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Light Kick
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Strong Kick
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Roll shortcut
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Light Punch
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Strong Punch
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Knockdown
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Taunt
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 : Press A and B
 : Press X and Y
- DM (Desperation Move) needs 1 power stock
- SDM (Super Desperation Move) demands 2 power stocks
- HSDM (Hidden Super Desperation Move) requires all 3 power stocks
Geese has 3 command moves
Slide :  Rising Palm :  Double Kick : 
 
Emergency Evasion (Roll) :
 
This is the classic roll used since KOF'96 with KOF'98 standards. Note
that you are vulnerable to any throw while rolling so don't perform it too
much, especially against grapplers.
Knockdown Attack :
 
This
move has great horizontal range, prevents opponent from trying to jump
on you, is cancellable into any special/hyper move, can be
whiff-canceled too. One great piece of your poking strategy.
Guard Cancel Evasion :

while guarding a hit
Very useful if you know your opponent will perform a combo you know
about which last hit has a slow recovery time (roll before opponent executes
last hit[s] of his combo). Another function of this move is to avoid block
damage, like while guarding K9999's SDM for example.
Guard Cancel Attack :

while guarding a hit
This is a useful tool when you want to get your opponent fly away, in
order to escape from a combo, from block damage / guard crush or from being
cornered. Use with caution though : if opponent lands a late air hit and if
you perform the Guard Cancel Attack, you will miss opponent 95 % of the time
(because p2 will have enough time to block the G.C.A).
Guard Cancel Attack Evasion :

during any basic move
This is a feature introduced in KOF 2002 in order to punish people
who rely too much on the Guard Cancel Attack.
Indeed, perform the Guard Cancel Attack Evasion during any basic move if you
think your opponent will try to G.C.A you. In the case of a success, you
will get up while opponent is still in his G.C.A motion, and here you go for
a damaging punishment.
 
Punched Out :
+
(while close to opponent) Geese lands a Rising Palm to the opponent.
Atemi Nage :
+
(while close to opponent)
This throw inverses player sides.
 
Reppuken :  
or 
Geese's trademark projectile. Note that there are 2 versions available, depending of the button you press. The weak (X) version comes out fast, travels slowly across the screen and gets canceled by any projectile clashing with it. The fierce (Y) version comes out slower, but travels faster and can't be defeated by projectiles.
Hisho Nichirin Zan :
 
or 
A somehow disturbing move. It looks like some kind of anti-air command but it's more like an automatic jump-in move. The
weak (A) version deals 2 hits when landing and is comboable (mostly in
corner) while the fierce (B) version has a 3rd hit at the start of the
move and makes opponent fall.
Note that this move was clearly designed to cross-up your enemy.
Hard Blow :    
or 
Geese moves his aura-surrounded punch forward and deals a fierce uppercut to the opponent in case of success.
 
Raising Storm :
    
or 
Geese's trademark super move. Comes out very fast, has invincible startup, awesome range and is comboable.


Rashoumon : 360 motion +
 (close to opponent)
Command grab super. Geese sends opponent in the air and sends him to the wall using a powerful projectile.
Deadly Rave :      +
 
Geese tries to land an elbow. In case of sucess, he will auto-combo and deliver a huge projectile finisher. This
super move is totally invincible (even to projectiles) when Geese goes
forward, it's very very fast, comboable, deals lots of damage but has a
noticeable recovery time.


Shin Raising Dead End :      
 
This is a throw hyper move. In
case of success, Geese starts with a short Deadly Rave, sends opponent
in the air and finishes him/her off by dealing a jumping super Raising
Storm. This move wastes all 3 power stocks but is very damaging. Umanori Galactica Phantom HSDM & more ...
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