Capcom VS. SNK: Millenium Fight 2000 - Geese FAQ/Guide/Move list Ver.1 Capcom VS. SNK: Millenium Fight 2000 for Arcade By Kairi2k (Owner of this FAQ) When Made: 03/07/01 - 10:30 AM ET Last Update: 03/07/01 - 10:35 AM ET Document Information: Designed for, at least, IE 3 or NN 3 640x480 Resolution and Courier New font enabled Capcom VS SNK Millenium fight 2000 was... Created by: Licensed by: Published by: Released when: If you have any comments or corrections for this FAQ feel free to E-mail mail the error and what the correction should be. Please don't send my flames because I'm a mean flamer and I'll hit you back three times as hard! Have a nice day and enjoy the FAQ. And this FAQ is a copyright of Kairi2k (Me) so if I see it being used on any of the following sites besides GameFAQs then there is going to be some serious trouble. So please E-mail me if you want to use the FAQ and tell me where you will be hosting it, thanks everyone and keep a sharp look out for people who are stealing my FAQ and report to me ASAP. ********************** TABLE OF CONTENTS ********************** 1. Legend 2. Moves 3. Special Moves 4. Super Arts 5. Strategies 6. Combos 7. EX-Geese 8. Moves 9. Special Moves 10. Super Arts 11. Strategies 12. Combos 13. Credits ********************** 1. LEGEND ********************** The following is the configuration I will be using, remember this FAQ is for the Arcade not the DC. So don't expect me to right a legend of keys for that junkie peice of plastic they call a controller. ;D All moves are asumed your facing the right. Attack buttons: HP = Hard punch HK = Hard Kick LP = Light Punch LK = Light Kick AP = Any punch AK = Any kick Motions: QCF = A quarter circle from down to forward. QCB = A quarter circle from down to back. HCF = A half circle forward from back to forward. HCB = A half circle back from forward to back. DRP = A dragon punch motion. RDRP= A reverse motion of the Dragon Punch. <2s>= Hold back for two seconds and then press forward. v2s^= Hold down for two seconds and then press up. G/A = Whether it can be done in the air or the ground. Directions: UP = Up DN = Down F = Forward B = Back I think that's everything I need to include for this FAQ. ********************** 2. MOVES ********************** His light kicks and punches are just like everyone else's so there's no need to mention them in this FAQ, there just quick Jabs and pokes. Hard Punch - A solid straight forward punch. Hard punch (Close range) - A strond palm strike that can be linked into almost anything. Hard Punch (Jumping) - He sends out two quick punches on the way down, double hits. Forward + Hard Punch - A Very powerful punch that almost looks like an overhead, similar to Ryu and Akuma's. It does nice damage and knocks the opponent down. Hard Punch (Crouching) - A simple anti-air punch, thrusts his fist into the air stuff and jumpers. (Most of the time.) ;D Hard Kick - A very nice kick indeed, he leaps a little off the ground with a leaping back kick. It is great for pokes, has nice priority and is good for getting up close if that's what you want. Hard Kick - A quick double kick, useless for combing anything with though. Hard Kick (jumping) - A simple jump kick that has good range and is pretty good in priority. but Geese is'nt a jumper so... Hard Kick (Crouching) - Your basic sweep attack, knocks them off there feet giving him good recovery time and a way to combo the raising storm. ********************** 3. SPECIAL MOVES ********************** - Reppu Ken (Violent Wave) G/A: Ground only Motion: QCF + LP Description: Send a slow traveling wave of energy across the ground. - Double Reppu Ken (Double Violent Wave) G/A: Ground only Motion: QCF + HP Description: Send two faster traveling waves across the ground. - Shippuken (Air Blast) G/A: Air only Motion: In air QCB + AP Description: Throws a fair size fireball Diagnally-towrd the ground. - Joudan Atemi Nage (High reversal slam) G/A: Ground only. Motion: HCB + LP Description: If an opponent attacks high with a jump in Geese will grab them out of it and slam them into the ground. - Chuudan Atemi Nage (Mid reversal slam) G/A: Ground only. Motion: HCB + HP Description: If the opponent attacks you with a general standing attack, Geese will toss them away like a rag doll. - Gendan Atemi Nage (Low reversal slam) G/A: Ground only. Motion: HCB + LK Description: If the opponent goes for a low poke or sweep, Geese will pick them up and give them a mouthful... a mouthful of dirt. ************************ 3. SUPER ARTS ************************ - Raging Storm (Eruption of Power) G/A: Ground only. Motion: Down-Left HCB down-right + AP Description: It looks hard but it's actually quite an easy motion to do. Geese will raise his arms and then Slam the ground causing a huge cage of power to erupt all around him. Does huge damage and will teahc those jumpy little characters like Chun and Cammy to sit down. - Deadly Rave (Power Flurry) G/A: Ground only. --LV3. only-- Motion: HCB,F + LK and then LP,LP,LK,LK,HP,HP,HK,HK, QCB + HP Description: It seems Geese never gets a break, Although it looks long and hard it's actually really easy to do. Geese goes into a flurry of attacks and finishes off with a Repukken. ********************* 4. STRATEGIES ********************* Geese is one of those characters that you have to think with. Don't ever charge aggressively, unless your positive you'll put some hard damaga into them. patience is the key to playing Geese, people get anxious and try to jump in at you just counter them. If they decide to try and play footsies either counter or roll and trip into the Raising storm. If they start going crazy with fireballs then just roll and back up and repeat until how ever long it takes for them to realize there not getting any where. Geese is a hard character to beat if someone knows how to play him good. If you want to put some action in the fight I suggest throwing a slow Reppu Ken and rolling after it, Geese is'nt good at footsies so becareful. You can also shoot a slow Reppu Ken and then do a fast Shippuken. But I think that's about it for Geese strats, I'll update this periodically whenever I find new strats. ********************* 5. COMBOS ********************* I bet you skipped all the way down here just for this part, did'nt you? Well here is what some of you have been waiting for, the combo part of this FAQ, Geese has twisted combos so beware and practice these. --15 hit Super Art combo-- Set up: Opponent in the corner, SNK bar, charged up and on Desperation. Jump in with the HP then do a standing HP when you land, cancel that into the Deadly Rave. After going through the whole deadly rave when he finished them off with the last hit instantly bust out the Raising storm. This combo hurts and is very flashy, after they bounce off the last it off the deadly rave you have to already done the motion for the Raising storm to make them juggle. --06 hit Super Art combo-- Set Up: Anywhere with a super charged up. Do a crouching LK and wait for it to retract and finish then link into a HK and instantly do the Raising storm. They'll bounce off the HK and get juggled by the storm. It hurts a lot.:x I'm sorry but this is all the combos I have for you, I will update this section a lot because as soon as I find a combo you'll know about it.:D ******************** 6. EX-GEESE ******************** EX-Geese is'nt worth it. I don't like him at all, he has no fireball, no air fireball and only has two of his counters. But this would'nt be a Geese FAQ if I did'nt include EX-Geese now would it? To get EX-Geese on the arcade version just put the cursor over Geese and hold start then choose him. He has the same stuff as normal Geese only way worse. And one more note about both Geese's... Always make sure your using SNK Groove. He is'nt usefull for his style of play if your on Capcom groov. ******************** 7. MOVES ******************** His light kicks and punches are just like everyone else's so there's no need to mention them in this FAQ, there just quick Jabs and pokes. Hard Punch - A solid straight forward punch. Hard punch (Close range) - A strond palm strike that can be linked into almost anything. Hard Punch (Jumping) - He sends out two quick punches on the way down, double hits. Forward + Hard Punch - A Very powerful punch that almost looks like an overhead, similar to Ryu and Akuma's. It does nice damage and knocks the opponent down. Hard Punch (Crouching) - A simple anti-air punch, thrusts his fist into the air stuff and jumpers. (Most of the time.) ;D Hard Kick - A very nice kick indeed, he leaps a little off the ground with a leaping back kick. It is great for pokes, has nice priority and is good for getting up close if that's what you want. Hard Kick - A quick double kick, useless for combing anything with though. Hard Kick (jumping) - A simple jump kick that has good range and is pretty good in priority. but Geese is'nt a jumper so... Hard Kick (Crouching) - Your basic sweep attack, knocks them off there feet giving him good recovery time and a way to combo the raising storm. ******************** 8. SPECIAL MOVES ******************** - Reppu Ken (Violent Wave) G/A: Ground only Motion: QCF + LP Description: Swings his hand upwards creating a wave of energy that travles a centimetre. - Double Reppu Ken (Double Violent Wave) G/A: Ground only Motion: QCF + HP Description: Same thing as the Reppu Ken only he makes two. - Joudan Atemi Nage (High reversal slam) G/A: Ground only. Motion: HCB + LP Description: If an opponent attacks high with a jump in Geese will grab them out of it and slam them into the ground. - Chuudan Atemi Nage (Mid reversal slam) G/A: Ground only. Motion: HCB + HP Description: If the opponent attacks you with a general standing attack, Geese will toss them away like a rag doll. - Jaeiken (Three-Hit Rush) G/A: Ground only. Motion: HCB + AK Description: Thrusts his plams into three times. (That's why they call it the "Three-Hit Rush" Duh!) ******************** 9. SUPER ARTS ******************** - Raging Storm (Eruption of Power) G/A: Ground only. Motion: Down-Left HCB down-right + AP Description: It looks hard but it's actually quite an easy motion to do. Geese will raise his arms and then Slam the ground causing a huge cage of power to erupt all around him. Does huge damage and will teahc those jumpy little characters like Chun and Cammy to sit down. - Deadly Rave (Power Flurry) G/A: Ground only. --LV3. only-- Motion: HCB,F + LK and then LP,LP,LK,LK,HP,HP,HK,HK, QCB + HP Description: It seems Geese never gets a break, Although it looks long and hard it's actually really easy to do. Geese goes into a flurry of attacks and finishes off with a Repukken. ******************** 10. STRATEGIES ******************** EX-Geese is one of those characters that you have to think with. Don't ever charge aggressively, unless your positive you'll put some hard damaga into them. patience is the key to playing Geese, people get anxious and try to jump in at you just counter them. If they decide to try and play footsies or roll and trip into the Raising storm. If they start going crazy with fireballs then just roll and back up and repeat until how ever long it takes for them to realize there not getting any where. Geese is a hard character to beat if someone knows how to play him good. If you want to put some action in the fight I suggest rollin and do a light poke into the Jaeiken, EX-Geese is'nt good at footsies so becareful. But I think that's about it for EX-Geese strats, I'll update this periodically whenever I find new strats. ******************** 11. COMBOS ******************** Same stuff as of combos, but I'll probably post up some normal cmbos later. EX-Geese has some good potential with the Jaeiken. --15 hit Super Art combo-- Set up: Opponent in the corner, SNK bar, charged up and on Desperation. Jump in with the HP then do a standing HP when you land, cancel that into the Deadly Rave. After going through the whole deadly rave when he finished them off with the last hit instantly bust out the Raising storm. This combo hurts and is very flashy, after they bounce off the last it off the deadly rave you have to already done the motion for the Raising storm to make them juggle. --06 hit Super Art combo-- Set Up: Anywhere with a super charged up. Do a crouching LK and wait for it to retract and finish then link into a HK and instantly do the Raising storm. They'll bounce off the HK and get juggled by the storm. It hurts a lot.:x I'm sorry but this is all the combos I have for you, I will update this section a lot because as soon as I find a combo you'll know about it.:D ********************** 13. CREDITS ********************** - Thanks to DanGC for letting me use his introduction at the top for both this and my Legend of Dragoon Additrions FAQ. - Thanks to all the people at SRK who inspired me to do this FAQ and have made me a better player, JChen, PSX2000, Supergeek and the rest of you guys who helped. Visit the site it's the place to go for capcom fighting games and good strats. www.Shoryuken.com - Thanks to my Dad for letting me use this sunday to write this FAQ. - Thanks to GameFAQs for hosting this on there forever growing site. -This is it the end of the road, I hope I have somehow inspired you to write a FAQ and that I have helped you become a better Geese player. This FAQ is a copyright to Kairi2k. It may not be distributed to any other place but GameFAQs without my permission. You know the rules so don't even try it Pal/Gal!