Slow Escaping Advice

Dave

Well-Known Member
How will I know when I'm doing this correctly? I am recording Bayman's P+K a few times then using the suggested :h::7::3:. Do I keep doing it over and over? I'm not being sent into the red critical stun. I think I'm doing something wrong.
 

Matt Ponton

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Staff member
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Each stun puts you at a certain amount of disadvantage. Many stuns will allow you to shorten the amount of time you're in disadvantage.

Put on the Fight Details settings to display the details of your character.
Have Bayman hit with P+K and don't push any buttons.
You'll see it show you were at disadvantage of approx. -26.
If you are stagger escaping to the maximum that should display -17 or -18.

Note, if you're on v1.03 PS3 then your staggering won't happen in this particular stun due to a known glitch.
 

dawnbringer

Active Member
This shouldn't be a problem for anyone with decent reaction, imho.

What should you be reacting to?

Reaction time isn't going to make any difference. Although certain experience may help. Usually you want to do stagger escaping up until the moment you end stun. Unless you know exactly how much stagger escaping you need to do for specific stun. In both cases reaction time is not involved.
 

Nate

Active Member
What should you be reacting to?

Reaction time isn't going to make any difference. Although certain experience may help. Usually you want to do stagger escaping up until the moment you end stun. Unless you know exactly how much stagger escaping you need to do for specific stun. In both cases reaction time is not involved.

My comments are anti the notion that someone will duck on accident if using the max efficiency slow escape inputs which include downwards motions. You can easily react to the animation of the stun being over and not shake into unwanted inputs. You react to the stun animation being gone. To say something like "reaction isn't involved" is just plain silly. Stop blindly spamming into a duck. Unless you're playing me, I'll take the easy win.
 

Tones

Well-Known Member
Premium Donor
Look at it like this... okay, I did an attack/throw which isn't going to connect in time or I countered X but he's doing Y. It's then you wanna start slow escaping.

While you're dashing, always be ready to hit F and fuzzy guard. F will cancel the dash into a guard but you may not react in time or misjudge the distancing.

Reaction is there no doubt, but it's more a habit.
 

dawnbringer

Active Member
My comments are anti the notion that someone will duck on accident if using the max efficiency slow escape inputs which include downwards motions. You can easily react to the animation of the stun being over and not shake into unwanted inputs. You react to the stun animation being gone. To say something like "reaction isn't involved" is just plain silly. Stop blindly spamming into a duck. Unless you're playing me, I'll take the easy win.

I thought you meant that you should be reacting to stun animation being over. Regardless of your reaction time you have at least 3 frames of input delay. It means you will find out if stun ended with 3 frame delay at best. If you are still inputing stagger escape motions for those 3 frames you may put yourself in vulnerable state. This is even if you have perfect (uncanny) reaction time and your display has zero lag.

However, if you react to being hit and not overcommit to stagger escaping, this is how reaction time is involved. And this is not what you mean.
 

shunwong

Active Member
Is there a rule of three for slow escaping? I mean, if a stun is X frames, you can slow escape it to Y frames?

I did some testing yesterday and I got the idea that 10 (leaving it at 18) frames can be escaped from a 28 frame stun, but that's about all I got.
 

Sly Bass

Well-Known Member
Premium Donor
The best I could knock down Jan Lee's H+K was from 30 to 21 frames. 3 frames faster with the new method Wah mentioned as opposed to my old method.
 

Nate

Active Member
I thought everyone was doing stagger escaping how Wah said. I always have. I completely disagree about ending up being ducked. I think that's a player input practice issue. I have no problems max speed escaping how Wah said (inputs) and never end up with unwanted ducking, etc. It's always good to max stagger escape to keep your opponent true to their real options.
 

FakeSypha

Well-Known Member
It's worth mentioning slow escaping online is another world. Yeah yeah, I'm being captain obvious here. Just wanted to point that out.

The input lag on my end is usually stopping me from doing it most the time. So I rather skip doing it altogether. Well, when I play with a fellow Argentinians I can reduce a chunk of frames from the longer stuns. But other than that it's not very 'viable'. Even when playing Americans, which is the best I can get aside from the rare South American fellas. Let alone Europeans or Asians. That's just not even playable.

Anyway, thanks for the useful info Mr. Wah.
 
I actually do one 360 degree motion and get the maximum stun reduction or MAYBE 2 frames short of maximum stun reduction, consistently. I don't even hold block! I do one 360 degree motion and it reads at the maximum stun reduction. I even do the motion and watch my character recover at maximum stun reduction. I don't have to worry about ducking or accidentally spamming a hold.

Scratch that! There seems to be some sort of weird 'bug' that allows SEing to carryover to the next attack. The opponent's next attack is even effected by it.
 

dawnbringer

Active Member
I completely disagree about ending up being ducked.I think that's a player input practice issue. I have no problems max speed escaping how Wah said (inputs) and never end up with unwanted ducking, etc.

Character does not end up in full crouching unless you hold down. However even if you tap down it makes you start crouching transition, which is vulnerable to middle strikes. Even fastest tap takes 1 frame, it creates 1 frame window of vulnerability; more, if down is pressed for longer in case of not max-speed mashing.
 

lucky jim

New Member
This is one of the more confusing aspects of doa for me and I thought I'd tack my q onto this thread.

Should I be trying to slow escape pretty much any time I get tagged and put in any kind of stun? Seems like quite a bit of work. And right now it seems almost like my only option at the moment. I dont know the strings well enough, so holding out of stun is a very uneducated guess for me.

Just not sure if SE is for most stuns or some stuns, and how much I should be utilizing it in matches. Thanks
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
This is one of the more confusing aspects of doa for me and I thought I'd tack my q onto this thread.

Should I be trying to slow escape pretty much any time I get tagged and put in any kind of stun? Seems like quite a bit of work. And right now it seems almost like my only option at the moment. I dont know the strings well enough, so holding out of stun is a very uneducated guess for me.

Just not sure if SE is for most stuns or some stuns, and how much I should be utilizing it in matches. Thanks

It depends on the critical stun you're in. Some won't allow struggling, some won't allow holds, and some won't allow either. Knowing what stun you are in or will be put in determines your options. Until you learn those stuns then I suggest practicing stagger escaping, but it won't get you out of every situation.
 
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