Dealing with Stun Abuse

MasterHavik

Well-Known Member
Well when i started slow escape i got out of a lot of stun any more. It feels kind of weird breaking the low countering habit.
 

Dr Sexual

Member
Like Dr Dogg said, if your opponent is doing it right there isnt much that slow escaping can really do to help you out of nonstop poke/stun barrages.

I find that its extremely hard to do consistently but if your opponent leaves you with enough time in between pokes you can indeed slow escape into a jab to try and get the momentum back to your favor.

Its really a frustration thing but if you go HAM with your slow escaping while basically at the same time mashing the punch button, if your character has a fast enough jab you'll find that every now and then you might be able to get that jab off and interrupt the pokes momentarily.

Also, you have to realize that with some characters and playstyles those "random single pokes" are indeed part of a quasi custom string that a player might have come up with. These custom strings ALOT of times are actually not random at all and are completely scripted in the players mind. If you can somehow interrupt that script often times it will throw your opponent off and give you an opening.

I know im going to probably get blasted for saying this and it really isnt a habit that you should pick up too hard but randomly trowing out a low counter can be just what you need to throw that script off. Certain moves that your opponent might expect to allow for continuation of a poke string can become knockdowns, whiff or have different properties altogether against a "crouched" opponent.
 

Sixmsj

Active Member
Like Dr Dogg said, if your opponent is doing it right there isnt much that slow escaping can really do to help you out of nonstop poke/stun barrages.

I find that its extremely hard to do consistently but if your opponent leaves you with enough time in between pokes you can indeed slow escape into a jab to try and get the momentum back to your favor.

Its really a frustration thing but if you go HAM with your slow escaping while basically at the same time mashing the punch button, if your character has a fast enough jab you'll find that every now and then you might be able to get that jab off and interrupt the pokes momentarily.

Also, you have to realize that with some characters and playstyles those "random single pokes" are indeed part of a quasi custom string that a player might have come up with. These custom strings ALOT of times are actually not random at all and are completely scripted in the players mind. If you can somehow interrupt that script often times it will throw your opponent off and give you an opening.

I know im going to probably get blasted for saying this and it really isnt a habit that you should pick up too hard but randomly trowing out a low counter can be just what you need to throw that script off. Certain moves that your opponent might expect to allow for continuation of a poke string can become knockdowns, whiff or have different properties altogether against a "crouched" opponent.
I was actually going to recommend low counter too. I noticed you get knocked down sometimes on a low counter if they hit mid or something. They can also low throw you and end their onslaught, yeah you get thrown but it's not as bad as getting drained all the way to 0. Or they juggle you and again it's big damage, but it's not getting poked to near death and THEN having that happen to you. The other option is obviously to slow escape.
 

Brute

Well-Known Member
Standard Donor
This will sound bad, but going for a failed hold often tempts people to throw you for the Hi Counter damage. While you will take a beating, more often than not you will also hit the ground. Not optimal, but if you think they can actually get more damage from stun-poking than a Hi Counter throw, go for it.
 

Mailifang

Well-Known Member
I was about to ask this same question about 3 days ago.But then I realized what Dr Dogg just said. I'm playing DOA. And I haven't played against decent to good competition in awhile like I have recently. I main Lei Fang so I tend to capitalize on a few of heavy stuns to set up my offense.
 

MasterHavik

Well-Known Member
I was about to ask this same question about 3 days ago.But then I realized what Dr Dogg just said. I'm playing DOA. And I haven't played against decent to good competition in awhile like I have recently. I main Lei Fang so I tend to capitalize on a few of heavy stuns to set up my offense.
you can play me next week if you need someone decent.
 

HiguraShiki

Active Member
I know im going to probably get blasted for saying this and it really isnt a habit that you should pick up too hard but randomly trowing out a low counter can be just what you need to throw that script off. Certain moves that your opponent might expect to allow for continuation of a poke string can become knockdowns, whiff or have different properties altogether against a "crouched" opponent.
Personally, I feel that this may be the best solution online. Low countering actually does work, as much as I try not to do it. I say do it until someone starts low grabbing you.
 
While slow escaping alone, won't solve the problem...it still the right move to make.

I'm not a well-known or respected player, but, knowledge of my opponents has improved my reactions to certain attacks, just from having seen those attacks so many times before. Characters that I was unfamiliar with posed problems because I didn't know at which height to hold their attacks. So I fought the training dummy relentlessly, against stun-inducing machines-- like Kokoro-- to get into the habit of SEing for one, and secondly, to familiarise myself with their moves.

That's when it clicked for me. The thing that I dreaded would be true, turned out to be true. Not only should you train yourself to know your own character, you must train to know your opponents also.

SEing limits the options available to your opposition. While familiarity helps you react to said options.
 

HiguraShiki

Active Member
While slow escaping alone, won't solve the problem...it still the right move to make.

I'm not a well-known or respected player, but, knowledge of my opponents has improved my reactions to certain attacks, just from having seen those attacks so many times before. Characters that I was unfamiliar with posed problems because I didn't know at which height to hold their attacks. So I fought the training dummy relentlessly, against stun-inducing machines-- like Kokoro-- to get into the habit of SEing for one, and secondly, to familiarise myself with their moves.

That's when it clicked for me. The thing that I dreaded would be true, turned out to be true. Not only should you train yourself to know your own character, you must train to know your opponents also.

SEing limits the options available to your opposition. While familiarity helps you react to said options.
Well, I did play generally every character to get a decent idea on how everyone plays. Slow escaping does work, but not so much against pokes after stun. The opponent would have to delay their string. Then again, maybe it's just that I try to slow escape with the D-Pad.
 
Some tips.
Look for ways to avoid getting stunned. Of course that's not that simple.
Moves that are easier to land usually do small amount of stun. For example, a fast 13 frame knee does only 13 frames of critical stun. There could be not many things that one can follow up with, and you can hold out of stun easier.
Moves that deal a lot of stun usually are harder to land. See what moves get you stunned the most and think of ways to counter or avoid those moves. Start with the most effective (abusive) moves. Even if there is a super effective and easy to land move that does a lot of stun, you will be aware of it, which gives you more chances against its user.

Unfortunately this not entirely true. While you are outside of stun, this may be the case, but while stunned, a simple jab often extends the stun longer than most of the attacks in your arsenal. :(
 
Well, I did play generally every character to get a decent idea on how everyone plays. Slow escaping does work, but not so much against pokes after stun. The opponent would have to delay their string. Then again, maybe it's just that I try to slow escape with the D-Pad.

Perhaps I misunderstood your initial post. Are you referring to pokes that happen 'while' you're stunned or pokes that happen after you've 'recovered' from stun?
 

dawnbringer

Active Member
Unfortunately this not entirely true. While you are outside of stun, this may be the case, but while stunned, a simple jab often extends the stun longer than most of the attacks in your arsenal. :(

I meant attacks that stun initially on normal/counter hit. Jabs extend stun a lot and very useful in stun combos with starters that give short stun, e.g. +13. Sometimes it is the only option to extend stun, which is why with anticipation this can be used to avoid combo extension by high/low countering.
 
I meant attacks that stun initially on normal/counter hit. Jabs extend stun a lot and very useful in stun combos with starters that give short stun, e.g. +13. Sometimes it is the only option to extend stun, which is why with anticipation this can be used to avoid combo extension by high/low countering.

I like the overall concept, yet, it seems a bit flawed. First off, the attack that put the opponent in the short stun was more damaging than the jab that greatly extends the stun -- which leads to excessive hold attempts, which leads to complaints about holds while stunned etc. B) There is no visual or audible indication as to the length of the stun. So you don't even know when a stun is going to be deep or not.
 
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