Introduction
Geese Howard is a mixture of a zoning character, spacing character with his normals and can utilize his counters.
Move List
Throws
Shinkuunage: F + C (Perform in close range)
Kosatsushou: DF + C (Perform in close range)
Throw 3: b+C
Throw 4: db+C (can combo after)
Command Moves
Raimei Gouhanage: D + C (Perform when opponent is down. Can whiff unlike later games)
Raikou Mawashigeri: B + C (pushes opponent into back row on hit not cancelable)
Shouten Myoujou'uchi: DB + A (can be special canceled)
Special Moves
Reppuuken: D,DB,B + A
Double Reppuuken: D,DB,B + C
Shippuuken: D,DB,B + A (Perform in the air)
Double Shippuuken: D,DB,B + C (Perform in the air)
Joudan Ateminage: B,DB,D,DF,F + B
Urakumogakushi: B,DB,D,DF,F + C
Jaeiken: B,F + B or C
S-Power Move
Raging Storm: DB,F,DF,D,DB,B,DF + BC
P-Power Move
Thunder Break: F,DF,D + C
Deadly Rave: F,DF,D,DB,B,F + A,A,B,C,C,C,B,C, D,DB,B + C (Must be performed without pausing)
Strategies
Basics
Anti Air options
- Geese Howard focuses mainly with his hcf+B counter for Anti Air which deals great damage. In exchange of this, Geese has some really crappy Anti Air.
DB+P
- Only really covers directly above Geese's Head has very little horizontal range. Useful for crossup attempts
Standing A
- Only good for catching really deep jump attacks
Close C
- Unless you have your opponent cornered. You won't see this often because it has a really short range to come out.
Raging Storm
- Covers alot of area around Geese. If you can get down the pretzel motion. It's a useful AA for when you have a super or red life. Geese's only real useful AA other than his hcf+B counter.
Poking Tools
Far A
- Geese's essential poke. Has 2 frame startup and even can hit Crouching opponent's like Chonshu/Chonrei. Can be chained into St. B which also hits Crouching Chonshu/Chonrei.and a F+C if hit high to put your opponent in a different plane.The F+C part needs to be close to the opponent to connect. Good for catching whiffed attacks
Close A
- 3 frame startup really close range high poke. Leads into Geese's dangerous combos. Whiffs on crouching opponents.
Close B/ Far B
- Far B is good for catching whiffed attacks and can be chained into another St. B which also hits Crouching Chonshu/Chonrei and a F+C if hit high to put your opponent in a different plane. The F+C part needs to be close to the opponent to connect Close B is very much the same but less range.
Crouching D
- Your Standard Sweep
Crouching A
- Close range poke that can be used for sweep pressure and link into st. B pressure.
Crouching B
- Close range low poke that can be chained into another St. B which also hits Crouching Chonshu/Chonrei and a F+C if hit high to put your opponent in a different plane.The F+C part needs to be close to the opponent to connect
Combos
- Chain Legend
- (St.A) links into (St.A or Cr.A) into (St.C or F+C or DB+C or D/DF+C) into (Any Move for F+C or DB+C)
- (Cr.A) links into (St.B or St.A) into (St.C or F+C or DB+C or D/DF+C or any special)
- (St.B or Cr.B) links into (St.B) into (St.C or F+C or DB+C or D/DF+C) into (Any Move for F+C or DB+C)
- (St.A) links into (St.C) into (St.C) into (St.C or any special that will end combo) into (F+C)
- Combo1: A,C,C,Jaei Ken, walk forward, otg
- Combo2: jC, micro walk if far away then do above combo
- Combo3: Cr.B x5, B, C
- Combo4: (in corner) A,C,C,repuken,A,C,C,repuken,.....repeat up to 20 Hits
- Combo5: cr/stA, stA, any special
- Aerial Assault: (only against Franco Bash and Yamazaki) jumping B, jumping
C, land on the ground and immediately follow with another jumping C, "C" Shippuken
- Trapping combo:
When Geese traps an opponent in the corner do this repeatedly if your opponent is not Terry, Andy, Joe, Mary, Mai, Hon Fu or the Jins. B,reppuken There is absolute no recoil after this combo and those without uppercuts are doomed when they meet up with this. Furthermore it is 80% Guard Cancel proof.
- S.Power Combo: he cant combo into s power
- P.Power Combo1: Jump C, A,C,C,C deadly rave walk forward, otg
- P.Power Combo2: Cr.B x5 f+B deadly rave walk forward, otg
- Super Combo: (in corner against airborne opponent) S.Power into Final Rave
- Final Rave Combo: A, C (hits twice), C (single hit), C (hits twice), Final
Rave, then while opponent is falling walk forward and do a otg d+C to hit then on the ground.
- Final Rave: During MAX for P.Power
(f,df,d,db,b,f+A),A,B,C,C,C,B,C,(d,db,b+C)
Advanced
Matchups
Vs. Terry Bogard
If the Terry Player throws out Burning Knuckles. You can safely crouch to make it whiff and punish.