When do you NOT want to stagger escape?

dawgpilez

Member
I've been watching the tutorials and remember stagger escape from DoA4. The process was pretty annoying but in every situation I was in, it saved my ass.

When do you NOT want to stagger escape? I haven't found a scenario yet that a competent opponent could take advantage of you more if you hadn't tried stagger escaping.

If there isn't such a scenario, why even have it in the game? It sounds a like a silly way to add depth.
 

Juihau

Well-Known Member
If I'm not mistaken, in vanilla, Kokoro had a setup where she could get a CB if you SE'd, that would either have to be delayed noticeably or whiff entirely otherwise, but I don't know of anything like that in 5U.
 
Last edited:

dawgpilez

Member
Well against grapplers you avoid being vulnerable to their super grabs while you're stunned

I understand you point, but I don't think this is very practical at high level play as it is very situational. A successful throw does a nice portion of damage. The more damaging throws are combo throws which doesn't guarantee damage beyond the initial input. The timing is risky and would put you at a disadvantage if you whiff (or make it neutral). You could, however, continue striking in the stun game for more damage. I believe the high level players are going to go with that, especially when they can get critical stun to burst. If 80% of the players play the stun game w/o responding with a super throw (I'm sure more than 80% of the players don't use grapplers), 100% of them time you play against them you will need to stagger escape.

I suppose I should ask the grapplers if they are likely to throw a grab when they have stunned someone.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Keep in mind there are deep stuns that you can hold but not stagger out of. In those cases, holding may be your only option to avoid being hit with a critical burst or launcher.
 

dawgpilez

Member
Keep in mind there are deep stuns that you can hold but not stagger out of. In those cases, holding may be your only option to avoid being hit with a critical burst or launcher.

Still doesn't address not choosing to stagger escape.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Sometimes if you're not staggering fast enough to recover, but do stagger, then you could be putting your hurtbox in jeopardy of being hit.

For example, Bass' 9PP3K. A follow-up 3P+K will whiff on the opponent if they are not staggering due to distance, but if they are staggering without reaching maximum stagger speed, the 3P+K will connect on the last few frames of the stun as their hurtbox increases due to going into standing position, and if they stagger fully into guard then they'll guard the 3P+K.

Similar for turn-around stumbling. The faster you stagger, the more animation frames are going by without the distance between them playing, so if you stagger a drunken stagger stun then you'll stop closer to the opponent and potentially be hit by an attack that you might otherwise have avoided had you not stagger escaped at all.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top