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SvC Chaos: SNK Vs Capcom/Geese Howard

From SuperCombo Wiki
ギース・ハワード, Geese Howard
"Oh, cursed fate! Must these young punks constantly confound me?!"
Difficulty Easy
Max Mode Needed? Up to you
Tier Placement God Tier (SS)
Standing Hitbox Average
Crouching Hitbox Short
Defense Modifier ?

Introduction

GeeseHowardfacesvc.png

Geese Howard, the ruler of Southtown, and easily the most classic SNK bosses in history, but also one of the most hated in this game. After murdering Terry Bogard's father, Jeff Bogard, Terry has been out for revenge ever since, spawning a rivalry between the two that spans the entire Fatal Fury chronology up till Geese's untimely demise in Real Bout: Fatal Fury. He's still alive in the King of Fighters timeline, separate from Fatal Fury, but the rivalry still burns strong. And regardless of the timeline, his legacy lives on in Garou: Mark of the Wolves as the father of Rock Howard, who was later adopted by Terry Bogard.

He's the single best character in the game, packing tools for literally every situation, god tier screen control and packing a super deadly infinite both on hit and block. That said, playing him will mean no one likes you due to how easy and rewarding he is to play. Now sure, he has flaws, but they mean very little when it basically boils down to "a couple characters can do X or Y slightly better." About the only aspects that make Geese difficult to play are the lack of any real light starters for combos (low-hitting ones, that is) and his infinite combo changing timing depending on the matchup due to proximity issues for each character. But even then, he doesn't need his infinite as he has an answer for everything and does so much damage for so little work. He doesn't even need to combo Raging Storm in-between any normals and can just perform it after a launcher, making the leniency to do the pretzel motion that much easier compared to other games. Everyone is gonna know the matchup against Geese because of how prominent he is, but that won't change how deadly he is against every character in the game to the point only the god tiers pose any sort of threat.

How to select Geese Howard (outside of Super Plus)

  • You want to use Geese Howard? 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
  • Console Method: Hold R1/RT above Kyo Kusanagi
Strengths Weaknesses
  • Easy to play, learn and master
  • Doesn't need his infinites
  • Has everything in this game
  • Easy combos and Max Mode loops
  • Infinite combo both on hit and block
  • 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
  • Very limited combo potential with his lights
  • Infinite combo requires a link and changes timing depending on the character
  • 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
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

Close Normals

cl.Kof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
5 6 Mid 5 5 6 Any 4 4 7 15 +1 -1 -
  • The best starter to light attack combos. It's cancelable, chains into itself, but whiffs on those low crouching chars.

cl.Kof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
5 6 Mid 5 5 6 Any 3 4 7 14 +1 -1 -
  • A fast knee. Chains into itself, can be canceled, and doesn't whiffs on low crouching characters. Good to use in a match.

cl.Kof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
16 23 Mid 16 19 12 Cmd, Sp, Su 4 11 18 33 -9 -11 -
  • 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.

cl.Kof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
10x2 16 Mid 11x2 11x2 12 Cmd, Sp, Su (1) 4 3, (3), 7 15 32 1st= -5 ; 2nd= -2 1st= -7 ; 2nd= -4 -
  • 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.C is better to use.

Far Normals

st.Kof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Mid 6 6 6 Self, Sp 4 4 7 15 +1 -1 -
  • 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.

st.Kof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Mid 6 6 6 X 5 4 9 18 -1 -3 -
  • Not as fast as st.A, but can be used in light attack combos. It cannot be normal canceled, so use this only in Max Mode.

st.Kof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 30 Mid 16 19 12 X 6 6 19 31 -5 -7 -
  • A slow poke with bad recovery. If you really want to use, hit with the tip of Geese's hand. Cannot be normal canceled, but can be Super Canceled.

st.Kof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 30 Mid 16 19 12 X 6 6 18 30 -4 -6 -
  • This poke has better reach and speed than f+C, but this can't be Super canceled.

Crouch Normals

cr.Kof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
5 6 Mid 5 5 6 Ch, Sp, Su 4 4 7 15 +1 -1 -
  • 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.A/B in my opinion).

cr.Kof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
5 6 Low 5 5 6 Sp, Su 4 4 6 14 +2 +0 -
  • 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.Kof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
17 18 Mid 16 16 12 Sp, Su 4 2, 3 17 26 -2 -4 -
  • 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.Kof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 30 Low 16 19 12 Sp, Su 9 6 15 30 SKD -3 -
  • A kick that hits low and knocks down. It's not that fast as the other cr.Ds in the game, so avoid if you want. The best ways to use this move is by whiff canceling this move into a QCF+A or you can use the same strategy mentioned in the cr.B(The timing is different).

Jump Normals

nj.Kof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Overhead 6 6 6 Sp 6 7 - - - - -
  • Neutral Jumping Attack
  • Slow for a light attack. Don't use. Geese has better options than this move.

j.Kof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Overhead 6 6 6 Sp 5 7 - - - - -
  • Diagonal jumping attack
  • This move is good as a jump-in move, but Geese has better options.

nj.Kof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Overhead 6 6 6 X 4 7 - - - - -
  • Neutral Jumping Attack
  • 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.Kof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Overhead 6 6 6 X 4 7 - - - - -
  • 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.

nj.Kof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 30 Overhead 16 19 12 Sp 6 9 - - - - -
  • Neutral Jumping Attack
  • 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.Kof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
9x4 13 Overhead 9x4 9x4 12 Sp 11 [3, (2),] x1-4 - - - - -
  • Diagonal jumping attack
  • Active hitboxes can come out up to 4 times depending on how early C is pressed (even during jump startup)
  • 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).

nj.Kof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 30 Overhead 16 19 12 Sp 9 3, 5 - - - - -
  • Neutral Jumping Attack
  • You can use this in air-to-air battles, but Geese has a ground game, so avoid it.

j.Kof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 30 Overhead 16 19 12 X 6 9 - - - - -
  • Diagonal jumping attack
  • Geese's best Diagonal jump-in. Can be used as an air-to-air, and on combos. Simple to use.

Command Moves

Fudou Sakkatsu Uraken
F.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
14 20 Mid 16 18 8 Sp, Su 15 4 20 39 KD -6 -
  • 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+C(Make sure you get a counter hit), QCF+A, 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.C/D, f+C, 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.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
12 18 Mid 11 16 8 Sp, Su 16 3 5 24 +12 +10 -
  • 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.png / Df.pngKof.sp.png (while opponent is down)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
13 13 OTG 11 11 12 / 0 X 1 - - - - - -
  • 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+C.
  • After a cr.D(And the opponent didn't do a recovery roll) - The cr.D isn't something good, but it's easy to do this OTG grab after the cr.D. 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.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Special Moves

Reppu Ken
Qcf.pngKof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
16 20 Mid 11 11 12 / 8 X 16 ~ 30 46 +1 -1 -
  • Frame advantage is if the fireball connects point-blank range.
  • A fast and somewhat tall projectile with nice recovery, but not as spammable as other projectiles in the game are.
  • There's no way to combo into this attack without getting the cancelled form, the 96-Reppu Ken, though there's no reason Geese would want to combo into the fireball version anyways.
  • Some characters will struggle dealing with this move quite a bit as Geese can zone them out easily with it.

'96-Reppu Ken
Qcf.pngKof.lp.png (cancelled into)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
12 16 Mid 11 11 12 / 8 X 9 3, 2, 5 10 29 SKD +0 -
  • While not a projectile, it's one of Geese's go-to tools for combos and pressure.
  • If it hits the opponent, they will be juggled, so a follow-up is possible.
  • Also works as an anti-air, since you can whiff cancel into this move by whiff cancelling a light attack.
  • Doing this successfully gives Geese a juggle/reset after an anti-air.
  • One of Geese's most used moves in combos. It gives him a Max Mode loop in the corner combined with his DP, and anywhere on the screen it gives him easy, relatively safe confirms into Raging Storm.

Double Reppu Ken
Qcf.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
16x2 20 Mid 10x2 10x2 12 / 4 X 19 21, ~ 45 85 -15 -17 -
  • Frame advantage is if the fireball connects point-blank range.
  • Geese forms a large energy fireball in front of him before sending out a bigger wave towards the opponent.
  • Slower than the A Reppu Ken and easy to punish.
  • While Geese is doing the first Reppu Ken, the flames will eat any normal projectile (and maybe super projectiles).
  • The second Reppu Ken has the same speed as the Normal Reppu Ken, but is fairly larger and can be negated by normal projectiles.
  • If you do this move while you're near the opponent, the two Reppu Kens will connect, however Geese will be pretty minus.
  • If your opponent sucks at dealing with Geese's zoning, it's an alright move, but otherwise you can probably pass on using this.

'96-Double Reppu Ken
Qcf.pngKof.sp.png (cancelled into)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
12x2 16 Mid 10x2 10x2 12 / 4 X 9 3, 2, 5, (13), 3, 2, 4 16 57 2nd= SKD 2nd= -5 -
  • Frame advantage assumes the opponent collides with the first hitbox, although this first hitbox is fairly small so it's unlikely they'll collide with it, particularly on the second Reppu Ken despite Geese moving forward.
  • Geese sends out two '96 styled Reppu Ken waves in front of him.
  • Geese pushes himself forward as he performs the second Reppu Ken wave.
  • This isn't as good as the A version as neither hit juggles the opponent. It's possible for the first and second hit to not combo, on top of the first hit leaving the opponent standing. The second hit will put them in a SKD state, but with no follow-ups possible.
  • Stick with the A version only.

Shippu Ken
j.Qcb.pngP.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 22 Mid 10 10 12 / 8 X 10 14 - - Varies Varies -
  • Grounded opponents remain standing, but plus when Shippuu Ken connects. Airborne opponents are put into a SKD state.
  • An air projectile, Geese sends out an energy ball diagonally towards the ground for a brief moment before it disappears.
  • Good to use against tall characters after a cancellable jumping normal.
  • Regardless if it hits or is blocked, Geese is minus. Against airborne opponents he will put them in a SKD state which makes it a good air-to-air option. Against grounded opponents, it's an alright tool to keep them out but you're better off using Reppu Ken for that.

Hishou Nichirin Zan
Dp.pngP.png
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Dp.pngKof.lp.png 16x2 20 Mid 11x2 11x2 12 / 4 Free - - - - - - -
  • A good anti-air move. It does two hits, and in the A 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.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Dp.pngKof.sp.png 16x2 20 Mid 11x2 11x2 12 / 4 Free - - - - - - -

Ja'ei Ken
Hcf.pngK.png
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Hcf.pngKof.lk.png 15x3 20 Mid 10x3 10x3 8 / 4 Free 16 22 18 56 - - -
  • Another reason to use Geese. This move plays a nice role in Geese's combos(especially in Max Mode), and if you're having trouble with the infinite, this can help you. B version will stop in the middle of the screen, and the D version will stop near the corner. Enjoy this move in Max Mode, really(Just see the combos section later), because any hit from this Special move can be max canceled. It's unsafe too.
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Hcf.pngKof.sk.png 15x3 20 Mid 10x3 10x3 8 / 4 Free 21 28 18 67 - - -

Upper Body Toss
Hcb.pngKof.lk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30 30 High 0 0 4 / 16 X 2 18 24 44 - - -
  • 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.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
34 34 Mid 0 0 4 / 16 X 2 18 24 44 - - -
  • This can be the same as the above, but can counter only the middle moves(I don't know why, but Ryu's f+A 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.
  • Note: The Enterbrain Arcadia Extra Mook lists the Counter Damage as 340 on Geese's second page, but this is a typo. The correct value of 34 is displayed at the back of the book with all other damage values.

Lower Body Blow
Hcb.pngKof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18x2 18 Low 0 0 4 / 16 X 2 18 26 46 - - -
  • 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.pngHcb.pngDf.pngP.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
40x5 46 Mid 4 0 0 X - - - - - - 1F~30F (Startup frames), 108F~110F (End of recovery)
  • 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
Hcb.pngHcb.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
72 72 Throw 0 0 0 X - - - - - - -
  • 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.pngF.pngKof.lk.pngKof.sp.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
20+(5x8)+(40x4) 20, 5, 40 Mid 0 0 0 X - - - - - - -
  • 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.

Strategy

Basic Strategy

Geese has an almost 100% ground game, so you don't need to jump constantly, because his ground options are typically 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.C, the Raging Storm super, his counter move for high attacks, and if necessary, '96-Reppu Ken. Geese has his infinites too, but don't play him as if the infinites are the only thing involved in Geese's gameplan. He has far too many other good options besides his infinites that make him incredibly good at doing anything you can think of. Even his most basic BnB combos are able to deal almost 33% to almost 50% of your life. Whatever the case, you can basically play Geese however you want, just bear in mind he's slightly better tooled on the ground.

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.

(Starters)
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.
(Without Max Mode)
(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.
(j.X) cr.B, qcf A, db,hcb,df P Only low hitting confirm into a combo Geese has. He can start combos with the A light attacks, but there's no good reason to. cr.B also cannot chain into cr.A or cl.A, which limits how useful cr.B can be for combos, but it's something and potentially an easy way to force the opponent to eat a Raging Storm.
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.C, 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. If you're having trouble with the infinite, you don't need it and can practice it later. Even on block, if you are a bit messy, it's still good pressure since Geese is +10 on block after f.D. Good to use, but can be difficult to land because of two reasons: the cl.C after dash is a link, and you also have to change your timing of cl.C depending on the character. Skinnier characters are harder to consistently link cl.C on, requiring Geese to get in deeper to land cl.C properly.
(j.X), [cl.C, f+D infinite]xN, hcb~f+BCD, 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, hcb~f BCD (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.D(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, hcb~f BCD, 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.

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