MOV Techniques List Revealed

im confused to what the hadou-aruki /hadou-walk trick is. there are 2 contradicting definitions here.

1st definition is to avoid getting a parry when you begin to walk, and the 2nd is to get a parry while walking forward?

“??? - 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.”

“5. HADOU-ARUKI aka HADOU WALK
if you are in walking animation you are not able to parry without hitting neutral. to parry things while you walk, go from downforward to forward, hit neutral, then press forward again. good against fireballs/tackles.”

not only that, but using qcf can trigger a low parry. if you wanted to avoid either type of parry, couldn’t neutral, d/f, f be more ideal? you’d still be able to walk forward as the description says without accidentally parrying, and you could do it faster.

for the second definition, are you supposed to be walking before hitting d/f or is the subsequent f what causes the walk? in the prior case, wouldn’t going to d/f cause the character to dip and miss the walk-into-parry, and couldn’t you omit the f before neutral and get the same result? sorry if my phrasing isn’t clear.

the 2nd definition seems more reliable, ive done it a few times by starting the walk by doing downforward, then holding forward…after i see a fireball i go to neutral then forward to parry

in the 1st definition it explains that normally if you hold forward by walking itll be considered a parry, but if you start off by using qcf it wont trigger a parry meaning youll be able to walk and then input a parry afterwards where as if you held forward you wouldnt be able to, maybe some testing can confirm this? IMO this is what i think the 1st definition means

ok, so you have 23 frames before parrying in the same direction. how many before you can parry in opposite directions? It seems like it’s a lot less frames considering yun’s sggk with his command grab attempting a parry forward then down right after. Also I use this in reverse for another option select/sggk. Tap down then forward and karathrow/sggk whatever.

It SHOULD be 5 frames, so 5 frame parry for forward and down

I guess the hadou walk using qcf is used because the game doesn’t register a parry motion (forward to walk) so it gives you time to parry in between the walk (I didn’t really pay attention to the 23 frame thing until I read it again)

When I see Kuroda do it he only does it consecutively when facing Remy’s rapid fire sonic booms…so you can imagine the situation you would need to be in to use the hadou walk in general (could be used when you’re low on life and want to walk in as well)

That’s it? ok well thanks again man, that’s some fast parrying, and the hadou walk seems useful.

The infamous accidental charge move when trying to throw can also be cleared up…