Geese Howard is the overseer of the Howard Connection and a supreme power behind the scenes in South Town. He is well versed in ancient Japanese martial arts and specializes in countering opponents’ attacks with devastating throws. He exudes an overwhelming presence as a charismatic figure of evil.
Geese Howard is a versatile character who specifically excels at counteracting players with powerful throws that yield a beneficial result in form of frame advantage or a KND state for setting up another offensive measure or for preparing a defensive maneuver.
With these counters in mind, Geese can also effectively create these situations through his fireballs by control a certain amount of space on the ground to force a move out of the target. From up close, he has a pretty decent amount of combo routes that can cause a great amount of damage upon meter consumption. As such, if the player knows how to read the target's moves carefully, they will be able to implement a very deadly play style.
- Ridiculous Defense: Geese is a defensive powerhouse. Armed with an array of frame 1 counters and counter supers that lead to combos, knockdowns, or tons of damage, he can keep the opponent guessing on their offense and change the flow of the match in an instant with a well placed counter. He also comes equipped with a strong fireball for zoning and pokes to preemptively stuff approaches by the opponent.
- Fantastic All-Rounder: Building off of the last pro, Geese can play any position and accommodate any playstyle extremely well. Despite him historically strong as a point character, he can play both other positions with great ease, fitting them very well. While he is a beast on defense and in neutral, he can press a deadly, menacing offense that the opponent must respect. Additionally, if played Mid or Anchor, Geese gains access to devastatingly powerful 4 and 5 bar combos, making his offense all the scarier and making attempting any attack he can mid counter all the more risky.
- Great Normals: Just about every button Geese has is useful, contributing both to his strong defense and oppressive offense. His standing D and crouching C make for reliable anti-air pokes; his crouching D is a long-reaching, forward moving sweep the likes of which other characters lost in the patch that introduced him; his close C is fast, leads to big damage, and can even stuff hops; the list goes on. Of particular note is how Geese does not posses a single aerial that doesn't have practical application: j.A is a fast normal that combos into Shippuken; j.B is a highly effective cross-up; j.C hits multiple times and guarantees a combo on landing, no real timing required; j.D is yet another cross-up from full jumps that leads to bigger damage combos; and j.CD is a fantastic air-to-air and pressure tool.
- Strong Reversals: Because Geese's reversals are counters, they are capable of beating safe jumps, which means opponents will have to adjust their offense against them. Geese also has an instantaneous reversal grab in one of his Climaxes, and while its range is small, it cannot be avoided on reaction after the zoom in. If they see the startup cinematic, and they were standing next to Geese, there's getting grabbed.
- Braindead High-Damage Combos: Many of his optimal combos are simple to do, especially his strongest 5-bar combo which is a basic normal > command normal > special > super > Climax. Omitting the Climax gets you your optimal 2-bar combo, as well.
- Heavy Damage Scaling: All of Geese's counters that lead to combos and follow-ups add a great deal of damage scaling to anything that they lead into, and while Geese has a wide variety of combo options, many of them will end up costing you damage in the end. The fact that he can get combos after them at all can be considered a blessing, however.
- Damage vs. Oki: Geese's damage output in combos seems to be balanced factoring in his OTG grab in mind. Unfortunately your knockdown advantage after landing this grab is terrible, and it also switches sides. This means Geese has to give up significant damage for better oki and vice versa.
- High Risk Defense: Geese's seemingly invincible defense comes at a price; you need to properly guess which attack, if any, the opponent is using, and utilize the appropriate counter. If the opponent is able to bait a counter, or if you guess wrong and use the incorrect counter, you're going to be eating a lot of damage. Geese has no meterless reversal without these counters, and the only non-counter reversals he has with meter are his Climax supers. You'll need to get into your opponent's head, or condition them properly, in order to make use of one of Geese's biggest strengths.
The original SNK boss Geese Howard makes his epic return once again as a playable character, thus marking his 3rd "canonical" appearance.
While Geese is well known for having rather devastating Atemi counters for shutting down a target's offense, Geese's move set is versatile enough to warrant an offensive approach.
As such, he can be played in quite a few ways.
He gains a new move out from his light (A) Fudou Ken (his 214A), a 6P follow up with a forward palm strike. This is an excellent way to end his light combos. Consequently, it does not offer as much push back on blocks so the player must be cautious while trying to implement an offense out from his light normals, which are still very useful on their own.
Geese can also zone around pretty decently with is Repuuken and Shippuken fire balls but only if the player is careful not to leave themselves vulnerable. He retains the moves he had from KOFXIV but several them went through some changes in their command inputs.
Geese also has regained another older move called the Hishou Nichirin Zan, his DP+P where he performs jumping wind cutting chop motion as he descends. Its EX counterpart is useful for combo extensions as it will cause ground bounce.
For specific examples, his OTG throw is now half-circle back forward into P instead of DP+P which is now his Hishou Nichirin Zan. His throws can be useful for ending specific combos after a hard knockdown, which he can get from things such as his 6A overhead or his Fudou Ken 214C~6K axe kick follow up against a juggled target.
His Raigou Repuuken (his DM) is now 2363214 + P input.
Another thing to note about Geese Howard is that he has two Climax moves.
One is his Rashomon, which is a command grab.
The other is his Raging Storm.
This time, the player can actually choose to use the pretzel input to perform the Raging Storm attacks against targets to anti-air them or to devastate them in combos but it does not actually change the property of the move.
Overall, if the player is looking for a character with well-rounded offensive and defensive attributes with a pretty decent back dash, close to long-range abilities and some tight-looking counters, Geese would be an excellent choice for competitive play in the long run if the player is careful.
(*) = EX OK
(!) = MAX OK
Ko Satsu Shou - / +
Shinkuu Nage - / +
Raikou Mawashi-Geri - +
Tendoh Kudaki - +
Reppuken - + / (*)
Shippuu Ken - + / (Midair Only) (*)
Fudou Ken - + / (*)
- ┗Fudou Ken • A (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Ba (After or EX Fudou Ken) - + /
- ┗Fudou Ken • Un (After or EX Fudou Ken) - + /
- ┗Fudou Ken • O (After Fudou Ken) - + /
Jyoudan Atemi - + (*)
Chuudan Atemi - +
Gedan Atemi - + (*)
Raimei Gouha Nage - + / (*)
Hishou Nichirin Zan - + / (*)
Super Special Moves
Raigou Reppuu Ken - + / (!)
Oni Hanmon - + / (!)
Climax Super Special Moves
Raging Storm - ++
Rashoumon - ++
Quick Combo Reference
Quick Combo Reference
2B, 2A, 2A, far B, 214A~6P
cl.C, 6A, 214C~6P
cl.D(2), 6A, 214C~6P
cl.C, 6A, 214AC~6P, dash 214C~6K, 632146P
cl.D(2), 6A, DP+AC, 214AC~6P, 214C~6K, 632146P
cl.C, 6A, 214C~6P (super cancel), 2363214P
cl.D(2), 6A, 214C~6P (super cancel), 2363214AC
Far Standing Normals
Close Standing Normals
Ko Satsu Shou
Raikou Mawashi Geri
Fudou Ken Followups
Raimei Gouha Nage
Hishou Nichirin Zan
Super Special Moves
Raigou Reppuu Ken
Climax Super Special Moves