MOV Techniques List Revealed

I’m really sorry for the long wait, but I finally completed translating the second half of that wiki article. I’m not sure if you guys care anymore, but whatever. Here’s the second half.

??? - Countering crouches:
The damage a crouching opponent will take will increase by 25%.
Furthermore, hitstun on a crouching opponent will increase by 1 frame from a medium attack, and 2 frames from a heavy attack.
However, certain attacks will make the opponent go back to a standing position.
The opponent will still take that extra damage in the first hit, but will then be in a standing position afterwards, in which any consecutive move in a combo will hit them standing.

???(???) - Drumming(Piano Input 01):
You can improve your chance of landing a move by quickly pressing three buttons consecutively like a piano.
Since specials and supers can be inputted even after releasing the buttons, drumming the three punch or kick buttons will help cover the input by six frames.
However, since you can’t just use one specific button for this technique, it will be difficult to use for certain Supers like the Aegis Reflector and Abare Tosanami.
It is also worth noting that using this technique for Specials may have you accidentally use the EX version instead.

??? - Piano Input 02:
A technique that is done by quickly pressing a button twice using your index and middle finger.
This will help you increase your chances of landing what you want.
Note - Watch Amir’s “How to do dash-up Lightning Legs” video on Youtube for a demonstration

???1 - Self-invocation 01:
A technique where you whiff a cancelable normal move while inputting the motion for a Special or Super.
If the move connects, the Special or Super will come out, and if it doesn’t, then nothing happens.
Famous examples are Ken’s cr.MK into SA3, or Dudley’s st.HK into EX MGB.

???2 - Self-invocation 02:
A technique where you do a normal cancelable move that you want to connect, in which you input a delayed special or Super afterwards.
If the move was parried then the special or Super will come out, and you don’t do anything if it isn’t parried.
Famous examples are cl.HP or cr.MK into Shoryu, or Hugo’s Clap into Gigas.
If the cancelable move doesn’t have long enough cancelable frames, then you won’t be able to accidentally release the move either.

???3(DED) - Self-invocation 03(The DED Technique):
A technique where you do a cancelable move while inputting the Super and your SA meter almost filled to a certain point.
If the move connects and manages to fill up the meter, then the Super will come out.
If the move is blocked or parried, then you won’t have enough meter for the Super to come out.
Note: Refer to…this very thread for an example. lol

???4 - Self-invocation 04:
A technique where you input a UOH and the motion for a special move on an opponent waking up.
When you see the UOH touch the opponent and you input the button for the special…

  • …if the opponent blocks it standing, the button will have been inputted during the downward animation for the UOH, causing the special to not come out.
  • …if it hits the opponent crouching, the UOH will recover just in time for the special to connect.
    You can also do certain combos like UOH->Shoryuken, but if you use the piano input method then the Shoryu will come out even when the opponent blocked it, so it’s best to use only one button for that.

??? - Delay:
When you intentionally delay certain moves.
This is used to throw off the opponent’s anti-rushdown tactics or parry timing.
Famous examples are Yun’s LP->LK->MP target chain and Yang’s Mantis Slashes.

???(???) - Charge Buffering:
When you input charge inputs like b,f+P as b,f,b+P.
With this, you can throw out the special and then quickly charge for another.
A famous example is Urien’s cr.HP->MK Tackle->MK Tackle juggle in the corner.

??? - Charge Partition:
I’m sorry if this will cause any inconveniences, but I will try to explain this portion myself while referencing the original article a bit.

Charge partitioning is exactly what it sounds like: dividing the charge input.

  • The easiest method is to charge down or back for as long as you want, then leave the stick to neutral, then tap f or u + P or K.
    For example:
  • Urien: charge down, neutral standing MP, u + PP (EX Headbutt).
  • Alex: charge down, neutral close MK, u + K (Stomp)
  • Remy: charge down, neutral LP, u + K (Flash Kick)
  • Another method, which is similar to the one above, is done when parrying a one-hit move.
  • With Urien, hold back, parry forward, then hold forward and immediately press Kick for a Tackle to come out.
  • You can counter a jump-in attack with this method and then do an EX Tackle to extend the juggle. (Watch the short Youtube video of Kuroda’s Urien to check it out)
  • This method can also be used with Q’s Dash Punch and Alex’s EX Elbow Slash to punish fireballs.
  • Theoretically, red-parrying forward should also work, but I’ve yet to try this.
    (EDIT: This has been confirmed to work. Thank you, fire chocobo!)
  • The follow methods do vary depending on the character and situation, but are still bound by one rule: the divided charges MUST add up to approximately 1.5 seconds, no more or less.

  • The most famous example of charge partitioning is Urien’s dash-up Headbutt.

  • You charge down for a little bit, dash forward or back, IMMEDIATELY hold down during the dashing animation, then when the dash stops you press up + P.
  • This also applies to “b,f” moves as well. (Urien’s Chariot Tackle, Alex’s Elbow Slash, Q’s Dash Punch, etc.)
  • Another example, with Urien: you can hold down, then tap left or right, then tap down, repeat until you completed the 1.5 second down charge, then you press up + P and his Headbutt will come out!
  • This method can also be applied with his Chariot Tackle. Hold back, then tap forward, then back, repeat until you completed the 1.5 second back charge, then f + K.
  • You can also just tap down repeatedly until you feel you completed the charge time, then tap up + P.
  • The Sonic Machinegun: (Actually, I’m not sure how this works and I’m way too tired to translate this portion. Anybody fill us in and I’ll credit you for it!)

Any character that has a charge move is able to charge partition, and there are many different input methods for it.

??? - Hadou Walk:
SF3: NG and 2I both had fuzzy parries (mashing forward or down to parry).
3rd Strike eliminated this as when you input a parry, you can’t parry the same direction between 23 frames.
Since [neutral -> toward] is done for a high parry, normally when you try to move forward you will trigger a parry instead.
If you input [neutral -> QCF], you will able to walk forward without triggering a parry.
It may be a bit bothersome, but it can help combat against things like Remy’s Sonic Machineguns.

???(???) - Reversal:
When you do a move immediately after recovering from wakeup or blockstun.
When you’re down, you counter the opponent’s wake-up offense with a move that has invincibility on wakeup(Shoryu), and counter an opponent’s blocked move with a special of your own.
Ken is especially known to be able to reversal SA3 MANY moves on block, which is one of the reasons why he’s part of the top three characters in the game.

TDK(??? ? ???) - Tachikawa no Dai Kichi-san:
In situations where you finish a juggle, the opponent will unable to do a reversal move right when landing on the ground.
In the first frame of the very moment you land on the ground, you’re only able to parry.
(However, for some reason when a special move comes out during the second frame of your landing, the word “reversal” will show up on the screen)

With that, the offending player can attack the player mid or low, or even throw without any worries of a reversal.
(EDIT: One example of this technique is shown in the MOV Techniques list where Chun’s j.HK is a better substitute for an SA2 followup than j.HP. Thank you NicaKO!)

*More in-depth information:

… for me tkd work after a reset or a empty jump -coreografo

Now I understand. Therapist, an Akuma player, told me he had trouble reversal teleporting out of Urien?s corner juggle reset into meaty fireball xx aegis setups. TDK is the principle at work here, preventing Akuma from reversal teleporting away. This explains why RX uses that setup on Akuma players rather than knocking them down. To me, it seems that coreografo is right. I have been programming empty jump ShinSho in parry training and am always able stuff that with a meaty. - fire chocobo*

???- Crouch Parry(Crouch anti-air Parry):
When the opponent jumps in, you first crouch and then input an anti-air parry.
Pretty much every time the opponent does a jump-in attack, you will be able to either have the move get whiffed or parried.
(Actually, this may be the “Guard jump-in with small characters” option select from the MOV list)

I’ll try to update/edit this post whenever new information is brought up, I find a clearer meaning to some of these techniques, and so on as soon as possible.

Thanks for all your hard work. Regarding your uncertainty about red parry into a charge move, I can confirm that this does work. With Urien, I have red parried the last hit of Akuma’s hk tatsu into hk tackle many times.

TDK actually has to do with the ender with Chun li after SA2 using jump up HK, he did it frequently for that reason i believe

EDIT: Kuroda actually used the command grab option select right there in order to escape that situation

Thank you both for the clarifications!

I also found out just now what TDK really is. I read that one link in the first line of the segment to see what it meant, and NicaKO helped me picture it in my mind as to how it works.

Why wouldn’t j. HP work after SAII? Also, does TDK apply when you finish a juggle with a knockdown (e.g., jumping forward HK)? Thanks for translating, aku!

Thank you aku!

i think aku and nica understand it in a wrong way… for me tkd work after a reset or a empty jump
thanks you aku for translate

I’ve seen it done

:wonder: what I wanna know is what makes you think it works after an empty jump, reset yes because Yakkun caught Kuroda with it

Mgear: using HP the opponent will land earlier than you allowing for a reversal when you land, where as with jump up HK (only in the corner btw) the opponent lands nearly same time as you

If you were to use jump forward HK to knock them down then the technique is useless cuz…you knocked them down lol

That option select that involves the fact that less meter is built for a blocked move than one that hits(DED?), how would it be used… seems very situational…

Having the correct amount of meter for it to work properly seems rare enough imo…

Now I understand. Therapist, an Akuma player, told me he had trouble reversal teleporting out of Urien?s corner juggle reset into meaty fireball xx aegis setups. TDK is the principle at work here, preventing Akuma from reversal teleporting away. This explains why RX uses that setup on Akuma players rather than knocking them down.

To me, it seems that coreografo is right. I have been programming empty jump ShinSho in parry training and am always able stuff that with a meaty.

ah that makes more sense, perhaps there are more examples then the ones we already described, it could just be at certain points when a character lands but either way we all got the right idea about it

that fireball aegis set up always caught me too, now i know NOT to try to teleport out of that bitch

its all about how you gauge your meter before your 1st bar, [IIIIIIIIIIIIII…] <-- if its something like this then you can do a variety of normals and buffer super without worry, at that amount youll probably have enough for st.mp, cr.mp, maaybe cr.mk

you just have to be aware of your meter for it to work thats all

wow, thought this thread would die but there’s been some good discussion. thanks for all the translation work, aku!

Thanks for the kudos, guys.

Regarding TDK, the only thing that popped into my mind regarding this technique is Kuroda. From as far back as his SBO’05 match against Justin Wong, to his SBO’09 matches against asahy and Yakkun, he baited all three of these guys with TDK.

Against Justin, he would do a very late j.HK and low-parry Justin’s cr.MK. Against asahy, he would just do a neutral j.MP pretty low to the ground, and then parry his EX Hayate right when he lands. Against Yakkun, Kuroda would do an extremely late j.HK, and then parry his dive kick right when he landed into SA2.

I’m pretty sure that Kuroda did all of these to utilize TDK as a baiting tool.

Same here. I tried multiple times and got the same result.

Now that I think about it as well KO actually uses this frequently, he did it against Roshihikari in the KOW test casuals, he whiffed a jump in HP and parried Roshi’s low mk, then he did it again in the 3rd round…once its broken down like that it gets easier to tell when this technique is being used

I’m pretty sure they’re just option selecting the parry before blocking. If you do a normal or special in the air, you can’t parry, guard, etc. during the landing frames. I’m guessing the other players just mistimed their whiff punish.

Actually, this might be possible if the player either does a normal or special extremely late into the jump, and I mean they’re really close to the ground.

Firstly, great translations aku !

Though you guys need to stop confusing yourselves over this ‘TDK’ stuff. Hopefully this helps to clear things up some:

[media=youtube]-6MOHsytm_E[/media]

Thank you for that awesome video! I’m sure it’ll clear up some confusions as to how TDK works.

EDIT: Sorry I can’t PM you Commonsense, but it looks like your inbox is full. If you’re reading this right now though I guess it wouldn’t matter. haha

I tested different normals at different timings and got the same result. There were landing frames every time I jumped with a normal.