The Slip Stun Thread

KING JAIMY

Well-Known Member
I'm so confused right now. xD

So trip stuns have guaranteed follow-ups as well? Then I should change the thread a bit.
 

Corza

Well-Known Member
Standard Donor
I'm so confused right now. xD

So trip stuns have guaranteed follow-ups as well? Then I should change the thread a bit.

Slippery surfaces extend the stun, so you can get guaranteed follow-ups. Like the one I posted for Momiji.
 

KING JAIMY

Well-Known Member
Slippery surfaces extend the stun, so you can get guaranteed follow-ups. Like the one I posted for Momiji.
OK, I'm going to change the thread and include every possible GUARANTEED setup. So the focus lies on the guarantees, not on which kind of stun it is (whether it be trip stun, or slip stun doesn't matter). This thread will be huge lol as I think everyone has trip stuns/slip stuns with guaranteed follow-ups.

EDIT: There is still a fundamental difference between slip stuns and trip stuns:

Slip stuns can ONLY be used as a stun opener, trip stuns BOTH as stun opener and stun extender. To avoid confusion, I will use the term 'slip stun' to refer to any kind of stun which lets the opponent fall on the surface when in water or on ice.
 

KING JAIMY

Well-Known Member
Changed the OP:

- Altered the introduction, showing the different animations of a slip stun and explaining the difference between them.
- Meaning of the color code 'red' has been changed.
- Added two gifs from @Corza showing the alternative animation of a slip stun called the 'trip stun'.

It would be ideal if every character has a guaranteed follow-up from one of their slip stun(s) or trip stun(s) so I can remove the red color code as a whole.

EDIT: Phase 4 color changed to orange. Ein and Hayate have confirmed setups and thus changed their color to green.
 
Last edited:

tokiopewpew

Well-Known Member
Standard Donor
So now you want to have information about trip stuns as well? Why did I actually delete my former post? xD

Ok, so here again for Phase:

2K causes a trip stun that guarantees any follow-up faster as 20 frames when it hits on ounter hit on a slippery surface (+33 advantage on fastest SE). Therefore, every single hit launcher with appropriate juggle (except 33P) can be used.

Her 1P also causes a trip stun on water or ice. It gives +6 advantage on fastest SE but does not guarantee any follow-up.
 

Corza

Well-Known Member
Standard Donor
Whoa, this list will be massive. :D Anyways, there's one more thing that has to be mentioned: if you do a "trip stun" on a slippery surface, you can even hit your opponent with certain high moves, even though they're on the ground. Example would be Momiji's 8P or 8K.

I posted a couple of setups for Kokoro, Sarah, Jann Lee, Leifang, Helena. Maybe you didn't see the post. :)
 

KING JAIMY

Well-Known Member
So now you want to have information about trip stuns as well? Why did I actually delete my former post? xD

Ok, so here again for Phase:

2K causes a trip stun that guarantees any follow-up faster as 20 frames when it hits on ounter hit on a slippery surface (+33 advantage on fastest SE). Therefore, every launcher with appropriate juggle (except 33P) can be used.

Her 1P also causes a trip stun on water or ice. It gives +6 advantage on fastest SE but does not guarantee any follow-up.
Sorry. xD

I was thinking it would be a lot more useful to focus on guarantees, instead of debating on the kind of stun. It's not really relevant which kind of stun it concerns; as long as it has guarantees I will include it.

And thanks for your Phase setups once again!
 

KING JAIMY

Well-Known Member
Whoa, this list will be massive. :D Anyways, there's one more thing that has to be mentioned: if you do a "trip stun" on a slippery surface, you can even hit your opponent with certain high moves, even though they're on the ground. Example would be Momiji's 8P or 8K.

I posted a couple of setups for Kokoro, Sarah, Jann Lee, Leifang, Helena. Maybe you didn't see the post. :)
I saw it, but it's a lot of work to write it all down in an organizing manner/format so it will take some time. I will also mention now in the introduction that certain highs are also guaranteed! ;)

EDIT: Added setup for Phase 4, Momiji and elaborated setups for Eliot. Will do the rest later.
 
Last edited:

Nikotsumi

Well-Known Member
So,now that trip stuns are allowed, i'm gonna focus on Marie Rose :marierose:
She only has trip stuns: BT2P, BT2K, 2K, 3P+KP, 2H+K, 1P
Here the advantage (on fastest SE) and guaranteed follow ups:
BT2P: +12 No guaranteed follow ups
BT2K: +32. Guardanteed 3P,6P,9K
2K +33. Guaranteed 3P,6P,9K and 8K(a launcher, yay!!!)
3P+KP +31. Guaranteed 6P,3P
2H+K +29. Guaranteed 6P
1P +16 Guaranteed P+K(from 1P)
Guaranteed combos:
1PP+K > 236P (62 damage, all weight classes)
2K > 8K > PP6PK (53 damage, heavyweight)
2K > 8K > PPP > 6PK (60 damage, middleweight and lightweight)
2K > 8K > 6K4 > Rondo K > BTKKK (75 damage, featherweight)
 

XZero264

FSD | Nichol
Premium Donor
The only thing that really is a glaring difference between slip stuns and trip stuns is that you can't SE or hold out of slip stuns. Trip stuns can be SEd and held out of and cvan be used anywhere on a stage, regardless of in water or not. If we want to start trip stun stuff it would be flat out easier to either start with a new thread or begin taking these things to individual character subforums. Once we get to trip stuns this thing starts looking like one giant combo board.
 

Corza

Well-Known Member
Standard Donor
I thought we're talking about "trip stuns" on slippery surfaces here, because that guarantees you a move that's less than 20 frames, most of the time. Even on fastest SE and fastest critical hold.
 

KING JAIMY

Well-Known Member
The only thing that really is a glaring difference between slip stuns and trip stuns is that you can't SE or hold out of slip stuns. Trip stuns can be SEd and held out of and cvan be used anywhere on a stage, regardless of in water or not. If we want to start trip stun stuff it would be flat out easier to either start with a new thread or begin taking these things to individual character subforums. Once we get to trip stuns this thing starts looking like one giant combo board.
I thought landing a trip stun in water/ice nets you more advantage on hit compared to a trip stun on anything other than water/ice. So it gets you guaranteed follow-ups on water/ice but not on other types of surface.

Besides, since I use spoiler tags the size of this thread doesn't matter anyway. Whether one character has 1 or 20 setups doesn't play a role since you can close and open the spoiler tag at will. The focus of this thread is mainly guarantees from low strikes in water. The kind of stun doesn't really matter if the combo is guaranteed. Guaranteed damage is what you're aiming for anyway, and using the environment is a great way to exploit that. There's also like 6 or 7 stages with water/ice in the game so it shouldn't be too specific too.
 
Last edited:

iHajinShinobi

Well-Known Member
Standard Donor
When it comes to slippery surfaces, I classify trip stuns as slip stuns because some will allow for the same things as a slip stun does. Ayane's 2K and 2H+K give the exact same options.

I know what trip stuns are, lol.
 

Corza

Well-Known Member
Standard Donor
How do I set the training mode to test counter hits?

Training settings, Counter, Always Counter.

If you want to test what's unholdable after the slip stun, you also need to set the stagger escape to fastest, critical hold to fastest and the critical hold needs to match what you're doing. If you want to check if a mid punch is guaranteed, then set it to mid punch hold. Also turn on the recovery to make things faster.
 

iHajinShinobi

Well-Known Member
Standard Donor
@KING JAIMY Ayane has more than what you listed for her;

2H+K > 4P > BTPP4PP7K or BTPP6P~K is 77
2H+K > 3P (3PP) > BTPP4PP7K or BTPP6P~K is 89
2H+K > 4P+K > BTPP6KK4 BT7K is 93
2H+K > 4P+K > BT6P > 66KK4 BT7K is 98 *Doesn't connect on super heavy*

33P > 4P > BTPP4PP7K or BTPP6P~K is 72
33P > 3P (3PP) BTPP4PP7K or BTPP6P~K is 84
33P > 4P+K > BTPP6KK4 BT7K is 88
33P > 4P+K > BT6P > 66KK4 BT7K is 93 *Doesn't connect on super heavy*
 

KING JAIMY

Well-Known Member
@KING JAIMY Ayane has more than what you listed for her;

2H+K > 4P > BTPP4PP7K or BTPP6P~K is 77
2H+K > 3P (3PP) > BTPP4PP7K or BTPP6P~K is 89
2H+K > 4P+K > BTPP6KK4 BT7K is 93
2H+K > 4P+K > BT6P > 66KK4 BT7K is 98 *Doesn't connect on super heavy*

33P > 4P > BTPP4PP7K or BTPP6P~K is 72
33P > 3P (3PP) BTPP4PP7K or BTPP6P~K is 84
33P > 4P+K > BTPP6KK4 BT7K is 88
33P > 4P+K > BT6P > 66KK4 BT7K is 93 *Doesn't connect on super heavy*
Thanks. I am aware that the list is not complete for Ayane. Will edit in later.
 

PhoenixVFIRE

Well-Known Member
:lisa:Her BT:2::K: causes a slip stun and guarantees BT:4::P: launch.
Her :2::K::K:(:4:), first kick causes a trip stun and second kick is guaranteed and you can go straight into BT from it ^_^

I learned these the other day :)
 

Corza

Well-Known Member
Standard Donor
So, about Momiji. She has 3 moves that can cause slip stun on slippery surfaces on counter hit.
1P is +8 on fastest SE, doesn't guarantee anything.
2H+K is +21 on fastest SE, it guarantees the following moves: 2P, 3P, 4P, 44P, P, 6P, 66P, 8P, 2K, 3K, 4K, K, 7K, 8K, H+K, 6P+K
2K is +22 on fastest SE, it guarantees all of the above plus 6K.
 

KING JAIMY

Well-Known Member
So, about Momiji. She has 3 moves that can cause slip stun on slippery surfaces on counter hit.
1P is +8 on fastest SE, doesn't guarantee anything.
2H+K is +21 on fastest SE, it guarantees the following moves: 2P, 3P, 4P, 44P, P, 6P, 66P, 8P, 2K, 3K, 4K, K, 7K, 8K, H+K, 6P+K
2K is +22 on fastest SE, it guarantees all of the above plus 6K.
Nice guaranteed follow-ups. I'm sure we can make combos with these follow-ups as well. With this I mean sample combos, not all possible combos of course. ;)
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top