So anyway, my issue is I don't understand why some choices were made. P+K only being a bound makes some sort of sense, though it might've made more sense to make it a SD stun in stun... but anyway on subject here's some guaranteed damage off the bounds/juggles off the bounds.
P+K, H3PP, 33KK (62)
P+K, dash in, 4P6P+K~K, BT 7K (63)
(4P, BT 2P, 3K), 3PP B!, 33KK (80)
(4P, BT 2P, 3K), 3PP B!, 8P8K/8P, BT 7K (80/82)
(4P, BT 2P, 3K), 4KK, B!, delay, BT 7K (80)
(4P, BT 2P, 3K), 4KK, B!, 33 (cancel BT), 7K (82)
(4P, BT 2P, 3K), 4KK, B!, 33, (cancel BT), 8P8K/8P, BT 7K (86/88)
(4P, BT 2P, 3K), 4KK, B!, 33 (cancel BT), 33KK (86)
(4P, BT 2P, 3K), 4P/4K, BT 4K B!, 6P+K~K, BT 7K (91)
(4P, BT 2P, 3K), 4P/4K, BT 4K B!, 66KKK (93)
(4P, BT 2P, 3K), 4P/4K, BT 4K B!, H3PP, 7K (94)
(4P, BT 2P, 3K), 4P/4K, BT 4K B!, H3PP, 33KK (98)
Only issue I'm seeing is in a lot of these cases, there's much better options. Bounds don't follow the building the threshold building rule. If I launch with P+K raw, I will always be able to do h3pp, 33kk but there's nothing more to look forward to later in the threshold by using it since 6P+K~P+K outclasses it on raw damage and also on juggle potential (and ease of use).
So why am I using 4KK later in the threshold when its not 2 in 1 and 4K6K is, plus the damage of 4K6K's bnb is much higher than that of 4KK's, the only time 4KK is really viable is as a mix-up starter... though it launched before anyway. I don't see why it didn't in DOA5 in the first place.
Why am I setting up for a BT 4K (end of threshold only) off of 4K or 4P when I can trade those out for 3P and 9P to get the freedom at almost any launcher, and more importantly why am I giving up 4K6K for a negligible amount of damage when the only mix-up is mid kick and 4k6k is a 2 in 1... once again.
It makes half-sense in some aspects but in other aspects, it seems incomplete... and that's a mechanical complaint, not a Hayate one.