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FD Brake
Tap Faultless Defense while Running
FD Brake is a technique that avoids the Run Skid animation by canceling one's run into Faultless Defense.
This lets the user block out of a run sooner than they normally would by bypassing the run skid animation. Additionally, FD Brake lets the user manipulate their forwards momentum. To perform an FD Brake, briefly tap the Fautlless Defense input while running.
Both standing and crouching FD Brake preserve some of the sliding momentum, but this can be negated by briefly transitioning to a backwards walk after the FD input.
FD Slide
Walk Forwards after FD Brake with Sliding Momentum
With a precise input, one can transition directly from the FD input to a forwards walk input, which will add the sliding momentum to the user's forwards walking speed.
SB Brake
Tap Slashback while Running
Slashback brake is similar to FD Brake for modifying the user's momentum, but without the blocking aspect.
SB Brake will completely negate forwards momentum, whether performed standing or crouching. Furthermore, all of the rules from Slashback apply. This means that the user will not be able to guard for a period of time after the SB brake.
FD Jump
Instant Air Dash
- Commonly refered as "IAD", the Instant Air Dash is a movement option that heavily expands your mobility and pressure. Done by pressing for a forward IAD or for a backwards IAD, the technique basically does the jump and the first directional with the same input: A diagonal. Then, it returns to neutral and does the second directional input. This enables the player to Air Dash as fast and low to the ground as possible.
- This is useful because it lets you travel much faster and efficiently, gives the player more mixup potential, enhances their neutral and even makes some combos posible. The applications are endless!
Common Option Selects
Throw OS
6 + H + a Higher Priority Button
Throw OS is an option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. that allows the user to default to a normal other than 5H or 6H when the opponent is potentially not throwable.
+R Throws consist of a distance check, a check to see if the opponent is in a throwable state, and a check to see if the opponent matches the thrower's airborne/grounded state. If the conditions for a throw are not met, then the thrower will instead perform whatever attack matches the buttons they input. This would normally result in the thrower's character performing 5H or 6H. 5H will occur if the direction + H input does not correspond to a valid 6H input—in the case the character does not have a 6H move, or the throw was input with 4.
The buttons pressed also have a priority system. If two buttons are pressed at the same time, then the attack whose input uses the higher priority button will come out instead.
The priority for buttons is, from highest to lowest, P > K > S > H > D
Throw OS allows the user to have their throw-misses default to faster, safer normals. OSing a throw is as simple as inputting another, higher priority button during a throw input. Which normal is used will depend on the character, but common examples include 6P and 6K—6PH or 6KH. In these examples, the thrower will perform 6P or 6K if the opponent cannot be thrown at that moment.
Throw OSes also apply to air throws, and are input in the same manner. Air throws are most commonly OSed using a character's j.P because most are fast, and are generally safe to whiff due to their short duration.
Tech FD
Hold 1 button for FD, and rapidly press other buttons for FD
Throw OS is an option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. that mitigates the risk associated with teching.