Gladly..
1. Okizeme is ass.
2. Wakeup kick virtually stops everything.
3. Even when you try to attack the opponent, you still get hit.
1. No it's not. The okizeme is solid to that of Super Street Fighter 4's, where you optimize both knockdowns and hard knockdowns for meaty and cross up situations (in SSF4). In 5U, the game requires you to set up your oki and react accordingly to your knockdown to net a ground hit to force the player up for frame advantage. Or thrive off the frame advantage you net from them teching up.
If the opponent is hit by strikes or juggles that force a hard knockdown and they do not tech up, then you strip them of their WUK (wake up) with strike that hits the ground, as long as you react to the knockdown and time your set up (like you're supposed to). If they happen to tech up, you're at + frame advantage anyway and you continue 50/50 offense.
Secondly, your 50/50 oki options on teched up opponents can consist of a unholdable strike along with the rest of your strike and throw mix up.
If I launch you as Ayane and end my juggle with PP6K2K, I get these options;
- You don't tech up, I have a huge array of ground hits for varying situations. But I'll keep it simple, you don't tech up, you're eating my 2H+K low that forces you up for +18.
- You tech up, I'm at +16 advantage where my 66K (66KK4), 4K and H+K are all unholdable strikes that couple well with the rest of my strike/throw mix up.
If I wall slam you with Ayane then follow up with PP6PK as my wall combo, I can do the following on the wall;
- A whiffed 3P into the 2K low follow up forces you off the ground with no WUK option at all, for +18.
- You tech up, then my whiffed 3P leaves me at +20 advantage.
I just gave you two simple oki situations, one midscreen, one for walls (full walls).
2. WUKs (wake up) most certainly do not stop everything, and they are fairly easy to bait and not hard to see and react to. The only time it is ever difficult to react to a WUK is when the defender tech rolls AND THEN does a WUK. And that is honestly just fine because the defender should have some kind of chance to have you back off of them.
WUKs are much weaker in this game than they ever were in previous DOA titles.
3. Yeah online, lol. In a normal world (offline), you are always at advantage.
Knowing how to take full (or at least better) advantage of the oki in the game takes a lot more skill than pulling off a Critical Burst combo (which is lol) because it shows which player is more knowledgeable about it.
I don't care about your ground game comparison to that of Tekken. DOA and Tekken do not play the same nor are they the same. The only reason why players complain about ground game in 5U is simply due to the fact that Vanilla's was braindead (which I find funny, because 5U's ground game is exactly the same as Vanilla's, minus the loosely and stupidly easy untechables it had).
If you don't understand how the ground game works, then you can always ask around or ask specific players how to go about it.