Attacking out of disadvantage is a valid strategy in something like VF. It even gets it's own name. It's mostly when someone is at a disadvantage that they could be put in a throw/mid mixup, but they read the throw and want big damage off it so they go for a launch after being at -5 or so. Nevertheless, it's still attacking at disadvantage.
Is it different in DOA at the moment?
In specific and limited situations it can be a valid strategy, but it is not something that happens frequently with positive results. In that respect it seems as though DOA takes specific situations from other fighters and turns them into a universal play style.
- Guessing is limited and an option in most fighters. In DOA it's a standard, forced by design.
- Attacking out of disadvantage is limited in most fighters and generally looked down upon at higher levels of play. In DOA it's how you play the game and succeed in many cases.
- You can only get out of a few stuns in most fighters. In DOA you can escape virtually every stun as a near universal system mechanic.
- Throw punishment is almost always the weakest punishment option in most fighters. In DOA it's the main, and usually only option.
- Frame advantage plays an important role in most fighting games. In DOA it barely exists, and even with it does, the opponent still has a good chance at attacking from disadvantage and having success.
That means one thing definitely needs to be fixed - tighten the amount of time you have between each link in a combo, or remove it entirely. I'll admit, there was/is WAY too much time for players to input their strings, and combine that with holding in stun, and you're either getting thrown or Hi-Counter hit.
I was talking with Silent Legend yesterday about the fact that it's extremely hard to get a normal hit in DOA. Bayman's P+K gives him a close sit down stun, but only on normal hit. Rikuto and I had a conversation at E3 about how you're never going to hit that move on normal hit. It's either going to be blocked, connect as a counter-hit, or connect during a stun (which is essentially counter-hit).
I don't feel that should be the case, and I really think if the system were adjusted to the point where normal hits were more common, we'd have a much better game on our hands. Although to be fair, the game is progressing well as of the E3 build.
I don't agree with taking hold-in-stun out entirely, however.
This hasn't really been discussed in awhile. We've come to a compromise that there are other very good ways to fix the problem without completely removing holds in stun. Critical Burst is a great start to fix the problem, along with the new sit down stun mechanics (although I don't think you should be able to slow escape from a sit down stun).