Geese Howard will not hesitate to stand his ground as the ultimate mob boss of South Town and Terry Bogard's ultimate rival. Geese is packing a deadly toolkit, crafted for punishing even the strongest of fighters with a solid read. Grounded Reppukens and his handy air fireball combined with his counter moves make it easy for Geese to zone any character out while also punishing any attempt at jumping in, especially if the player can pull off the pretzel motion to dish out the Raging Storm. All of that said, he's not easy to play. Geese requires solid fundamentals and good reads for any player to play him effectively and reach his full potential. One careless mistake from the player can cost Geese's control of the screen. If you love Geese, however, then by all means he will not disappoint by being a unique character capable of handling most any situation. And of course, he's got an awesome stage and a rocking theme song.
Pros
Cons
Counter moves for nearly every situation
Well-rounded set of normals
The only character with an air projectile
His theme song
Timing counter moves right can be tricky
Most damaging combos don’t work on small characters
Has a hard time against characters that can circumvent his projectiles
Steeper learning curve
Move List
General Hurtboxes
Standing/Walking
Crouching/Crawling
Jumping
58F (4+51+3) duration, tied for the slowest jump in the game.
Close Standing Normals
c5A
c5A Murasame-Uchi/村雨打ち
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
8
2
Mid
5
6
0
10
+10
+11
Kara Cancel
Most common combo starter for Geese. Links into itself and far 5A.
The opponent cannot guard during the final active frame of this move if used as Player 1, allowing for unblockables. If the last frame hits as either player, Geese can act with no recovery during hitstop.
c5B
c5B Inazuma-Geri/稲妻蹴り
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
10
2
Mid
3
5
6
13
+5
+6
Kara Cancel
Slightly better startup and damage compared to close A, but worse as a combo tool as it gives less frame advantage on hit.
c5C
c5C Suigetsu-Uchi/水月打ち
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
18
4
Mid
6
9
14
28
+1
0
Kara Cancel
Can combo into light Reppuken.
c5D
c5D Tentou Sakkatsu Nidangeri/天倒殺活二段蹴り
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
20x2
4x2
Mid
6
4 (4) 10
10
33
-4
+2
Kara Cancel
Two hits, but it's rare for both of them to connect due to the amount of knockback. First hit whiffs against most crouching characters too. Don't bother using this.
Far Standing Normals
f5A
f5A Heavenly Breaking Fist (天破拳)
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
6
2
Mid
4
7
0
10
+9
+10
Kara Cancel
Strong hitbox and fast startup, making it ideal for countering rushing moves such as Andy's Zaneiken and Kim's Hououkyaku.
Links into itself and f5C.
You can land more hits in a combo if you walk forward while chaining 5As. Once you're pushed out of the move's range, finish the combo with f5C.
The opponent cannot guard during the final active frame of this move if used as Player 1, allowing for unblockables. If the last frame hits as either player, Geese can act with no recovery during hitstop.
f5B
f5B Hidden Kick (秘中蹴り)
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
8
2
Mid
8
10
17
34
-11
-10
Kara Cancel
Reaches very far for a light normal and hits all crouching characters. Great when cancelled into light Reppuken for chip damage.
Long recovery if it whiffs, so don't get too careless when using this.
f5C
f5C Forward Step Middle Strike (踏み込み中段打ち)
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
16
4
Mid
7
13
19
38
-9
-10
-
Excellent reach and speed. A key move in neutral.
Good for punishing unsafe moves from a distance, like Cheng's balloon. Links from 5A, so it's also Geese's main combo ender.
Has somewhat long recovery, though, so some characters may be able punish it if done too close to your opponent (Billy 2C, Laurence f5D, etc.).
f5D
f5D Lightning Roundhouse Kick (電光回し蹴り)
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
18
4
Mid
15
12
10
36
+1
0
-
A rolling kick that moves Geese forward. You can use the momentum of this move to give you a speed boost as it's faster than walking.
Safe on block when spaced correctly.
It takes a while for the hitbox to activate, so it's easy to counter this move with a dodge attack.
Crouching Normals
2A
2A Yakoutsuki/夜光突き
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
6
2
Mid
4
5
8
16
+3
+4
Kara Cancel
Inferior to 2B in almost every way possible. Startup is faster by 1 frame, but it doesn't link into anything.
2B
2B Kurubushigeri/踝蹴り
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
8
2
Low
5
4
6
14
+6
+7
Kara Cancel
Great low poke and combo starter. Links to itself and 5A.
2C
2C Shouten Myoujou-uchi/昇天明星打ち
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
11x2
4x2
Mid
3
3+6+12
21
44
-14
-13
Kara Cancel
Anti-air normals don't get much better than this. Comes out faster than most lights and beats just about any jump attack clean, especially from close range.
The fast startup makes it even a good button to throw out in close range ground game. Be sure to cancel it into Reppuken as the recovery will be long otherwise.
2D
2D Kusazurigaeshi/草ずり返し
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
14
4
Low
9
10
22
40
KD
-9
Kara Cancel
Very good long range sweep. Can be cancelled into Reppuken on block to deal chip damage.
Jumping Normals
jA
jA Tentouwari/天倒割り
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
6
2
Overhead
6
∞
-
-
-
-
-
Underwhelming. If you see a Geese player use this, they most likely just failed to input Shippuken properly.
jB
jB Kasumigeri/霞蹴り
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
8
2
Overhead
5
∞
-
-
-
-
-
Fast startup, good hitbox, stays active for the entire duration of the jump. Geese's main jump-in.
jC
jC Tobi Rendaken/跳び連打拳
Diagonal Jump
Neutral Jump
Version
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
Diagonal Jump
16x2
4x2
Overhead
5
6 (3) 6 (3) 6 (3) 6
-
-
-
-
-
Doesn't have a lot of reach, but does the most damage out of Geese's jump normals.
Neutral Jump
18
4
Overhead
3
21
-
-
-
-
-
jD
jD Tobikomi Kassatsugeri/飛び込み活殺蹴り
Diagonal Jump
Neutral Jump
Version
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
Diagonal Jump
14
4
Overhead
11
15
-
-
-
-
-
Good horizontal reach, but easier to anti-air than jump B.
Neutral Jump
20
4
Overhead
7
8+7
-
-
-
-
-
Universal Mechanics
Lane Blast (CD)
Lane Blast Fudou Kassatsu Uraken/不動活殺裏拳 C+D
Front Lane
Back Lane
Version
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
Front Lane
22
5
Mid
16
17
7
39
KD
-5
Cancel
Slow startup, but stays active for quite a while and recovers fast. Not a bad move to throw out every now and then.
Back Lane
22
5
Mid
13
12
20
44
KD
-13
Cancel
Much worse recovery than the front lane version and thus less safe to use.
Lane Attack
Lane Attack A/B/C/D from opposite lane
Front Lane Punch
Front Lane Kick
Back Lane Punch
Back Lane Kick
Version
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
A
20
2
Overhead
9
-
4
-
-
-
-
B
20
2
Overhead
14
-
4
-
-
-
-
C
20
4
Overhead
9
-
4
-
-
-
-
D
20
4
Overhead
14
-
4
-
-
-
-
Dodge Attack
Dodge Attack Tsubamegaeshi/燕返し 6A during proximity guard
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
11
5
Mid
9
12
17
37
Air reset
-10
Kara Cancel, Upper-Body Invuln 1-20F
Top class dodge attack. Very fast startup and extremely reliable as an anti-air.
Throws
Katate Nage (4/6C)
Katate Nage close 4/6C
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
26
3
Throw
1
1
/
-
KD (+82)
/
-
Switches sides.
Shinkuu Nage (3C)
Shinkuu Nage close 3C
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
26
3
Throw
1
1
/
-
KD (+41)
/
-
Switches sides.
The knockdown doesn't have as much frame advantage as 4/6C, but 2C is much better than c5C if the throw whiffs. Also, it deals damage earlier than 4/6C in case the timer is about to run out.
Kosatsusho (4/6D)
Kosatsusho close 4/6D
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
20~32 (4 x 5~8)
0
Throw
1
1
/
-
+8
/
-
Hold throw. Opponent can mash to reduce hits.
Hit advantage is when the opponent mashes out.
Special Moves
Reppuken (236A)
Reppuken 236A
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
16 (4)
3
Mid
18
-
35
52
-2
-5
-
Geese's trademark projectile. Travels across the ground, so it can't be avoided with a dodge attack. You'll generally want to cancel your normals into this move whenever possible to deal chip damage.
Double Reppuken (236C)
Double Reppuken 236C
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
22 (5)
6
Mid
17
-
59
75
-18
-25
-
Bigger and more damaging than regular Reppuken, but much harder to land due to the long startup. Mostly used to chip and push back the opponent after a successful anti-air.
Shippuuken (j214P)
Shippuuken j214A/C
※If the fireball hits low to the ground, it must be blocked low.
Good tool for punishing enemy projectiles or anti-air attempts.
Both versions send Geese up and backward, allowing him to alter his jump trajectory.
Version
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
A
12 (4)
3
Mid/Low※
11
-
Landing + 3
-
-
-
-
Fireball travels slower.
C
18 (4)
6
Mid/Low※
11
-
Landing + 3
-
-
-
-
Fireball travels faster. Longer recovery.
Jyoudan Atemi Nage (41236B)
Jyoudan Atemi Nage 41236B
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
18
3
/
1
19
21
40
KD
/
-
An instant catch counter that beats special moves and air normals that touch the extended hurtbox.
Chuudan Atemi Nage (41236D)
Chuudan Atemi Nage 41236D
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
18
3
/
1
19
21
40
KD
-
-
An instant catch counter that beats ground normals that touch the pink hurtbox.
Super Move
Raging Storm (1632143BC)
Raging Storm 1632143B+C
Damage
Stun
Guard
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Property
48 (12)
4
Mid
22
30
12
63
KD
-8
-
Combos
2B x 3 - 24 damage
2B linked to 2B does not scale.
(2B), c5A x 1~4 > f5A x 1~2 > f5C - 49 damage
2B does not link to c5A on Geese and Krauser.
c5C > 236A/C - 32/37 damage
2C > 1632143BC
Strategy
The Basics
Advanced Strategy
There is a bug that allows Player 1 Geese to make his Reppuken unblockable after a knockdown by whiffing f5A so that the projectile hits on f5A's last active frame. Even if it is a frame perfect trick, there is no risk to missing the timing, so you might as well go for it. Good opportunities for an unblockable Reppuken are after a counter or 4/6C throw, and it is recommended to walk back slightly before throwing the Reppuken. P1 Geese's c5A is also unblockable under the same conditions, but is far more risky so not as practical.