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) <[email protected]>

When Made: 03/07/01 - 10:30 AM ET
Last Update: 03/07/01 - 10:35 AM ET
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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!