- Full Version in Spoilers Below.
NOTE: This guide is for the first Geese Walker edit I posted which can be found here. I never made a formal guide for the second Geese Walker edit but rather made posts discussing him.
I have actually updated this edit version significantly since posting this guide months ago but a lot of what I say below still holds for the current version of this Geese edit. I also think this guide does a good job of reflecting the thought process that I have going into EVERY edit so it's still relevant in that respect too.
Mission Statement of how I made Geese WalkerAuthor: OrochiGeeseIf you are my friend on Steam, Geese Walker can be found on the Workshop at
this URLTheme Music Filename: GeeseWalker.wav
Here is the song that I'm basing my own clip of the theme music on -
ocremix.org/remix/OCR01309BACKGROUND: Geese Walker is the name and edit of the character, formerly known as Orochi Geese, who has been in the e-fed world for 15 years. Geese retired from active competition in December of 2011. For reasons related to that retirement, his old edit is no longer relevant to his character. It was violent and destructive and Geese has tried to put that past behind him. The reason for his return to the ring is a combination of me wanting to watch him wrestle other people’s edits in FPW and to allow him to have a twilight period of his career that yields a positive legacy. As a result, the current Geese Walker edit is different from the edit of Orochi Geese in his prime from around 2007-2011.
A more "kayfabe" history/bio of Orochi Geese
can be found here.As an e-fed edit maker, I do my best to have the in-ring edit act in a way that stays true to their out of ring personality and story. By that standard, the FPR versions of Orochi Geese and (his girlfriend) Robin “Holly” Walker are my favorite edits that I’ve ever created. To fully understand and appreciate an edit's in-ring performance, I believe some familiarity with their character and history is helpful. However, I don't expect you all to read Geese Walker’s full bio so I will attempt to briefly explain my purpose of him here.
HISTORY: The old version of Orochi Geese targeted the neck and head of his opponents with moves designed to inflict debilitating pain and injury in order to guarantee the match was won and that an intimidating message was sent. Although Geese Walker still has the competitive spirit to want to win, he has learned that “winning by any means” often brings a higher cost down the line. This is one rationale for his change in moves. The second rationale comes from the physical changes to his body. Geese is now approaching the age of 40. He has years of wear and tear to his body and cannot rely on the exact same explosive speed that he once had. Furthermore, he has grown in muscle mass and bulk (and tan) because of the past 6 years of work on the Walker family farm. Geese now aims to work smarter than hard. He wants efficiency in his movements and more care in the risks that he takes in the ring.
Because of his changes in motive and mass, he has switched to an arsenal that targets the arms and backs of opponents while utilizing a judo-inspired lifting strategy. Using his own body for added leverage and power allows him to reduce the strain of moves he performs and grants him a psychological advantage against opponents who possess superior physical gifts. Geese still utilizes a variety of torque-based submission maneuvers and powerful impact-based slams. However, he does not seek to injure his opponents but instead incapacitate them long enough to gain a pinfall or submission victory.
Geese retains a less dangerous version of his "Raging Bolt" (Ganso Bomb) now named the "Omega Bolt" (Cross-Arm Fire Powerbomb). This upgrade eliminates the damage to the opponent’s spine and instead integrates his newly found focus on the arm of his opponent which he uses to wrap them up for the pin. Geese has refused to part with his ultimate weapon: the "Chaos Infinity Hammer" (Corner Burning Hammer) just in case he needs it if an adversary decides to do to him what he did to so many others. This is an extraordinarily rare move meant for emergency situations where Geese feels his permanent well-being is at risk. I toyed with the idea of removing it from his edit entirely in some matches against edits who do not seek to injure their opponents. But I decided that he should have it all the time since I am not 100% convinced how “rehabilitated” he really is when again faced with old temptations and vices.
MovesFight Style: Orthodox
Return Style: Orthodox
CRITICAL! Type: Finisher Only
Special Skill: GUTS
Points: 185
Finisher: "Chaos Infinity Hammer" (Corner Burning Hammer)
Specials:
"Omega Bolt" (Cross-Arm Fire Powerbomb)
"Imperial Intervention" (Original Oosotogari Buster) - in honor of Julian Caesaro's "Royale Intervention."
"Storm Bringer" (Turning Short Range Lariat/Rainmaker) - in honor of his tag team with Thunder Strike.
"Kingmaker" (King Cobra Hold)
Other BIG moves:Jumping Cross Arm Bar (standing)
Canadian Backbreaker (front grapple)
Moonsault Press (post to down)
Western Lariat (run rebound) -> Unofficially sequences to 100% “King Cobra Hold” at ND.
Reverse Drop (back grapple) -> Unofficially sequences to 100% “King Cobra Hold” at ND.
Other notable moves:Shout Gut Pose (taunt)
Powerbomb Whip (front face lock)
Turnbuckle German Suplex
One-Leg Missile Kick
Uraken
Upper Shoutei
Running STO
CPU Logic:Sequences:1) “Chaos Infinity Hammer” -> Head Pin (100% Continue)
2) “Imperial Intervention -> Legs Pin (100% continue)
3) “Storm Bringer” -> Head Pin (100% Continue)
Ukemi: 15 – 20 - 10
Personality Logic:Showmanship: 78
Serious Time: 81
Flexibility: 90
Cooperation: 87
Outside Count: 65
& Touchwork: 95
Weapon Use: 1
Interference: 40
Edit StrategyIt helps to have an overall idea of what I look for with edit making to put my strategy for Geese in context and understand some of the terms that I use.
This guide will help explain things.(Some of this discussion actually came from my PM conversations with Wonderland as I was explaining what I was trying to do with Geese and he was helping me achieve it with parameter tweaks and logic ideas. Thanks to Wonderland for his assistance and in bringing out my thinking onto the page.)
FinishesLet’s start with the strategy for the “Big Moves” – the moves meant to finish opponents.
To give some context, I’d like to bring up the previous
Orochi Geese edit (who was active from 2007 to 2011) I took a “layered” approach to that edit in regard to how much his specials came out in relation to each other and approximately when in the match they did. Here were his big moves in order of frequency.
Finisher - Burning Hammer - rarely see it in even 15-20 sims.
Special - Ganso Bomb - Once or twice a match. His main match finisher.
Special - Elevated German Suplex – Once or twice a match. Credible finisher but mainly intended for 2.9’s
Special - Cattle Mutilation – Usually will see one-two times per 15-minute match.
Special – Orochi CLUTCH - Usually will see two-three times per 15-minute match.
It's rare you will see an OG match without an Orochi CLUTCH. There are two ways for it to happen and it's one of his staples to win with. It's rare you will see an OG match WITH a Burning Hammer. The three specials in the middle tend to happen around once a match each with some variance. OG isn't someone who tries to finish matches too often. But if he was, then I'd want to give him another special (or general move that can finish a match) front grapple section just cause the Ganso Bomb was kind of infrequent.
The
updated Geese Walker edit for FPW tries to finish matches more and has more weapons to do so. As a result, layering can be a little more difficult to pull off but this is my overall strategy:
Here are his big moves in order of the importance and frequency I wish to see them.
Rare Finisher - Burning Hammer - rarely see it in even 20-30 sims.
Rare Special - Cross-Arm Powerbomb - See it once in 5-10 matches or in 5 long matches. This will come out early occasionally but it’s only set at 2% front grapple so…RNG :/
Special - Rainmaker Lariat - See it once every 2-3 matches. More rare than Delayed STO but not super rare. A move that is meant to finish matches when it hits.
Moonsault - See it once every 2-3 matches. It's more effective now that he is bigger but he should be a bit more reluctant to use it since he's slower and it takes more of a toll. Unlikely to finish match but cool for a nostalgia 2.9. Fun fact: Geese won his first Title (GWF TV) with this move.
Special – Delayed STO - Once a match. I’d like this to be the most frequent way that he finishes matches.
Canadian Backbreaker - Once or twice a match (always want it to come out before Cross-Arm Powerbomb as this move teases that one)
Western Lariat -> Kingmaker: Once or twice a match.
Special - Back Grapple Judo Slam -> Kingmaker: Once or twice a match.
Special - Cross Arm Breaker -> Once or Twice a match.
I was thinking of switching the Canadian Backbreaker to a medium damage stretch move and not have it accessible in late damage but a) it’s cool watching Geese finish an exhausted opponent with it, especially if they kick out of the Delayed STO. b) it's "too big" for a middle match stretch and c) from my strategy perspective - I love the Canadian Backbreaker as a tease to the Cross Arm Powerbomb and the Submission equivalent of a 2.9. I also love when it finishes a match every now. That way opponents can fear it and not necessarily JUST be scared of the cross-arm powerbomb coming from that position. It's like a KOC Clutch thing. Maybe you are in powerbomb position but if you don't know exactly what Geese will do, you can't defend against it as well. It's that threat of uncertainty. Plus, it works with Geese's larger body and increased strength to be a credible finish. It’s also shows off some of Geese’s diminished ruthless side. If he’s a little frustrated, this is a move he can channel those emotions into.
Regular MovesGeese has a few strategies throughout any given match:
1) Attack the midsection (stomach/back) to weaken it in pursuit of winning with the Cross-Arm Powerbomb, Delayed STO, Canadian Backbreaker, or Moonsault.
2) Attack the arms to weaken them in pursuit of winning with the Cross-Arm Powerbomb, Cross Arm Breaker, Crossface,
3) Attack the neck to weaken it in pursuit of the Burning Hammer, Rainmaker, and Crossface.
Every move is there to do one or more of those things. Many of his specials involve multiple focuses on limbs and so his regular moves take that into account.
His early match submission work targets the midsection and arms but his strikes tend to attack the neck or face. I split it up so that each early submission has a specific time during the match in which to occur. His stomach claw is early in the match and is meant to follow his early osotogari. His keylock is meant to follow some of his arm attacks that occur early and toward the middle portions of the match. I originally had the keylock at early damage but loved the osotogari -> stomach claw unofficial sequence I saw. The belly hold at face down targets the arm and belly/back in weak damage and the Romero Special is at medium damage. Geese focuses on each of these moves based on damage category and downed positioning. He also has a Wakigatame from run counter and surfboard stretch from back grapple.
However, I tried very hard to find a balance between Geese using these submissions to damage without overly-relying or repeating them which comes at the cost of putting on a dynamic and interesting match. He still uses standing and running strikes throughout the early and mid portions of the match.
His classic Uraken (spinning back fist) returns as it allows him to cover a lot of ground quickly. This is his signature standing strike and is one of the defining moves of Geese at the start/middle of the match, What is especially cool in FPW is that it has a greater chance of knocking an opponent into the corner if the opponent is standing (dazed or active) in that general area.
His upper shotei is a new addition to his public edit character. I had been testing this move on his “retired” version in FPR and really like it. It’s kind of a callback to Geese Howard’s “reppuken/shippuken” motion and gives his strikes more variety. Orochi Geese had the uraken and the American hook. Both moves rely on horizontal motion on the same vertical plane to attack the face. There wasn’t much variance. There is a lot of variance between the uraken and the upper shotei.
And, of course, his flying cross arm breaker is his remaining big strike which is meant to finish matches either from “standing dazed” or when his opponent is walking. It’s especially cool when Geese is in a tag match and his tag partner grabs the opponent from behind to set up the flying cross arm breaker.
Geese’s build in matches should have an overall plan but enough variance to keep his matches interesting and his opponents off guard. In later years with FPR, especially when creating rookies, I found that I gave them a little too much ground work in regard to submissions. I want Geese to work the intended body parts with submissions (downed and back/run rebound) but still be mobile to use his strikes and set up his back grapple attacks and allow for front grapple attacks.
And that very attempt of balance brings me to the challenges of his edit:
CHALLENGES (or problems) with his edit:The Random Number Generator is the #1 challenge, as are my sometimes impossible expectations for it despite the fact that I really
should know better. For example, I blame the RNG for the 2% Cross Arm Powerbomb sometimes coming up as the
first O move I see in his arsenal right as he gets his opponent into late match damage.
That all being said, I have 3 main concerns with Geese Walker’s edit whether it’s the fault of RNG or me:
1) Skipping early arm/back work - He's not doing enough early arm work (mainly the arm stretches at down position and run rebound) in the match to set up his bigger arm moves. I think the fix here is a combination of reducing his damage (so he doesn't breeze to large damage where he doesn't do stretch moves anymore) AND upping the logic % on those moves and chances to get to those moves. (So not just higher % on the run rebound sub but higher % on irish whip). I love his arm work but I don't see it consistently enough. Sometimes he'll go an entire match without any of those early stretches. He's a) skipping a major part of his moveset strategy and b) is being too inconsistent from match to match.
Of course, the problem with that fix is avoiding repetition. I really want him to do early stretch work though but not at the expense of variety or the submissions seeming more like rest holds than active attacks. I love the dynamic game that he has (or had for the past few versions) on his feet over the years. Opponents feared his strikes and his front grapple choices. However, it just annoys me to see him do just one arm or back submission for the first 5-8 minutes. Balance is the key but, due to the unpredictable RNG. It’s been hard to see a “trend” of that balance in his matches.
When I see Geese doing too many submissions early, he doesn’t feel like Geese. He doesn’t have that ferocity and unpredictable “chaos” nature that defines his character, even years later. I like the keylock he has but it may be a little too subdued in appearance. Regardless, he has to have a good and aggressive stand up game mixed in with his ground work to retain that crucial character element.
2) Doing specials too early in the match – Orochi Geese used to do his “Raging Bolt” (Ganso Bomb) as the first move to start his late damage moves and it would infuriate me until I rolled with it and called it the “7 minute Ganso.” Geese Walker sometimes does his Delayed STO too earl and Wonderland has affectionally called it the “7 Minute GanSTO.” It’s a catchy name but I’d like Geese to catch this particular condition a little less than he has. Worse, sometimes it’s the cross-arm powerbomb or the Rainmaker. Granted, back grapple specials can be hard to set logic for sometimes but I really don’t want to see the Delayed STO happen before the 7 minute mark. He's certainly not the first edit I've seen who seemingly insists on starting his large damage front grapple section with a 6-8% finisher rather than 9-10% build-up move. It's just kind of annoying when he immediately goes from like medium damage Mutoh backbreaker all of a sudden to the GanSTO. But that was original Geese and others edits of mine too. The last 5 matches actually saw him building well and layering well. I don’t think Geese’s parameters as a whole are too high but it’s possible that one parameters, in conjunction with the move damage and logic frequency, is causing him to get to large damage too quickly. Either that or the opponents that I’ve tested Geese against have parameters that are just too low for him to test properly against.
3) Doing specials too often OR inconsistently from match to match - I've seen a 15 minute match with 2-3 rainmakers happen right after a 20 minute match with 0 rainmakers.
Much as I don’t want to see the Delayed STO happen before the 7 minute mark, I also don’t want to see the Rainmaker regularly occurring before the Delayed STO. The “move layering” section I gave earlier in this design document lays out the frequency of the specials in relation to each other. I've not yet been able to retain the kind of "consistency" of the layered approach I made for golden era Orochi Geese.
One specific issue I’ve had is sometimes seeing the Rainmaker happen five times as much as the Reverse Throw despite the Reverse Throw being 2-3% points higher. I could reduce the Rainmaker and/or increase the Reverse Throw but when I’ve done so, the balance has been off even further.
One concern I had in regards to layering difficulties: I may be trying to do too much with him in giving him 2 rare moves? (Cross Arm Powerbomb and the Burning Hammer). Perhaps I should allow the rainmaker lariat to be more frequent than it is, maybe on par with the Delayed STO.
Maybe I don’t change the actual move logic but, rather, adjust my expectations? The cross-arm powerbomb is at 2% in front grapple but I’ve seen it a little more than I want. I can do two things: either a) drop it to 1% or b) be okay with it happening a little more. Either option could make sense.
I know I can't guarantee a constant rigidity in the layered approach due to the RNG and the way the match goes. I know i may be making things extra difficult on myself by giving him two pretty rare moves but I just don't like seeing a string of 5 matches where he does the "once a match" move 2-3 times and then the next match won't do it at all. At the same time, I want to avoid spammage.
If we get more sequences (and if we don’t, I’ll be using Carl’s mod), I will be giving him a face up submission (much as Orochi Geese had the cattle mutilation) and chaining the running STO to the face up submission. I don't love that he doesn't do anything specific after the Running STO now but I think it's a cool "match psychology set-up" to the stronger delayed STO and the Rainmaker.
Miscellaneous Concerns:I updated his edit to change the Burning Hammer to his finisher just so he has the CRITICAL! ability with it. Originally, I liked the Cross-Arm Fire Powerbomb having the +2 stat boost that Finisher gives since that move is meant to happen a little more often and I wanted it to lead decisively to the finish. In the rare match where the Burning Hammer actually occurs, I figured the +1 stat boost for Special is more than enough to finish the already exhausted opponent at what would likely be the 20 minute mark or so. However, I made the choice because I don’t want to see the Cross-Arm Fire Powerbomb CRITICAL since it’s meant to be a safer version of the Ganso Bomb to show that Geese has reformed his ways. I do want to see it win the matches where he actually uses it but I think the +1 Special stat boost is enough
I’ve set two “unofficial sequences” using the “face down” strategy.
“Western Lariat (run rebound) -> Unofficially sequences to 100% “King Cobra Hold” at LD Face Down
Reverse Drop (back grapple) -> Unofficially sequences to 100% “King Cobra Hold” at LD Face Down.”
The first limitation associated with this strategy is the one usually associated with the “face down” variation of of unofficial sequences: the second move is not guaranteed to be attempted since “down logic” category may not be selected by the RNG. (For example, Geese could be told by the RNG to go up top and attempt the Moonsault, or do his running kick to the stomach to the downed opponent).
There is a second limitation. The King Cobra Hold is not guaranteed to connect because it may not be the time in the match for it to trigger. Sometimes an edit will have their opponent in “large” damage from back grapple or in irish whip but that “large” damage status doesn’t yet cross over into the “large” damage of downed moves. There are only 2 damage categories for back/irish whip and 3 damage categories for down. That means that if a move when the opponent’s health is 50 to 65% damaged, it will trigger “large” damage for back grapple and irish whip but will only trigger “medium damage” for the down category. Therefore, if the Western Lariat or Reverse Drop happens too early in the match (even if it’s in large damage for those particular categories), it won’t be followed up by the “King Cobra Hold.” It will also, in general, frustrate me for occurring too early in the match. Though I’m okay with the Reverse Drop happening a little earlier in the match and not be guaranteed to lead into the King Cobra Hold
ENDING COMMENTS: I'm overall happy with how his edit is now but I expect to still make some minor changes over the next few months. It took a long time to get the 2007-2011 era Orochi Geese in FPR to the point where he became the favorite edit of mine that I ever made. Although FPW Geese Walker is based on a preliminary FPR edit that I simmed fairly consistently, I never quite struck gold with that edit. I actually like his FPW version better due to some of the newer moves available and because of Wonderland’s help in improving FPW Geese. But there’s still work to be done in improving his “layering,” avoiding early match specials, and ensuring that his match build psychology strategy is consistent and dynamic. Overall, I do feel that this edit represents the e-fed character that is Geese overall and in this story evolution. He’s not as violent, doesn’t seem to be trying to destroy or injure his opponents, but has a very high competitive drive to win matches and intimidate anyone in his path. He’s wiser and more technical in his strategic approach to match psychology but at any given second you get the feeling he may erupt with a debilitating strike or a special that incapacitates his opponent. I’ve tried to do a lot with this edit but overall I think I have hit on a balance that is true to modern day Geese Walker…at least most of the time. The more consistent I can see positive trends in his edit, the happier I will be. And that means testing more and more against a variety of intended opponents for Geese. Will
you be next?