Geese Gives No Quarter!
(the phrase "gives no quarter" means "shows no mercy", and given that Geese is one of the original ultra-cheap SNK bosses, he took a lot of quarters from players)
Geese’s second through sixth palette swaps would be based on his appearances in the King of Fighters and Fatal Fury games, changing his hakama pants to blue, green, black, orange, and purple. His seventh and eighth palette swaps would be Nightmare Geese, giving his skin a gray corpse-like appearance. His pants in these costumes would be red (7th palette) and black (8th palette), the cloth around the waist looks burned and tattered, and Nightmare Geese would be a separate fighter spirit.
Geese’s stage would have to be Geese Tower, the executive suite of his skyscraper that looks like a Japanese temple. The design will be the same as it is in The King of Fighters XIV, though characters can be knocked off of it, allowing them to plummet to South Town below much like Geese himself does on a regular basis.
For his intro, Geese will already be standing on the stage, with his back to the screen and his jacket on. Turning to face the camera, he tosses his jacket off before getting into his fighting stance.
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There are likely plenty of substitutes that could work for Geese’s moves – I’m mainly using the playable appearances that I have on hand. (King of Fighters 96 and 98 Ultimate Match; Fatal Fury Special; Real Bout Fatal Fury; King of Fighters XIV; Capcom vs. SNK 2; Tekken 7)
A-->AA-->AAA: Geese uses his four hit close-range light punch combo from the King of Fighters XIV, hitting the opponent in the head (A) and chest (AA) before using a low-aiming punch and finishing with a palm strike to knock them back. (AAA)
Forward A: Geese uses his heavy attack from KOF XIV, lunging forward with a palm strike.
Up A: Geese uses his close light attack from KOF 98 Ultimate, swinging his elbow upwards
Down A: Geese uses his ducking light kick, lightly kicking at his opponent to throw them off-guard.
Forward Smash: Raikou Mawashi-Geri. Spinning around, Geese kicks forward with the foot that’s closest to the opponent, doing more damage than a regular kick.
Up Smash: Geese uses the Reppuken variant from KOF 98 Ultimate (and some other games), where instead of firing a projectile, he swings his arm upwards while energy trails behind it. Charging it results in him using the Double Reppuken version, where he swings both arms upwards. Catching the opponent at the top of the swing does significantly more damage and knockback.
Down Smash: Tendoh Kudaki. Yelling “DAH!”, Geese steps forward, swinging his hands downwards on either side of himself like hammers.
Neutral Air: Geese uses his midair punch, thrusting downwards with his hands twice.
Forward Air: Geese uses his midair heavy kick from KOF XIV, kicking forwards while grunting. The kick has a slight downward angle.
Back Air: turning around, Geese kicks straight forward (which would be behind the direction that he was facing), before turning back to face the direction that he had been facing before.
Up Air: Geese uses his light midair kick from King of Fighters XIV, kneeing upwards. Unlike in King of Fighters, this gives him a slight boost upwards.
Down Air: using his light air attack from KOF 98 Ultimate, Geese swings the hand that’s closest to his opponent downwards, though he does so with more force than in that game. The impact has a meteor effect.
Dash Attack: Hien Shikyakku – leaping forward, Geese swings his arm while energy forms around it.
Wake-Up Attack: Geese does a low sweep kick to knock the opponent away before getting to his feet. This is the only attack that’s completely made-up, since as far as I can tell, neither the Fatal Fury games, the KOF games, or the Tekken games have a wake-up attack designed to knock opponents away from you.
Climb Attack: Kouten Bakusai – Geese swipes at his opponent’s shins/ankles to knock them down before climbing onto the stage.
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Grab: Geese grabs the opponent by the neck, lifting them off the ground.
Pummel: using his free hand, Geese hits the opponent with a palm strike.
Forward Throw: Ko Satsu Sho. Geese holds the opponent higher before knocking them away with a palm strike (his forward throw from KOF XIV and Tekken 7)
Back Throw: Raimeigoha Nage – Geese lifts his opponent higher into the air, saying “Stand up!” He slams the opponent onto the ground behind him, yelling “DIE!” as lightning strikes the opponent and they’re knocked away from Geese.
Up Throw: Shinkuu Nage. Geese flings the opponent straight up into the air, like he does before using Rashomon.
Down Throw: Oni Hanmon. Geese yells “Idiot!” and slams the opponent face-first into the ground brutally.
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Up Taunt: Geese spins his arms in front of him, crossing them in front of his chest in an X shape, before bringing them down to his sides as an aura bursts around him.
Side Taunt: Geese makes a ‘bring it’ gesture, saying “Come on!”
Down Taunt: Geese crosses his arms over his chest, leans back a bit, and says “Waste of time!”
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B: Reppuken/Double Reppuken/Shippuken (quarter circle forward + A) – if used in the air, he uses Shippuken, an air fireball similar to Akuma’s. Pressing B uses Reppuken, while doing the input uses Double Reppuken
Up B: Hisho Nichirizan (Shoryuken motion + A) – Geese leaps into the air, moving forward a bit before slashing with his hand. This can hit up to two times, once for the start of the jump and once with the slash. Doing the proper input makes him go higher and lets him cover more ground horizontally.
Side B: Ja’ei Ken (half circle back + A) – Geese lunges forward, landing a three hit combo with his fists.
Down B: Chudan’ateminage – if the opponent hits Geese, he calls them “PREDICTABO!” and throws them to the ground.
Final Smash: Super Power Moves – Geese swings his hands downwards, creating a massive geyser of energy – I am not making this into a Super Special move, because the input is called “the Pretzel” for a reason. If this connects, a cutscene begins where his opponent is launched into the air, and Geese spins his arms in front of him with after-images trailing behind them. As the opponent falls in front of them, while they’re still in midair, he thrusts his hands out and uses Rashomon, sending them flying. (the name comes from a combination of the Super Moves and Power Moves from the Fatal Fury games)
Super Special Moves:
-Deadly Rave: quarter circle forward + half circle back + A – Geese lunges forwards, landing a brutal ten hit combo and finishing it off with a burst of energy from his hands to send the opponent flying
-Raigo Reppuken: quarter circle forward + quarter circle forward + A – Geese throws out a faster Reppuken that is larger than normal, electrified, and hits up to five times.
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One of his victory poses is
shared with Tekken 7 – he has his arms crossed over his chest, looking sternly as he says “Know your place.” Another has him placing his hands on his hips and letting out a hearty laugh, while his third has him pointing directly at the screen, telling his defeated opponent “Stay down!”
Geese’s victory theme is shared with Terry’s, and when Kirby copies him, he gets Geese’s slicked-back hair along with his Reppuken, Double Reppuken, and Shippuken specials. (though he calls out the attack with his usual babyish way of speaking, in a massive contrast to Geese’s deep voice)