If you can't get Terry's infinite working, then try using Geese instead. Spamming projectiles and throws is mostly all you need.
MOVES OF IMPORTANCE
DOUBLE REPPU KEN QCF+C |
SHIPPU KEN QCB+A or C during jump |
SHINKU NAGE DF+C |
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The light punch version has him do a single projectile, but it's the strong punch version you'll be using the most. |
The light punch version of this move is the one you'll need. You only need this move for one fight. |
Geese will try to grab the opponent, if he gets them he'll toss them to the other side of the screen. |
THE GENERAL GAME PLAN
Geese's shinku nage throw is one of his greatest assets. Most throws in this game are way too slow, but this one is much better, in the sense that you can constantly grab the CPU with it. It has a surprisingly generous range as well, you can often grab opponents with it even if it doesn't look like you're close enough to them. Another thing to constantly try and do is whenever you knock the opponent over and they're near the corner, get close to them and do a double reppu ken as they get up. Some opponents have this issue where they won't block the projectile. And even if they do block it, at least they'll take a little bit of chip damage.
COMBOS?
The great news for you is that you don't really need to learn any complicated combos with Geese! In fact you don't really need any combos at all! The only one to use is when you can punish the opponent, eg Joe has missed with his tiger kick or something. When right next to the opponent, do strong punch, QCF+C. And even then it's usually just as effective to throw the opponent instead.
DEFEATING THE CPU
BOB, MARY & FRANCO
I'm lumping these three together because you can use the same easy tactic on all of them. Jump towards them and do a strong kick in the air, then once you land, crouch and do a strong kick. If you get them in the corner, double reppu ken them as they get up. And you should mainly be using his shinku nage throw since it's easy to grab any of these opponents with it.
JOE
If you try and jump towards Joe, there's a pretty high chance he'll counter with his tiger kick. So instead, get as far away as possible from him, and then start spamming double reppu kens. Ideally, this will make Joe use his golden heel move, but it'll fail and he'll get hit by the double reppu ken. Sometimes, if he's the full distance away from you, he'll just stand there and take the hit. The other thing he will do is counter with his hurricane upper, but if that happens, just do the double reppu ken again. He will sometimes switch planes and dash towards you, if this happens dash back and start throwing out double reppu kens again.
YAMAZAKI
Keep constant pressure on Yamazaki with jumping strong kick to crouching strong kick combos. As he rarely uses his special moves during this fight he's pretty easy to beat. If you knock him down, do a double reppu ken as he gets up, as he tends to get hit by this more than some of the other characters. Enjoy how easy this fight is now, as next time you fight him it's going to be a lot harder.
MAI
Mai is not great with dealing with Geese's jumping strong kick. But she's also pretty bad with his double reppu kens. When the fight starts, back dash and do QCF+C. Mai has several responses to this move, the ideal one is that she just walks forwards and just gets hit by it! But she may jump and try and counter with her musasabi no mai. However, most of the time she'll miss and land before Geese, allowing you to throw her. Another thing she may do is switch planes to avoid the double reppu ken, dash towards you, then switch back planes. When she switches back you can throw her with the shinku nage. Remember this strat, as we'll be using a lot later on.
ANDY
Jumping towards Andy is generally a bad idea, since he will usually counter it with his dragon punch. Andy tends to know how to deal with the double reppu ken too... but instead, he's quite bad at dealing with the regular reppu ken (QCF+A). He constantly tends to get hit by it when done at close range, and he still tends to get hit by it at mid range too.
If the reppu ken is done at long range, Andy will hopefully switch planes and dash towards you. He will then attempt to switch back planes with an attack, but what you need to do is a crouching strong kick. Andy's attack will miss, but Geese's attack will hit and knock Andy down. Move back a little and do another reppu ken as Andy gets up, hopefully Andy will switch planes again and you can repeat this tactic.
HON FU & SOKAKU
These two can be defeated in the exact same way. Move back, throw out a reppu ken/double reppu ken and then watch what they do. Ideally, they'll switch planes to avoid the projectile, dash towards you, then change back. At which point you get them with the shinku nage and then repeat. Hon Fu will sometimes dash back instead of forward, so be ready to do a reppu ken again if that happens.
TERRY
Terry is slightly trickier than the last two opponents. The same strat can work on him, but he tends to be a lot more random in how he reacts to the double reppu ken. He may switch planes, but then back dash and change back, or he simply changes back planes without dashing at all. What tends to work best is doing the double reppu ken when Terry is on the opposite side of the screen, then watch what he does. If he switches planes and dashes forwards, move Geese towards him slightly, then get him with the throw as he switches. Another option is to do the double reppu ken, as this hits Terry, do a back dash and start throwing out more double reppu kens.
GEESE
CPU Geese is the most difficult opponent in the game. He doesn't fall for the previous strategies, most of the time if you do a reppu ken or double reppu ken, he will jump forwards and do his air fireball to avoid it. You can try and jump kick or crouching kick him, but he'll either block, change planes or use one of his counter moves. The shinku nage is mostly useless against him as well -most of the time he'll dodge it, or back dash to avoid it.
The only strategy I could find against CPU Geese was to keep using the light punch version of the shippu ken. When you do this move, it can sometimes bait CPU Geese into using his jaei ken move, but the air projectile will hit him. This is the ideal outcome, unfortunately, CPU Geese won't always do this. He tends to dash towards you, or jump and throw out his own shippu ken. Sometimes he will do a double reppu ken, sometimes this will stop your shippu ken, sometimes it won't and he'll get hit. It all comes down to where CPU Geese is on the screen and how high you were in your jump when you do the shippu ken. Don't expect to be getting good ranks when fighting CPU Geese.
YAMAZAKI
There is a big AI exploit you can use against Yamazaki, unfortunately it isn't consistent. When the fight starts, back off and do a double reppu ken. Yamazaki has this issue where he'll switch planes, but then switch back doing a plane attack. However, he'll end up colliding with Geese's projectile and get hit. So you want to just be throwing out double reppu kens as much as possible.
The reason it isn't consistent is because sometimes, Yamazaki will use his projectile deflector move. He stops your projectile and then throws one of his own back at you, but you will have enough time to block it. The other major problem with this strat is Yamazaki's desperation move. This move goes over Geese's projectiles and does a lot of damage. Once you have Yamazaki low on health, try to make sure he's as far away from you as possible before doing any more projectiles. At least this way if he does it, you should be able to block or avoid getting hit by it.
One other point is that when Yamazaki switches planes, he may dash far enough to avoid the double reppu ken. If this happens, simply do a crouching strong kick. Yamazaki will try and do a plane attack, but it'll fail and he'll get hit by Geese's kick, which will knock him over. Whilst he's down, quickly back dash to get away from him and then resume using double reppu kens.
CHONSHU
Chonshu is one of the easiest opponents in the game. You should be able to beat him only using one move: the double reppu ken. Chonshu just doesn't know how to deal with this move very well. Sometimes he dashes into it, sometimes he jumps into it. Sometimes he'll try and counter with his own projectile, but it won't work. Sometimes he may jump and get you with a jump kick, but as he lands you can get him with the shinku nage. He may also switch planes and dash towards you, but like Hon Fu, Sokaku and Terry, you should be able to throw him when he switches back. Just keep using double reppu kens and you should win fairly easily.
CHONREI
Chonrei is almost as dumb as his brother. Again, double reppu ken is all you really need for this fight. Chonrei can throw his projectile faster, but most of the time he will frequently get hit by the double reppu ken if you keep spamming it. The only downside is that he has a move which can reflect projectiles away from him. Generally speaking, you want to be throwing out double reppu kens when Chonrei is on the opposite side of the screen from you, that way if he reflects it, you'll have time to block. If he dashes forward and jumps over you whilst doing the reppu ken, you can catch him with the shinku nage as he lands.
YOU CAN DO IT!