The stun threshold in the beta is the same as 4, you can just get a better launch from one stun than you could before so it's not really smart to do it. And extending the stun isn't the point, the fact that the best launchers and stuns are mid and you can just wait for them and hold. Defence is like hold mid or hold low to get out of the stun and hope the other person picks wrong, or even SE into a High/Mid crush if you have one; high launchers don't even matter.
The guessing game is still the same any way you spin it.
so you dont like hayabusa's


(no stun required) ?


(needs initial stun)
ayane's


(no stun required)?
hayate's


(needs initial stun) ?
hitomi's


(needs initial stun) ?
whats wrong with these launchers ? they're all high ... and just like with mid launchers.. the presence or absense of an initial stun is a huge factor ...
for mids ..
you need the initial stun for a launcher like hayate or hitomis's to work


... for example
but then again you can go for a


with hitomi ... or an


with hayate ... not requiring stun ..
so mid and low are NOT the only options .. and completely forgetting high hold is ignorant (despite the fact that highs whiff on crouchers) .. because there are still moves that go from high to mid ..
hayabusa's


... ( hayabusas



)
hitomis



hayates



(his




is another amazing high launcher.. and very damn useful too)
ayane's (from behind)

all of which the mid attack follow up can be ignored to bait out your follow up mid hold for a throw ..
or you can free cancel into whatever the hell you feel like at the time ... (high/ mid / or low depending on opponents reaction)
so its never ever 50/50 especially with the throw factor involved ... its 50/50 if you reduce all hit options to 1 and all defensive options to 1 .. and that is NOT the case ..
as for stun extending ... it IS important ... for a few reasons ...
- because as long as you're stunned .. you cant fricken hit or throw ... and your only option is to hold .. or slow escape ... but in many cases slow escaping doesnt work because the opponents followup move is too fast .. so we go back to hold ... that risks you being stuffed with a high counter throw ... which is alot more damaging than a normal hold .. you are still at a disadvantage ...
- as I mentioned before, stun extending is a gamble that you choose to take .. if it pays off then you can inflict a high damage output combo ... if you do it wrong you get stuffed ... risk/reward ...
not to mention that there are some (more damaging) air juggles that only work with a high enough launcher resulting from a strong enough stun ... but again going down that path is a gamble you chose to take on your own ..
I can think of a similar senario in SF4 ... where if you empty jump, alot of anti airs would whiff and you can blow them up as they go down ... but if you want to go for damage ... pulling out an air attack would extend your hitbox making you vulnerable to the anti air ... and you will get hurt bad and even at some points hit with an extended combo if the opponent has the meter to burn (think sagat's uppercut ... with and without FADC .. it still hurts.. but can easily be baited out to whiff on a well spaced empty jump) ...
the only difference there is that all your attack options will lead to the same result and your not attacking will lead to the other ... so it is in fact a true 50/50
in DOA .. the HIGH/MID/LOW + HIGH throw/LOW throw make it alot more complex than a mere 50/50 ... add to that the HIGH into MID attacks .. and it gets even more complicated ...
and I mentioned this before and I would like to stress on this again...
DOA5 has ways to garantee damage ... and reduce the guessing
- simplest one being the non stun requiring launchers .. be it high or mid ...
- the other being walls and dangerzones ..
- then you have your odd situation that further adds to the complexity of the game ... like the trashcan dangerzone (every character has an unblockable setup into the trashcan ) .. or the slope when you're at the higher end giving you more damage potential after a launch ...
the other thing is ... why is everyone so obsessed with launchers and ignoring the other factors in the game ... like going for a trip stun .. or even a knockdown ... sometimes that is also a very valid option ...
you cant just go one track mind when playing DOA or any game for that matter .. because that will expose you and you wont get your wins ...