This eighth session of FoN's Tip of the Day follows up on what you do after you scored that critical stun on your opponent. Once you stunned the opponent, your objective is either to set up a launch into a juggle, or to set up a premature knockdown (referred to as a "Critical Reversal" or "Critical Finish"), into a Forced Tech situation on your opponent. "Forced Techs" are achieved by hitting your opponent twice in quick succession on the ground. The opponent will be forced up at disadvantage allowing you to "reset" the opponent into your continuation of pressure.
During critical you can continue the stun with a good high (such as a simple jab), and good mid punch such as Down-Forward+Punch / 3P, or a decent mid kick such as Down-Forward+Kick / 3K. Jabs / 5P's or Gut Punches / 3P's extend the stun very well for around +25 or greater stun extension. This frame advantage can easily let you follow-up with a Fatal Rush attack for a powerful Fatal Stun. Fatal Stuns let you follow-up for your strongest launches (and can only be beaten by Break Holds!). After a large juggle you can opt to go for max damage or, set up a Forced Tech "reset" situation to continue pressure.
You will generally go for max damage to achieve a significant life lead to allow you greater control over the pace of a match, since the opponent would be pressured to have to try and make a comeback. Or if the max damage juggle would KO the opponent (or very close to). Any other situation, you'd vie for the Forced Tech/Reset.
If you're having a little difficulty with the FGC notation terminology, check out here: https://www.youtube.com/watch?v=TlCcAiNLzps&t=110s
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For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.