Geese Guide KOFXIV


TEAM Southtown


-Geese vs Terry plays the best theme in the game

Best Position: Point Mid Anchor

Best Tools: 

  • f HK



Misc: He’s not dead in the kof universe, which is not the same as the Fatal Fury one.

Quick Guide by Ahmed Sule

KOF XIV 3.0 – Geese Howard Notes

Meaty Set-ups

Format 1: (combo or special move that end in HKD) – (Meaty set-up) -> (Meaty Attack)

Format 2:  (combo or special move that end whiffed command or special move) -> (Meaty Attack or other action)

*All set-ups hit frame 3 of opponent’s wakeup.

Any Team Position:


  • Anywhere:


  1. f+A – whiff cancel cr. A, whiff qcb+A -> cr. B:


  1. f+A – AB -> cr. B:


  1. hcb+B – forward hyper hop -> cr. B:


  1. [1 Bar, Max Mode] hcb+BD – forward hyper hop -> cr. B:


  1. qcb+C, d+K- forward jump -> cr. B:


  1. qcb+C, f+K- whiff qcb+A -> cr. A:



  • Mid-screen:


    1. [1 Bar] …BC, cl. C, f+A, qcb+AC, f+P, whiff cancel cr. C, qcb+AC, f+K – AB -> cr. B:


    1. [1 Bar] …BC, cl. C, f+A, qcb+AC, f+P, forward hyper hop, air qcb+AC, qcb+C, f+K – whiff qcb+A -> cr. B:


    1. [1 Bar] cl. C, f+A, BC, forward hyper hop, j. A, air qcb+AC, cl. C, f+A, qcb+AC, f+P, whiff cancel cr. A, qcb+C, f+K – whiff qcb+A -> cr. B:



  • Corner:


  1. qcb+C, f+C – whiff cl. A, forward jump -> cr. B:


  1. f+A – neutral hop -> cr. B:


  1. [1 Bar] …BC, cl. C, f+A, qcb+AC, f+C, cl. C, whiff f+B -> cr. B:


  1. [1 Bar] cl. C, f+A, qcf+C, qcf(x2)+A/C – whiff Far B, forward jump -> cr. B:


  1. [2 Bars] cl. C, f+A, qcf+C, qcf(x2)+AC – whiff cl. C, forward jump -> cr. B:


3rd Team Position:


  • Mid-screen:


    1. [1 Bar] …BC, cl. C, f+A, qcb+AC, f+P, forward hyper hop, air qcb+AC, qcb+AC, f+K – AB -> cr. B:


Anti-roll Set-ups after above Meaty Set-ups:

Against Forward Roll, (Mid-screen and Corner):

  1. cr. B, cr. A, far B: – cr. B, cr. A will whiff and far B will hit.


  1. cr. A (x2), far B: – cr. A (x2) will whiff and far B will hit.


Against Backward Roll, (Mid-screen):

  1. cr. B, whiff cancel cr. A, qcf+B: – cr. B, cr. A will whiff and f+B will hit. It’s considered a hard read and best used when Geese has access to Quick Max. F+B is -2 on block.


  1. cr. A, whiff cancel cr. A, qcf+B: – cr. A, cr. A will whiff and f+B will hit. It’s considered a hard read and best used when Geese has access to Quick Max. F+B is -2 on block.


Meaty Corner st. CD:

  1. f+A – whiff cl. B –> st. CD


  1. qcb+C, f+C – forward jump or neutral jump -> st. CD:


Frame Traps:

  1. cl. A, f+A


  1. cl. A, cl. C


  1. cl. A, cr. A


  1. cl. A, cr. B


  1. cl. A, Far B


  1. cr. A, Far B


  1. cr. A, f+A


  1. cr. A, cl. C


Safe Jumps:


  1. qcb+C, f+C – whiff qcb+A, neutral hop -> j. D


  1. cl. C, f+A, qcb+C, qcf(x2)+A/C – whiff qcb+A, forward jump -> j.D

1. cr. B, whiff cancel cr. A, qcf+B: 2. cr. A, whiff cancel cr. A, qcf+B:


LP “Light Punch”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same



LK “Light Kick”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same



HP “Heavy Punch”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same



HK “Heavy Kick”

  • Crouch :
  • Stand :
  • Far :
  • Hop :
  • Jump : same



HPHK “CD Blowback”

  • Stand:
  • Air:

Back to top



Command Normals

? LPname”

  • Overhead


?LK “name”

  • Won’t cancel out of chain


?? P “i”


P “name” [EX]

  • Poke/anti/counter/grab
  • S5,A20,R14
  • It’s…
  • EX is…



P “name” [EX]

  • Poke/anti/counter/grab
  • S5,A20,R14
  • It’s…
  • EX is…



P “name” [EX]

  • Poke/anti/counter/grab
  • S5,A20,R14
  • It’s…
  • EX is…


Supers & Climax

HCB x2 P “name [Max]

  • Type
  • Max version is..
  • .


QCBHCFK “name”

  • A


HCBx2 KK “name” Climax

  • Notes


Best Combos

Geese has combos that are hard but basic stuff is good enough to bring the pain.
You can replace f.A for MAX cancelling with f.B

-F.A, OTG grab or Climax
-Cr.B cr.B cr.A qcb+A
-Cl.C f.A qcb+C~f+P, OTG grab or climax if close. Can also cancel into EX final Reppuuken for good damage.
-Cl.C f.A MAX cl.C f.A EX qcb+P~f+P qcb+C~f+D, OTG grab or Climax
-Cl.C f.A MAX cl.C f.A EX qcb+P~f+P C reppuuken xx Final Reppuuken
-Cr.B cr.A far B MAX cl.C …
-Cr.C f.B MAX cl.C … this is if you’re not sure you’re close enough for Close C.
Harder but more damage:
-Cl.C f.A MAX j.A EX Shippuuken cl.C f.A EX qcb+P~f+P qcb+C~f+D, otg grab or Climax
-Cl.C f.A MAX Cl.C f.A EX qcb+P~f+P jump forward EX Shippuuken qcb+C~f+P xx Final Reppuuken




Wall of combos!






Strategy by Trulyamiracle

Geese Howard, the original weaboo and one of the SNK’s classic bosses makes his return into a canon KoF game (Finally).

Geese is an all-rounder style character that heavily focuses on reading the opponent to capitalize on it with his counters and big damage. He’s pretty decent up-close where he can start his offense and has one of the highest damage outputs for 1 bar, but his mid range game is where he shines having good normals, a new Reppuken super to kill projectiles, and having his trusted counters to stop anything predictabo!

I personally use Geese on point or as an anchor, but he’s one of the characters that can work anywhere.
When he’s on point he has the advantage of doing crazy damage off of only 1 bar and his zoning is more of a factor.
As an anchor he gets access to more damage for more meter, he gets more time in MAX mode which Geese can use if he needs to. He also has his Counter super on deck as well as his Raging Storm, one of the most damaging anti-airs in the game, as constant threats if they do something stupid.

Geese is one of the few characters where getting slammed to the ground doesn’t mean that his combo is over as he has multiple options to knock you down and to pick you up as well.

His main pokes are far C, CD, far B, f.B, qcb+A and A Reppuken.
Far C is a good poke and can stop hops as well, his general go-to in that range but it whiffs on a lot of crouchers (it’s not supposed to but that’s what happens).
Far C whiffs on these characters crouching: Leona, Mian, Love, Nakoruru, Choi, Alice, Zarina, Yuri, Kula, King, Chin, Sylvie, Tung, Mui Mui
Basically a lot of females and the midgets.
CD is solid and combos into C reppuuken from anywhere wall-stick, can cancel into final Reppuuken for more damage. Can also feint with it and whiff cancel into counter if they jump.
Far B is nice but not a low sadly. very open to hops.
F.B is my personal favorite, it goes super far and it’s a range where not many characters have normals to fight it. It is a bit slow tho so don’t use it if they’re close enough for you to use other normals.
Cr.D is a good poke as well, cancel it into f.B or Qcb+A to stay safe. If you’re quick or they don’t recover roll you can do cr.D f.B OTG grab.
Qcb+A is a basically a safe poke and builds meter, can also be used as a blockstring ender. Does a soft knockdown.
A reppuuken is good at this range as a poke to condition them to jump into your cr C or counter. Just don’t be obvious with it as hops will punish you.

Far A, close C, far C and far D (a bit slow) are his anti-airs for hops.
Cr C and far D are for higher jumps.
Far D is a great normal but it’s a bit slow so you’ll need to do it early to anti-air, but it can work on most jumps once it’s out.
Cr C is solid but it doesn’t hit that high up so long jump-ins (j.D with a lot of characters) can beat it.
High counter is an al-mighty anti-air for both hops and jumps, but keep in mind that they always have the option to empty jump to try to do it if you know they’ll press a button.
His Raging Storm can anti-air just about anything but it’s 3 bars. If you have the meter and you see the jump it’s always an option.

Air to air he has his j.B for a quick check and j.CD which is practically made for this but it’s slower.
His j.A is alright and also cancellable into Shippuuken (air qcb+P) but it’s mainly for combos.
Neutral hop j.CD is great as a poke and to stop air approaches. On CH you can combo Final Reppuuken if you’re quick enough.

His jump-ins are j.C, j.D, and j.CD.
J.C is the go-to if you’re close enough, this move is nuts. Once you press it Geese will keep doing punches till he lands, do it on the way up and he’ll do like 10 of them.
From a hop, you can make it hit once, twice or even 3 times (harder) depending on the timing you do the j.C in. It’s a funny mixup you have as they all hit overhead. So it’s a quick OH/low or OH/OH/low mixup when he hops in with it.
You can also get even nastier by doing 2 hit j.C into raw f.A when you land for a Triple overhead.
J.D is the other jump-in, has more range than j.C so use it if they’re a bit further.
J.CD can also be used for offense, do it deep and you’ll have enough blockstun for another hop mixup.

Reppuuken is Geese’s classic ground fireball, A is quicker and the one you’ll mainly use as fireball or poke.
C is a double Reppuuken where he does an up-close one then shoots it fullscreen. It’s mainly to combat fireballs as the first wave eats projectiles and then shoots his own. It doesn’t override other projectiles once he shoots it. It’s also useful in corner juggles. Don’t use this in neutral as it’s very slow and they can punish you with a jump on reaction.
EX is a double Reppuuken that eats projectiles (not supers though)

Shippuuken is a slow air fireball, can be decent for keepout but be wary as Geese bounces back for a long time after it. The higher you do it the longer Geese will stay in the air after it. Very punishable by some characters with fullscreen options.
Can be used as air to air and give you space as you’ll be fullscreen away if it hits.
EX is slower and doesn’t have the bounce back, can be used as a cover to start your offense and in combos.

Geese has 3 different counters and they’re very important in his gameplan.
Hcb+D counters mid, hcb+B counters high, and hcf+B counters low.
Landing a few of these is great for his mindgames as it gets to opponent’s head, mainly the high one.
This will let you use cr.C and far C more as anti-airs as the opponent will try to more empty jumps to avoid the counter. The opponent will respect your wakeup more as well after eating a counter or two.
Mid counter lets you combo into cr.C for a full combo, so it can shift the momentum if your favor with one solid read.
Low counter smacks them fullscreen away to give you space and start your zoning.
EX counters are more damage, you can only EX high and low counters.

Qcb+P is an advancing palm, A is quick,goes a bit forward and safe with a soft knockdown.
C is slower and goes further, and has 3 follow-up options. All hard knockdown.
F+P is a mid double palm.
F+D is an overhead stomp.
D+D is a low sweep.
F+P is the only gapless option and it’s negative on block. The other 2 have a gap before they connect.
You can do pick-up grab after all 3 options, but f+P needs a run before and doesn’t work midscreen, but you can do Final Reppuuken for worthless damage instead (don’t).
EX has a guard-point so it can be used in neutral and to beat Guard cancel blowback.
EX f+P followup wallbounces.

Dp+P is a pick-up grab, only works if they’re on the ground. Can be combo’d off multiple things.
Cr.D f.B, raw f.A, qcb+C followups, final Reppuuken and even Raging Storm in the corner.
It does a lot of damage so use it whenever possible.
keep in mind that it switches sides so you’ll have the choice of more damage or keep them in the corner.

His final Reppuuken is a basically big Reppuuken, useful for fireball battles and combo ender. Can OTG but it doesn’t get all hits that way and does pathetic damage. Use it in combos but not as an OTG.
Hard knockdown so you can use pick-up grab after it (might need to run to get close).

Die Foreva counter is a counter super, counters everything aside from grabs and projectiles. Does solid damage and can cancel into Raging Storm for insane damage. EX counter super into Raging Storm is like 800 damage which is insane for a counter but it’s 5 bars.
Switches sides just like his pick-up grab.

His Climax, Raging Storm is a big almighty tornado. Fully invincible, can anti-air and it OTGs. Can cancel from both his supers.
Can OTG in all the places pick-up grab works. Hard knockdown, can do pick-up grab after if they’re in the corner.


-f.A is an overhead and knocks down if done raw, cancelled into it becomes a mid that’s cancellable.
-in the corner the EX qcb+P wallbounce is harder to combo off of and Geese loses damage, you can do C Reppuuken into Final Reppuuken but you lose the corner. Here you can do a reset with cl.A f.B, depending on the timing you can land front or behind the opponent for a left/right mixup.
-A possible conversion in the corner is MAX cancel neutral hop j.A into EX Shippuuken Cl.C into combo.
-You can super cancel Reppuukens reeally late in the animation into Counter super. This can catch a lot of punish attempts and it’s nasty coz the Reppuuken waves hide the animation of his hands going up. You can also do this on reaction to a lot of things to punish the punish.
-f+B can crush lows at the right ranges, basically if the low doesn’t reach his leg that’s on the ground you can beat it with f+B.
-Cr D can be whiff cancelled into f+B for even more range, MAX cancel for a combo.
-Cr D into Climax combos, you can also cr D final Reppuuken xx Climax.
-j.B can cross-up but it’s hard as shit and not very consistent, doesn’t work on crouchers from my experience.
-j.D can cross-up both standing and crouchers but it’s also hard to land.
-You can combo Final Reppuuken after Final Reppuuken, but again, worthless damage as an OTG. Only worth it if it’ll kill.
-Geese’s backdash is godlike, use it when you want space instead of backroll.



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