Fatal Fury Special/Geese Howard

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The Conqueror of the Underworld
Ffspecgeese colors.png

Introduction

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 rocking not only an awesome stage, but 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
FFS Geese Stand.png FFS Geese Crouch.png FFS Geese Jump.png
58F (4+51+3) duration, tied for the slowest jump in the game.

Close Standing Normals

c5A

c5A
Murasame-Uchi/村雨打ち
FFS Geese c5A.png
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
FFS Geese c5B.png
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
FFS Geese c5C.png
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
FFS Geese c5D.png
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)
FFS Geese 5A.png
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)
FFS Geese 5B.png
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)
FFS Geese 5C.png
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)
FFS Geese 5D 1.png
FFS Geese 5D 2.png
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
FFS Geese 2A.png
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
FFS Geese 2B.png
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
FFS Geese 2C.gif
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
FFS Geese 2D.png
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
FFS Geese jA.png
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
FFS Geese jB.png
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
FFS Geese jfC 1.png
FFS Geese jfC 2.png
Diagonal Jump
FFS Geese jC.png
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
FFS Geese jfD.png
Diagonal Jump
FFS Geese jD 1.png
FFS Geese jD 2.png
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
FFS Geese CD.png
Front Lane
FFS Geese CD Back.png
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
FFS Geese Lane Punch Front.png
Front Lane Punch
FFS Geese Lane Kick Front.png
Front Lane Kick
FFS Geese Lane Attack.png
Back Lane Punch
FFS Geese Lane Kick Back.png
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
FFS Geese Dodge Attack 1.png
FFS Geese Dodge Attack 2.png
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
FFS Geese C Throw.png
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
FFS Geese 3C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+41) / -
  • Switches sides.
  • Much less advantageous than the other C throw.
Kosatsusho (4/6D)

Kosatsusho
close 4/6D
FFS Geese D Throw.png
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
FFS Geese Reppuken.png
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
FFS Geese DReppu 1.png
FFS Geese DReppu 2.png
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
FFS Geese Shippuken.png
※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
FFS Geese Counter B.png
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
FFS Geese Coutner D.png
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
FFS Geese Raging Storm.gif
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.

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki