Walking
Making a forward or backward input while being in a neutral state. While walking, you can still execute actions as though you were standing still. The initial frames of walking are often faster and travel a farther distance than the remaining animation of the walk. The initial and prolonged walk speed as well as the distance traveled during the initial walk animation differ from character to character.
Crouching
Making a down input while being in a neutral state. After a couple initial frames of animation the character will reach a crouching state where many high attacks and throws will whiff the character as this lowers their hurtbox lower than standing. Often times it is faster to reach a crouching state or even lower by inputting a crouching attack (such as Down 1) for a more immediate lowered hurtbox at the cost of recovery frames.
Jumping
Making an Back Up, Up or Forward Up input while being in a neutral state. While jumping, you have access to Jump 1, Jump 2 and Jump 3/4. You are unable to block until you land on the ground and your jump kick (Jump 3/4) can only be cancelled on hit. Jump 1 and Jump 2 can be cancelled into another attack on block or hit but cannot be cancelled if they are flawless blocked. A common strategy is to buffer an input to cancel jump kick into another attack that only comes out on hit and to guarantee pressure on your opponent by making them block your Jump 1 or Jump 2 first before cancelling into something else as you land.
Short Hop
Lightly tapping Up will cause your character to perform a short hop. This allows them to quickly avoid low hitting attacks and grant access to unique short hop attacks with a punch or kick input.
Dashing
Double-tapping a forward or backward movement input will cause your character to quickly move a short distance in that direction. This can be used to both close and create distance between you and your opponent as the case may be.
Dash Cancels
A dash can be interrupted with a normal attack input or a block. The former is often used mid-combo after a launch to extend into another attack or string. The latter is used to cancel the recovery of the dash animation, repeated use of which is often referred to as a wavedash. A dash may also be interrupted by a crouch input or a forward jump.