Some of the techniques described below can be described in other names (and that you probably know all of this already), but since we were a pretty isolated group for a year we've mostly discovered these by ourselves. Take note that these were based from MSBS 5.2 so they may not be applicable in later versions.
- Hopping is basically a super-low altitude dash to the side then canceling your dash with the use of a turbo button. Originally developed as an alternative to a jump cancel due to our sticks always having movement problems, hopping (when done right) is faster than a normal sidestep and can orient your VR to the enemy like a normal jump. However because it's done in super-low altitude, you'd descend to the ground as if you've done a jump cancel. Take note though that unless you input another command immediately after your touchdown, you'd suffer the same duration of freeze time as a normal descent from a non-canceled jump.
- Cutting is a riskier and more aggressive version of the venerable Dash Vectoring principle. But whereas Dash Vectoring involves you making the most powerful dash attack during an opponent's freeze time after his own dash attack, "cutting" involves preventing that attack from being fired in the first place by "intercepting" the opponent's anticipated heading, thus cutting through his dash and attacking first. This is very risky as a Cutting Attack, when missed or mis-timed, gives your opponent a window of opportunity to attack you instead; you are practically committing yourself to a single shot that must not miss. In Manila, a Cutting Attack is usually performed by predicting the opponent's dash pattern and angle of attack and knowing when and where to perform your own. This takes a very experienced player to pull off as you'd need tremendous knowledge of the capabilities of your opponent's VR and its complete arsenal. Notable Cutting VRs include Cypher and Apharmd B. (this is loosely similar to Raiden or any VR with a straight beam weapon rotating to intercept an opponent's dash and make him collide with the beam.) Not only dashes can be intercepted, though. Temjin's Spinning Sword can be cut mid-way with a well-timed ground dashing CC.
3.) SHUKUCHI ("reduced earth")
- This one takes its name from the Japanese name "reduced earth" because it involves making minimal contact with the ground after a freeze time by totally canceling it. I've read somewhere before that Japanese players themselves have a name for it, but we do this by making a crouching Left Turbo attack + any weapon (depending on the VR's fastest) and canceling the attack before it's launched. Apharmd B's crouching LWRT is one of the prime examples of this technique, and some players can actually completely cancel the crLWRT before it even begins, giving them the illusion of a dash after a dash attack. Shukuchi, take note, does not work with dashing-CC or an aerial dash attack. Some VRs also have other means to do this, but they're usually fired and not canceled (like Raiden's crouching CW[L] or crouching CW[R] right after a dash attack), as doing this actually eliminates the startup animation of the said attack, which is called a "reduced attack" (shukusen). A shukusen crRWRT of Cypher, for example, eliminates the initial startup animation of the VR kneeling and pointing its weapon to fire a laser, but the laser actually erupts from him spontaneously, and its projectile speed is nearly instantaneous.
4.) BLIND ATTACK
- This one is more of an attack by "feel" or intuition. Done right, a blind attack involves cutting or attacking an opponent even without the need of a lock-on (or to be more precise, before a lock-on is achieved). Needless to say, a blind attack's window of input is extremely tight and can only be done by a very skilled player; too early and you'll just execute an attack straight to your current orientation, but too late and you'll just perform a normal cutting attack. Its advantages however include a quick follow-up to a blocked or avoided enemy attack (like the Surfing Ram) and that it's so fast and comes out so quickly that the enemy usually won't have time to evade or guard against it, or from an angle of attack that is totally unexpected. To master this (meaning so you can do it consistently), one must first be well-versed in Cutting. Special attacks also benefit from this, like Apharmd B's and Cypher's.
5.) QUICK DRAW
- "Quick Draw" is from the notion of drawing a sword from the scabbard in a very fast manner that the draw itself becomes a slash. This is done by quickly doing a guard-reversal CC once the energy gauges turn to yellow (double-lock). What differentiates this from a normal guard-reversal CC is that a Quick Draw is so fast the animation for a guard is completely removed and the VR simply slashes at the air in front of him, thus making a highly speedy move with the added bonus of reduced frames for the startup animation. A good gauge to see if you've performed a Quick Draw or a guard-reversal CC is to see if the guard motion appears in the replay or in slow motion. Like guard-reversals, a Quick Draw does not have the normal CC slide or tracking, but is used to attack an opponent quickly by surprise (which is great for cutting) or for setting up combos, as by nature guard-reversal CCs have low knockdown rates. Fei-Yen Knight, Apharmd B and Temjin benefit mostly from this.
That's it from the top of my head. If I can play again I'll let you know if there's anything I missed.