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(most noticibly, his Wild Ball Attack in general).
Capcom vs. SNK 2

(most noticibly, his Wild Ball Attack in general).

Master Geese Howard's movelist in Capcom vs. SNK 2. Learn his special, super, and normal attacks, including effective uses and combo potential.

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Master Geese Howard's movelist in Capcom vs. SNK 2. Learn his special, super, and normal attacks, including effective uses and combo potential.

Geese Howard, the rival of Terry Bogard and boss of Fatal Fury, returns in Capcom vs. SNK 2. This guide breaks down his extensive movelist, from basic punches and kicks to his powerful special and super moves.

Specials

  • Wind Slice: QCF + LP/MP
  • Double Wind Slice: QCF + SP
  • Gaia Slash (AIR): QCB + P
  • Upper Body Blow: HCB + LP
  • Middle Body Blow: HCB + MP
  • Lower Body Blow: HCB + SP
  • Evil Shadow Smasher: HCB + K

Super Specials

  • Raising Storm: D-B, HCB, D-F + P
  • Deadly Rave: HCB, F + LK, LPx2, LKx2, MP, MK, SP, SK, QCB + SP (Level 3 & MAX only)

Movelist Breakdown - Normal Attacks

Standing

  • LP (Quick Jab): A quick jab, but can be ducked by most. Useful for punishing jumping parries/just defends, or as a combo starter.
  • Close MP: An upward-angled palm strike. Limited use, primarily as a meaty attack with minimal advantage.
  • Far MP: A knife-hand strike with decent range. Can be used to stop pokes and buffer into fireballs for pressure.
  • Close SP: A palm strike to the stomach, bufferable into specials/supers. Useful for Crimson Circle (CC) damage and combo links. Geese's Counter Attack in N/C/S Groove.
  • Far SP: A standing punch with good reach. Can duck this, but useful for poking and stopping low jumps effectively. Be cautious of its forward-moving hitbox.
  • Close LK: Geese's fastest move (2 frames). Provides significant advantage, useful for counterhit/throw setups and combo links. Cannot be ducked or jumped over.
  • Far LK: A low kick with low damage and negative frame advantage. Limited clear uses.
  • MK: A mid-level side kick with an "invincible tip" that can stuff opponent's moves. Cannot cancel supers from this move. Geese's dodge kick attack in S-Groove.
  • Close SK: A 2-hit side kick. The first hit can be ducked. Gives frame advantage and can be used on rising opponents for counterhits, but low fierce is often better as an anti-air.
  • Far SK: Moves Geese forward with good priority. Can gain frame advantage if timed correctly for approach. Slow startup makes it vulnerable to attacks, and can be JD/parried. Very useful but requires caution.

Crouching

  • LP (Quick Jab): A primary bread-and-butter move. Cannot be ducked and provides excellent frame advantage for counterhits. Links into most normals. Chun-Li can go under with d.MP.
  • MP: A chop that attacks the opponent's...

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