Introduction
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: |
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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
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.
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.
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.
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.
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.
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.
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.
j.HP - (Diagonal) 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.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.
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).
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'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.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.
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).
Command Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | OTG | - | - | - | - | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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. |