SonGohan said:
I've been telling Spike for a while now that he needs to write up a good CvS2 Geese FAQ. That man could teach a lot.
I've been away from it for so long, but I wouldn't mind trying to help anyone out with it.
I have to say that my playing style isn't one way with Geese. I do a lot of yomi (VF term, JPN for "read" or reading of what your opponent is like) with Geese. I agree with K Dash to a degree about doing the counters, but don't let that be your game. Let them forget about counters, and attack. The great thing with geese is he's great on offense AND defense. Mess up your opponent's head by doing both at random times.
Some important moves to do with Geese, IMHO:
Janeken. This is his only real good combo finisher, but it also adds pressure to an opponent to crank one out from no where. You'd be a fool to do so, and that's why it works against good players.
Ducking jab. These little babies stop all rolling dorks. They come out VERY fast and pack enough punch to ruin somebody's move. If you get some rolling Terry, Guile or Kims, just duck and jab away. Some scrubs learn and will stop.... for a while, while others have done so well against people that don't know better that even after snuffing out roll after roll, they keep doing it. These are the guys that will quit mid-game. Great move, use it.
High counter: Never before in a game have I had people yell very very loudly "fuck" or "fuck that" or some variation than I have with this move. I've had people quit because of the high counter, for it grabs ALL specials that are character hit box based, and not projectile based. Haohmaru's level 3 super where he has about a second start up time? If you get hit with this and he's a high ratio, say goodbye. But, if you high counter at the right moment, you give your opponent the bitch slap of a lifetime. I did this a to a few Hao players. Great stuff. Of course, it works against all standing overheads and jump in attacks, too. But don't do it too much when people jump. I will only do it twice. This shows your opponent that you know your shit, and you can coutner at will (if you can't, then don't play Geese, and move on). After a third jump, most good players will stop attacking and jump in, then throw or combo. That's where ducking Fierce comes in. Either that, or sometimes I roll into them, then do a ducking Roundhouse. Either way, keep them guessing.
Shippuken. This is a nice, somewhat cheap move to do when you're afraid. If you play me and you see me use this a few times, you know I'm scared of you.... but I don't scare easily with Geese. It's a good fireball that some people just don't see coming, or can't yomi enough to know better. It kicks you back with some air recoil and you are usually safe. A running roll will kill you, however, so use it very little.
Deady Rave. I play N style, and when you're pow'd up, you get a bonus in damage, plus you have to be to do this, a level "3" super. It is easy to combo off of, say, a standing Roundhouse, and it's very strong too. Not too hard to pull off with a bit of practice, and if you're really good, you can make the ending into something else wihout doing the motions that you're supposed to.
Not so great moves that are though of as good:
Reppuken/double reppuken. Hey, every once in a while, throw a fireball. Good for you. Don't, however, do it too much. There's nothing I hate more than people that fireball all damn day, and you will get punished for it. I cannot remember which game it is, but I know that a double from far away if connected doesn't do more damamge than a single, so I would only use a double if I'm pressuring somebody, or if I'm trying to throw off timing. It's an okay fireball, but fireball traps are so 90s.
Mid/low counters. Unless you've got a guy that's REALLY predictable (Haohmaru characters that keep stand F slash you, or ducking short/forward/roundhouse players), these are only good for being a real badass cock. I won't start using these unless you stink so much that it's obvious what you're about to do. They don't grab specials or supers, even if they are coming in low (maki, kim), so don't use a low counter on a low special. Go high. I do use this for pokers, and it's great to do a standing medium, but most "good" people aren't so so stupid and will mix their game up enough.
Standing forward. I just don't thin this move is worth a damn. No real priority compared to some of those ducking Fierce bastards in the game, and not too strong. I will only use this to show off, and give the opponent a look at a new move to confuse them a bit more. Some combos will work with it, but that's about it.
The move you should learn, but wont:
Raging Storm. It's strong, it's sticky, and god damn does it look cool. HOWEVER, it's very hard for most people to pull off, has a bit of lag to not only do the motion, but when it comes out there's a slight delay, too. I tried doing this to a few jumpers, with little success (got a foot in the face as the move was starting up). I love the move, and it does wonderful damage, but I try to only do it whne I know they're going to jump, but haven't yet. Good against rolls too, but not as safe as ducking J.
That's my short opinion on Geese. There's more if you like. I could talk all day about it.
Spike