Free Step Dodge

Darkslay
Darkslay
Switch the situation to one where you're stunned and automatically more options for the opponent open up as now every option i previously stated will hit you unless you do something about it. Stuns preventing movement should be more than enough reason for you to understand being in a stun situation haves you thinking about more things at once than just walking around in neutral.
Brute
Brute
You do have to respond "immediately" to every situation in neutral. The difference is that you have more options and some of those options cover more of the options that your opponent can choose.
Brute
Brute
The reaction time is based on the idea that "a move at xx frames is useless in neutral but useful in stun," which could only be affected if the stun guaranteed the hit (it does not) or if reaction/response times were different in each scenario (as we're talking about reading a specific move, not blanketing general options).
Darkslay
Darkslay
You do have to respond to every situation, just not immediately, as I previously stated. The fact of you having more options to your opponent means, as you say, that the opponent can choose options that can be more easily dealt with in your favor, this isn't the case in stun, hence the rise in difficulty of the situation.
Darkslay
Darkslay
Your logic would generalise single moves and strings in a single group if that were to be the case. Take a move like the Dragon Kick for example, practically useless in neutral, extremely effective in stun. Reaction times and speed don't change, however the amount of options in either stun or neutral can, that's why 6P+KP is bad, it's a static, non-variable string that can be easily reacted to in stun and neutral.
Brute
Brute
You do have to respond immediately in neutral as well. It doesn't give you more time to respond. I understand that a move can be more useful in stun than from neutral, but the reasons for that vary depending on each case. The Dragon Kick, for example, doesn't cause an otherwise unsafe move to become safe if performed in sequence (referring to throw punishment), whereas 6P+KP does.
Brute
Brute
Now, if your argument is that 6P+KP has no use in either scenario due to it's slow speed ("reactability"), that would imply that other moves of that speed from strings also don't have any use (while the speed outside a string is still acceptable?), but that implies that the opponent responds to the fact that they're in a string.
Brute
Brute
If their reaction time is assisted by such recognition, they are buffering. Hence, my previous point.

Note that can =/= should. I'm arguing that the string allows him an option to avoid punishment, not that it is the preferred option he should aim for.
Darkslay
Darkslay
You do not, various situations in neutral will punish you if you're too hasty to make a move without properly assessing the situation, that's the whole basis of frame traps, but regardless. I get moves' usefulness in stun vary from move to move, however you're arguing that somehow punishing 6P+K in neutral should be the course of action to take every time, which it isn't.
Darkslay
Darkslay
The speed of the string is the biggest factor, I can't think of many other strings that are as slow as 6P+KP, Lisa's 1KKK's the only one that comes to mind, you see that whole string being used often, bud? The speed of a singular move compared to a string doesn't affect anything either, stop assuming things I never said.
Darkslay
Darkslay
My point was that in stun, you choose from 4 possible levels of hit that the opponent can continue said stun from, where a string gives you a set amount of followups that reduce those options, 6P+KP only gives you a single option, a very slow, reactable option. Compare that to a Dragon Kick that can still be reacted to in stun but becomes safe regardless since it can't be held, and you see the difference.
Brute
Brute
Various situations in stun will also punish you if you're too hasty, as well. And yes, my point is that if Jann jumps into a 6P+K from H+K he will not suffer a guaranteed punish. Thus, he "can" do it. If he did not have that follow-up, it would be insane not to throw punish a guarded 6P+K as it would be guaranteed. Due to having the follow-up, the throw punishment is not guaranteed.
Brute
Brute
Compare to Ryu's 6KP, which is also an extremely slow, interruptable string follow-up (30-ish frames). 6K on gaurd is -14. I have never been i12 throw punished from landing this on guard, as due to the possibility of the follow-up, it is no longer wise to react immediately with a throw punish. Yes, he also has the 6KK option, but there is no delay available and grants the same punish option.
Brute
Brute
The result is that if someone staggers a CH 2K SDS and I follow-up with a 6K, it will not be punished. Thus, I can follow a CH 2K with 6K, even if it is not the "best" option, it "can" be used to condition my opponent, as landing it on guard will not result in guaranteed punishment.

A string does not limit those options from stun at all, unless you don't use free-canceling.
Darkslay
Darkslay
There isn't a guaranteed form of punishment after 6P+K, however regardless of the outcome, that being either free canceling or doing the followup, there isn't anything stopping the opponent from pressing a button after the 6P+K, you're seriously telling me against choosing against a free 90+ guaranteed damage on average for a possible yet risky 100+?
Darkslay
Darkslay
The Ryu scenario is not comparable since he doesn't get anything from a CH 2K to being with, attempting to punish a free cancel in this game is a bad strategy, giving the opponent the ability to start their offense from a free cancel is enough punishment, what with tick-throwing shenanigans and what not.
Darkslay
Darkslay
I only told VAND1TA to punish after 6P+K since there isn't a single JL player that will not do H+K > 6P+K and then buffer a launcher, hence why the punish will work there.
Brute
Brute
Again, you're confusing my argument that "an option" = "best option." The guaranteed damage is, most often, the better choice. However, if you can condition your opponent into believing they can stagger and anticipate your follow-up, you can, on occasion, reap a better reward. For example, if the opponent staggers and sees you follow H+K with 6P+K,
Brute
Brute
he may try to immediately guard or hold it next time he is struck with H+K. With a proper anticipation, you can then opt for a DG or wall 6T instead (provided H+K didn't splat), which may in some cases be favorable. This couldn't really be conditioned if 6P+K was punishable, at least without sacrificing a good deal of health in the process
Brute
Brute
And I have seen plenty of Jann Lee's who don't buffer a launcher immediately after a CB, just as I've seen Ryu's who don't buffer a launcher after 214P into P+K.

The CH 2K scenario does apply because the idea is about conditioning. Unless your argument is that "if you have a guaranteed set-up you should always take it," which I would have to disagree with.
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