Is there different ways to do weapon hitstun?

The current way I’m doing hitstun is by creating a BoolValue and that acts as a stun status if it exists. Is there other ways to create temporary status effects? Like using a table or something else?

As long as you keep track of state it should be fine such as your bool value method.

For more complex combat system a finite state machine should help when you add more states into the equation ex: knock-up, blocking, heavy attack, light attack, super armor, I Frames, and of course stun. Of course this is not necessary it’s just the underlying theory behind the question.