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[template=text-box-h2]title=Critical Stun | align=center[/template] While in critical stun, you are unable to guard or attack, but you can still hold. If you are in a backturned stun state, you are unable to hold. If you perform a hold while stunned, you will still be considered by the game to be in a stunned state during the hold's animation. When striking someone in a critical stun, it will trigger the attack's counter hit effect. For example, an attack that normally would only stun on counter hit will cause said stun even on a normal hit. You take less damage while in critical stun, though how much depends on what counter hit state you are in. [TABLE] [TR] [TD][B]State[/B][/TD] [TD][B]Damage revision[/B][/TD] [/TR] [TR] [TD]Normal hit[/TD] [TD]50%[/TD] [/TR] [TR] [TD]Counter hit[/TD] [TD]50%[/TD] [/TR] [TR] [TD]High counter hit[/TD] [TD]60%[/TD] [/TR] [/TABLE] [template=text-box-h2]title=Stun Threshold | align=center[/template] The stun threshold is the max amount of damage someone can take in critical stun before the game will try to force a stop to it. Exceeding the stun threshold generally causes your move to either knock the opponent down or push them away, preventing further extension. The stun threshold for normal hit and counter hit is 40 damage. On a high counter hit it increases to 60 damage. The stuns threshold reaction will also automatically occur if you strike someone with the same move twice in a row during stun. [template=text-box-h2]title=Stagger Escape | align=center[/template] It is possible for the defending player to shorten the length of a stun by performing what is known as a Stagger Escape. You Stagger Escape by mashing buttons and direction inputs. Think of this as an invisible meter that you fill up with each input, but which also gradually empties with time. The fuller the meter is, the faster you recover from stun.
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