SvC Chaos: SNK Vs Capcom/Geese Howard: Difference between revisions

From SuperCombo Wiki
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==Moves List==
==Moves List==
===Normal Moves===
===Normal Moves===
Some of Geese's Normals are pretty nice to use in battle(Well, he is just the best in the game), so begin your strategies here.
====Close Normals====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=cl.A
|data=
{{AttackData-SVC
|Damage=
|Guard=Mid
|Cancel=
|Startup=
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|Hit Adv=
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''s.LP -'' (Far) A nice poke. It's fast and the reach is nice, but whiffs on low crouching chars and cannot be normal canceled. Can be used in light attack combos. (Close) The best starter to light attack combos. It's cancelable, chains into itself, but whiffs on those low crouching chars.<br>
===== <span class="invisible-header"></span> =====
''s.LK -'' (Far) Not as fast as the f.LP, but can be used in light attack combos. It cannot be normal canceled, so use this only in the MAXIMUM Mode(If you want to use, I mean). (Close) A fast knee. Chains into itself, can be canceled, and doesn't whiffs on low crouching characters. Good to use in a match.<br>
<font style="visibility:hidden" size="0"></font>
''s.HP -'' (Far) A slow poke(The recovery on this move is very bad). If you really want to use, hit with the tip of Geese's hand. Cannot be normal canceled, but can be Super Canceled, and I don't know why. (Close) This move... Is the best of Geese's ground attacks, and one of the reasons to answer the question:"Why am I using Geese in this game?" You can cancel this into any Command Move(Except the OTG one), and any Special/Super move. This is part of an infinite combo too.<br>
{{MoveData
''s.HK -'' (Far) This poke has better reach and speed than the f.HP, but this can't be Super canceled. (Close) A two-hit kick that can be canceled in the first hit. The second kick can be used as an anti-air, but it's risky. The cl.HP is better to use.
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''j.LP -'' (Diagonal) This move is good as a jump-in move, but Geese has better options. (Neutral) Slow for a light attack. Don't use. Geese has better options than this move.<br>
===== <span class="invisible-header"></span> =====
''j.LK -'' (Diagonal) Nice move to use. This is Geese's best crossup attack. If the opponent blocks it, don't followup, because you'll be punished with those GCFs. (Neutral) Kick that aims down. Can be used in the opponent's wakeup. If you want, followup with an air fireball to confuse your opponent.<br>
<font style="visibility:hidden" size="0"></font>
''j.HP -'' (Diagonal) A multi-hitting jumping move. It's better when used against BIG chars(Like [[Earthquake (SvC)|EQ]] and [[Hugo (SvC)|Hugo]]) to do THAT damage on them(You'll get meter while you hit them too). (Neutral) Geese's best neutral jump-in. It can be better used on the opponent's wakeup. Hit with this, and followup with what you want. It's good to cancel this move into the air fireball too.<br>
{{MoveData
''j.HK -'' (Diagonal) Geese's best Diagonal jump-in. Can be used as an air-to-air, and on combos. Simple to use. (Neutral) You can use this in air-to-air battles, but Geese has a ground game, so avoid it.
|image=
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|caption=
|name=cl.C
|data=
{{AttackData-SVC
|Damage=
|Guard=Mid
|Cancel=
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''cr.LP -'' This is a great normal move. Good to use in light attack/crouching combos. Chains into itself, can be canceled, and it's fast. Can be used as poke too(This move is better than the f.LP/LK in my opinion).<br>
===== <span class="invisible-header"></span> =====
''cr.LK -'' An extremely important normal against most of the characters in the cast. It has the same properties(And a little more) than the normal above. It hits low, and there's something interesting about this move. You can make Geese avoid some projectiles with this(I could avoid from the Shoto's, and [[Mr. Karate (Takuma Sakazaki) (SvC)|Mr. Karate's]] fireballs), but you'll need to time well. You just need to hit the opponent while he is doing the projectile animation. If you miss the timing, don't worry, you can block the move(This move is safe too, don't worry again). You'll need this in the matches.<br>
<font style="visibility:hidden" size="0"></font>
''cr.HP -'' Please, you'll need this move. It's one of Geese's best anti-air moves, and can be one of the best ''normal'' anti-airs in the game(If not the best). It's part of Geese's main gameplan. It's not unbeatable, but you can use against all chars of the cast. You can cancel this move too, but if you use this move as an anti-air, you cannot combo with it, so cancel if you need meter.<br>
{{MoveData
''cr.HK -'' A kick that hits low and knocks down. It's not that fast as the other cr.HKs in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+LP or you can use the same strategy mentioned in the cr.LK(The timing is different).
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====Far Normals====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* A nice poke. It's fast and the reach is nice, but whiffs on low crouching chars and cannot be normal canceled. Can be used in light attack combos. (Close) The best starter to light attack combos. It's cancelable, chains into itself, but whiffs on those low crouching chars.
}}
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Not as fast as the f.LP, but can be used in light attack combos. It cannot be normal canceled, so use this only in the MAXIMUM Mode(If you want to use, I mean). (Close) A fast knee. Chains into itself, can be canceled, and doesn't whiffs on low crouching characters. Good to use in a match.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* A slow poke(The recovery on this move is very bad). If you really want to use, hit with the tip of Geese's hand. Cannot be normal canceled, but can be Super Canceled, and I don't know why. (Close) This move... Is the best of Geese's ground attacks, and one of the reasons to answer the question:"Why am I using Geese in this game?" You can cancel this into any Command Move(Except the OTG one), and any Special/Super move. This is part of an infinite combo too.
}}
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===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* This poke has better reach and speed than the f.HP, but this can't be Super canceled. (Close) A two-hit kick that can be canceled in the first hit. The second kick can be used as an anti-air, but it's risky. The cl.HP is better to use.
}}
}}
 
====Crouch Normals====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* This is a great normal move. Good to use in light attack/crouching combos. Chains into itself, can be canceled, and it's fast. Can be used as poke too(This move is better than the f.LP/LK in my opinion).
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* An extremely important normal against most of the characters in the cast. It has the same properties(And a little more) than the normal above. It hits low, and there's something interesting about this move. You can make Geese avoid some projectiles with this(I could avoid from the Shoto's, and [[Mr. Karate (Takuma Sakazaki) (SvC)|Mr. Karate's]] fireballs), but you'll need to time well. You just need to hit the opponent while he is doing the projectile animation. If you miss the timing, don't worry, you can block the move(This move is safe too, don't worry again). You'll need this in the matches.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Please, you'll need this move. It's one of Geese's best anti-air moves, and can be one of the best ''normal'' anti-airs in the game(If not the best). It's part of Geese's main gameplan. It's not unbeatable, but you can use against all chars of the cast. You can cancel this move too, but if you use this move as an anti-air, you cannot combo with it, so cancel if you need meter.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|description=* A kick that hits low and knocks down. It's not that fast as the other cr.HKs in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+LP or you can use the same strategy mentioned in the cr.LK(The timing is different).
}}
}}
 
====Jump Normals====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Diagonal jumping attack
* This move is good as a jump-in move, but Geese has better options. (Neutral) Slow for a light attack. Don't use. Geese has better options than this move.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Diagonal jumping attack
* Nice move to use. This is Geese's best crossup attack. If the opponent blocks it, don't followup, because you'll be punished with those GCFs. (Neutral) Kick that aims down. Can be used in the opponent's wakeup. If you want, followup with an air fireball to confuse your opponent.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Diagonal jumping attack
* A multi-hitting jumping move. It's better when used against BIG chars(Like [[Earthquake (SvC)|EQ]] and [[Hugo (SvC)|Hugo]]) to do THAT damage on them(You'll get meter while you hit them too). (Neutral) Geese's best neutral jump-in. It can be better used on the opponent's wakeup. Hit with this, and followup with what you want. It's good to cancel this move into the air fireball too.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Diagonal jumping attack
* Geese's best Diagonal jump-in. Can be used as an air-to-air, and on combos. Simple to use. (Neutral) You can use this in air-to-air battles, but Geese has a ground game, so avoid it.
}}
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===== <span class="invisible-header"></span> =====
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===Command Moves===
===Command Moves===

Revision as of 15:57, 11 May 2022

"Oh, cursed fate! Must these young punks constantly confound me?!" By: Geese Howard

Introduction

GeeseHowardfacesvc.png

Geese Howard, the ruler of Southtown, and easily the most classic SNK boss in the history. But also one of the most hated in this game. Why? He's the single best character in the game, packing tools for literally every situation, god tier screen control and packing a very easy infinite. That said, playing him will mean no one likes you due to how easy and rewarding he is to play.

Good Things: Bad Things:
  • Easy to play, learn and master
  • Doesn't need his infinites
  • Has everything in this game
  • Easy combos, Max Mode loops, and infinites
  • God tier screen control
  • God tier anti-airs
  • Air fireball
  • Great counters
  • Hard to punish
  • Strong Exceed
  • You're playing at his pace unless the player sucks
  • Orochi Iori is better at being a speed demon
  • Shin Akuma is slightly better at scaring people in the air
  • Zero has slightly better setplay
  • Voice lines were removed in Super Plus
  • Everyone knows what to expect
  • You will lose friends

How to select Geese Howard (outside of Super Plus)

  • Are you saying that you want to use Geese Howard, but cannot select him? Press these directions while you're on the character select screen, before the timer reaches 10 seconds:
  • (Hold Start) Left(3x), Down, Left, Up, Right, Up

Who is the strongest?

The question still stays... Who is the strongest? Zero, or Geese Howard?

  • I, Redarts, think that Geese is better than Zero. One of the reasons are his infinites. Geese is easier to play, has better projectiles, easier normal mode infinite. Now, let's... "Delete" the infinites. Zero's arsenal is bigger than Geese's, and that's what makes him more technical. Now for Geese's game without the infinite, he still would be with his ground game, damaging anti-airs, and his simple combos. So, again, Geese's better in my opinion.

Moves List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A nice poke. It's fast and the reach is nice, but whiffs on low crouching chars and cannot be normal canceled. Can be used in light attack combos. (Close) The best starter to light attack combos. It's cancelable, chains into itself, but whiffs on those low crouching chars.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Not as fast as the f.LP, but can be used in light attack combos. It cannot be normal canceled, so use this only in the MAXIMUM Mode(If you want to use, I mean). (Close) A fast knee. Chains into itself, can be canceled, and doesn't whiffs on low crouching characters. Good to use in a match.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A slow poke(The recovery on this move is very bad). If you really want to use, hit with the tip of Geese's hand. Cannot be normal canceled, but can be Super Canceled, and I don't know why. (Close) This move... Is the best of Geese's ground attacks, and one of the reasons to answer the question:"Why am I using Geese in this game?" You can cancel this into any Command Move(Except the OTG one), and any Special/Super move. This is part of an infinite combo too.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This poke has better reach and speed than the f.HP, but this can't be Super canceled. (Close) A two-hit kick that can be canceled in the first hit. The second kick can be used as an anti-air, but it's risky. The cl.HP is better to use.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is a great normal move. Good to use in light attack/crouching combos. Chains into itself, can be canceled, and it's fast. Can be used as poke too(This move is better than the f.LP/LK in my opinion).

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • An extremely important normal against most of the characters in the cast. It has the same properties(And a little more) than the normal above. It hits low, and there's something interesting about this move. You can make Geese avoid some projectiles with this(I could avoid from the Shoto's, and Mr. Karate's fireballs), but you'll need to time well. You just need to hit the opponent while he is doing the projectile animation. If you miss the timing, don't worry, you can block the move(This move is safe too, don't worry again). You'll need this in the matches.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Please, you'll need this move. It's one of Geese's best anti-air moves, and can be one of the best normal anti-airs in the game(If not the best). It's part of Geese's main gameplan. It's not unbeatable, but you can use against all chars of the cast. You can cancel this move too, but if you use this move as an anti-air, you cannot combo with it, so cancel if you need meter.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A kick that hits low and knocks down. It's not that fast as the other cr.HKs in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+LP or you can use the same strategy mentioned in the cr.LK(The timing is different).

Jump Normals

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Diagonal jumping attack
  • This move is good as a jump-in move, but Geese has better options. (Neutral) Slow for a light attack. Don't use. Geese has better options than this move.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Diagonal jumping attack
  • Nice move to use. This is Geese's best crossup attack. If the opponent blocks it, don't followup, because you'll be punished with those GCFs. (Neutral) Kick that aims down. Can be used in the opponent's wakeup. If you want, followup with an air fireball to confuse your opponent.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Diagonal jumping attack
  • A multi-hitting jumping move. It's better when used against BIG chars(Like EQ and Hugo) to do THAT damage on them(You'll get meter while you hit them too). (Neutral) Geese's best neutral jump-in. It can be better used on the opponent's wakeup. Hit with this, and followup with what you want. It's good to cancel this move into the air fireball too.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Diagonal jumping attack
  • Geese's best Diagonal jump-in. Can be used as an air-to-air, and on combos. Simple to use. (Neutral) You can use this in air-to-air battles, but Geese has a ground game, so avoid it.

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -

Command Moves

Fudou Sakkatsu Uraken
f+C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • An attack that knocks down. You can use this as a poke, because it has a nice reach, and Geese walks a little forward while he performs this move. You can normal cancel it, but you cannot combo with the special moves. The best way to combo with this move is when it gets a counter hit. Try something like: f+HP(Make sure you get a counter hit), QCF+LP, db, HCB, df+P. This is nice to use when you need. You can combo using this move after a normal too, like this: [Jump Attack] cl.HP/HK, f+HP, df+C(Optional, and you can use it only while your opponent is down). This can help you a lot, but this isn't that useful when compared to the move below.

Raikou Mawashi Geri
f+D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another reason to use Geese Howard in this game. This is part of an easy infinite combo(I think Geese has 2 infinites involving this Command Move, and they are really easy to do). You can cancel this move with ease after a Heavy Attack. Punish your opponent with a combo involving this move to do THAT damage to him/her. You can use it as a poke too(By attacking with the tip of the kick), and cancel it into a QCF+P to make it almost 100% safe. Don't let your opponent block it, because the GCFs are real in this game.

Raimei Gouha Nage
db/df+C (while opponent is down)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - OTG - - - - - - - - - - -
  • An OTG(on/off the ground) grab. You need to press the direction and the attack button at the same time, and remember that this is a "Face Grab". It's hard to use this in a battle, because the opponent can recovery roll if he falls down. The easiest ways to use this move are:
  • After an AB grab - Well... The AB grab is something really interesting, because the opponent will fall near you, so you can GCF, AB grab, db/df+HP.
  • After a cr.HK(And the opponent didn't do a recovery roll) - The cr.HK isn't something good, but it's easy to do this OTG grab after the cr.HK. Just dash 1 or 2 times after the move hits and be happy.
  • After a HCF+K in the corner(And the opponent didn't do a recovey roll) - The HCF+K is something that can help you in the combos, and it knocks down in the last hit of the move, so after the move hits, use this, it isn't hard, because you'll be in the right position(If you use the special move in the corner, I mean). If you need, you can dash.

Special Moves

Reppu Ken
qcf+A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A fast(and "tall") projectile with nice recovery, but this move isn't spammable. It's hard to combo into this move(If you try to cancel a normal/command move into this, you will get the move below). Some characters have no chance against this one.

'96-Reppu Ken
qcf+A (cancelled into)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move is pretty good to use too(This is another reason to use Geese Howard in this game), but it isn't a projectile. If it hits the opponent, he/she will be in a juggle state, so followup with something damaging like the Raging Storm Super, okay? Oh, and it's possible to use this move as an anti-air too. But how can I use this move alone, if you said that this move will only come out in the middle of a combo? First, I didn't say that. I said that this can be used after a cancelable move, not exclusively in combos. Yeah, you can whiff cancel into this move(Which is nice, but not 100% good). Try something like, cr.LK(You can use any crouching move), QCF+LP. You can anti-air the opponent, and he/she will still be in that juggle state(You can followup an anti-air, that's nice, Geese Howard).

Double Reppu Ken
qcf+C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is slow, and easy to punish. You can avoid this move. While Geese is doing the first Reppu Ken, that "ball"(I don't know what it is) will eat any normal projectile(I don't know if it can eat Super Projectiles yet, because the ball doesn't stays so much time). The second Reppu Ken has the same speed as the Normal Reppu Ken, can be negated by Normal projectiles(Dunno why), but it's larger(Thanks, SNK). If you do this move while you're near from the opponent, the two Reppu Kens will connect.

'96-Double Reppu Ken
qcf+C (cancelled into)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This isn't that good as the Normal one. About the last hit, I don't know if it can juggle the opponent(But the first hit will). Stick with the LP version only, it's better.

Shippu Ken
j.qcb+P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • An air projectile. Good to use against tall characters after a cancelable jumping normal(The n.HP is the best to use). It can be unsafe if your opponent blocks it, so watch out. And Geese has a ground game, so... Use if you want. Use this as something like an air-to-air.

Hishou Nichirin Zan
dp+P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A good anti-air move. It does two hits, and in the LP version, you can juggle your opponent in the corner(And lead to some interesting resets). Oh, and you can't combo into the Supers/Exceed after the second hit. It's very unsafe on block too, so watch out when you use. The first hit can be MAX canceled.

Ja'ei Ken
hcf+K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another reason to use Geese. This move plays a nice role in Geese's combos(especially in MAXIMUM Mode), and if you're having trouble with the infinite, this can help you. LK version will stop in the middle of the screen, and the HK version will stop near the corner. Enjoy this move in MAXIMUM Mode, really(Just see the combos section later), because any hit from this Special move can be MAX canceled. It's unsafe too.

Upper Body Toss
hcb+B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Interesting counter move. And it's pretty basic to use too. The counter will only work if something hits Geese's hand. This can be used to counter jumping attacks(Yeah, like an anti-air move), some Special moves(I could stop the Shoto's Tatsu with this), Supers(I could stop Ryu's Tatsu Super with this too), and even Exceeds(I will test this later, but I could prove that Claw's Exceed is counterable). Don't abuse of it, because the opponent can predict those counters with ease.

Middle Body Toss
hcb+D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This can be the same as the above, but can counter only the middle moves(I don't know why, but Ryu's f+LP is an overhead, as you probably know, and it could be stopped by this move). Can be the less used of the three. Don't abuse of it too.

Lower Body Blow
hcb+A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is to counter low moves(Low ≠ crouching move, remember that). Good to use in the opponent's wakeup, and against those characters with low special moves(Like Sagat and Zero). This can help you. Don't abuse of this move, please.

Super Moves

Raging Storm
db,hcb,df+P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Great anti-air super with a huge hitbox primarily in front of Geese.
  • For some characters, it's impossible to jump over it.
  • This is the most common, damaging ender to use after a 96-Reppu Ken.
  • It's also possible to combo after a normal/command move, making this your go-to super for Geese.
  • If you're struggling with the super input, you can do it as hcbx3+P, and it will still come out, though the game may sometimes interpret it as hcb+A or his command grab super, so try to end on df+P.
  • Technically unsafe to do on block, and whiff, but Geese recovers so quickly that there's barely any room, if at all, to punish it, even with Front Step.
  • [https://www.youtube.com/watch?v=APCjImrLNjI This video gives some insight to which fireballs/supers can and cannot go through Raging Storm, though usually speaking Raging Storm blocks out most attacks, or sometimes the fireball will go through Raging Storm after its startup depending on where the fireball connects.

Rashomon
hcbx2+C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move is great to use against those turtles that are afraid of Geese's gameplay and are just waiting for the time to punish you.
  • You can use this after a GCFS as well, instead of normal throw.
  • If you're struggling to do hcbx2 after cl.C, you can buffer it as hcb+C, hcb+C. The super can be comboed after a cl.C.
  • After the Super hits the opponent, they will wake up back-turned (potentially near you also), giving you a chance to follow-up with a crossup afterwards.

Exceed

Deadly Rave
hcb,f+BCD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Full Input: hcb,f+BCD > AA, BB, CC, DD, qcb+CD
  • Follow-up hits after hcb,f+BCD must be correctly timed right as they hit the opponent. You will need to be a little fast with the button presses. It may be awkward at first, but doesn't take too much practice to get used to.
  • If you practice enough, it's best to not finish Deadly Rave with qcb+CD. Geese can do better finishers than that since he can follow-up with any combo afterwards.
  • You can pass under floating projectiles with this Exceed, unlike Terry's Deadly Rave which cannot.
  • Deadly Rave is unsafe after the second hit, so if the opponent blocks it, stop proceeding with the rest of it.

The Basics

Geese's Gameplan

Geese has an almost 100% ground game, so you don't need to jump everytime, because his ground options are better. If the opponent jumps, don't even think about jumping, because Geese can anti-air almost every character in the game by using his cr.HP, the Raging Storm super(Which is a nice anti-air for Geese), that counter move for high attacks(Time well), and, if you need, the Comboed Reppu Ken. If the opponent can be punished, give to him something damaging, and he will not forget what you have done to his heart(That was horrible, I know that). Geese has his infinites too, but don't play with him like if the infinites are the only thing involved in Geese's game. He has good options other than the infinites, and I'm saying that because everyone can mess any infinite combo anytime(and that includes you, the reader), and when you fail, get ready to see the opponent's revenge.

Advanced Strategy

Match-Ups

Combos

Geese is a combo friendly character, so you can enjoy his easy-to-do combos. If you're having trouble with his infinites, you don't need to learn them as his other combos are just as strong.

(Without Max Mode)
Combo Damage Notes
(j.X), cl.C, f+D If you can master this easy combo, congratulations, you have a good part of Geese's combos in your mind.
(j.X), cl.C, f+D, qcf+A, db,hcb,df+P An easy and damaging combo. Extremely good to use against your opponent when you need. You can use the Super's shortcut to land this combo.
(Corner only) (j.X) cr.B, qcf+A, dp+A, cl.A Geese's reset combo. Can be hard to land, but it's a nice simple combo to use.
AB throw, df+C Pretty bad damage compared to the other combos, but this is a good option to use after a GCFS if you cannot pull off his super command grab.
(j.X), cl.HP, hcbx2+C Remember the input to make this combo easier? If not, it is here: hcb+C, hcb+C. If you add a Jump Attack (preferably j.D), the moves will connect, but the game will recognize the combo as a "double 2-hit combo." Remember that after the Super hits, the opponent will wakeup with his back turned, and he will need to block in the opposite direction.
(Tall characters only) j.C, qcb+P This is the Shippu Ken's simple combo. Nothing really interesting in this combo, but you can use when you need.
(Tall characters only) j.C, cl.C, f+D, any follow-up The j.C is extremely good against tall characters for allowing Geese to connect all hits, so use this jumping attack instead of the j.D if you're against any tall characters.
(j.X), [cl.C, f+D, forward dash (quickly cancel into)]xN, cl.C, f+D, qcf+A, db,hcb,df+P This is Geese's main infinite combo. I'll say again, if you're having trouble with the infinite, don't use it, and practice later. The time to cancel the dash can be hard to find, but it's possible as a combo. Good to use, but can be difficult to land sometimes.
(j.X), [cl.C, f+D infinite]xN, Exceed, Any combo This can be strange to do, because of the Exceed part. It can be easy to mess up this combo in the Exceed part. If you haven't mastered the Exceed's inputs yet, do the 5th combo instead. After the qcf+A hits (and puts the opponent in a juggle state), the Exceed can be landed with ease (The opponent will not be knocked down after it hits). It can insta-KO your opponent too with the infinite.
(With Max Mode)
(j.X), (cl.C, f+D), [hcf+B(1-2), (C)f+D]xN, (while stunned) cl.C, f+D, qcf+A, Exceed (With any followup) / db,hcb,df+P This is an interesting combo. It's Geese's easier infinite too. The combo will only work with the hcf+B version. You should practice the hcf+B, f+D part, because it's important. You can do almost all of Geese's infinites everywhere.
(j.X) cl.D(2), f+D, Dash, [cl.HK(1), (C)f+D]xN, any follow-up after stun Can be one of Geese's hardest infinites and not often used, but it's there if you want.
(Corner only) [dp+A(1), (C)qcf+A]xN, Exceed, any follow-up / db,hcb,df+P This combo isn't that good only because it's a corner only combo. It can be hard to do depending on the character. The timing of the dp+A varies depending on the size of the character. Smaller characters tend to be a lot harder to perform it on, and need to be closer to the ground whereas bigger characters don't, and it's more consistent.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Strategy
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken