
Standing C:
===========
 This by far is the best ground Normal Attack. It's pretty fast, damaging,
cancelable, the main reason for most of the deadly Maximum Mode combos and
infinite.

 If you land a good Normal Attack from the air, use this normal fast for a
painful combo... but if not, then try to use the light attacks more so that you
won't get stuck with the Spinning Kick right after the standing C. In other
words, when the opponent does a mistake or when you really want to punish him,
then you can always cancel it to the Raising Storm or better yet, Holy Gates.
But the Raising Storm is more painful and not punishable.

 When you do any combo, always put this in... it is good and way easy to
cancel. You do not have to think a lot, just standing C then Spinning Kick...
pretty much easy to do. For good examples, check the "Combos Section"!

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

===========
Standing D:
===========
 This is not a better choice than the standing C. This is greatly punishable
and pretty much pointless since the standing C has so many good things that
this Normal Attack doesn't!

 Still, when the opponent is near you and jumps up, you could fast do it if
you are very confused... but still, the crouching C is a better options. Also,
it is not as damaging as it was in K.O.F'96. It is not completely pointless,
you will really have to think twice before using this Normal Attack. Then
again, it can be useful when you have the Maximum Mode since you will be able
to cancel it anytime and with anything. Well, you really do not want to waste
your meter on it, because the standing C is a way better option, but well...
something is always better than nothing. Stick with the standing C.

 This Normal Attack has one good thing that the standing C doesn't! And that
is, range! Since the run is very fast and you can even link a standing C after
Spinning Kick... then you get the picture!

 NEW: You can cancel it to anything at the first hit.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

============
Crouching A:
============
 This is another great Normal Attack. Cancelable, fast, priority and can be
linked to another Normal Attacks like crouching B. The way it should be used is
simple, do it when you feel like you are doing nothing. After the fast run, air
attacks and when the opponent depends on trading hits. Be very sure to do the
crocuing B after it so that you could do Rappu Ken then Raising Storm. Also,
you could do it then Reppu Ken then Raising Storm. You could do four fast
crouching As then standing B. This is a well done combo...

 It is as good as the crouching B, but the crouching B has extra good points.
You should use it from time to time when you want to run and fast poke to
surprise your opponent. Do not worry about the G.C.D., the crouching A is
pretty much fast... so you will catch up, and if the opponent is so fast, then
cancel it to Reppu Ken to punish the opponent. Since the recovery from the
Reppu Ken is so fast, you will not be punished most of the time... so there is
nothing to lose. Use it with the get ups and after the knockdowns. If you want
to land a decent combo with it, then start with the jumping attacks then this.
Well, I will not mention any combos... check the "Combos Section" for good
examples.

 Use the good tricks like doing crouching A to confuse your opponent then fast
dash and perform Holy Gates or throw your opponent. Do a Reppu Ken from a
distance then dash and poke. You know, make things fast and easy. But focus
while you are using it so that you could always cancel it when you have to and
avoid being hit by the G.C.D.!

 Originally from Fatal Fury: The King of Fighters. Taken from The King of
Fighters'96.

============
Crouching B:
============
 Geese can avoid some fire balls not only by jumping, but also by doing
crouching B. You just need to get used to the timing and then you will prefect
it. It can help you when you have a little life bar left and you do not want to
mess around.

 Another thing to add is that Geese's crouching B still has a starting
invincibility as in the K.O.F'96! That is good and very good. For example, if
you get sick of Kyo performing 114 Shiki: Aragami (quarter circle forward + A)
over and over again, you could do crouching B when he performs it and you will
be able to hit him. Now for more depth, if you want him to never perform it
carelessly, do crocuhing B, Reppu Ken then Raising Storm! Kyo's Special Move
will at least take 1% from your life bar, but when you do that combo because of
one mistake... it will almost take 47% which is good.

 There is no timing needed. You could repeat pushing the button over and over
again and still beat his Special Move. This goes to many other Normal Attacks
as well. Like Goro's far standing and crouching C, Iori's far standing D and
other ones too.

 Bottom line, this Normal Attack still has its own goodness that it once had.
Make good use of it.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

============
Crouching C:
============
 A very good anti-air. If you are in for a painful cheap gameplay, then this
Normal Attack will make you feel better all day. Well, I said that to point out
one thing to those who believe in cheapness (now, I do not believe in such
thing ^_^)!

 In depth, SNK-Playmore did not bother with Geese a lot, most of his Normal
Attacks are from K.O.F'96 and the way they once were. This normal has the good
priority to use it as an anti-air. Can anything beat it? Yes... if you do not
do it early, then say welcome to trade hits or getting hit. Also, high and far
jumping attacks can do well against it. You need to do it pretty much fast and
when the opponent is near you.

 It is cancelable, but not a better option to use than his standing C. This
Normal Attack pushes the opponent away, so... most of the time your Reppu Ken
will not connect unless you do it fast and be very very near your opponent. Or
well, when the opponent is fast or big like Chang and Goro. It still can
connect with anyone, but as I said, do it fast and be very near your opponent.
That is the only thing SNK-Playmore changed from K.O.F'96! It wasn't like this.
You only have to use it as an anti-air, not think much of combo it with
anything because you have a whole lot of other good normals that can easily be
comboed with than this. Do not worry, Iori's jumping D does not beat your
crouching C. If you saw that happening then that means the player did not do it
fast and that is because the player did not react fast because he's confused.
^_^

 However, when the opponent has a little life bar left, do crouching C when
the opponent jumps and fast cancel it into the Raising Storm. The opponent will
naturally defend the whole thingy and eat a painful block damage from the
Raising Storm. This is pretty much nasty.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

============
Crouching D:
============
 Some guys might think that this will be used a lot like in Capcom Vs. SNK
series. Well, since Geese is not (and never was) as CVS series, you cannot
think of such thing. You can still do it then cancel it to Reppu Ken, but there
is no point in doing it. You need to always not give your opponent the time to
move or a distance to do anything. Good range, and you can use it to cancel it.
But, you aren't in for a defensive game, but an offensive game!

 Still, when you react a little bit slow, you could use it to give yourself a
little time to set up your attacks. Do not depend on it a lot because you will
be doomed. His crouching A, crouching B, crouching C are way better than this.
So, use it from time to time. Do not run and then do it and fast cancel it to
Reppu Ken, because most of the time Flying Sawblade Slicer will come out
instead. Do it slowly and it will work just fine. Also, you do not have to run
and then do it, the opponent will most of the time react fast and jump, and
when he jumps your crouching D will not hit him, therefore will not be
cancelled and if you do Reppu Ken then it will travel since it was not comboed
and you will be heavily punished if the opponent is really expert and knows his
stuff pretty well. If you feel like doing it, then do it when the opponent
lands from his jump and be SURE to cancel it to either Reppu Ken or Raising
Storm so that you can be pretty sure that the opponent will not punish you with
anything. You CAN whiff it anytime.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Jumping A:
==========
 Nothing special to write home about. This is useless compared to the other
great air attacks, B, C and D! It is not damaging and some crouching normals
can easily beat it. I strongly advice to over look it.

 His B, C and D have their good priorities and they are way helpful. Doing
this just plains pointless. However, it could be used against big characters
but you cannot really rely on it at all. Just do it to change your pattern and
that is it. Well, the best way to make it good and to do it from time and to
time and if not all then there is no problem. It is not as if it is useless or
anything, it is just that the other air attacks are better and more helpful
than it. Nevertheless it is nothing compared to them, still... it is not that
bad at all. Go for the B, C and D because they are better and each of them has
its good points and less bad points. Keep in mind that Geese is not meant for
fire ball or air wars, he is meant to heavily attack and endlessly punish for
any mistake. If you feel like you are being attacked a lot from the air then go
for the crouching C, not jumping backward then A! This will not solve the
problem, but ruin it more and more. Well, I guess I will stop here... That's
about it!

 NEW: A new animated frame for the game... looks retarded to the other attacks.

 Originally from The King of Fighters'2002

==========
Jumping B:
==========
 A great air attack. This is one of his great air attacks. Completely meant
for crossups. When the opponent falls off, either jump D or B to crossup. This
will confuse the opponent to how to defend. It depends on the reaction. Well,
when the opponent defends your jumping B, do not and I mean DO NOT continue
with standing C! You will be surely punished! If the opponent defends your air
attack then either jump backward or punish him with your Raising Storm or Holy
Gates or just keep on hitting with the pokes.

 Another method is if the opponent did not defend your air attack then fast do
crouching A or B then Reppu Ken or just poke and just change your attacking
pattern. Good for you and will help you a lot to confuse your opponent and not
make him read you easily. The crossup timing is not that tight so do not worry,
you will be able to do it perfectly when you try it for the first time. If you
like Geese a lot or an expert player, you will not even notice the timing
because it will naturally come out. Try not to jump a lot so that you do not
give your opponent a thought of beating you. If you have a Power Meter then go
for good tricks so that you could get the opponent with your Raising Storm. Be
fast when you want to connect the crouching normals after the jumping B!

 Another good thing is when you use the jumping C a lot and the opponent is
getting you with his and her crouching normals, then go for the jumping B since
his leg goes so low and can get the three positions. And when you land it, fast
do a painful combo to make the opponent think twice before doing anything. With
the big guys, do not bother with this a lot since the jumping C gives them a
lot of hard times. But you could still use it as a decent crossup!

 Originally from Real Bout Fatal Fury. Taken from The King of Fighters'96.

==========
Jumping C:
==========
 Jumping C does not have that much of a priority, any crouching Normal Attack
can take it out easily. Its great priority comes when you are facing a big
character. It does four hits and it builds your Power Meter in no time
depending on the hits. So, if you do one hit then it will go by one and so on
(it is not as powerful as it was in SNK Vs. Capcom Chaos due to hops and copy
and paste).

 His best air normals are B and D... they have a priority, but his C on the
other hand is good against big characters or when the opponent is doing a fatal
mistake. Luckily, it only works well on the big characters like Goro, Chang and
Rugal. He does three to four hits in the air.... but with the others, two at
most.

 In addtion to all this, you can use it against air attacks. Geese does
perform the punches until he gets on the ground, unlike in Capcom Vs. SNK
seires, only two punches! So, this is pretty much the great style of SNK that
we used to see for Geese. Just fast do it and let him hit randomly. However, if
the opponent is on the ground then either use his jumping B or jumping D! As I
said before, this is pretty much useful against big characters and it builds
the meter like nothing, so there has to be a bad point about it and that is he
hits the opponent accordingly to his or her height! If the opponent is small
like Choi then he will do a punch, if the opponent is not very small and is not
very big like Ryo, Terry, Choi and so on then he will do one to two punches and
if the opponent is big but not that big like Chang, Rugal, or Goro then he will
do two to three hits...

 NEW: You won't get four hits that much, he got a little bit screwed in here
(lazy programmers).

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Jumping D:
==========
 A very great air attack. You could use it "sometimes" against air wars, but
not "always"! If you want to do something damaging after the Upper Body Slam
gets connected and the opponent is being thrown in the corner then fast do
jumping D and see what happens! Yes, the sweet and well-known K.O.F. glitch!
^_^ The opponent will face the wrong direction. It will be a surprise most of
the time and with your jumping D and continue with a painful combo, you will
pretty much mess up your opponent. Keep in mind that when you finish the combo
do a high jump (while opponent is in the corner) and do "the same combo",
because the opponent will still face the wrong direction! If the opponent is a
K.O.F. expert or has any idea about this glitch then he will avoid being hit
because he will defend in the wrong direction to block your air attack! But
this needs a fast reaction and a real gamer. Why? Because you do not wait for
him to get up to do it, you will jump and attack right before he wakes up, so
if you do not do it fast, then the opponent will face the right direction! You
could easily make this messed up real good. Then everything will depend on the
player.

 Also, his jumping D has a good range and you could jump from a distance to
use it and it will reach the opponent just fine. So, do not worry about the
fire balls! 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 air priority is not as great as Iori, Choi, Kyo and some others. He will
surely stop them when they jump but that is with other good and painful options!

 Originally from Fatal Fury: The King of Fighters. Taken from The King of
Fighters'96.

==============
Straight Up A:
==============
 Still, this pretty much like his jumping A but the difference is this is
taken from his normals in K.O.F'96! You can see that it does not look any
different (not hop... a mean long jump).

 There will not be any big talk about it. It comes out a little fast, it hits
low if you time it real good and it is not as good as his straight up B, C or
D! You do not have to use it over his other air attacks but you could sometimes
use it to cancel it to Shippu Ken! But it has to be done fast and you should
think twice before doing so because there is a big recovery after throwing a
Shippu Ken and you can be really punished if the opponent defends the Shippu
Ken, and that is not good for you. So, you have to stick with his straight up
B, C and D more over his straight up A! There is no range in it and there is
nothing good to write home about. Also, it will not make your strategy better
or badder if you use it! So, it is up to you. I sometimes use it, but very
rarely. I seldom depend on it or even think of it since I have better options
than it. And yes, it has no priority, invincibility, good points or
what-so-ever... so there you have it. I guess that's about it!

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==============
Straight Up B:
==============
 This is better than the above air attack. You can easily hit low as long as
you can. You can connect some great painful combinations after it. It can be
used to stop some uppercuts if used from a distance and early, but do not put
your hopes or it because it does not take a lot of damage and his straight up C
is way better than this.

 Well, it still can be used sometimes with tough battles but that is when you
are about to perform Shippu Ken then change your mind and do straight up B to
confuse your opponent. What I mean to say is, a mind game. This is also not
taken from K.O.F'96! The best way to use it is to jump straight up and then
when the opponent is about to attack, FAST hit the B button and it should work
just fine. It will not take that much and you will feel that the straight up C
is more useful and helpful, but at least this air attack is fast so yeah, it
could be some of help at times and it could ruin your whole strategy at times,
too! Since there is no low jump then your attack will most of the time will be
defended, especially with the straight ups attacks! Well, there is some
exceptions to his straight up D, though! Anyways, he recovers so fast with it
so do not worry about the run and you will still be able to move when the
opponent does anything with your air attack. Here, you have to be ready for
something painful and pretty much punishing.

 Originally from SNK Vs. Capcom Chaos.

==============
Straight Up C:
==============
 Yes, this is better than the straight up A or B! It is the K.O.F'96 style so
you could cancel it to Shippu Ken (not hops, only long straight up jump) but be
really careful not to rely on cancelling it to Shippu Ken unless you need to.
You can do the old trick in K.O.F'96, before the opponent gets up fast do low
straight up C! This does work here but the Shippu Ken cannot be performed with
the low jumps! So you you be albe to cancel it to Shippu Ken with the long jump
only.

 It is damaging and and can be connected to other things. It could be so good
against big characters too. Do not think of doing it as an anti-air because he
so seems to hit 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
straight up jump and attack with a decent air attack like this one or better
yet, straight up D. When do you actually have to do it? When the opponent falls
off, dash near him or her then jump straight up and then hit the C button or
when the opponent "seems" to see this coming then fast do crouching B and then
Reppu Ken and if they connect just fine, continue with the painful Raising
Storm. All about a very fun mind game. Sometimes jump B and then fast straight
up C! See what is good to you and what "to do next" and then fast do everything.

 NEW: For hops and straight up C. And a very good over-head attack.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==============
Straight Up D:
==============
 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 air priority is not as great as Iori,
Choi, Kim and some others." 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 but I am not very sure about it! I am pretty
sure of one thing, 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, a Super Move or SDM! 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 Choi from jumping over
and over again and you really want to use this air attack then do it FAST!
Well, there are good options for air attacks like crouching C, Raising Storm,
jumping backward D... but well, I am giving you all the options. Keep in mind
that some air attacks can beat this like Iori'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 for you and that is the crouching B & Raising
Storm!

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

=======
Air CD:
=======
 It is the same as it was in King of Fighters'96. Range, powerful, good to use
and so on.

 The problem with it is that it does no damage at all unless countered! When
it hits as a counter it will do damage but if not then it will not! I do not
what SNK Playmore is smoking, but I surely do not want some.

 You can use it as long as you like because it is still powerful but think of
the bad side of it which is damage!

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Ground CD:
==========
 This has the same problem that the air CD does, but we can solve the problem
here!

 Geese has a Special Attack which is called Fudou Sakkatsu Uraken. It is the
EXACT same attack as this, but the difference is this does not do damage unless
countered. But Fudou Sakkatsu Uraken can do damage everytime it hits. SNK
Playmore forgot about it I guess. So, give this attack the boot and use the
Fudou Sakkatsu Uraken instead.

 How to use it effectively? Read in Fudou Sakkatsu Uraken section.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==========
Reppu Ken:
==========
 One of the fast Special Moves. Geese throws the Reppu Ken pretty fast and
recovers from it so fast too. You could do a lot of tricks with it. You can
force the turtles to attack you with it because you will build your meter so
fast and you will be able to do the Raising Storm and nobody wants that to
happen. You could also stop some good strategies with the Reppu Ken, like
Robert's... his Special Moves have a long startups, and with your so fast Reppu
Ken and the fast recovery, you will force him to change his strategy to another
one.

 Make sure to use it as a trap to make the opponent jump and then bang with
the Raising Storm. You have to be completely fast... fast enough to pull off
the Raising Storm in time. You could use it from a little bit close range to
make the opponent do the AB and then bang with the Holy Gates or the Raising
Storm. See? It can be used real good if you are putting some nasty tricks after
it. Well, you are forced to not use it, like when you face a rush down
character, then do not bother a lot until you knock the opponent down. If the
opponent depends on his fire ball a lot then, you could easily beat him with
your Reppu Ken because it is faster.

 Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal
Fury Special. Also known as Wind Slice and Strong Wind Slash.

==================
Comboed Reppu Ken:
==================
 This is faster than the Reppu Ken that is not comboed, and it has less
recovery. It could hit even the ABs easily, but they can do the AB after they
defend it. But don't you worry, you will be able to recover fast and defend or
do the Holy Gates fast. I never got hit! And it is the main reason for the the
juggles, right? You can do crouching B, Reppu Ken then Raising Storm anywhere.
Does it get more simple as this? I guess not! This is pretty much the Reppu Ken
from K.O.F'96 (Ex Geese in Capcom Vs. SNK for those who have no idea about SNK
games), it is fast and comboable. It is so useful for most of the painful
combos for him. You will never think of anything other than this if you love
the sound of the five hits of the Raising Storm. In addition to this, you can
easily do many things after it. You have to be careful of one thing, to make
this work, you have to combo it with any Special Attack or Normal Attack...
which means you have to do crouching B then Reppu Ken or Spinning Kick then
Reppu Ken and the K.O.F'96 will come out.

 If YOU do jumping D then Reppu Ken, the Real Bout Fatal Fury Special will
come out since it was not comboed. Some "very smart and expert players" have a
way to get around it. They would let you do crocuhing A or B and right before
you attack them, they jump... since you will naturally not notice and do Reppu
Ken right after the crouching A or B... it will travel because it was not
comboed, therefore, the opponent will punish you with a very painful combo. But
that does not happen a lot if you know this little trick. Be always ready for
the Raising Storm and react fast. If you did not see the crouching A or B hit,
then defend or dash, if the opponent jumps then fast do the Raising Storm. The
guys do not do that a lot because once you see it, it will not work again.
After all, it is only a trick... nothing more nothing less. Guys like Iori &
others have nothing to do if they plan on depending on their fire balls,
because yours is better and faster. This Special Move in a word, "owns"! And
that is a fact!

 Originally and taken from The King of Fighters'96. Also known as Wind Slice
and Strong Wind Slash.

=================
Double Reppu Ken:
=================
 Ah, Double Reppu Ken. This is by far, the most useless Special Move that
Geese has! I never thought it would be useless to this point! It has a bad
recovery and it "does not" eat the fire balls and still hit the opponent! It
just fades away when it gets hit by a fire ball! I do not know why! It should
not since it is "Double" Reppu Ken. Even if you time the Double Reppu Ken with
the fire ball and make the fire ball hit it while you are performing, it will
disappear! This is not a good idea from SNK-Playmore, really! Also, when he
performs it, it goes forward so slow! Not fast at all and it could be hit
easily. Many characters can punish you while you are performing it. It is large
always, bit not useful at all. You can see that it hits twice when you do
crouching B, Reppu Ken then time the Double Reppu Ken while the opponent is
falling (corner), but why it disappears when the fire ball hits even while you
are performing it! That is beyond me, really!

 Now how do you want to use it effectively, right? Okay, in depth! Do not use
it at all. ^_^ No matter how you use it, it will always be useless. Even if you
do the old tactics... like doing it when the opponent gets up, it will
disappear right away and you will be greatly punish due to the fact that it has
a bad recovery! If you think he performs it fast, then you are way wrong. Some
characters can think, and then jump and you are still performing it. Yashiro
can punish you with his invincible Super Move, Choi with the long jumps, Orochi
Iori with the Eight Wine trash Super Move, Terry with the Buster Wolf Super
Move! You will make the opponent really happy when you perform it. If the
opponent has a lack of reaction, then do it all day (that is a big if)! Against
expert matchups, I highly recommend not doing it at all. If you think I am
wrong or what-so-ever, try it and see what happens. Please, try it as long as
you like, but against experts... not scrubs! I do not think scrubs will be able
to get around it... so, you get the picture.

 Originally from Fatal Fury Special. Also known as Double Wind Slice and
Double Strong Wind Slash.

=========================
Comboed Double Reppu Ken:
=========================
 The funniest thing about this Special Move is that when you do standing C and
then Double Reppu Ken, the second hit of the Double Reppu Ken will not hit! Now
that is pretty strange. It is completely understandable when they make changes,
but not as idiotic as this one (excuse me)! That is just funny. Why? That is
beyond me, too!

 This is the comboed version of the Double Reppu Ken. Taken from K.O.F'96 (Ex
Geese from Capcom Vs. SNK for the guys that have nothing to do with SNK games)!
In K.O.F'96 the two hits connect, but here no! I did not try in the corner, but
why should I? He does push the opponent away! And it has nothing to do with
doing it fast. Anyways, this is a major hit for the Punshing, the opponent can
easily punish you like nothing. Geese recovers slower than the comboed Reppu
Ken. It does not juggle the opponent, it does not do a high damage, it ruins
the beauty of your combos, it is not a good option for the Maximum Mode
combinations because it will easily take a lot of Maximum Meter that you really
need to do other things with it. It is not as useless as the Double Reppu Ken,
but it is still not as useful as the Reppu Ken or comboed Reppu Ken... not even
close! You can combo the first hit of it with the standing C, but the opponent
will surely defend the second hit then defend and bang! Do you really want that
to happen?

 Originally and taken from The King of Fighters'96. Also known as Double Wind
Slice and Double Strong Wind Slash.

====================
Evil Shadow Smasher:
====================
 There is a big difference between the one with the B button and the one with
the D button. The one with the D button has longer recovery and it stinks but
for full screen reach! ^_^ So, forget doing it with the D button. He recovers
faster with the B button like it was in K.O.F'96 (A button), he hits three
hits, you could cancel any of them with the Maximum Mode. If you do not have
the Maximum Mode and the opponent has some meter, do not do it just like that
because he will run after third hit and punish you. If he does not have any
meter, then do it and most of the time the opponent will rush, be ready for the
Raising Storm. If you have the Maximum Mode, then you will be able to be good
with it since you will be able to cancel it to anything that comes to your
mind. You could do it after heavy combinations. It has a good range and nice
damage. It makes a strange sound too. always do it after the Spinning Kick if
you do not have a lv. for the Raising Storm. The Evil Shadow Smasher is as good
as the Reppu Ken when you combo it. But well, the Reppu Ken is the best.

 Again, be careful when the opponent has a lv. Also, that can be said to some
fast Super Moves. The good thing about it is that you could do it from a
distance. Its range is better than it was in K.O.F'96!

 Originally from Fatal Fury 3: Road to the Final Victory. Taken from The King
of Fighters'96. Also known as Jaei Ken, Evil Spirit Slash and Mars Masher.

===========
Shippu Ken:
===========
 I really so do not understand why people perform the Shippu Ken a lot as if
it is not so useful! It has its goodness but there is a big weakness in it! He
recovers so slow after he performs it! It is worse than death if the opponent
"defends" it! You could do it to punish the Super Uperrcuts, noraml uppercuts,
ground normals and air wars, but that is when any happens! If you just jump and
then do it, the opponent can fast RUN and then his powerful SDM or Super Move
and good-bye! Some characters will not do much against it unless you do it
while you are completely cornered (can you be this stupid?)! It is simple,
fellas! It should be used when the opponent depends one the uppercut a lot or
when you want to do it fast when the opponent jumps! Also, you could use it
with some decent combos!

 Shippu Ken is an option, but not a great or bad option. Only a good option.
Be careful when you want to do it, especially against Terry (Are you.... Wolf),
Iori, Kim, Geese (can go through it with his Deadly Rave), Takima, Ryo, Kyo and
many others. And never, I mean NEVER think of doing it while you are cornered
because it is just stupid, you will 100% be punished and you really do not want
to do that! It is not worth it. I am not saying do not do it at all, I am
saying do it only when the opponent is about to do an uppercut, when he or she
jumps, when he or she is about to do any ground Normal Attacks or when you want
to combo it! The Shippu Ken does not travel, so do not think that you will be
safe. No mister, you will have to think twice over it. Other than the way I
told you about, do not waste yourself. It has a good point, that is why it also
has a bad point, too!

 Originally from Fatal Fury Special. Taken from The King of Fighters'96. Also
known as Gale Slash and Fast Wind Slash.

=====================
Below-The-Belt Blast:
=====================
 This is pretty much basic. It counters the low attacks. When the characters
tries to use his 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, it does a good damage! I was surprised when I saw the damage
after it connected, but oh well, it is for the best!

 Originally and taken from Real Bout Fatal Fury 2: The New Comers. Also known
as Low Body Blow and Gedan Atemi Nage.

================
Upper Body Slam:
================
 This is another counter move that is used for the air attacks and most of the
Special Moves, Super Moves and SDMs. 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
like Goro, Yashiro, Chris or Maylee. As I said above, it is all about a mind
game 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. 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, Super Moves or SDMs! As for the Normal Attacks,
just use it to counter them when REALLY needed!

 Originally from Fatal Fury: The King of Fighters. Taken from The King of
Fighters'96. Also known as Knockdown Blow, Upper Hit, Upper Body Blow and
Joudan Atemi Nage.

=================
Middle Body Blow:
=================
 The third counter move. It counters the standing and some crouching Normal
Attacks or Special Attacks! Some characters like Chun-Li, Sim, Demirti and some
others like to use their standing normals. Since the damaging Normal Attack 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 a 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, Super Moves and
SDMs okay... but otherwise... no! Just from time to time and that goes to all
the other counter moves. Make some traps, try to attack the opponent a lot and
not give him or her a 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!

 Originally from Fatal Fury Special. Taken from The king of Fighters'96. Also
known as Knockdown Blow, Mid Hit, Middle Body Slam and Chuudan Atemi Nage.

=======================
Flying Sawblade Slicer:
=======================
 The classic Special Move from Art of Fighting 2 but with the K.O.F'96
animation! ^_^ It still has the auto-guard when you perform it. Do not get me
wrong, not when you perform it right away but while he dashes to attack you
with his shoulder. This cannot be used as a 100% anti-air! If you have to then
you should do it very early to be very sure that the air attack will be
countered by the auto-guard! And that is very VERY very risky. If you time the
air attack with the Special Move then you will get screwed everytime. You could
use it with the combos. Sometimes you could connect the Raising Storm after it
but it does not seem to connect always. I have done it twice and still not sure
how, but I will try everything out and confirm it. Meanwhile, your best
anti-air attacks are the crouching C, Raising Storm then Upper Body Slam if you
are really out of options. This Special Move however can be used for combos. It
has a bad recovery. If the opponent defends it then be very sure that you will
be kicked out in no time.

 When you want to go for Spinning Kick then Reppu Ken, do it not too fast and
not too slow because Flying Sawblade Slicer will come out instead if you do not
do it as I said. Many guys fall for this because the Spinning Kick needs to be
done forward + B and Reppu Ken has to be done quarter circle forward + A so if
you do them fast then you will get forward, quarter circle forward... and that
means the Flying Sawblade Slicer! The opponent will most of the time defend and
punish you and end the match in a flash if the punishing is deadly! This is not
so great and bad either... like Double Reppu Ken. But Double Reppu Ken has a
lousy recovery and more useless than this. Anyways, watch when you dash, do
combos, go forward... and then do Reppu Ken. Make sure you do everything
accordingly. Otherwise the Flying Sawblade Slicer will come out instead of the
Reppu Ken and you will be punished. Also, when you really have to combo it then
make sure you will do it in the corner because it is saver and you do not have
to worry about the timing a lot.

 Originally from Art of Fighting 2. Taken from the King of Fighters'96. Also
known as Hishou Nichirin Zan.

==============
Raising Storm:
==============
 The Raising Storm alone is a big thing. It can make the opponent not jump at
all (if he is expert enough), it has mid and ending invincibility, range, and
no recovery when defended. Also, if you defend it, you will take a lot of
damage compared to the others. It is a very decent anti-air. You have to use it
as an early anti-air, though. When want to do any combo, involve this great
Super Move with the combo because this does a great deal of damage. When the
opponent is cornered and you have the Maximum Mode, be not so close to him to
avoid AB counter. Do the Raising Storm for five times and look at the
opponent's life bar! You will be shocked. There is nothing much to do once you
do the first Raising Storm! This is the true Raising Storm with its great range
and extreme power. ^_^ To make it useful do it after the juggle. Like standing
C, Spinning Kick, Reppu Ken, Raising Storm. Do the traps a lot to land it...
like perform Reppu Kens as many as you can and when the opponent jumps FAST do
the Raising Storm.

 You have to be really careful. Some guys do high jump not long/super jump so
that when you do Raising Storm they won't get hit by it. You have a lot of time
to notice the kind of jump. Do not just do it just like that... if they do the
long jump then fast do it and if they do not then attack them with another
option. I am talking if you are very far away from the opponent. If you are
somehow close to him or her then sometimes even the high jump will make them
eat the Raising Storm. The Raising Storm is one of the powerful moves for
Geese. You do not have to worry about many things when you use it. Well, it is
understandable... I have always thought that the Raising Storm would be
completely powerful (more than it used to be) if it has a super flash and since
this is the first time for it to have a super flash during it then you get what
I mean (Neo-Geo Pocket games and Capcom Vs. SNK 1 and 2 are not included).
Sometimes when you feel like doing it, just watch out that you do not do it,
combo it, use it as an anti-air or when you are near them.

 There is a recovery time to the Super Move, however, it is hard to notice it.
In order to punish Geese after the opponent performs the Raising Storm, you
have to wait until he is about to finish the Super Move (not finishes, but
about to finish) and then time any fast attack you have so that when you
perform that attack Geese would finish the Super Move and will be open for any
attack by that time.

 In other words, the recovery time is extremely short and only when the
Raising Storm does not hit you (not defended at all). The recovery time is
about a moment... or a second. If you perform your attack when he finishes, you
will not be able to get him and will be heavily punished. When you defend it,
then you have to endure the fact that there will be no recovery time to it.

 The Super Move is about three seconds or so. So, you can time your attack and
know the timing. The question now is, who would be smart enough to perform the
Raising Storm "just like that" without connecting it to a deadly combo, or when
you jump (as an anti-air) or when you are cornered?! If it is about expert
matches... in one word, "none"!

 When you are cornered and the opponent performs the Raising Storm repeatedly,
you CANNOT punish him by the AB counter (backward or forward) then a normal
throw. The player can do it from a good range and when you AB, you will not
have the reach to throw him. Moreover, you will be punished with the Holy Gates
if the player sees you AB! Geese will not be open when you AB in anyway. This
goes to Clark and other characters that do AB counter then a command throw, too.

 The only good way and works when someone does the Raising Storm repeatedly is
to wait until Geese finishes performing it and then do any "good" crouching
attack right away. That is only when he does it repeatedly, but can block it if
he reads your movement!

 For those who have trouble doing the Raising Storm, there is a short cut for
it that might help you. Just do; "Quarter circle backward, quarter circle
backward, down-forward + A or C"! It should perfectly work. The Super Move is
so easy to do in this game, not as it used to be... so I do not think anybody
will have any trouble performing it. There are other short-cuts for the Raising
Storm other than the one mentioned above;

1)Half circle backward, half circle backward, down-forward + A or C
2)Quarter circle backward, half circle backward, down-forward + A or C
3)Half circle backward, half circle backward, half circle backward + A or C

 They will work just fine. Yeah, funny, but well... those who have trouble
performing it should now be happy that it is not that hard to do. You sould
really be so...!

 Originally from Fatal Fury Special. Taken from Real Bout Fatal Fury Special.

===========
Holy Gates:
===========
 The Holy Gates is great since it can be used as a trap, too.

 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,
so you need to keep in mind what to do "next!"

 More in depth... when you jump and do the same old trick which is jumping
without attacking then throwing or doing any grab move. Your good option will
be the Holy Gates, but most of the turtles will react fast and jump so that you
miss and then beat you. The good thing is Geese recovers from the Super Move so
fast, if you miss, FAST perform the Raising Storm and you will still be able to
get them since they have no where to go. If you do not have a power meter then
either defend or crouching C! As for the opponent's only option is to kick you
while you are jumping. But with the low jumps as they are so fast to catch. So,
play it safe and defend and punish.

 Even if the opponent jumps forward and you do the Raising Storm, still...
there are hit boxes behind Geese so do not worry. I thought I should let you
know about this since I have seen many fall for the turtles. You know, a good
defense is the best offense.

 The Holy Gates' greatness comes when you use it after the AB or mind games.
So hard to miss and you do not have to worry about the missing frame at all. As
for combos, it would not be wise to use it since the Raising Storm is a better
option for more damaging combinations.

 Originally and taken from Real Bout Fatal Fury 2: The New Comers. Also known
as Rashoumon.

============
Deadly Rave:
============
 Is there anything as great as the Deadly Rave? Most of the deadly combos have
to be done with this HSDM. Do not do the finishing move for it no matter
what... standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Raising Storm will take more than the finishing move. So when you have to
continue, proceed with that combo. Better, longer and easier. It could be used
as a juggle or anti-air too. When the opponent is cornered and in the air, fast
do it and start hitting the buttons and see what happens. You will laugh like
you never laughed before. The Deadly Rave has a bad point, though! When the
opponent defends the first two hits of it, do not continue because if you do
then the opponent will be able to attack you easily. In depth, after the two
first hits, Geese will be open in the third hit (even if you proceed), the
opponent can do any Super Move to punish you but that is only if he defends the
HSDM, that is! So, if the opponent defends it, do not proceed. You will recover
so fast... don't you worry.

 Geese's Deadly Rave has an invincibility so you can do it whenever the
opponent is about to attack you or when any fire ball character performs a fire
ball... do it and Geese will go through it like in Capcom Vs. SNK series.

 NEW: The Deadly Rave now only juggles in the air but will not make the
opponent stand still and continue with anything (or infinite) like in SNK Vs.
Capcom Chaos. Bravo, SNK Playmore... how did you find it? Still, there is
always something called "infinite." But you can STILL do the Deadly Rave after
a Counter Hit and continue with the INFINITE! ^_^

 Originally from Art of Fighting 2. Taken from Real Bout Fatal Fury (exception
for the finishing).

======================
Fudou Sakkatsu Uraken:
======================
 The calssic old Normal Attack and now a Special Attack. ^_^ This must be used
not as it was in Capcom Vs. SNK 1 or 2! You can not combo the Raising Storm
after it like before. Now you can only combo it after Normal Attacks. You can
still cancel it to do any Special Move, Super Move or SDM... but not combo it.

 But you can combo any of them if the Special Attack, Fudou Sakkatsu Uraken,
get a Counter Hit! For example, Fudou Sakkatsu Uraken (Counter Hit), Raising
Storm! This pretty much damaging. You do not cancel the Special Attack 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 as the
Spinning Kick and 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! Also, the best way to continue
from a Counter Hit is to do everything in the corner. Be sure to cancel Fudou
Sakkatsu Uraken if you do it by mistake so that you will not have to get
punished. You can fast do the Raising Storm right away... you will be pretty
much safe by doing so.

 Originally from Fatal Fury Special. Taken from The King of Fighters'96.

==============
Spinning Kick:
==============
 The other good reason for the deadly combination attacks, Maximum Mode combos
and infinite! This Special Attack is really great! It has a good priority (at
the end), speed, range, can be connected to anything and easy to do. Well, you
have to connect it to anything if you do not want to recover from it. If you
have to use it then be sure to use it when the opponent does not defend your
standing C! Because if he does, then he will AB counter Spinning Kick and you
will be sometimes (not a lot. May be 12% depending on the character) punished!
When the opponent does a mistake and very far from you, you do not have to run
or jump to punish him or her, because you will waste your time and he or she
will be able to defend. Instead, use your Spinning Kick to reach the opponent
and punish him or her. But of course when the opponent is not that far away,
then you could always dash and punish the mistakes. You could rely on it with
the combos and Maximum Mode combos for sure!

 And to see its goodness then check out the "Combos Section" for a lot of good
combos that involve the Spinning Kick. Geese recovers so fast after the
Spinning Kick, he can run or do standing C and still hit you after it which
proves how powerful this Special Attack can be! Some experts can punish you if
you do the Spinning Kick from a distance by timing their crouching Bs, SDMs or
Super Moves with your Spinning Kick. So, yeah... there is no invincibility.
Only great if you know how and "when" to use it!

 Originally from Fatal Fury: The King of Fighters. Taken from Real Bout Fatal
Fury 2: The New Comers. Also known as Raikou Mawashi Geri.

=================
Tate Katate Nage:
=================
 The real purpose of the Tate Katate Nage is simple. You can throw your
opponent near you so that you could do a very easy crossup after it. Pretty
good for a throw, but the Holy Gates is more than enough. In case you do not
have any Lvs. then you could throw after the tricks, but be careful because it
can be escaped. Do it from time to time.

 And remember that if you miss then it will take from your meter! Keep that in
mind. You do not want to waste the meter, do you? Ready for the Raising Storm?
^_^ 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. Sometimes, you are forced to
throw when the opponent depend on the G.C.D a lot, but this is not the place to
talk about it. I will talk in depth about it down or above!

 Originally and taken from The King of Fighters'96. Also known as One Hand
Blow.

============
Shinku Nage:
============
 The classic and sweet Shinku Nage! ^_^ Well, it looks way better than the
Tate Katate Nage, but both of them have their own goodness. 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 a space to move around, then
Shinku Nage would be better used than the Tate Katate Nage!

 Many players do not really care which to use, and they randomly use any of
them just to throw! But as for me, I like to use a good strategy with
everything and I use the Tate Katate Nage when I want the opponent to be near
me to crossup, Face Grab or Raising Storm and Shinku Nage if I want to give a
distance and fix up my strategy! Well, the Holy Gates is a better option than
Tate Katate Nage and Shinku Nage but just in case you do not have Lvs. for the
Super Move, then the throws will be the second option for you. Shinku Nage will
remain as an option since the Holy Gates makes the opponent near you (like Tate
Katate Nage), and still the Shinku Nage can make you throw the opponent far
away... so you get the picture. Since the Holy Gates is damaging and can be
connected after many things, 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!

 Originally from Fatal Fury Special. Taken from The King of Fighters'96. Also
known as Anvil Bash, Vacuum Blow and Dunk Toss.

==========
Face Grab:
==========
 You cannot possibly use this during your fights, because the opponent can
roll before he or she falls! So, you should get the drill! As for using it
after the combos, well... like what? After crouching B, Reppu Ken? You really
do not want to use it instead of the Raising Storm, do you? Or after the Deadly
Rave? You do not want to do the Deadly Rave finishing blast and continue with
it instead of standing C, Spinning Kick, crouching B, Reppu Ken, Raising Storm,
do you?

 It is like it always was, but in the Fatal Fury series there were many throws
and moves that force you not to roll when you fall and you cannot help doing
anything but get thrown by the Face Grab! As for now, no... most of your
Special Moves, Special Attacks and Normal Attacks are meant for deadly combos,
not Face Grab! Face Grab is just an option, nothing more... nothing less! But
of course you can do it after the Tate Katate Nage... and always. There is
nothing to lose and you will surely add another good damage to the Tate Katate
Nage.

 Originally from Real Bout Fatal Fury. Taken from Real Bout Fatal Fury 2: The
New Comers. Also known as Raimei Gouha Nage.

=======================================================

-----------------
Strategy Section:
-----------------
 When the the opponent is a Shotokan then keep in mind that you do not need to
jump at all since you have many good options to fight well against him. Geese's
crouching B has a good invcincibility and can make you avoid being hit by any
F.B.s.

 Do not jump and do jumping B or D, standing C, forward + B then anything. You
only have to do this when the opponent makes a mistake or when your jumping D
or B wasn't defended. If you do the combination while they are defending, they
will go for the mind games most of the time and then you will be safe.

 Use your pokes a lot since there is no recovery to them... like his crouching
A and B. If the opponent is being tricky or using the AB a lot, then go for
your tricks to punish him. Like let us say, most of the experts wait for you to
do a heavy attack and then they do then react, so... all you have to do is do
what they want, but differently. Like, do crouching D and then they will fast
react now... then cancel it to the Raising Storm.

 Try to always move around and never stay put no matter what so that you could
confuse your opponent and never let him read your movement. When you do
crouching B you could fast dash and cancel it to another crouching B and A.
Nothing good but not giving your opponent a time to do anything. When the
opponent does not have power lvs. at all, you could go for a another good
tricks like doing the Evil Shadow Smasher with the A button then the opponent
will most of the time dash to throw you or anything. So, you go for the Raising
Storm right before they even run.

 When you are facing opponents that jump a lot (when you do not have lvs. for
the Raising Storm), use your crouching C because it has some good invincibility
too. But always do it fast. Use your standing C and standing D from a distance
so that you could take out most of your opponents' normals. They are good and
helpful. When the opponent is cornered and you do the Holy Gates, he will most
of the time jump to avoid being thrown and waiting for the missing frame. Here,
fast do the Deadly Rave while he is in the air, do not worry... you will still
be able to continue with the AA, BB, CC, DD... strange but, it works well.
After you do the CC, the opponent will most of the time be flying suffering and
still will be hit with your DD, continue with the finishing move (touch)!

 Also, when the opponent is cornered, you will be able to do the very good
combination... which is crouching B, Reppu Ken. Even if the opponent defends
them, he can't do anything about them except roll, you will recover so fast and
still can do the same combination again. If the opponent does not have lvs. for
the AB counter, then do crouching B, Reppu Ken over and over again until you
get the opponent with it, if you feel that you are being pushed (because they
are defending the combination) then dash and do it again... you could change
your pattern sometimes by not doing crouching B, but dashing then Holy Gates.

 With the big opponents, you will have a big advantage over them, because your
jumping C will make you fast build the meter. Two or three jumping C and then
you will easily have a lv.! If you face a character that performs a certain
Special Move over and over again while you are having no lvs. at all then do
not stand still, try to figure out what Normal Attack could take out his
Special Move. Most of the time if you time your crouching B perfectly with
their Special Moves, you will beat almost everything. If you get sick of Kyo
performing his quarter circle forward + A or C a lot, then be glad that you
have the crouching B because it can beat his Special Move so easily.

 If your opponent has a lv. then do not bother with your Shippu Ken, because
they will wait and then get you with their Super Moves. Geese has to recover
when he performs Shippu Ken. Your best choices when you are in the air are
always: B, D, up D, and up C. For combination attacks, B, D and C. When the
opponent falls, fast go for the B cross up. If the opponent has an uppercut, be
sneaky with the Shippu Ken... it could take out their uppercuts easily. Try to
use his Flying Sawblade Slicer only in combos. It has an auto-guard, but it is
still not that great to depend on. When you are giving the opponet a hard time,
most of time when he jumps, he will try to hit you... you could use your Upper
Body Blow to stop his attack, but do not depend on it with the air attacks a
lot, because most of the time they will be tricky with you.

 I advice you to use his Upper Body Blow when you want to stop any Special
Moves. And when the opponent depends on his standing normals, then Middle Body
Blow will be good for you. Throw some Reppu Kens when the opponent is far, if
he jumps then you know what to do and if not then try to wait for a bit or run
then another Reppu Ken. Just do not let him read you so that you will not be an
easy player to beat. If the opponent does a mistake, do not do good combos...
always go for painful combos that do A LOT of damage so that you could make the
opponent fear you and never makes mistakes.

 When you feel that you are controlling the match, try to show off by walking
calmly to your opponent. Most of the time he will get pissed and attack, here
you could punish him. Try to know your oppnent's weak and good points. See what
Special Moves that cannot do anything to yours and what Normal Attacks that can
make you suffer and then find a solution for them.

 Do not defend the Special Moves, Super Moves, SDMs or HSDMs that have more
than one hit... always defend the first hit then AB counter and throw them with
your Holy Gates. When you get the Maximum Mode, always cancel your Normal
Attacks, Special Attacks and Special Moves so that you could confuse your
opponent and not make him depend on anything! And try to know every combo he
has so that you could use any and not be limited with three or four combos.

 NEW: Use the hops a lot after the falls and stuff. Limit your opponent's
options by using the best normals you have that cannot be punished no matter
what. Try to do mind games and not stick with one or two moves. If the opponent
is cheating, go for the infinite. DO NOT think twice about it and forget about
honor and that crap (sorry, but those who say otherwise are full of it, believe
me). Your character is GEESE, the baddest! So, be as evil as he is. ^_^

=======================================================

---------------
Combos Section:
----------------
 I will only write the names of the 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.

 ALL OF THE COMBOS WORK 100% even in here. Plus, I added new ones. So, try
them and have fun. ^_^

==============
Normal Combos:
==============
1)Jump C, crouching C, Double Reppu ken or Evil Shadow Smasher + B
-
2)Jump D, standing C, Fudou Sakkatsu Uraken
-
3)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Shippu Ken
-
4)Jump D, crouching C, Reppu Ken, Reppu Ken (corner)
-
5)Jump D, crouching C, Reppu Ken, Double Reppu Ken (corner)
-
6)Jump D, crouching C, Reppu Ken, Flying Sawblade Slicer, crouching C (corner)
-
7)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick, Evil
Shadow Smasher
-
8)Jump C, crouching C, Evil Shadow Smasher
-
9)Jump B (cross up), crouching A, crouching A, crouching A, standing B
-
10)Jump C (gotta love the four hits in the air), standing C, Evil Shadow
Smasher (works mostly on big characters)
-
11)Jump C, jump up C, Shippu Ken
-
12)Jump up C, Shippu Ken
-
13)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Evil Shadow
Smasher, standing A or B (corner)
-
14)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Flying Sawblade Slicer, crouching C (corner)
-
15)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, standing C,
Fudou Sakkatsu Uraken

===================
Counter Hit Combos:
===================
16)Fudou Sakkatsu Uraken, Raising Storm
-
17)CD, Raising Storm
-
18)CD, Deadly Rave (corner)
-
19)Fudou Sakkatsu Uraken, Reppu Ken, Raising Storm
-
20)Raising Storm, Raising Storm (corner)
-
21)Fudou Sakkatsu Uraken, Deadly Rave (stop at the ninth hit), standing C,
Spinning Kick, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Raising Storm (corner)
-
22)Fudou Sakkatsu Uraken, Deadly Rave (stop at the ninth hit), standing C,
Spinning Kick, BC, Spinning Kick, Evil Shadow Smasher (cancel first hit),
Spinning Kick, Evil Shadow Smasher, Spinning Kick, Evil Shadow Smasher, Reppu
Ken, Raising Storm
-
23)BC, Fudou Sakkatsu Uraken, Reppu Ken, Evil Shadow Smasher (cancel first
hit), Reppu Ken, Evil Shadow Smasher, Reppu Ken, Evil Shadow Smasher, Reppu
Ken, Raising Storm
-
24)Fudou Sakkatsu Uraken, BC, Fudou Sakkatsu Uraken (corner)
-
25)BC, Fudou Sakkatsu Uraken, Reppu Ken, Evil Shadow Smasher, Reppu Ken, Flying
Sawblade Slicer, Shippu Ken or crouching C (corner)

=============
Super Combos:
=============
26)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick,
standing C, Spinning Kick, Raising Storm
-
27)Jump B (cross up), standing C, Spinning Kick, standing C, Spinning Kick,
Deadly Rave (stop in the ninth hit), standing C, Spinning Kick, Reppu Ken,
Raising Storm
-
28)Jump B (cross up), crouching B, Holy Gates
-
29)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, standing C,
Spinning Kick, Standing C, Holy Gates
-
30)Jump D, Raising Storm
-
32)Jump D, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C,
Spinning Kick, Reppu Ken, Raising Storm
-
32)Jump D, Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C,
Spinning Kick, Holy Gates
-
33)Satnding C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning
Kick, Raising Storm
-
34)Satnding C, Spinning Kick, standing C, Spinning Kick, standing C, Spinning
Kick, Reppu Ken, Raising Storm
-
35)Satnding C, Spinning Kick, standing C, Spinning Kick, Deadly Rave (stop in
the ninth hit), standing C, Spinning Kick, standing C, Spinning Kick, Holy Gates
-
36)Jump D, satnding C, Spinning Kick, crouching A, crouching B, Reppu Ken,
Raising Storm
-
37)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, distance C,
Raising Storm (corner and mostly works on big characters)
-
38)Jump D, distance C, Raising Storm
-
39)Jump C, standing C, Spinning Kick, standing C, Spinning Kick, Reppu Ken,
Deadly Rave (corner)

================
Max Mode Combos:
================
40)Jump D, standing C, Spinning Kick, BC, standing C, Spinning Kick, Evil
Shadow Smasher (cancel after the first hit), Spinning Kick, Evil Shadow
Smasher, Spinning Kick, Deadly Rave (AA, BB, CC, DD), standing C, Spinning
Kick, Reppu Ken, Raising Storm
-
41)Jump D, standing C, Spinning Kick, BC, standing C, Evil Shadow Smasher
(cancel after the first hit) Spinning Kick, Evil Shadow Smasher, Spinning Kick,
Evil Shadow Smasher, Spinning Kick, Reppu Ken, Deadly Rave (AA, BB, CC, DD),
standing C, BC, Holy Gates (opponent must be cornered)
-
42)Jump D, standing C, Spinning Kick, BC, standing C, Spinning Kick, Evil
Shadow Smasher (cancel first hit), Evil Shadow Smasher (cancel third hit),
Reppu Ken, Flying Sawblade Slicer, Shippu Ken or crouching C (corner)
-
43)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, BC, standing
C, Reppu Ken, Evil Shadow Smasher (cancel first hit), Reppu Ken, Evil Shadow
Smasher, Reppu Ken, Raising Storm
-
44)Jump D, standing C, BC, distance C, Raising Storm (the hardest and my
favorite combo that can ony be done when the opponent is cornered)

=======================================
Dizzy Combo (makes the opponent dizzy):
=======================================
45)Jump D, standing C, Spinning Kick, standing C, Spinning Kick, BC, standing
C, Spinning Kick  standing C, Spinning Kick, Evil Shadow Smasher (cancel first
hit), Spinning Kick... (repeat... with Maximum Mode)

=========
Infinite:
=========
46)Standing C, Spinning Kick... (repeat)

=================================
100% Combo (takes full life bar):
=================================
47)BC, Jump D, standing C, Spinning Kick, standing C, Deadly Rave (stop at the
ninth hit), standing C, Spinning Kick, standing C, Reppu Ken, Raising Storm

P.S. There are many 100% combos above, too.

---------------------------------
Combination Attacks Explaination:
---------------------------------
 As for the combination attacks No. 30, 31 and 32... you might ask; "why don't
I do standing C after jump D instead of the Deadly Rave or Raising Storm, then
continue with the combo?" Simply Put, because you will not be able to do a
combo when you are jumping from a distance (means the opponent is far from
you), because if you do standing C, the far standing C will come out instead of
the close one. The combination attacks that are written above are pretty much
good when anybody performs a fireball from a distance and you jump to do a
painful combo. It will be a good surprise.

 As for standard combo (standing C, Spinning Kick), the best method is to time
your dash with the Spinning Kick Special Attack (forward + B) so that when
Geese hits the opponent with his leg, he will run right away (by doing forward
forward before he stops the kick) and then you can continue with another
standing C, Spinning Kick...

 The other good method but needs timing to perfect it is, do not do Spinning
Kick right away after you do standing C. Try to do standing C then wait for the
full frame to come out (standing C) and then do Spinning Kick. You will still
be able to connect it after the standing C and will be easier to dash and then
do the combo over, over and over again.

------------------------------
Short Note About the Infinite:
------------------------------
 Guys, if you have trouble doing the infinite, then stick with only four hits
and continue with a painful combo. The second standing C (after Spinning Kick)
should be easier to do than the third standing C, because the opponent is
closer to you in the second standing C than the third one to do!

 So, you want to make the opponent dizzy and you already have the tool for it
(Deadly Rave), then you should make it as simple as this:

 Jump D, standing C, Spinning Kick, standing C, Spinning Kick, crouching B,
Deadly Rave (AA, BB, CC, DD), standing C, Spinning Kick, standing C, Spinning
Kick, crouching A, Reppu Ken, Raising Storm

 This will surely make the opponent dizzy. Moreover, it is as painful as the
infinite since the infinite makes the opponent dizzy but does not do as painful
damage as that combination does! I have seen many people doing Zero's infinite
easily and cannot do even five hits with Geese (infinite), which is surprising!
So, this should be easier to do!

=======================================================

---------------------
How To Beat The Boss:
---------------------
 This is mainly for those who have trouble beating up Omega Rugal.

 There are two methods to beat this copy-cat boss:
1)Fight him normally and when he does a mistake (shoryuken), do your infinite.

2)When he does any mistake, do standing C, Spinning Kick, Reppu Ken, jump D and
then REPEAT until he dies. Or you could perform Reppu Ken and then jump to
punish him after he tries to perform either Reppu Ken or Kaiser Wave.

 He is pretty easy to take down.

--------------------
The Full Percentage:
--------------------
 So, you know what full percentage is? It is basically the winning percentage,
but the percentage changes. It depends if you want to play with the Infinite
(Cheap Fight Percentage)... or play and just kill Geese without using the
infinite (Normal Fight Percentage). It is almost like this (for me).

================================
Beating the Bosses - Percentage:
================================
Name           C.F.P.   N.F.P.
================================
Omega Rugal     100%     83%
================================

=======================================================

--------------------
Questions & Answers:
--------------------
 This section has some of the old questions about Geese in SNK Vs. Capcom
Chaos that apply to King of Fighters as well since he has not changed at all.
So, I will copy the most important ones.

======
Tariq:
======
Q: Is his infinite easy to do or hard and what about the timing?
-
A: Well, it is pretty much easy to do and I do not think anyone will have any
trouble trying it for the first time. The timing is not that tight... once you
know when to run it will become so easy and nature to do.

========
A scrub: (not anyone, just for those who are wondering)
========
Q: What if I already know everything about him and I so do not need to read
anything in here?
-
A: Simply put, buzz off! ^_^

=======================================================

----------
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.

 Long live, Geese Howard. A true evil...

---------------
Special Thanks:
---------------
1)To SNK Playmore for putting Geese in, though they didn't do anything to write
home about (Billy and Geese together? Cool).
2)To Eolith for the game.
3)To Gamefaqs.
4)To all Geese fans.
5)To all my friends for the encouragement.

=======================================================
The King of Fighters'2002 is Copyright Eolith & SNK Playmore Crops. This
document Copyright 2003 Basel Al-Shehab

If you need to contact me to add or ask me about anything, E-Mail me at
[email protected] or [email protected]

Credits for GameFAQs, Eolith & SNK Playmore Crops.