so kaizo, let me see if i am understanding your melee strategies correctly. you are suggesting a pure melee build, stacking 23 IP and firing 4 op knocks (assuming they aren't in oak stance for some reason), and ducking in and out of behind trees? this is your pro melee strategy?

first off, a UA character can do any of these things just as well as a melee build, with the exception of sting.
it may be easy to stack 23 IP while you're in a boat, or big open field with 6 buckets of water, but what about closed combat situations, say in a house or a snakey mine tunnel? your 500 melee dude will get eaten alive by equal UA, plain and simple. without movement combats, you stand no chance against oak stance + flex. and going toe to toe, you lose the initiative race against death or glory - your UA opponent will have 23 long before you if they so desire.
i do not recommend the pure melee build - sure it's fun to sting naked farmers for 2000 dmg but in real combat you are going to need UA, if for no other reason than you are going to need to understand the many advantages that UA or even a UA-melee hybrid will have over pure melee.
This will usually mean, they haven't got a maneuver active on you and that they won't be able to auto follow with a move, thus you avoid the hit.
maneuvers are still activated anytime the opponent makes a move, even if there's no "offensive" move queued for the defending player. to see what i mean, turn on death or glory and attack an ant hill. then click "off" the fight to clear your offensive move. death or glory will still work. no?
e: nm, i think i understand what you mean. you can run around in circles calling thunders, as long as he doesn't stand still or have a move queued his maneuver doesn't activate. in general though it is going to be much much more difficult for the melee user to get 23 IP vs 6 for the UA user (which appears to be most of the time, all of the inits a UA fighter needs)