Stun, but Actually Interesting
91K views · Jan 8, 2024 · Gaming
Comments · 291
@osiahene · 2 years ago (edited)
Ed Boon disliked stuns in Street Fighter II so much he moved them to the end of the round in Mortal Kombat.
409
@Rock_Of_Gibraltar · 2 years ago
Its why i like sf6's take on stun, instead of getting your ass beat as a punishment for... getting your ass beat, you get your ass beat as a punishment for overusing your resources and getting pinned down in the corner/not stopping the DI
1.2K
@OTdonnelly · 2 years ago
I assumed this would’ve been called: “STUN…but FUN”
392
@Kgfao · 2 years ago
You forgot to mention the best thing about stun in Karnov's Revenge: the sound effect it makes.
63
@Turtle-p8d · 2 years ago
Stun is an intresting and deep mechanic when i stun them and a shit mechanic that honestly should just be removed when i get stunned
234
@goodgamer1419 · 2 years ago
Honestly I don't know why it took so long for games to actually display how close you are to stun
508
@tardissins7512 · 2 years ago
Smash only has stun if you get your shield broken, which is an interesting method of handling it. Punishing you for trying to turtle. Other platform fighters put you in temporary stun if you get your move parried, allowing for an easier/stronger followup.
49
@Heavy_Friend · 2 years ago
I really like Xrd's take on Stun. Getting stunned by being repeatedly counter hit, the bigger the counter hit the more stun damage you take, really feeds into the games "big risks, big rewards" style of gameplay.
133
@superbro6413 · 2 years ago
Honestly, the concept of <i>you</i> being in control of what hurt animation (stance) you're in while being combo'd in Karnov's Revenge is honestly more interesting to me than the overall conversation on stun mechanics itself. <br><br>It's like ... like Smash DI before Smash was a thing. <br><i>Incredibly</i> interesting.<br>Thanks for showing this, I learned something new today
138
@dingusdangus9299 · 2 years ago
<b>theory fighter starts playing 3S</b><br>"So lets talk about stun"
22
@Eji1700 · 2 years ago
Soul caliber air control is another “getting hit mini game”. It’s not always well used, but there are some really interesting situations it can create. Especially with walls and ring out. <br><br>Knowing your opponent won’t air control like they normally would because of a ring out and going for a much more damaging but normally avoided combo route is very hype
23
@untrustworthyshelfing9953 · 2 years ago
I have NEVER understood stuns. Ever since SF2 decided to have different sprites for the stuns (reapers, angels, stars), I've been confused about it. It is 100% a win-more mechanic.
139
Up next

Capcom Need to Fix Ryu
TheoryFighter · 259K views

The 100 Games That Taught Me Game Design
Game Maker's Toolkit · 2.4M views

Melanie Phillips on Ed Miliband’s lies about Israel and the West Bank | The Brendan O’Neill Show
spiked · 29K views

Fighting Games Most Notorious Attack
TheoryFighter · 269K views

Unique Fighting Game Win Conditions
Khanage · 430K views

Why Grapplers are Always Top Tier
TheoryFighter · 184K views

A Love Letter to Streets of Rage 2: A Genre Defining Classic
KaiRed · 1.3K views

The History of Ryu's Red Fireball
TheoryFighter · 157K views

The Problem with Double KO's in Fighting Games
TheoryFighter · 310K views

Why you NEED to play Tekken
TheoryFighter · 98K views

The Forever Tech
TheoryFighter · 81K views

SHOTGUNS: The Right Tool for the Wrong Player
Arch · 3.8M views

The Rekka: When One Punch Isn't Enough
Five Gates Form · 78K views

The Weird States of 3rd Strike
TheoryFighter · 66K views

Why we NEED Indie Fighting Games
TheoryFighter · 292K views

The Problem with Frame Data
TheoryFighter · 33K views

Street Fighter's Banned Mid-Tier Character
TheoryFighter · 735K views

How A Mastermind Solved A Character Noone Believed In
PapaLobster · 473K views

The History of the Jab
TheoryFighter · 50K views

How Infinite Combos Ruin Fighting Games (While Still Being Awesome)
Stumblebee · 325K views