===============
Geese Howard
===============

Name:  Orochi Pickle
E-mail:  [email protected]

 If you have any questions just e-mail me.  But hopefully I'll have answered
all your questions.

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Table of contents
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1.  Why use Geese?
2.  Grooves
3.  Notations
4.  Normal moves
5.  Special move
6.  Combos
7.  General Strategy
8.  Credits
9.  Copyrights and junk

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1. Why use Geese?
===================

 Why should you use Geese?  He has many things going for him.  High stamina.
He's in the group with the second highest stamina, containing Rugal, Bison,
Dan, and a few others.  The highest stamina would be all the fat guys like
Raiden, Chang&Choi, and Zangief.  Geese has a wide variety of moves that are
strong and fast.  His supers are excellent besides the fact that they are
sometimes hard to pull off.  Plus he is stylish.  He has many enemies so you
generally get a cool little intro.  He wears extremely big pants and uses
Aikido based fighting style.  What else could you want.

===================
2. Grooves
===================

 C Groove:  Pretty cool.  The dash can help you mess with people since you
can dash over a tripped body with most people that are not too fat.  The meter
build fast so you generally will have always at least a lvl.1 super for Geese.
It's not that I don't like this groove it is just that I don't use it because
it think there is better out there for Geese.  The dash may be decent but
you are open for a split second to attack.  Always having a lvl.1 ready is
good but not really for Geese since his lvl.1 Raging Storm can get snuffed
pretty easy and you can't do his lvl.3 Deadly Rave super a lot.

 A Groove: Eckkk.  I don't like this groove because I suck at it.  But that
shouldn't stop the good A groover from using it.  You have either a full CC
bar or two supers to use on your opponent which is good.  When you start up
your CC you have like 12 frames of invincibility in the beginning which is
excellent for starting those CCs.  I don't like this groove for Geese for
a lot of reason.  A lot of his moves aren't really for CC.  He can never do
his Deadly Rave super.  Plus like I said earlier the lvl.1 Raging Storm can
be snuffed pretty easy.

 P Groove:  Please don't use this groove I'm beggin ya.  He already has
counters to stop people, and they do damage.  I can't stand this groove.  I
thought I would try it once and went crying back to N Groove in a matter of
minutes.  The super bar yes is lvl.3 only which is what I preach to use with
Geese but it builds so slooooooooooow.  Also parrying is so hard in this game.
Half the time you get hit in the face trying to parry a move which means you
loose life.  And even though Geese has a large amount of life you don't need
to go wasting it.

 S Groove:  It's an OK groove.  You can dodge attacks and attack during the
dodge which can be annoying.  You can have a lvl.1 super any time you feel
like charging up.  Plus when you are low on life and feel like charging up
the whole bar then you can have a lvl.3 which in S Groove are the most damaging
supers out there.  But in the end I don't like it.  Lvl.1 supers like a said
can be snuffed pretty easy plus you have to wait till you are almost dead
to do a lvl.3, after you have charged the meter.  The meter takes a while
to charge.

 N Groove: Ah hahahahaha.  Oh yeah baby, the groove of champions.  This groove
has three stocks you can build up. It has roll, long jump, short jump, counter
movement, and safe falls baby.  This is the most mobile and to me funnest
groove in the game.  Breaking a stock requires you to press fp and rk which
means for a limited amount of time you can do a lvl.3 which will require only
one more stock leaving you with a stock left over for a lvl.1 if you need
it.  Lvl.3 supers in here are quite damaging.  Switching between long and
short jump is a good confuse method.  Roll past your enemies moves.  Also
if they trip you feel free to bounce right back up by pressing ppp right when
you hit the ground.  But like all grooves it isn't perfect.  You can be thrown,
super, etc. out of rolls easily.  And being the most mobile groove means you
will have to learn how to use everything to it's Max ability.  Plus I still
don't like lvl.1's that much.

 K Groove:  OK, to me a lot better then P Groove.  When you jd(just defend)
you have to press back instead of forward at the last second the attack was
going to hit.  So pressing back to me is a lot better then pressing forward
cuz if you mess up you are at least in block mode and won't be eating a kick
to the face or worse.  When you jd you also gain a pixel of life back which
means if you get really good a jd'ing you can gain a significant amount of
life back.  Rage mode.  When you get hit enough in the face you go into rage
mode which means you have a lvl.3 to blow on your opponent plus a stronger
defense and attack power for the time being.  I don't like this groove because
it isn't that mobile.  It has short and long jumps but no roll.  Also jd'ing
is just as hard as parrying but less risky.  So a good person would use this
with a character that can cover ground easily or is a good turtle.

===================
3. Notations
===================

 I won't be using many conventions because Geese doesn't have a hard joystick
system technically speaking.

F-Forward
B-Back
U-Up
D-Down

hcb-half circle backwards
qcf-quarter circle forward
qcb-quarter circle backwards

wp-weak punch
mp-medium punch
fp-fierce punch
wk-weak kick
mk-medium kick
rk-roundhouse kick
note:  If a "c" proceeds any of these, it stands for crouch.
note:  If a "j" proceeds any of these, it stands for jumping.

-Ratings-

[-----] Horrible, don't use it.
[*----] Not the worst thing he has at least.
[**---] Not too bad but there is better out there.
[***--] OK, use this every once in awhile.
[****-] Good, use a decent amount.
[*****] One of his/her best attacks. Learn to abuse.

====================
4. Normal moves
====================

 Weak Punch [**---]:  Sticks out his fist like any jab.  Nothing too great
about this except that it is fast so it snuffs quite a few things.  I don't
really use this that much no real reason to, outside of a jump in that you
weren't prepared for.

 Medium Punch [**---]:  Weird little palm strike.  Decent speed.  Range is
OK.  Better stuff out there.

 Fierce Punch [****-]:  Turns and does a deep punch to the stomach.  Not
to bad actually.  It does good damage.  Fairly quick, and it is a decent range
controller.  I usually stick it out when I've got the people in the corner,
and sense it isn't so quick they generally run right into it.

 Weak Kick [**---]:  Little side kick.  Nothing that great, not worth using.

 Medium Kick [*----]:  I don't like this move and I don't use it.  He stands
in one spot and does a double side kick, one to the face and one to the stomach.
The reason I don't like this kick is cause it has no range, plus it takes
him a good amount of time to actually do the move.  Which means if the player
is smart he'll just move back a little and you'll be eating a super.

 Roundhouse Kick [***--]:  He does a lunging side kick.  Not to shabby.  It
helps clear a lot of distance really quick.  Not too bad I wouldn't abuse
it though.  Something to do every once in while.  Just don't use it after
a trip, otherwise since it is so noticeable, you get hit with a wakeup.

 C.Weak Punch [***--]:  Crouching jab is all it is.  This is a good move
to do because is it part of the poke game that you will do.  This move is
fast and will stop quite a few attacks.

 C.Medium Punch [*----]:  Downward chop to the shins.  Don't use this much
at all because of it's sad range.  Nothing much to really say except he has
better stuff out there.

 C.Fierce Punch [****-]:  Almost exactly like Ryu and Ken's c.fp except I
think it has a bit more range.  Abuse this on those stupid jumpers.  The main
anti-air I use.  It is good every once in awhile to switch this up between
his high counter just in case they try to beat out your fierce punch with
an attack of theirs.

 C.Weak Kick [***--]  Sticks out his leg a little ways.  I use this a decent
amount.  A good poking tool.  Fast but has little range just like his c.wp.
So you should be fairly close when you use this.

 C.Medium Kick [*****]:  Looks like c.wk but with a little more range.  Great
move.  Snuffs a lot of attacks. Abuse please. You'll be using this a lot
especially when you are running or right on top of them doing your poking.
If you are close, you don't have to be real close though but close, you can
connect this with mp fireball.  This will be a big part of your rush game.

 C.Roundhouse Kick [****-]:  A sweep nothing much more to say.  It has good
range and is fast so this move you should use a good amount and should feel
safe doing so.

 J.Weak Punch [**---]:  A downward palm strike.  OK priority.  Mainly it
is good because it is quick.

 J.Medium Punch [*----]:  Strictly an air to air move.  He sticks a punch
straight out in front of him.

 J.Fierce Punch [***--]:  Double palm strike downwards.  Not to bad the only
reason it is decent is that you can connect his Deadly Rave super to it.

 J.Weak Kick [**---]:  Sticks his leg out in a downward angle.

 J.Medium Kick [***--]:  Yeah this is the man.  You need to get use to this
because this is the kick you will use to cross people up and restart your
pokes sequences and so on.

 J.Roundhouse kick [****-]:  This is the attack to use when you are either
jumping into and confronting an opponent in the air.  It is fast , strong
and has great priority.

 F.Fierce Punch [***--]:  He gets in a deeps stance and does a back fist
to your stomach.  Pretty good move.  Really good damage.  Also it knocks the
opponent far away which is good to get them into the corner.  Has a slow start
up but when it gets to the point where it is about to hit or right before
it, it has good priority so you should use it.  I use it sometime on tripped
opponents since it will sometimes go trade with dp's.  I like to use it on
jumpers since it will generally snuff their attack or trade with it.

-Throws-

 F.Fierce Punch(close) [**---]:  Motions his arm in a little Magneto like
motion while picking you up and chucking you across the screen.  A good throw
but you throw the opponent so far away.

 F.Roundhouse Kick(close) [****-]:  This is the throw that you will be using
the most.  He picks you up over his head and then slams you down right next
to him.  He puts your opponent in the perfect range to be crossed up with
the j.mk.

====================
5. Special Moves
====================

 Reppu Ken (qcf+wp or mp) [***--]
 Geese raises his hand upward and shoots a blue wave across the ground.  Weak
Punch is cool cuz it is slow enough to run with across the ground.  Medium
punch is the one that you'll be using the most though because it isn't too
slow and isn't too fast.  Since it isn't too slow you're pretty safe using
it.  Since it isn't too fast people might make a mistake right when it is
in front of them and get hit.  Mp version will connect with mk like I mentioned
earlier.

 Double Reppu Ken (qcf+fp) [*----]
 Too slow to really use in a  match against real people.  Only time to use
this is when you have just tripped them and they are about to get up.  Another
time to use this is if the person is either a scrub or as dumb as sawdust.

 Shippu Ken (air only qcb+p) [****-]
 I consider these very good to mix things up in the match.  Plus instead
of going forward after he has done these he bounces backwards which I think
is a little better.  These aren't stupid proof, so don't get predictable.

 Atemi Nage-Joudan (hcb+wp) [****-]
 This is the high counter so it counters jump in attacks and special none
fireball moves.  The only reason I consider this his best counter to use is
because it counters all none projectile moves, I'm pretty sure, and none
projectile supers.  So you can counter Terry's burning knuckle, Balrogs
rushing fist thing,  Ryu's uppercut, Blanka balls, and one of the most feared
supers, Rock's lvl.3 Shine Knuckle ^-^.

 Atemi Nage-Chuudan (hcb+mp) [**---]
 The mid counter.  This counters all standing normal attacks, and crouching
punch attacks.  I don't use this one much at all because generally the opponent
is either doing low attacks, special, jumping, or throwing you.

 Atemi Nage-Gedan (hcb+fp) [***--]
 The low counter. This will counter all crouching kick attacks.  A good
counter but I generally don't use it because it is hard to counter low attacks.
The reason it is hard to counter low attacks is because they are usually doing
wk which is fast, wp which is countered with the mid counter.

 Jaei Ken (hcb+k) [***--]
 Not to bad of an attack.  He rushes forward with a three hit punch combo.
Use this either to guard crush the opponent or wp/mp Jaei Ken connect to a
close fp.

-Desperation moves-

 Raging Storm (db,hcb,df) [****-]
 The ol' pretzleformation.  It looks intimidating don't it.  Well it isn't
as hard as people make it out to be just a little practice and you'll have
this one down pat.  This is an excellent anti-air.  It is strong and fast.
At a lvl.1 it is good but it can be stopped by and air attack if it wasn't
done early enough.  Lvl.2 better and this is pretty safe not much to worry.
Lvl.3, oh yeah this one is excellent.  The lvl.3 is fast, pretty much
invincible, and extremely strong.  But this thing isn't invincible so please
don't be stupid.  This has a small hit frame the person either has to be jumping
in the air at you or if they are on the ground they have to be right next
to you.  If you miss I'm sorry to say you are going to die a horrible stinking
death, and if I was there I would watch and laugh at you.

 Deadly Rave (hcb,f+wk,wp,wp,wk,wk,mp,mk,fp,rk,qcb+fp) [*****]
 Not nearly as bad as this looks.  The button sequence doesn't need to done
fast and if you do it to fast it will screw up the super so don't do that.
This is a good super, can be connected many ways and is strong.  This super
must be done when the opponent is on the ground otherwise they will be bounced
back and the super will end.  This super has some interesting qualities
because you are able to stop in between the super at certain spots and continue
a normal combo.  This will sometimes make the combo more damaging and cooler,
plus you may be able to dizzy your opponent more often.

====================
6. Combos
====================

1.  c.wp>c.wk>c.mk>qcf+mp
 This is a good combo to do.  It is his main pressure combo.  You'll use
this to get in the opponent face and stay there.  This combo when done doesn't
push the opponent too far back so you can run up and continue attacking .

2.  c.wp>c.fp>qcf+mp
 This combo is OK but not as good as the one before it.  This combo you have
to be really close for the c.fp to connect.

3.  fp(close)>wk/mk Jaei Ken
 I like this combo especially if you are about to guard break the opponent.
But if they block the fp don't continue with the rest cause it leaves you
in horrible recovery.

4.  c.rk>Raging Storm
 This combo is for no weakling.  This combo is some what hard to do.  Right
after you trip them you already have to be like half way through the Raging
Storm super motion otherwise it won't work.  This combo is pretty cool but
mainly for show off.

5.  small jump fp>Deadly Rave
 This combo is only for the grooves with low jumps.  This combo is good
because if you don't get the first part to connect you are still safe and
can continue the pressure on your opponent.

6.  c.wk>Deadly Rave
 Good combo.  Have to be sorta quick for it to work.

7.  wp>wk>c.wk>Deadly Rave
 Just a show off combo.

8. c.wp,c.wp,c.wk,c.mk,qcf+mp/fp
 This isn't a true combo I'm just giving you an idea of a poke/pressure
sequence with Geese.

9. lj.rh>2s.wkXXDeadly Rave(2wp>2wk>mp>mk>fp>rh)wait a brief second after
the rh then s.wk>s.fwXXhcb+mk.
 A very good combo and very powerful.  This will do major damage, or kill
them, plus leave them very close to a dizzy if you keep the pressure on.  This
is the basic combo with his deadly rave but you can experiment and do other
stuff too.

====================
 7. Strategy
====================

 Geese is sorta a controller in the game.  He has a great amount of power
so if you learn to use Geese you'll be doing the damage quickly.  He can keep
people in the corner with his fp throw and he can begin the cross up with
his rk throw.  Use his c.fp to stop jumpers so they aren't jumping in on you
much.  If you don't do a c.fp you should be doing a Raging Storm.  If you
don't do the c.fp or the super then roll to the opposite side and throw them
with rk.  His throw take good chunks of damage so those should be done every
once in awhile.   Use and abuse c.mk>qcf+mp.  This combo is good to keep people
back.  Both his run and roll are very good.  You should always have a lvl.3
somehow ready by either having broken a stock in N Groove, or all your lvl.s
in A groove, or Rage Mode for K, etc.  Having this lvl.3 will always make
the opponent think twice before doing anything at all especially jumping.
If they get predictable then you can go for the counters. If they have any
slow or noticeable none fireball special move do the high counter to stop
it.  The high counter will slam them right next to you so then when they get
up you can do a cross over and begin a sequence.  Be aggressive with Geese,
play him like a wall don't let people get past you if you can.

====================
8. Credits
====================

 I give credit to the people in Shoryuken.com for helping me with my own
strategy which eventually allowed me to write this for gamefaqs.com.

 I know this may be insulting to some people and rude but I want you all
to know that Jesus loves you.(^-^)

 I hope this faq of Geese helps people out there.

====================
9. Copyrights
====================

 This is all mine and no one can use this without my consent got it.  No
reproducing, selling, copying, etc. of this material unless you e-mail me
and ask for my promission which no doubt I'll give, because this isn't that
big of a deal.  Thanks from the Pickledude.

-Orochi Pickle-