Here is the list of techniques taught by MOV, compiled by NicaKO, extracted and revealed by Kira:
Abbreviations
d- down
f- forward
u- up
b- back
j- jump
sj- super jump
st- standing
cr- crouching
lp- light punch/ jab
mp- medium punch/ strong
hp- high punch/ fierce
lk- light kick/ short
mk- medium kick/ forward
hk- high kick/ roundhouse
~ - kara timing/ almost simultaneously
- DED Technique
Watch meter and measure output given from normal to connect super
(if blocked meter wont build enough for super/ if hit, super will connect)
EX: MOV was playing ken in casuals and there would be times he would look closely at his meter (im talking screen in his face kinda close and watch his meter), he then dashed up to someone waking up and did st HP into super without hesitation and he pointed to the screen showing me the meter and said “DED”
-
Option Select (normal grabs)
df (block), d (lp,lk), jump forward or back
Note- the down is not neccessary for this to work since i saw MOV do this with chun in casuals using normal jump, he always said for normal grabs you want to block first and then jump tech -
Option Select (command grabs)
Parry (f or d), then jump
He specifically said to me that for normal grabs (lp,lk) you want to block first and then jump tech
but for command grabs you parry first and then jump. Big difference when in the heat of a situation
- Shoto vs Dudley (maybe other characters) option select (not sure?)
(Dudley jumps in)
f, d, (mk~hk), ub
If dudley (or any other character) jumps in with a normal, you can parry and then punish since you press mk and got the parry, but if you dont get a parry (opponent empty jump in) youll do jump back HK and be safe from a grab
- Option Select with ken (not sure?)
(Opponent dash in)
St mp (lp,lk)
I believe he kara grabs with this so if he gets a parry he’ll be able to go into mp, hp chain with ken to punish but it also allows him to grab if opponent doesnt do anything
- Ken, Elena (other characters, not sure?) vs Hugo
Punish clap or st mp (I believe)
using cr. mp from Ken or Elena
Im not sure how many other characters can do this, im sure the shotos can do this but other characters not too much. I only saw him specifically do it with shotos and elena so I cant confirm. Its a great punish for Hugo’s clap
- Makoto vs Oro
Keep Distance
Use f-HP and cr.mp pokes
(Opponent jump in)
use jump back HK
There was a match where MOV played and used these specfic pokes and they worked really well vs Oro (it was recorded), he did, however, say he needs more “research” with characters like Makoto before he officially uses them
He needs more “research” with the following i believe: Makoto, Yun, and Dudley
most likely more characters but thats what he told me
- Akuma cr.mp, lk tatsu
(opponent dash in)
cr.mp, (confirm) lk tatsu
I asked him in one of my videos if he confirms that and he said “if possible, to confirm it” im assuming he meant as soon as you see cr. mp connect you quickly do the motion for lk tatsu since he presses mp and lk almost simultaneously when he showed it to me
- Back throw (Ken)
Taunt
When you back throw an opponent who is thrown nearly full screen or has a slow wake up then you can taunt for free
- Ken in corner
Best way to escape corner (“switch”)
Normal tatsu behind opponent
This is a really smart way to escape the corner and to get behind an opponent that surprisingly no one does. It doesnt waste EX meter and if an opponent tries to jump, they will get and knocked away nearly full screen and it creates space for a free taunt from Ken
- Gameplay for Yang vs SRK characters
Dont waste ex meter on block
Use only when confirmed (st mp, st lk link or cr.lk x2)
MOV specifically was telling me vs characters like ken, or any other SRK characters not to waste EX meter with cr.mk, EX slashes because (i believe) it leaves you open to a lot more punishments then using normal slashes would
- Yang grab
neutral grab
MOV feels neutral grab is better to use with yang than f or b grab
(Possibly due to stun damage and/or positioning of opponent) (Not sure?)
Oh yes and to all Yang players, Kara grab using HK (it gives the most range and it shouldve been known but it seems not many players know about it)
-
Akuma air tatsu combo
(1 hit air tatsu) Follow with HK tatsu (Free taunt on shotos, and others)
(2 hit air tatsu) Follow with MK tatsu into SRK/
Can also use LK tatsu into SRK if you land faster than opponent -
Chun vs Dudley’s pokes (f-hp, f-hk, cr. hk, etc. Long pokes)
Punish with cr. HK or use cr. LP into super for quick punishment -
Necro Drill Kick cross up
Parry Down (ambiguous)
I saw MOV playing a Necro player using Ken and MOV was back grabbed by the Necro player and he proceeded to do an ambiguous drill kick. MOV then parried down and then SRK’d to punish since its an ambiguous hit, he said you can parry both hits down on wake up
- Yang vs Karakusa
Use st lk
I asked MOV about how to fight against Makoto’s karakusa and he said to either use the jump option select or use st. lk to beat it. He says karakusa is 5 frames and using st. lk (which is faster than 5 frames) will beat it. So far its worked for me everytime i tried
- Cross up Character after Ken SA3
Some characters require walk forward then f,uf
Other characters require walk forward then sj (f,d,uf)
There are different variations to this but i saw him do this on uriens walking forward
EX: SA3 connects, he walks forward a little then swings the stick (f,uf motion)
(Its so ambiguous that not even he knows where it will land, he laughed when he told me this lol)
- Punish UOH (some characters) with Ken
Kara SRK
Super
I asked him about this and he said you can punish UOH from some characters (definitely shotos) using Ken’s KARA SRK (note- not his regular SRK) and SA3
- Guard Jump in with small characters (not sure?)
Parry forward (5 frame parry)
Crouch block
MOV was playing Chun li vs Dudley (Commensense)
Dudley jumped up and came down with HK (late i believe) and Chun li stands forward while he’s in the air but then crouches afterwards and the move completely whiffed (can be used vs other characters as well i believe)
-
Shotos Anti Air vs Dudley
Use early st HP to stuff jump in (if parried then you’re still safe on the jump in) -
Dudley Rose Mixup escape
d, neutral
When Dudley gets you in a corner mixup and throws a rose on your wake up, wait to parry the rose late and down then leave the stick in neutral afterwards
If Dudley goes for cr.lk, the late low parry should take the hit from the cr.lk and the rose/ If Dudley goes for f-HK, the stick is left in neutral so you will only take the hit from the f-HK and the super wont connect (if attempted).
- Chun li SA2 Follow up
Jump up HK
MOV uses jump up HK as a follow up instead of HP because using HP an opponent with a SRK or quick frame attack will be able to reversal chun li on landing, where as jump HK will not allow that to happen and does the same amount of damage as the HP follow up
- Chun li SA2 Follow up
Follow SA2 with lp
I saw MOV use the follow up attack with lp after SA2, after he landed he did EX Spinning Bird Kick. The point of this was that he says that at a certain point in landing when you land, the EX SPK becomes unblockable for the opponent.
Regards,
-Kira