MOV Techniques List Revealed

what happen with people who can understand it and can incorporate intro they game? do you have the power of hiding information? always i think this is the worse shit on USA every guy try win hiding information making the comunity worst and in the end don’t force himself to fight vs the owns tactics

i send you be facebook a wiki with option selects in japanese if anyone can translate this i really apreciate
??? - STREET FIGHTER III 3rd STRIKE Wiki*

Give me a day or two to translate all of it, but most of the stuff in there are things most of you should already know.

3rd Strike Wiki: Techniques

???(???) - Red Parries:
Tap forward while in a blocking position and you will be able to parry, being able to break block strings.
Differing from regular parries where you flash blue, a parry that flashes red is known as a “red parry”.
Red parries are more difficult than regular parries because the timing between three-frame regular moves and two-frame specials/SAs are much tighter.

???(???,NC,???) - Links:
Links are essentially combos off of a series of correctly timed button presses that are not cancelled off one another.
After hitting the opponent with a move that has frame advantage, you immediately follow with another move quick enough to connect.
Links are less lenient than cancels(many links require one to two frames), it is simple to hit-confirm off of them.
There are techniques used to make links easier to connect, such as “shifting presses” and “piano presses(drumming)”.

???(???) - Kara-cancels(literally “Empty Cancel”):
3rd Strike shows leniency towards simultaneous button inputs, so throws, UOHs, taunts, EX moves and Supers can be executed even in two frames.
This is called as such, because the animation of the move you first inputted will be cancelled and another move will come out.
Since you must do kara-cancels within two frames, they feel closer to simultaneous button inputs instead of a cancel.

???(???) - Karathrows(sliding throw, Teleporting throw, vacuum throw):
Karathrows are throws that are kara-cancelled off of a move that makes the character advance forward.
As a result, the throw range will near instantly become farther.
Moves that can be karathrown off of are based on the character, and some characters have no moves to karathrow off of.
Throws are only done with LP+LK, so in the case of karathrowing off a button(let’s use MK), you can input it three ways:

MP->LP+LK
MP+LP->LK
MP+LK->LP

It is possible to do karathrows consistently if you can get used to three-button inputs.

??? - Tick Throws:
Tick throws are when you use an LP or LK to make the opponent block, and then proceed to throw.
This is a useful strategy as throwing is one of the most important aspects of 3rd Strike.
Characters can use karathrows after keeping the opponent in blockstun. Means of escape are jumping and crouch throw techs.

SGGK:
SGGK is when you karathrow while doing an option-select parry.(This is also done with moves not used for karacancelling as well)
When you successfully parry, the move you used to karathrow off of will come out instead of a karathrow.
A famous example is Chun-Li and her option-select parry/cl.HK karathrow.
When the opponent is blocking, she will do her karathrow.
When the opponent attacks and you do either a high or low parry, the cl.LK will come out instead, in which you can superjump cancel into her SA2.
The input is [neutral->tap toward or down->neutral->HK karathrow].
Additionally, SGGK generally stood for “Shagami Grab Gyaku-nijaku Kick”[Crouch Throw Reversal Option Select Kick], but somewhere along the line it’s also been known as “Sugoi Guard mo Grab Kueru”[Throws can even eat great blocking]).
You can use SGGK without using a kick as well, so the creator(rumored to be Keeper) probably just found the term suitable.

???(???GD) - crouch throw tech:
A basic technique to remember. In a sense, more important than parrying.
The input is LP+LK while crouching. When not teching a throw a regular cr.LP will come out instead of a throw.

Different from regular throw techs, this move can only be done to tech the opponent’s throw so the timing is more difficult.
You have six frames of throw invincibility on wakeup, as well as five frames to attempt to tech the opponent’s throw.
Thus, if you crouch tech on the 11th frame, you will manage to tech the throw by the tenth frame.

While this is a generally important technique, you are also at risk at eating a cr.LKx2 xx Super or some other combo.
Crouch throw techs can be beaten by a well-read parry.

??? - Hitconfirms and Situational confirms:

Hitconfirms-
As the term itself suggests, it is when you confirm that your hit connected the opponent, via looking at the opponent getting hit or by sound.

Situational confirms-
Rather than hitting the opponent itself, you are confirming that your attack WILL hit the opponent.
Situational confirms are when you see the actions done by the opponent, and what you will be able to hit that is guaranteed to hit.
Examples being throw whiffs, the start-up motions of moves, and punishing whiffs.
There is also confirming high and low hits, as well as being able to confirm when the opponent crouches.
However, this is not considered confirming, as you’re most likely just getting lucky blocking.
Situational confirms is close to “guaranteed hits”, but situational confirms are used when you use a somewhat risky move for even just a little bit more damage.

???(2?K?2?K) - cr.LKx2:
cr.LKx2 is used to create easier hitconfirms, in which you can cancel into a special move or Super.
Even when blocked, you can maintain the offense by keeping the opponent trapped or throw them.
While it is a “low-risk, high-reward” move, practice is required to effectively use this.
Substitutes include cr.LK->cr.LP and cr.LK->cr.LP->cr.LK.

??SA - Instant-Air Super:
When doing Ibuki’s SA1 or Twelve’s SA2, input [QCF,QCF,UF] or [QCF,UF,QCF] to have the Super come out extremely low to the ground.

???1 - Easier Command Inputs 1:
You don’t have to do a complete motion for HCB and so on to have the move come out.
You can also do Supers by not doing a complete QCFx2 motion.
In other words…HCB motions can be replaced by [f,d,b], and QCFx2 can be replaced by QCF,d,df.
Strangely enough, this can not be applied to Ryu’s Joudan Sokutou Geri(HCF+K).

???2 - Easier Command Inputs 2:
The correct input for Hadouken->Shinkuu Hadouken is QCF+P->QCFx2+P,
but in 3rd Strike, you can also just do QCF+P->QCF+P and this cancel will come out.
In other words, the first QCF will count as part of the motion for the Shinkuu.
Additionally, the motion for Dudley’s Ducking->SA1 is generally HCF+K->QCFx2+P,
but you can do HCF+K->QCF+P and this cancel will come out.

???3 - Easier Command Inputs 3:
Even if you don’t do a complete 360 motion for Alex’s Hyper Bomb or Hugo’s Moonsault Press,
if you input up,down,left and right(not necessarily in that order), the move will come out.
It is possible to do 360 moves by inputting [b,f,d,u] while standing.

???4 - Easier Command Inputs 4:
Makoto’s Karakusa can be done by inputting [df,d,db,b+K] instead of the standard HCB+K.
When dashing forward, the [f] will not count as part of the motion input for the Karakusa,
but you can bypass this by doing [f,neutral,HCB+K].
The input for Ryu’s Joudan Sokutou Geri is HCF+K, but you can just do [b,db,d,df+K].

???5 - Easier Command Inputs 5:
You can execute a Shoryuken by just inputting [d,df,d,df+P].
cr.MK->Shoryuken can be done by inputting [cr.MK->df,d,df+P].

???6 - Easier Command Inputs 6:
For supers cancelled off charge moves such as Urien’s Chariot Tackle->Aegis Reflector or Q’s Dash Punch->SA1,
you can do [charge b,db,d,df,f+P/K] and then just input [d,df+P] and the Super will come out.
However, moves that take time to get cancelled will lose its original command input, making the Super not come out.

??? - Reverse Input:
This is when you input a command so that when your opponent either crosses you up or jumps over you, the move you attempt will come out the other way.
For example, when you’re facing right and the opponent jumps over you, you input [f,df,d,db+P] to do a Shoryuken facing the left.
If you don’t do this input during this situation, then the move will not come out.
After the opponent goes over your head, you input [f,df,d,db+P].
This is used primarily for combos such as Ryu’s EX Joudan Sokutou Geri->Shoryuken in the corner.

???(CHJ) - Superjump Cancel 1:
When you cancel into a superjump off of certain moves.
For example, Yun/Yang’s cl.MK or Chun’s SA2.

???(HJC) - Superjump Cancel 2:
When you cancel a superjump into a special move.
One advantage of this technique is that the first few frames of your special move will be unthrowable since it receives the property of a superjump.
Example: Alex’s SJC MP/HP Flash Chop
You will be able to repeatedly punish throw attempts using this technique.

??? - Superjump Cancel 3:
A combination of the last two techniques.
Example: Yun’s cl.MK->SJC Geneijin
This technique is only applicable to Supers and not for special moves.

??? - Unblockables:
Formerly an arcade-only technique.
Unblockables are when the opponent is attacked from the front and behind, making the blocking direction switch quickly and making it virtually impossible for an average person to block correctly.
Characters well-known for having unblockables are Urien, Oro and Yang.

There is the first half of that wiki article. I will try to finish the second half real soon.

thanks you verymuch i really apreciate you effort
i show this post in the chilean comunity thanks you again

wow…awesome job, aku! thanks

as there is an easier 360 motion… is there an easier 720 motion? :slight_smile:

thank you very much…you are doing the community a service

Agreed, it’s pretty silly to assume people won’t understand which is irrelevant since hardly anyone still plays the game.

I would have liked to see him use some low tiers or even Urien a little. I betting he’s phenomenal with probably every character. I found him impossible to throw outside of a parrying into throw.

If youre unaware of the majority of info in that list (let alone implementing it) during, at most, your first year of playing 3s, then you probably have broader fighting game hinderances, rather than technical ones. The ability to think logically and the determination to devote time to experimenting in training mode or other ways(do I need to list examples because it seems a lot of people aren’t thinking for themselves) should lead to figuring out nearly all of the “techniques” listed here. Granted we all think differently and sharing information greatly speeds up the learning process, but waiting for everything to be spelled out for you, spoon-fed, or put in a nice, neat tutorial is probably the biggest wall you’ll ever run into. Do you really think MOV picked up all of this information from others? this is basic shit, people. come on.

this info is really useful, thanks for letting it out.

i wouldn’t use ggpo as a place for info… since most of them play 3s b/c some of the chars are on sf4. the good ones on there will see this as gold, and will always find a way to use these option selects. I for one will be practicing them. :slight_smile:

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lol. you don’t think the japanese players share information amongst themselves even if their name happens to be MOV? i doubt MOV came up with all these techniques himself. i’m sure he got the idea from someone else and then did the math himself to discover new techniques and the ideas just build off each other. this shit isn’t basic because if it was, what’s the advanced techniques? stop sounding elitist.

i post now the old post deleted about option selects.

i hope aku finish the traslation of this page early

a lot of these tricks are just logic put practically. They’re good but I was expecting a one hit kill code.

damn why were people holding out on this? so mean even though i don’t care.

that’s exactly the point i was making.

as far as sounding elitist, call it what you want - it still doesn’t change the fact that a great deal of players are lacking in fundamentals. MOV and kuroda apparently harp on this point all of the time. maybe it’s subjective, but the advanced techniques are strategy based rather than tactical, with the exception of tougher execution based tactics like command sggks

Thank you, I was never able to find out wtf SGGK actually MEANT before.

Elitism > helping community

Really had nothing to do with elitism, though you guys might not agree. America is weak when compared to Japan, and this isn’t because they do crazy insane MOV techniques, it’s simply they have a better understanding of the game ingeneral. Keeping the list hidden or sharing, either way it’s irrelevant because this list will NOT make you better. You learn a few option selects, cool, this doesn’t mean you’ll be able to head on over to Denjin Arcade and 5star and Pyro will all of a sudden be free. Holding the list back was telling the community “please learn more about the game before you go into some shit that wont even help you”.

Though the DED technique is something I use in every round, I found the rest of the list to be useless to me at the moment, I’m not developed enough as a player to even have time to grasp these options, still have to master the basics.

i disagree with you metric and with anyone else who justifies this witholding of information because they feel american isn’t ready. this is a perfect example imo of the elite who possess knowledge/power who are unwilling to let go/share their power with the masses.

yes it is true, that America is nowhere near the level of Japan in terms of understanding/gameplay. so now you must ask why? why has has this large gap existed for so long? you can come up with all these reasons on why… “Oh their player base is denser within a much smaller region,” or “Oh, they started playing before us and they take it much more seriously.” From what I’ve seen, there seems to be a tighter sense of unity within the Japanese community, which is what I believe is the most basic element of their greatness. I mean take a look at history man, major empires who had a great sense of unity were strong, and those that were scattered/weak/unorganized often got dominated. Same principles go within the 3rd strike community.

So are we going to keep witholding information, putting down players, etc etc blah blah all in the name of “because they aren’t ready.” who the fuck gives the power to any individual to say they are or aren’t ready. we all learn shit in our respective ways. making this information public simply gives the individual an opportunity to gauge for themselves if they are or aren’t ready to take it in. and you’re right, it’s not as if by them learning this information they are going to be gods, but it will give them a higher sense of understanding than what they previously had.

last i saw, mov at sunroute was very helpful and if i recall correctly, he stated that he wanted to help the entire USA get better, not just command special techniques to a select few and have them deliver this information as they please. i wouldn’t have even known this information existed had it not been for someone going to the depths of having to leak it out. stop with the elitist bullshit.