************************************************************************** ************************************************************************** *** *** *** Capcom vs SNK 2: Mark of the Millennium 2001 *** *** *** ************************************************************************** ************************************************************************** ******** Credits: ******** -Famitsu Magazine for publishing the CvS2 gguide, which contains frame data for every character as well as lots of very useful information on CvS2; -SmoothCat for scanning the CvS2 guide; -ragnafrak & Mr fantastic for hosting the sscans on their websites; -xX_Deus_Xx for posting full frame data forr Geese at the SRK forums; -MrSNK for proving information on some on GGeese's moves; -Buktooth for writing the frame data articlle on Video-Opera, which is very helpful for anybody who wants to understand more about frame data. (http://www.video-opera.com/features/f0009.php) ===== Geese ===== ------- Normals ------- s.LP 3/4/6 o/o/o 300 +7/+7 close s.MP 4/9/14 x/x/x 1000 +1/+1 far s.MP 5/9/14 x/o/o 1000 +-0/+-0 close s.HP 4/11/24 x/o/o 1400 -9/-9 far s.HP 8/6/20 x/x/x 1500 +-0/+-0 close s.LK 2/4/6 o/o/o 500 +7/+7 far s.LK 4/4/14 x/x/o 500 -3/-3 s.MK 8/8/17 x/x/x 1000 -5/-5 close s.HK [4/3][4/6]/16 x+x/o+x/o+x 900+700 +4/+4 far s.HK 18/8/19 x/x/x 1400 -3/-3 c.LP 3/4/5 o/o/o 300 +8/+8 c.MP 7/7/14 x/x/o 1100 -1/-1 c.HP 3/9/27 x,x/o,x/o,o 1300,1100 -12/-12 c.LK 3/4/7 x/o/o 400 +6/+6 c.MK 4/7/14 x/o/o 1000 +1/+1 c.HK 5/4/35 x/o/o 1400 DN/-15 j.LP 5/24 600 j.MP 5/10 1100 j.HP [5/4][4/4] 800+900 j.LK 5/22 600 j.MK 5/12 1000 j.HK (u) 8/7 1300 j.HK (uf/ub) 5/8 1300 --------------- Command Normals --------------- f+HP 14/10/20 x/o/o 1600 DN/-4 ------ Throws ------ f/b+HP 3/1/13 52 pixels 1900 f/b+HK 5/1/13 52 pixels 2200 -------- Specials -------- qcf+LP/MP LP 12|46 900 -13/-13 MP 12|46 1000 -13/-13 qcf+HP 12|20/43 600+1000 -10/-10 In air, qcb+P LP 16|GR/6 700 -7/-5 Airborne from frames 0~GR MP 16|GR/6 800 -13/-11 Airborne from frames 0~GR HP 16|GR/6 900 -20/-17 Airborne from frames 0~GR hcb+K If whiffed: LK 7/21/11 MK 12/21/11 HK 17/21/11 On contact: LK [2/4][5/4][11/6]/41 400x2+1000 DN/-23 MK [2/4][5/4][11/6]/41 400x2+1100 DN/-23 HK [2/4][5/4][11/6]/41 500x2+1200 DN/-23 hcb+LP 0/18/32 1900 DN * From frames 0~18 air attacks, specials, and super moves are countered for 1900 damage. This obviously doesn’t apply to projectiles, or semi-projectile stuff (Rolento’s knife, Chang attacking with Choi, reflectors). It will however counter moves that look like it shouldn't counter, because they aren't projectiles (Rugal's air dive punch, Blanka electricity, dunno what else just use your head) hcb+MP 0/18/32 2100 DN * From frames 0~18 all standing or crouching normal moves that don't have to be blocked low are countered for 2100 damage. hcb+HP 0/18/32 2000 DN * From frames 0~18 all normal moves that have to be blocked low are countered for 2000 damage. This move also adds to stun count unlike the other counters. It looks quite strange to see someone get dizzy after being countered. ------ Supers ------ db,hcb,df+P Level 1 4:[10/9][3/9][3/9]/30 3300 DN/-7 INV [full:8] Level 2 4:[10/9][3/9][3/9][3/9]/30 4800 DN/-7 INV [full:14] Level 3 4:[10/9][3/9][3/9][3/9][3/9]/30 6500 DN/-7 INV [full:22] hcb,f+LK,LP,LP,LK,LK,MP,MK,HP,HK,qcb+HP (Level 3 only) 4:4/41/23 6200 DN/+13 INV [full:22] * My guess is that the frame data from the book is only for when the move whiffs (which means that there are 4 start-up frames, then Geese will dash forward for 41 frames, then there will be 23 frames of recovery). I’m pretty sure this move lasts way longer than 60 frames if you perform all the inputs. ** The +13 means you get +13 frames to do whatever you want after the first hit, like his c.LK gives +8 frames so you can link into his CC or s.HP from it.