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locustcheese
04-20-2004, 06:18 PM
I thought about using stun gun for wake-up. Actually, I remember someone asking a question about it and nobody answered. Well, just to let you know tech rolling is a problem right from the get go and also there is a moment after getting up where throws cannot grab(stun gun included) but they can do attacks. This also poses a problem. However, it can be used against certain characters without a super with enough invincible frames and/or a move that is fast enough to hit Alex outta the super. I'll tell you right now that a DP is fast enough ALL the time. Some characters like Chun Li with super art II is tricky though. She can EX lightning leg to hit Alex or do hcb+KK but Alex can parry that. If she tries her super it'll get grabbed unless she does it hella early in which case she goes across the screen and Alex can get a free combo anyway. So if she doesn't have enough level for an EX move she is gonna get grabbed if you timed it right(or eat a combo). Here's somethin' else too. You must time the super motion so you can notice a tech roll and immediately tap the button or hold off if they don't. A good example would be after hcb+LP. Basically it is a good tactic but requires GREAT timing and can only be done against certain characters at certain times. Overall, I would only recommend it to expert players!!!

Thongboy Bebop
04-20-2004, 08:03 PM
Why don't they just dash forward?

N - GGPO!

locustcheese
04-20-2004, 08:22 PM
If you time it right they CAN'T dash forward or away!!!

exodus
04-21-2004, 08:52 AM
jump. ggpo.
jab. ggpo².
uoh. ggpo³.

CrazyDazed
04-21-2004, 11:57 AM
The great theory fighter dude is back! Hi!

Alex's stun gun doesn't scare me at all. I always just jab him out of it, never been caught by it once I knew what to do against it.

Strategy for stun gun players: pick SA2.

EDIT:

Originally posted by locustcheese
Overall, I would only recommend it to expert players!!!
So far I've seen "expert players" use SA2 for Alex. Sometimes SA1. Rarely SA3. Well, to be honest, I think those SA3 Alex players are either scrubs or not taking it seriously.

Originally posted by exodus
jump. ggpo.
Uh, if you jump you'd get caught by Stun Gun Headbutt

sundu
04-21-2004, 12:09 PM
I've found that stun gun is terrible in theory, but alright in practice. You have to realize, though, that most of the time it is a GIMMICK. The super is a mind game. If you guess well, great payoff, if not, wasted super.

Josh-TheFunkDOC
04-21-2004, 02:55 PM
And this is precisely why Stungun is so weak compared to other supers, it's never guaranteed. There are, OTOH, practical ways to guarantee his other supers.

Hyperbomb is guaranteed after parrying just about anything (including air attacks), and UOH and close MK are both very good hit-confirms into SA2.

-Josh

thedude.com
04-21-2004, 07:20 PM
about using sa3 ....

a player who is good playing without super and EX , can pick sa3 ...

imagine stunning the opponent with any normal or special attacks , than rush towrds and flash XX stun ...

very few luck ...u see to have double stun happen in actual match

what should the victim do when alex use stungun wake-up ??
i use that for avg players though

locustcheese
04-21-2004, 08:55 PM
Stun gun is very situational and YES most people use it as a gimmick but it can ACTUALLY be USED!!! Like I said before when you land hcb+JP in the corner against certain characters you can land it if they tech roll or not but the onus of perfection lies on the person controlling Alex. You can also do it after a sweep a.k.a. d+RK if they don't tech. I'm in the process of testing the characters/supers/specials/and Alex's knockdowns to see when you can use it. I like to see that folks like Exodus still haven't warmed up to using certain supers against certain characters or other super arts. I guess some peeps can't think outside the box. Glad I can. Some people might also think I'm obsessed with making "crappy" supers good or somethin'. This isn't the case b/c I understand why supers are "good" but I also try to see the best of the worst as well. Most supers aren't bad they're just harder to use. For some that automatically means "worse" but that is not the case. You can also wiff flash chops with empty super cancels into stun guns so that if the opponent tries to poke Alex and gets hit it's guaranteed and you never waste a level. It's a great air counter as well. It's practically Birdie's super from Alpha--"invincible on the way up and unblockable on the way down". The damage you get from that sized super meter obviously warrents attention don'tcha think?!? Nuff said.

StreakSRM
04-21-2004, 09:34 PM
Originally posted by locustcheese
The damage you get from that sized super meter obviously warrents attention don'tcha think?!? Nuff said.

No, I don't think so. Any character can standing jab him out of it on the way down.

thedude.com
04-22-2004, 05:42 AM
how to escape when alex use stungun wake-up ??
i use that for avg players though

and i use stun gun to bump the opponent while he's about to come down from the air , he would possibly unable to air-to-air poke in time

and punish people for using empty jump-towards as he is about to land on my position ...

while landing , he got blocked and both land together and captured and head-butts




but no top-player is as that stupid ...

locustcheese
04-22-2004, 08:18 AM
I went back and tested it more and you can jab him out with PERFECT timing. It's still not easy though. I'd suggest that if you play with this super that as soon as you get a level built up use it. So you're doing alot of supers during the match. Some of them your opponent will get by and some they won't. That's leaving the match up to chance sometimes though which ain't good I know. Not even a threat in high level play though. If you juggle the opponent very low to the ground with a dash elbow you can juggle with stun gun but not if you've hit them with somethin' else. For example, d+FP(in air) on airborne opponent, dash elbow xx stun gun would be MAGNIFIC but it doesn't work. Parrying into the above mentioned "combo" would just be god on earth. Look on the bright side though, it doesn't leave Alex TOO open if he misses it. Ha.

Thongboy Bebop
04-22-2004, 10:30 AM
Originally posted by locustcheese
I like to see that folks like Exodus still haven't warmed up to using certain supers against certain characters or other super arts. I guess some peeps can't think outside the box. Glad I can.

That's cute, the way people try to give you advice and you crap all over it.

I use Twel(e)ve. OH MY GOD, I'M THINKING IN A COMPLETELY NON-BOXLIKE STRUCTURE! Now, when I'm just screwing around in casual, sure, I'll pick SA2 from time to time. I can land it, but the methods of doing so are horrendously un-useful. The damage isn't high enough to warrant picking it over SA1, and the same situations which would allow me to get it in would work just as well if not better than SA1.

Just because I CAN use it doesn't mean it's worth a damn. Stun-Gun is fine if you're playing against scrubs who don't know what it does. Literally EVERYONE else can jab it or dash through it. It's not perfect timing, you've just gotta punch Alex before he hits the ground. How hard is it to punch a big ass sprite in the foot? You're not the first trailblazer ever to ponder the merits of using a super widely viewed as "the weakest of sauces". By this point in the game, unless you magically find a way to make it completely inescapable/unblockable (good luck) it's essentially bunk.

N

exodus
04-22-2004, 01:43 PM
Originally posted by locustcheese
I went back and tested it more and you can jab him out with PERFECT timing. It's still not easy though.

it really is amazing to see how newbs evolve in these forums. don't you think so too? :lol:

locustcheese
04-22-2004, 02:20 PM
it's totally inescapable if super cancelled off a MP/FP flash chop. granted flash chop ain't easy to hit neither but look at SA I. It's only good as a counter or post parry and has a bar as long as the yellow brick road. SA II has a small bar and is MUCH better IMO. I will agree that SA III is a total scrub/newbie killer though.

Endless
04-22-2004, 02:35 PM
Originally posted by locustcheese
it's totally inescapable if super cancelled off a MP/FP flash chop. granted flash chop ain't easy to hit neither but look at SA I. It's only good as a counter or post parry and has a bar as long as the yellow brick road. SA II has a small bar and is MUCH better IMO. I will agree that SA III is a total scrub/newbie killer though.

If you landed a MP/FP flashchop on them, why would you bother with Stungun? Why not use SA1 or 2 instead, and combo after?

And yes, SA3 is anti-newb/scrub.

The only character Alex players should use SA3 against is Hugo.

Squeamish
04-22-2004, 03:54 PM
Originally posted by locustcheese
...a bar as long as the yellow brick road.
Where on the top ten list of gayest-sounding things ever would this go?

CrazyDazed
04-22-2004, 10:31 PM
My advice to you, locustcheese, is stop posting on the internet and take up another hobby.

thedude.com
04-22-2004, 10:36 PM
Originally posted by EndLeSS8


If you landed a MP/FP flashchop on them, why would you bother with Stungun? Why not use SA1 or 2 instead, and combo after?

And yes, SA3 is anti-newb/scrub.

The only character Alex players should use SA3 against is Hugo.

Fp-flash-chop XX j-stun-gun <-- would miss ??

nanitaberu
04-23-2004, 02:22 AM
hyperbomb should be alex's super of choice, imo.

stungun is fun to mess around with though. but it's true, locust, the average player knows how to jab out of it.

CrazyDazed
04-23-2004, 06:45 AM
Originally posted by thedude.com
Fp-flash-chop XX j-stun-gun <-- would miss ??

Originally posted by locustcheese
it's totally inescapable if super cancelled off a MP/FP flash chop.

B.S.Y
04-24-2004, 12:21 AM
"The only character Alex players should use SA3 against is Hugo"

Why?Hugo can either jab or slap him out of it....

HuGoLiZarD
05-03-2004, 10:10 PM
Originally posted by B.S.Y
"The only character Alex players should use SA3 against is Hugo"

Why?Hugo can either jab or slap him out of it....

Nope. Won't always work. If Alex uses his dashing elbow (blocked) -> SA3 then there a good chance that Hugo can hit him with mp or mk, but it's not 100% for some reason. If Hugo blocks a flashchop then it's pretty much over for Hugo. The slap won't work and there's a good chance that mk won't come out either.

I guess the jab would work but timing is tight. And I don't know if it's worth the gamble 'cause it's 1/2 the life bar that we're talking about.

The only consistent way to counter is by Hugo using SA2 or SA3. That's why I think it's always smart for Alex to pick SA3 against Hugo.

CRAZY_SAGAT
05-12-2004, 12:08 PM
Alex has a nice combo with SA3. Personally i play setup games and try to get the other players to play into my traps. Anyways me and my buddy were messing aroudn and we use this combo mainly because it does more then 1/2 life bar and its really easy to do.

MP or HP chop XX MP SGH, step forward a lil, MP chop XX HCB HP

Works wonders especially if you time a SGH when they land infornt of you AFTER they have executed their air move. Then you dont need to do the chop to start it off althoguhtt youll get less damage

crazydiamond
05-15-2004, 01:44 PM
Stun gun can be avoided by expert players but you can predict their escape in situations and 'bluff' by pressing a different button. (please excuse my lack of terminology)

Here is a run-down of Alexs most effective Stun Gun techniques in my opinion and how to avoid/ counter evasion.

(i) Meet the your opponent in the air with a H kick, as they are flipping out you land and perfom a heavy stun gun, that grabs them as they land.

enemy escape: air parry :P or when they land they must perform an anti air super or enhanced anti-air special. (no time to dash at all)

(ii)Enemy blocks a M Flash Chop, chain into M Stun Gun.

nme escape: If not in corner, dash backward. (you can predict this backward dash and choose to chain into H Stun Gun which will hit. Or they could Enhance Anti -air/ super.

(iii) Enemy blocks elbow smash, chain into light Stun Gun. (usually for a lazy or confused opponent.)

nme escape: dash forward/ enhance anti air/ super.

thedude.com
05-15-2004, 07:31 PM
my method is ...

opponents jump and about to land(verticle and close to alex) , " YOU CAN'T ESCAPE"

or opponent do empty jump-in or a jump-in attack , again i uses lp-stungun ...



why not use close strong as anti air than cancel to stungun ...

opera
06-09-2004, 11:55 PM
makoto just dashes away, any other character can just jab.

CRAZY_SAGAT
06-11-2004, 02:34 PM
hehehe if i ever go alex and if i ever pick SAIII all i do is parry a ground attack then do MP chop cancelled into LP Stun gun :D

kal el
06-12-2004, 07:57 PM
just a question here.

say your opponent jumps at you and you do s. strong as anti-air. say it's parried. if you PRB s. strong into Stun Gun, will they have enough time to get out of it when they land? or will Alex land at the same time? just thinking that maybe it can work like Akuma having a close s. fierce parried by a jumping character and cancelling that into Raging Demon. opponent doesn't have time to get out. well, seems like that. but whatever. just curious.

absolut
06-12-2004, 10:03 PM
Uh I'm kinda new to Alex but really enjoy nailing people with StunGunHedbutt.

Everyone at the start says they'll never get hit by it and time and time again I get them. I realize that back-forward-k blocked into mp.sgh is escapable although its nice when it lands.

There's been a lot of debate over how there's no useful setups. One that I like to get off is antiairing into it, the one I find easiest is the back-forward-kick into it although I suppose anything could work.

Are those escapable since he catches the person out of the air?

CRAZY_SAGAT
06-15-2004, 08:32 PM
I wou;d be pretty easy to escape from a dash elbow if you think about it. The special can eb seen coming and most peopel attack INSTANTLY after when they block that move. If they super you your screwed especially if is a parry xx SA. Although i coudl see it workign in the ocrner if they didnt jump cancel or have a teleport move ( yang or akuma ). even then moves liek Urien KNee drop and Oro's chcken feet can get out of that since they attack in the air and stun gun has a jump portion in it.


SGHB should have just been like Oro's grab super. None of this jump crap.

thedude.com
06-15-2004, 09:24 PM
Originally posted by CRAZY_SAGAT
hehehe if i ever go alex and if i ever pick SAIII all i do is parry a ground attack then do MP chop cancelled into LP Stun gun :D

what if he cancelled it into a super ?? like ken

Vigilante8
12-03-2004, 04:06 PM
I have to bring this tread back.

I play alex and I only use sa3.Im far from being a scrub and Ive found some decent uses for it.

First off your only a scrub if you use it for no reason.
Second you cant cant jabed out of it when someones already whiffing a move.
Third you need to know how to use alex with out his super because its not always going to hit.

with that being said Im going to start looking for moves that can be punished by the stun gun.

I recently came back from a tourny and I had a pretty high connect rate with the stun gun.A lot of people are underestimating this move and bashing on it for no reason.

It was really funny to see people pass me off as a srcub just because I picked sa3.

I use sa3 defensively.Use it to punish slow sweeps like ryu and projectiles.Use it to punish empty jump ins and jump outs.(traing required)If only it could track to the other side >_<

edit:also at the right distance it can beat out kens fierce dragon punch.

Muskau
12-06-2004, 09:08 AM
Isn't Stun Gun guaranteed from a jab reset or something similar?

Duck Strong
12-08-2004, 11:11 PM
anti-air dash elbowxxstungun = best combo EVAARRRRRRRRRR

no really

Muskau
12-18-2004, 09:24 AM
I suppose with Stun gun you could setup a mind game with close jab/cr. short into throw/powerbomb/flash chop/stun gun mixups. It doesn't look good on paper, but its about got near the same effectiveness as Denjin.

Ghostmaker
12-19-2004, 10:20 AM
Supers are generally meant to give you one of two things: more options or less but with an extreme potential for heavy damage. The problem with stun gun is that it doesnt really fill either of these roles adequately enough, at least in my opinion.

As far as damage goes, if you connect then it will do a great deal of damage. If you fail it though, your left wide open for an equal amount of pain. I dont know the frame data for it, but at least hyper bomb SEEMS a lot quicker, and hyper bomb can really scare people. A level headed player who sees your meter charged will simply change his game around to make it harder to punish him with SGHB.

SAIII lacks options because you dont get a lot of EX out of it. The special itself fills only a tertiary role in beating your opponent, while SAII is guaranteed off of a wide range of Alex's attacks, plus it gives you a great deal of EX's to work with.

Everyone should be able to play their character effectively without a super before you begin to work in your SA, that I completely agree with. My completely unqualified opinion is that, while SGHB is quite a powerful move if used well, I prefer not to use it since I have to change my normal game quite a bit to use it effectively when I can play comfortably with SAII and be much better.

ReNiC
12-20-2004, 01:45 AM
use SA2 man. i play alex as my main. u NEED SA2.

Edma
12-20-2004, 10:52 AM
Stun Gun > Denjin

And that's it's only use.

Vigilante8
12-21-2004, 04:54 PM
use SA2 man. i play alex as my main. u NEED SA2.
The hell you do.Sa3 is all I need.My alex game usually revolves around a lot of forced actions.After powerbombing and ddting people yes the ddt it tends to get people frustrated.Especially when they getting up and you see me coming with 3 hops into powerbomb which stops all there attempts at doing something.

So once they actually get me knocked down they always out of some strange delusions of grandure want to "start" the mixup game.
Well stungun works on your wake up and you cant punch me out of it if your whiffing a meaty.

wake up stungun,hop,Fierce slash,back powerbomb = good game. :encore:

(THE) Geese
12-22-2004, 10:45 AM
low jump d+fierce.