This seventh session of FoN's Tip of the Day looks at stun fishing in Dead or Alive 6. Hit someone before their move connects or during their movement and you'll score a counter hit (CH). CH's commonly cause critical stuns such as off a Forward+Punch / 6P elbow strike. You can score a normal hit stun (NH) off of kicking or knee moves such as K - strings or Forward+Kick / 6K knee strikes. You can also fish for stuns by delaying strings to fool the opponent into when you're finishing a string.
Once you score a stun, follow - up with a jab or PP (or even a single P), a Down-Forward+Punch / 3P gut punch (induces a lift stun follow-up), or a Down-Forward+Kick / 3K for a small mid kick stun follow-up. You can also launch right away (or at the end of your "stun mix-up"), for guaranteed juggle damage that can't be thwarted by defensive critical counter holds. Mix-up your follow-ups to keep the opponent guessing and lower your chances of getting hit by a pesky critical hold.
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.