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Geese Howard
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A Word Before We Get Down To The Real Talk:
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What you will read down is my strategy, which means..
it might not be workable with you as it is with me and
may be yes. I really do not need any E-Mail(s) asking:
"What is good or bad" since I will fully talk about
everything about him (including combination attacks).
Hope it will somehow be useful to you and lead your
play or skills to a higher level.

-------------
Why Geese?
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Geese is not like any other bosses or even villains.
He is so special and noticeable. He is so pure evil
and likes to do what he likes... he style is so
original and he has got a pretty cool voice. He is
hard to use and not as some characters who only
depends on attacking aimlessly for no good reason. Use
Rock prefectly then Geese right away, and then you
will surely know the complete difference between the
two of them.

-------------
Profile:
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Name: Geese Howard
Wife's Name: Maire R.
Son's Name: Rock Howard
Brother-In-Law's Name: Kain R.
Half Brother's Name: Wolfgang Krauser
Most Trustworthy Bodyguards: Billy Kane, Hopper and
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
Style: He trained under every Martial Arts master, so
he is pretty damn expert with everything
Age: Above 45
Birth Date: 1953.1.21
Birthplace: America
Height: 183cm
Weight: 82kg
Blood Type: B
Hates Most: Those who get in his way.
Likes Most: To be on top of everybody.
Favorite Sport: None

---------------
Stage:
---------------
He does not have any in this game. He fights you
whenever you are kicking the CPU so hard.

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Quotes:
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=================
Chouhatsu Quotes:
=================
1)C'mon!
2)Yo-Wah-We.

=============
Moves Quotes:
=============
3)Reppu Ken (Wind Slice)
4)Double Reppu Ken (Double Wind Slice)
5)Shippu Ken (Gale Slash)
6)Janeken (Evil Shadow Masher)
7)Too Easy (Upper Body Slam)
8)Pathetic!!! (Knockdown Blow)
9)Predictable (Below-The-Belt Blast)
10)Raising Storm
11)Deadly Rave

=============
Intro Quotes:
=============
12)You cannot escape your death.
13)I'll stain my hands with your blood!

===============
Winning Quotes:
===============
14)Hmph!
15)Die, yubo!

=====================
Special Intro Quotes:
=====================
"1"
Geese: Heh, heh. (pathetically, tells Terry to come)
Terry: GEEEEEESE!
-
"2"
Rock: Blah blah blah (says crap: "Why did you do that"
or something like that)
Geese: Huh! C'mon. (Sarcastically, tells Rock to come)
-
"3"
Geese: Double Reppu Ken (Attacks Bison with the move)
Bison: .... (Blocks the move and smiles in an iditoic
way)
Geese: Heh, heh. (Happily, tells Bison to come)

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Legends:
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Light Punch = LP
Light Kick = LK
Normal Punch = NP
Normal Kick = NK
Hard Punch = HP
Hard Kick = HK

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Command List:
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1)Reppu Ken: Down, down/forward, forward + LP or NP
-
2)Double Reppu Ken: Down, down/forward, forward + HP
-
3)Shippu Ken: Down, down/backward, backward + LP or NP
or HP
-
4)Evil Shadow Masher: Half circle back + LK or NK or
HK
-
5)Upper Body Slam: Half circle back + LP
-
6)Knockdown Blow: Half circle back + NP
-
7)Below-The-Belt Blast: Half circle back + HP
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8)Get Lost: Forward + HP
-
9)Raising Storm: Down/backward, half circle back,
down/forward + LP or NP or HP
-
10)Deadly Rave: Half circle back, forward + LK, LP,
LP, LK, LK, NP, NK, HP, HK and then down,
down/backward, backward + HP

=======
Throws:
=======
11)Katate Nage (One Hand Blow), also called, "Anvil
Bash" and "Dunk Toss": Near Opponent, forward or
backward + HP
-
12)Knockdown Toss: Near Opponent, forward or backward
+ HK

----------------------------------------------------
Normal Attacks that can connected to Special moves:
----------------------------------------------------
1)Standing LP
2)Crouching LP
3)Standing LK
4)Crouching LK
5)Distance LK (only to Deadly Rave)
6)Standing NP
7)Distance NP
8)Crouching NK
9)Standing HP
10)Crouching HP
11)Get Lost (forward HP)
12)Standing HK (first hit)
13)Crouching HK

---------------------------------------------------------
Normal Attacks that cannot be connected to Special
moves:
---------------------------------------------------------
1)Crouching NP
2)Standing NK
3)Distance HP
4)Distance HK
5)Standing HK (second hit)

=====
P.S.: Shippu Ken cannot be connected to any Air
Attack.
=====

----------------
Strategy:
----------------
If you want really to use Geese, then you should at
least read what I will write. May be you will find
something useful. Okay, first things first... this
year Geese is pretty much the same except some little
differences. Now there is no EX and crap, you have one
Geese with one additional move, the Evil Shadow
Masher.

I will first talk about the Normal Attacks. His
standing and crouching LPs are good to connect them
with other Normal Attacks or Special Moves. You can
always use them if you are cornered or when you want
to make some distance between you and your opponent.
Also, his standing and crouching LKs are the same but
with a little delay. His distance LK is not that
useful except that you can do the Deadly Rave after it
and that is alone very good. As for his standing NP,
it is sometimes good as anti-air for a high jump, but
if the opponent jumps low, then you will either trade
hit or he/she will hit you. It is not that useful,
even it can be hit by some high jump Normal Attacks.
It depends on the position and the attack it self. And
since his crouching NK cannot be cancelled then your
only choice is to use it from time to time to only
confuse your opponent with different Normal Attacks...
same thing goes for his distance NP and NK, but the NK
has some delay. So if you want to use it then use it
when you want to go for the "Keep Away" play. His
crouching NK is so useful to do Reppu Ken + NP. You
can make good use of it if you do it in the right
time. I mean after air attacks, Rolling or running.

His standing HP is good to cancel to a Reppu Ken,
Double Reppu Ken or any other move. Also it comes out
so fast, you can do it after the crouching LK and then
Evil Shadow Masher. That would be painful, really! His
so good anti-air attacks is his crouching HP, you can
do it as long as you like, but be fast. Some
characters can trade hit with you sometimes if you are
not fast. Or it trades hit with some high jump air
attacks, like Ken's LP or LK. And the best way to give
your opponent hard punches is to use his distance HP
perfectly. Use it when the opponent is about to jump
or make a move. Or when you want to play save. You can
use his standing HK anytime but becareful though, do
not over use it, because some characters can get you
with their supers after they defend. There is a little
lag you know, but you can cancel the first hit to a
Reppu Ken of course to save your butt. But you won't
be using it that much because there are some other
good options more than this Normal Attack. You can use
his crouching HK after some Normal Attacks (read
below), or to keep your opponent away. Also you can do
the Raising Storm after it which makes this attack
some kind of good. But really, this Normal Attack is
useful a lot. And damaging if I may say. Do not worry
about using it at all. But make sure you do something
right after it (connect) like Reppu Ken... if the
opponent defends, that is. And if the opponent plays
tricky, then do not cancel it everytime you do it. His
distance HK is good if you want to keep the opponent
near you or want to get near to him/her. Also, if the
opponent is about to jump then do it. The Get Lost
(forward + HP) is good after the Deadly Rave or when
the opponent is about to jump. And if the opponent
high long jumps, use it. You should know the timing.
With a little practice, you will master it in no time.
But I won't say with a little practice you will master
performing the Raising Storm after Get Lost. Because
this needs very fast hands. So, you should parctice a
lot. If you ask me, it is nothing. May be because I am
used to the Super Move since Fatal Fury Special...
which is a very long time, ladies and gentlemen.

If I may say, the most useful Air Attack is NK because
you can cross your opponent with it... and to confuse
him or her. Yeah, you might think what is the point of
his LK and LP if the NK is more damaging and better? I
say, I do not use those air attacks that much, I
mostly prefer other air attacks. Anyway, his NP is
good if you feel the opponent is going to jump.
Simply, low jump and then NP. If you want more
damaging air attack with the same method, then up HK
is great. His air HP and HK are there for the combos
and needed damage. If you want to attack, use them.
But unfortunately, none can be connected to Shippu
Ken.

As for the moves, his Reppu Ken is faster now,
actually way faster than before. Use the one with the
NP after the Normal Attacks or from some distance. I
mean, use it from time to time. Also, his Reppu Ken is
good to do when you are close to your opponent or when
he or she is down on the ground. Only do his Evil
Shadow Masher with a combo. Do not use it just like
that because if the opponent defends then you are
history. Always use it with a very damaging combo. Be
careful with his Shippu Ken, use it from a distance
and from time to time. But be so very careful when you
are playing with an opponent with the C-Groove,
P-Groove or N-Groove. He or she can roll, you know...
and then you are history too. As for his counters,
Upper Body Slam, Knockdown Blow and Below-The-Belt
Blast. I say the most used and useful one is with no
doubt Upper Body Slam, because you can counter all Air
Attacks and the Special Moves, not to mention the
Super moves too. THAT IS JUST WOOW (I miss SNK)! Use
it, use it and use it when you see your opponent
performs any Special Attack or Super Move. But be
careful, you cannot counter the throw moves, smarty.
This is not Geese from Fatal Fury: King of Fighters,
you know (that was a demon ^_^)? As for the Air
Attacks, it is mostly about guessing here... same
thing goes for his other counters, Knockdown Blow and
Below-The-Belt Blast. Use it when the opponent is
mashing endlessly. Or sometimes you do not have to
wait for your opponent to make a move to do it. If you
play so fast and want to not let your opponent jump
just do it, just like that. Mostly, the opponent will
be be confused why you did it? And will jump and not
attack, just waits for you to do it again and then get
you. But in return you do the Raising storm or
crouching HP. If the opponent has got a super, then
you have to think over it again, hero.

His Super Moves, Raising Storm and Deadly Rave are by
far the best in the game. They make the opponent
screams: "OUCHHHHHHHH"! But I am talking about the
level three Raising storm, because level one and two
are hard to get any one. But if you are fast enough to
perform the Raising Storm, then you should have no
problems at all. I am okay with it, you jump and I
will easily Raising Your Butt to sky in no time. And
before you enough know it. I do not care whether it is
level one, two or three. Just when I see the Super Bar
at full, then I smile. But of course I always go for
the K-Groove. Also, his Deadly Rave is so good with no
question asked. Hands down, it is too much. But now,
it pushes the opponent away rather than makes him stay
put as the first game. So, do it when the opponent
makes a move or any Normal Attack. Or why not with a
very decent combo?

His throws are simple, yet useful. If you want to play
save or keep away, then use the Katate Nage. And if
you want to do combos and keep your opponent near you
then use the Knockdown Toss.

Now that you know everything, you should know that
Geese is very slow when he jumps, so jump when you
toss your opponent after Get Lost, Evil Shadow Masher
or whenever you can. And if you are useing either
P-Groove or K-Groove, then you are free to jump
anytime because you can Parry or Just Defense. Also,
he is not a faster runner. So, short run and low jump
would be good for you. I strongly advice you to use
either P-Groove or K-Groove, because Geese fits in
them so much. He could be very mad and pretty scary. I
prefer K-Groove but I use both. If you want to corner
your opponent use the light attacks, short run, low
jump and the Reppu Ken. Also when the opponent in
falling down, confuse him or her by crossing him/her
or not. That should be good. Try to focus on your
opponent's movements so that you can get the idea of
what to do "next"! And react fast... do not think
things through over and over again just for the sake
of not getting hit. Because you will be dead by the
time you do so. Always attack from the three points,
low, mid and high. And "never", I mean NEVER say Geese
is cheap, because there is no one cheap but you, stud.
Geese is hard to use and when you know how to fully
use him, you will understand that he is the main
reason why you are kicking your friends' @$$E$ over
and over again. Now you only have to read above again
the good and weak point and make things good for you
(if you have to).

Never say that or this is cheap, because only losers
believe on cheapness.

----------------
Combos:
----------------
I will only write the names' moves (not the commands),
I have always been so... so if anybody is not good
with it, you can see the command list above and then
check here again. I will list every good, bad, short,
long, easy and hard combos. I really will not bother
to look for sites to put any of their combos in here.
I like to see my work completely original, but you
might know all the combos... I will put it just for
Geese's fans' sake. and "Chouhatsu" is not a must...
it is only for fun.

============
All Grooves:
============
1)Jump HP, standing HP, Reppu Ken
-
2)Jump HK, standing HP, Evil Shadow Masher
-
3)Jump HK, crouching NK, Double Reppu Ken (it works
mostly on Chang and Raiden)
-
4)Crouching HK... then, Reppu Ken, crouching HK,
Chouhatsu (opponent must be cornerd)
-
5)Jump HP, standing LP, standing LP, crouching HK,
Chouhatsu
-
6)Crouching HK... then, Reppu Ken, crouching LP,
crouching HK, Chouhatsu (opponent must be cornerd)
-
7)Reppu Ken, Deadly Rave (opponent must be cornered
and you are far)
-
8)Jump HK, standing LP, standing LP, distance LK,
Deadly Rave
-
9)Crouching HK... then, Reppu Ken, distance LK, Deadly
Rave (opponent must be cornerd)
-
10)Jump HP, standing HP, Deadly Rave
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11)Get Lost, Raising Storm
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12)Jump HP, crouching HK, Raising Storm
-
13)Crouching HK... then, Reppu Ken, crouching HK,
Raising Storm (opponent must be cornerd)
-
14)Jump HP, crouching LP, crouching HK, Raising Storm
(opponent must be cornerd)

===========================
Any Groove Except A-Groove:
===========================
15)Reppu Ken, Deadly Rave (until the ninth hit),
crouching HP, Reppu Ken (opponent must be cornered and
you are far)
-
16)Crouching HK... then, Reppu Ken, distance LK,
Deadly Rave (until the ninth hit), crouching HP,
EvilShadow Masher (opponent must be cornered)
-
17)Jump HK, Deadly Rave (until the ninth hit),
crouching NK, Double Reppu Ken
-
18)Jump HP, standing HP, Deadly Rave (until the ninth
hit), Shippu Ken
-
19)Jump HK, standing LP, standing LP, Deadly Rave
(until the ninth hit), Get Lost
-
20)Jump LK, crouching LK, distance LK, Deadly Rave
(until the ninth hit), crouching LK, crouching LK,
crouching HK, Chouhatsu (opponent must be cornered)

=========
C-Groove:
=========
21)Jump HK, crouching HK, Raising Storm, Raising Storm
-
22)Crouching HK... then, Reppu Ken, crouching HK,
Raising Storm, Raising Storm (opponent must be
cornered)
-
23)Jump HK, crouching LP, crouching HK, Raising Storm,
Raising Storm (opponent must be cornered)
-
24)Get Lost, Raising Storm, Raising Storm (opponent
must be cornered)
-
25)Get Lost, Raising Storm, Evil Shadow Masher
(opponent must be cornered)
-
26)Jump HK, crouching HK, Raising Storm, Double Reppu
Ken (opponent must be cornered)

=========
S-Groove:
=========
27)Jump HK, standing HK (cancel first hit), Deadly
Rave (until the ninth hit), Get Lost, Raising Storm
(opponent must be cornered)
-
28)Jump HK, standing HP, Deadly Rave (until the ninth
hit), crouching LP, crouching HK, Raising Storm
-
29)Jump HK, standing LP, standing LP, standing LK
Deadly Rave (until the ninth hit), Raising Storm
(opponent must be cornered)
-
30)Reppu Ken, Jump HK, standing LP, standing LP,
standing LK Deadly Rave (until the ninth hit), Raising
Storm (opponent must be cornered and you have some
distance with him or her)

=========
A-Groove:
=========
31)Jump LK, , HP+HK, crouching HK, crouching HP, Get
Lost (repeat until the bar is about to end), Raising
Storm (opponent must be cornered)
-
32)Jump LK, HP+HK, Reppu Ken (repeat until the bar is
about to end), Get Lost, Raising Storm (opponent must
be cornered)
-
33)Jump NK, HP+HK, Reppu Ken, Double Reppu Ken (repeat
until the bar is about to end), crouching HK, Raising
Storm (opponent must be cornered)
-
34)Jump NK (cross), HP+HK, crouching LK, crouching LK,
Evil Shadow Masher (repeat until the bar is about to
end), Raising Storm
-
35)Jump NK, HP+HK, Reppu Ken, Double Reppu Ken, Evil
Shadow Masher (repeat until the bar is about to end),
crouching HK, Get Lost, Raising Storm (opponent must
be cornered)
-
36)Jump NK, HP+HK, Evil Shadow Masher, standing NK,
standing NK, Evil Shadow Masher, standing LP, standing
NP, Evil Shadow Masher, standing LK, standing LP, Evil
Shadow Masher, standing NP, standing NK, Evil Shadow
Masher, standing HK, standing HP, crouching HK,
crouching HP, Evil Shadow Masher, Raising Storm
(opponent must be cornered)

---------------
Last Word:
---------------
Okay, Finally... it is finished. Hope I was helpful
and useful to you. If anybody wants to use anything,
by all means do so, but tell me so first before you do
that. And if anybody have any doubts about any
combination attack or cannot perform any, kindly,
E-Mail me and I will explain it more clearly to you.
Remember, do not stick with the rules a lot... Screw
The Rules.

---------------
Special Thanks:
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1)To Capcom for this great game.
2)To Gamefaqs.
3)To all Geese's fans.
4)To all my friends for the encouragement.

=======================================================
Capcom Vs. SNK 2 is Copyright Capcom Corporation and.
This document Copyright 2003 Basel
<[email protected]>

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 and Capcom company.