CAPCOM VERSUS SNK: GEESE HOWARD FAQ (normal version)
-= SAL's guide to the original 'king of fighters' =-

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NORMAL ATTACKS:
(Note: His Light Punch and Light Kick moves are all pretty basic and really 
don't really need any explaining in my opinion, so I'm leaving them out of 
this list)

HARD PUNCH (far)
A straight punch that doesn't go very far and doesn't have much use. Use his 
standing Hard Kick or the F + Hard Punch when you're far away instead.

HARD PUNCH (close)
A quick palm strike. This can be cancelled into special moves, and has 
excellent priority, making it one of his best combo starters on the ground.

F + HARD PUNCH
A hammer punch that looks like it should be an overhead, but it isn't. Good 
range though, the best among his punches at least. It does a lot of damage 
but also knocks the opponent down, so comboing other moves off of it isn't 
really possible. You can still cancel it into a special move after they 
block it if you want to though, in the hopes they'll mess up and not block 
the second attack.

D + HARD PUNCH
A quick anti-air move, pretty much like just about everyone else's crouching 
Hard Punch in this game. Use it to swat jumpers whenever you want. Not the 
best air counter he's got, but it's definately the easiest one of them to 
perform.

HARD PUNCH (while jumping)
A double flying punch. When coming down on some of the larger characters 
with this, you can score two hits before even hitting the ground, and then 
chain on additional ground hits as well. Obviously this is great stuff in 
the air-to-ground department.

HARD KICK (far)
A flying kick sort of resembling his jumping Hard Kick. This has great range 
and priority, and is an excellent way to advance on your opponent relatively 
safely. Get the range down in your mind so you can use it when the opponent 
is just within it's leaping distance, and this will be sure to get you some 
free hits here and there.

HARD KICK (close)
A quick double kick. Does pretty good damage for a normal attack, but you 
can't cancel it into a special move. It's usually better to use his Hard 
Punch when in close and chain something else onto that.

D + HARD KICK
Your standard foot sweep. Like most ratio 3 characters in this game though, 
Geese's sweep has excellent range, speed, and priority, and can be used 
often without much worry.

HARD KICK (while jumping)
A flying kick that has some really long horizontal range. Great for 
air-to-air combat, as well as tagging people while making a jump that don't 
quite land close enough for the jumpimg Hard Punch to be effective.

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SPECIAL ATTACKS:

REPPU-KEN - D,DF,F + Light Punch
Your standard ground projectile. Best used at full screen distance to 
encourage your opponent to advance. One nice thing about this move is it's 
short recovery time, making it possible to actually toss a Reppuken from a 
full screen distance, then super jump towards your opponent (tap D, UF), and 
intercept them with a flying Hard Kick in the air if they tried jumping over 
the incoming projectile. It can also be chained into combos, unlike the 
Double Reppuken which has too much initial lag time to combo off of 
anything.

DOUBLE REPPU-KEN - D,DF,F + Hard Punch
A projectile/counter move. It's obvious function is as a projectile, where 
Geese tosses two Reppukens into one big one and sends it across the screen. 
The other less obvious but far more important functions of this move involve 
it's countering ability. Firstly, it can be used to counter other projectile 
special moves, by doing the move just as the other projectile comes near. 
This will result in the first Reppuken negating the incoming projectile, and 
the second one passing along uninhibited. A strange but nice thing to note 
about this is that the second one that makes it through will still be the 
same large size of the combined Reppukens. The other way this can be used as 
a counter is against rolling or evading opponents (ie. they're hitting both 
Light attack buttons together). Because this move sort of stays in place 
until Geese tosses the second Reppuken, it can catch close rollers as 
they're coming in. All you have to do is perform the move as they've started 
rolling in from just out of your foot sweep range, and they're sure to get 
caught up in it when their window of invulnerability ends. It will also 
score a 2 hit combo doing more damage than the normal combined Reppukens 
would when used in this situation correctly, since each Reppuken is actually 
able to strike the opponent seperately when in close.

SHIPPUU-KEN - D,DB,B + Punch (in the air)
An air projectile. It's big and does quite a lot of damage, but shouldn't be 
used too recklessly. One nice use it has is to stop your jump from 
advancing, if you think your opponent is going to anti-air you as you're 
coming in. After a few jumping Hard Kicks, they might be expecting some more 
and do something like a Shoryuken when they see you jumping, so just toss a 
fireball down on them instead to mix it up a little. You can also toss this 
really quickly from the ground by performing the move with D,DB,B,UB + 
Punch, which is often a safer alternative to the Reppuken if you're not a 
full screen distance away. Keep in mind that the specific Punch button used 
will determines his 'lag time' in the air after throwing the projectile, 
with the Light Punch version basically dropping him to the ground right 
away, and the Hard Punch pushing him up a little before dropping. This can 
be varied to make it harder for people to predict your landing time, or to 
alter your air time to avoid a dashing move or projectile they've already 
sent along the ground in an attempt to intercept you.

JOUDAN-ATEMI-NAGE - F,DF,D,DB,B + Light Punch
A counter throw which is inescapable, but must be triggered by the opponent 
once the move is initiated. This version of the move is triggered by being 
hit by any jumping attack or special attack, excluding projectiles, super 
moves, and unblockable throws.

CHUUDAN-ATEMI-NAGE - F,DF,D,DB,B + Hard Punch
A counter throw which is inescapable, but must be triggered by the opponent 
once the move is initiated. This version of the move is triggered by being 
hit by any standing normal attack.

GEDAN-ATEMI-NAGE - F,DF,D,DB,B + Light Kick
A counter throw which is inescapable, but must be triggered by the opponent 
once the move is initiated. This version of the move is triggered by being 
hit by any crouching normal attack.

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SUPER MOVES:

RAGING STORM (level 1-3) - DB,F,DF,D,DB,B,DF + Punch
After gathering a bunch of power through his hands, he slams them down and 
creates a giant cage of energy rising up around around him. A fantastic air 
counter, as well as a way to stop just about anything on the ground as well. 
Each hit takes off a fairly large amount of damage on it's own, and once 
they're hit once they are trapped in the move and remain getting hit until 
the move ends. The level used determines how long he maintains the cage, and 
therefore how many potential hits it can inflict in total. Note that if the 
opponent enters the energy cage late though, some of it's time has already 
run out, and you won't get the maximum hits you would have if they had 
gotten trapped in it right off the bat. Knowing when to use this isn't too 
complicated to figure out (basically anytime you think they'll run into it), 
but performing it can be. When practicing this move, try doing the motion 
slower if it's not coming out. It doesn't have to be done fast, and trying 
to do so can pretty much guarantee you messing it up a lot in the beginning. 
Be sure to do the movements precisely, getting that full half circle in 
there and hitting the diagonals directly on. A good way to start to get the 
feel of this move if you're totally new to it is to actually watch your hand 
on the joystick while practicing it in non-threatening situations (like 
against the pitiful computer AI), to visually see that you're getting the 
whole motion in. Once you can start to reliably do the move slowly, then you 
can start to try speeding it up a little.

DEADLY RAVE (level 3 only) - F,DF,D,DB,B,F + Light Kick, then Light Punch 
(x2), Light Kick (x2), Hard Punch (x2), Hard Kick (x2), D,DB,B + Hard Punch
A long and unnecessarily complicated series of combo hits. The pattern is 
relatively easy to remember, but the timing of the button presses can be a 
bit tricky. You basically have to double tap each button fairly rapidly, but 
then leave a small gap before double tapping the next one. It can do a large 
amount of damage, but unless you can reliably pull the whole thing off every 
time I can't recommended it as a practical use of three levels of super 
energy. In fact, the level 3 Raging Storm does around the same damage and 
guarantees all the hits if the first one connects, making it a better choice 
overall in my opinion. But still, the Deadly Rave has the advantage of being 
his only real move with quick horizontal advancement aside from his standing 
Hard Kick in this mode, so if the opponent leaves themselves wide open but 
they're just far enough away that you probably can't dash in in time for 
anything, triggering this to intercept their mistake might just be the best 
course of action you have.

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LEARNING TO PUT THOSE PUNKS IN THEIR PLACE WITH THE ATEMI-NAGE:

One of the most potentially powerful abilities of Geese is without a doubt 
his Atemi-Nage series of counter-attack moves. These are also probably his 
most confusing moves to get a grip on using properly, because of some of the 
inherent unintuitive aspects of these moves. Because of this, it's worth the 
time and space to write up some of these confusing properties in detail, 
beyond what I've written about them briefly in his list of special attacks 
above.

First, to make it easier to know which one I'm talking about, I'm going to 
label them as high, middle, or low counters from now on rather than their 
more confusing real names (to most non-Japanese speakers, at least). Here's 
a quick lowdown on which one is which:
Joudan-Atemi-Nage     F,DF,D,DB,B + Light Punch    'high counter'
Chuudan-Atemi-Nage    F,DF,D,DB,B + Hard Punch     'middle counter'
Gedan-Atemi-Nage      F,DF,D,DB,B + Light Kick     'low counter'

Now, there's two things to remember about these moves that's a little 
unexpected to most people. The first is that the moves each of these is used 
to counter really has nothing to do with where Geese is getting hit from. 
Instead, it merely has to do with what category the move technically falls 
into in terms of how it is performed. All crouching normal attacks must be 
countered with the low counter, for instance, while you must use the middle 
counter against all standing normal attacks. The high counter is triggered 
by all jumping attacks, but also all special attacks as well, excluding 
projectiles and unblockable attacks. This last part is really unintuitive 
some of the time, especially against low hitting special attacks which you 
would normally think the high counter would be the least likely to be the 
correct one to use for. Note that super moves can never be countered by any 
Atemi-Nage. This means that throws, projectiles, and super moves are 
uncounterable by the Atemi-Nage moves, but that absolutely everything else 
in the game is, and makes it quite easy to determine which specific 
Atemi-Nage will do the job.

The second thing to note deals with the fact that this is actually a 
triggered throw, which is different from a triggered independant attack 
(like Yamazaki's Sadomazo counter) in that the opponent is forced into 
specific frames of animation upon it's activation. In other words, if an 
Atemi-Nage move is triggered by the opponent they get thrown, no matter what 
they're doing or where they are on the screen; it's completely inescapable. 
Realizing this opens up incredible countering possibilities for long range 
moves, and combined with knowing which Atemi-Nage to use in every situation 
makes you a real force to be reckoned with.

Now here's some examples of these unintuitive points in action, in the form 
of a list of certain character's moves and the Atemi-Nage version that works 
against it.
- Dhalsim's F + Hard Punch or F + Hard Kick: Middle counter. Geese counters 
his long-range poking strategies with ease, making him a certified Dhalsim 
killer in the right hands. Remember that an opponent will get 'sucked into' 
throw animation even from half a screen away if they trigger an Atmei-Nage.
- Cammy's Cannon Drill, Vice's Decide, etc.: High counter. Even though some 
specials like these are hitting about as low as you can get, they're still 
special attacks, and therefore must be countered high. With Vice this gets 
doubly unintuitive, because you can counter her sleeve whip from across the 
screen, similarily to the way you can with Dhalsim's stretching limbs.
- Various characters' crouching Hard Punch anti-air moves: Low counter. Even 
though they're definately not hitting very low, they're still technically 
crouching, and therefore you must use the low counter.
- Yamazaki's Hebi-Tsukai series of moves: High Counter. Yamazaki is able to 
alter the high/low aspects of his belt whip, but Geese doesn't have to 
bother altering his Atemi-Nage in response. Remember that because all 
Hebi-Tsukai moves are special attacks, they're all countered high.
- Ryu's Shoryuken, Kyo's Oniyaki, etc.: High counter. Even against attacks 
that are seemingly invincible, or at least partially so, Geese still comes 
out on top. What's happening here is that the Atemi-Nage's success is only 
concerned with whether it's triggered or not. Since invincible uppercut type 
moves don't fall under the category of projectile, throw, or super, they do 
in fact trigger the high counter, resulting in the character's assumed 
invincible move being surprisingly halted, and them getting thrown.

I could go on with more examples of initially unintuitive situations like 
these, but this should probably be sufficient to get the idea across. Just 
keep in mind what specifically each Atemi-Nage counters, and then think 
about which of the categories an opponent's move falls into that you want to 
counter. Again, remember that the only things which cannot be countered with 
an Atemi-Nage are projectiles, unblockable throws, and super moves. Becoming 
proficient at using the Atemi-Nage against everything else is a big part of 
turning Geese into the powerhouse character he has the potential to be.

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GEESING IT UP A NOTCH WITH SOUTHTOWN FIGHTING STRATEGY TIPS:

Geese is all about countering, pressure tactics, and traps. He doesn't rely 
on combos excessively, but has one of the highest (if not the highest) 
damage to hit ratios out of anyone in the game. A simple 2 hit combo of 
standing Hard Punch into Reppuken, for instance, can take off more damage 
than some ratio 1 characters' super moves. Still, this doesn't mean you can 
just go wild with this guy and have his increased damage ratio bring you out 
on top on it's own. With that said, this section is dedicated to listing 
some various general tactics and tips on using the boss of southtown to his 
fullest potential.

First off, you may be wondering which Groove you should be using with this 
guy. Well personally, while I use SNK Groove more than Capcom Groove in 
general, Geese is an exception for me. Now he doesn't really need more than 
one level of super most of the time, so the limitation you have there with 
the SNK Groove before your life bar starts flashing isn't too much of an 
issue. What I do find to be a big issue though is the fact of your super 
meter dropping once it's maxed out. Geese's supers aren't the kind you 
really want to throw around recklessly, but instead wait until you have a 
good opportunity to pull them off. With SNK Groove's gradual depletion of 
the super bar once it's maxed out, it encourages you to use the super too 
often and too recklessly in my opinion. The Deadly Rave also isn't really a 
reason to choose SNK Groove for the higher potential for pulling off level 3 
supers repeatedly (when your life is low at least), because it just isn't 
that good a super in general. It's much more effective to build up your 
Capcom Groove bar and use it on Raging Storms when you have an opening, 
without worrying about losing the bar because it's depleting on you. On top 
of this, and putting the Atemi-Nage aside, Geese is best played very 
offensively, which in turn raises your Capcom Groove quickly and effeciently 
without even thinking about it. So that's my two cents on Groove selection, 
but remember that it's still a personal choice. If you find that you enjoy a 
SNK Groove Geese more than a Capcom one, by all means go for it.

Now, despite normal Geese's abundance of projectiles, I find him to be most 
useful as a medium range fighter. If you're at opposite ends of the screen 
though, your best bet tends to be tossing a normal Reppuken and then super 
jumping towards the opponent as soon as you can move. If they've tried to 
jump the Reppuken, you can easily tag them in the air with a Hard Kick. If 
they've stayed on the ground, you can just land in closer and start some 
other tactics. Once you're within punishing distance (ie. less than half a 
screen away), it's time for the mind games and traps to begin. Remember to 
use your standing Hard Kick from just out of foot sweep range a lot, as it's 
pretty much completely unpunishable from this distance, and will tag an 
opponent who tries to do just about anything, including jump. His foot sweep 
is also recommended to abuse as long as you're not in too close. Just tap 
the opponent with the end of your foot with either of these kicks, rather 
than having it so close it looks like it's going through them. Toss in a few 
hammer fists (F + Hard Punch) when you're in range and always cancel them 
into a Reppuken or Double Reppuken.

Now this stuff is all good when they're pinned, but let's deal with what 
they're going to try to do to get out of this situation. First they may try 
to roll. If they like rolling a lot, be sure to toss them Double Reppukens 
just as often when you're standing just out of foot sweep range. They should 
get the idea that rolling in isn't going to work after eating a few 2-hit 
combos from that move. So another likely alternative is jumping. Now here 
you can go for the Joudan-Atemi-Nage if they like to attack in the air a 
lot, since it's worth the damage this move will inflict. If they wise up and 
try jumping without attacking though, it's time to start swatting them out 
of the air with a crouching Hard Punch. Since this isn't unstoppable by any 
means, you may want to go back to mixing in the Joudan-Atemi-Nage if they 
start trying to use air specials to overpower your crouching Hard Punch. 
Finally, if you think you're up to it you can always go for the a Raging 
Storm, which is essentially a guaranteed punishment against anything they 
try to come in on you from the air with, if you can get it off in time (and 
that's a big 'if'). This is by no means a flawless pinning strategy, but 
I've found it to nullify the threats of jumping and rolling on the part of 
most opponents quite effectively in my personal experience.

The one thing left for opponents to use try against your onslaught is to pit 
their own moves against yours in the hopes they'll outprioritize you or 
manage to strike through a vulnerability you've left open in your offensive 
tactics. This is where things come down to a guessing game at times, with 
the winner being the one able to be the most unpredictable with their own 
moves, while at the same time able to predict the moves of the other person 
with sufficient accuracy. Use of the Atemi-Nage moves, especially the low 
and middle counters, can make a real difference in a poking war. Know your 
opponents' moves, which Atemi-Nage is used to counter each one, and then 
observe your opponent's tendencies. The standing Hard Kick allows you to 
test this somewhat, by using it to leap at the person and then blocking 
whatever they try to do afterwards. If they frequently use a string of 
crouching Light Kicks to make you back off, for instance, you know you'll 
have to have that Gedan-Atemi-Nage on your mind to take advantage of that 
predictability. If they try poking you often with standing Hard attacks with 
long range and high priority, like Yamazaki or Kyo's standing Hard Kicks, 
then start watching for where to stick in that Chuudan-Atemi-Nage in 
response. And if they like to overuse Shoryuken type specials for their low 
risk and nearly invincibile priority, show them just how irrelevant the 
extreme priority of those moves are to the Joudan-Atemi-Nage.

Geese isn't always able to overpower opponents on their own terms, but he 
usually has an alternate way of dealing with problems like this that makes 
them disappear quickly enough. His projectiles, for instance, are not meant 
to be used in a long-range war against other projectile fighters. Due to 
their relatively slow movement, they simply cannot keep up. This is why the 
normal Reppuken should only be used in combos or as a cover for jumping in 
from a full screen away. But speaking of that jump, you'll notice that Geese 
has an enormous amount of air agility with his jumping, and can be used 
surprisingly well to negate projectile fighters quite easily. Case in point: 
even from a full screen away, Geese is able to super jump over a thrown 
projectile and land a jumping Hard Kick into crouching Hard Kick combo on 
the opponent before they've even recovered from the projectile and are able 
to block. The speed and range Geese has on his super jumping is one of his 
strongest aspects, and combined with his great assortment of aerial attacks 
he can pose a threat from the air just as intimidatingly as he can on the 
ground.

This strategy will be fairly conclusive in handling avoidance techniques, 
poking wars, and prjectiles, but there are a few things which he cannot 
always take such an offensive stance against. Super moves can often not be 
countered, for example, even with his own Super moves. Rolling can be 
incredibly dangerous when used in the wrong situations, but since most 
supers have a significantly long lag time I would recommend using that 
tactic here when you can. Moves like Terry's Buster Wolf can be 
particularily fristrating to deal unless you simply roll through it and try 
to strike from behind. The only other large area of problems lies with 
unblockable moves and throws. Since the Atemi-Nage moves need to be 
activated by an actual striking hit, they cannot function against moves that 
cannot be blocked. Rolling is also ineffective against throws, so that 
saving grace against unpunishable supers isn't even available here. In fact, 
throws can present such potential problems for Geese that I would rate 
Zangief as the #1 hardest character to fight against with him. The only real 
course of action you have is to stay extremely alert and try to simply not 
let your opponent get that close to you. It's certainly a tough aspect to 
deal with no matter how you tackle it (or they tackle you) though, and my 
best suggestion might be to team Geese with another character who is better 
suited to handle heavy grapplers.

Overall, Geese is a character who must typically rely on all of his special 
moves being used together in order to maintain an effective upperhand 
against his opponents. In addition, don't overlook his many useful normal 
moves, especially the extended range abilities of his F + Hard Punch and far 
standing Hard Kick. And finally, learn the maximum ranges of all of his 
moves to avoid being left open from using them too close.

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Alright, that's it for an overview. Remember that it will still take a lot 
of hands on practice to master this guy though. Character FAQs are meant 
simply to get you started and compliment gameplay experience rather than act 
as a replacement for it. The real test of proficiency with a character is 
not of knowledge, but of skill, and that can only come from challenging 
other good experienced players at your local arcade. So, what are you 
waiting for? Get out there and start having some fun using this master of 
disaster! :)

email me at: bitoku_no_kishi@hotmail.com

If you're cool enough to use Geese you're probably also cool enough to enjoy 
playing Street Fighter III, in which case you'll want to check out my 3rd 
Strike guides for Twelve and Sean, available at www.GameFAQs.com

