The answer is yes. Everytime you wait to standing throw the opponent, it's no different than waiting and low throwing the opponent, except you pick a different grab, just like you pick forward grab for a standing throw(cause I hope you're not trying to punish with a low damage neutral throw that probably is gunna get broken by a good player anyway, or a masher)
The answer is no. Standing throws will never be the option because as we've told you, that'd make low grabs obsolete. They're worth more damage for a reason. Why? Because as we've told you, "for guessing right", you get the advantage of more damage off of a throw specifically made to punish people who crouch or tech crouch, and
Hi Counter damage off of a predicted low hold.
Inb4 you stay HiCounter Low throws stay Hi Counter, guess what. They become obsolete then, just cool animations that are worth less damage than you going for a double input grab(33H+P), or a circular input grab(236H+P), which in some cases are launchers for characters which means probably a ridiculous 100 damage combo. That's unnecessary, especially for a low hold.
Unsafe lows, low guards, and would still be used on low holds.
1. Not all unsafe low's are tech crouch, Hitomi's 2H+K leaves her standing, though there might be some push back.
2. Low guards don't call for HiCounter
3. Refer to my inb4. Obsolete Damage. Obsolete Necessity.
Well just predict/guess right and it isn't an issue. Right?
You're missing the point. By adding standing throws to the mix-up game, you're completely pushing the defender lower in the hole that they're already in, which isn't necessary when the balance has already been achieved in damage for punishing someone for them guessing on the fact that you might do a low or high.
DOA has always been unique in it's way of having a rock paper scissor type system, and when you play around with that stun game, and make it to a launcher or critical burst, you get rewarded with a higher launch and the possibility of a power blow now. It's all predictions, but what you want is for it to be so easy that you don't have to predict on any hold, and basically make it to where there's no reason to hold at all, unless you completely know a string that's coming... which pretty much is the case right now in this game. You might get a lucky hold on a random move, but more or less... you're generally going to have a hard time and be giving up a lot of counter damage because you're simply throwing out holds instead of trying to hold at the right time.
Anyway, the fact that you're attempting a grab is a prediction in itself. You think the person is going to hold or do nothing, so you grab. If they don't hold maybe you've delayed it enough to the point that it will impact just on the frame when they come out of the stun to standing. If they do hold, HiCounter damage. A well thought out prediction. I mean I'm hoping you're making well thought out predictions in this game. I'll agree to your argument that waiting for a hold to react is still a bit of a guess in itself because you're sacrificing your advantage for a for sure look at what's going to happen next. No matter what though, you will be having to guess. You'll have to guess in Soul Calibur also, on if the person is going to come in, or not, if they're going to use an unsafe stunning move, or a high crush to beat out your interrupter you're going to throw out. It's the same in Tekken. You sit there in foreplay dancing around trying to come in and get that launcher, so you can throw out your staple combos. In the case of that game, If you're playing as Jin, you'll have to sit there and wonder if you'll have to parry high on some strings or low parry if at all. Difference is he gets no damage off of a parry, just advantage, and the feeling of being a bad ass.
You're saying you don't want to guess in a Rock Paper Scissors game that someone will duck your grab. You want it easy, so that your cop out ender for a start of a combo would be unanimously a 33H+P thrown out, and that's not how things are suppose to roll. A standing throw is made for someone who's standing, and SE to low guard offers more advantage, anyway if used correctly. A low hold offers steady advantage or disadvantage but you lose out on anywhere from 1frame to 63+ Frames, who knows what you can get out there.
Standing throws on low holds are not the way to go. More recovery is, if at all.
If you agree with tc you are a moron, plain and simple. Now that there is nerfed recovery, You are holding low because you are afraid of gambling between high attack or a throw especially against characters who have both of those as their best moves, so in a sense you are sacrificing your possible damage, and If you are blindly throwing all highs then you are a f idiot, obviously I would rather just low hold and interrupt, than having to take a risk of attacker stopping in the middle of it and throwing me.
End of discussion.
Your stand point is unclear... and we've also established all of these things that you've just said. What do you mean by tc though. Is that your nickname for me?
You really aren't going to budge on this...
He won't. Maybe he realizes were right but just like every any arrogant person, he's stubborn. If it ain't his way, it's the wrong way, because he made fighting games what they are.
We've tried to meet these guys halfway and say more recovery is viable as an option, but he's tossed out away everything we said because he wants an easy cop out option for someone thinking "smart", or being a wet pussy by low holding to dodge most possibly options. It's a rock paper scissors game. I don't know what else to say about it, you'll have to guess, or watch and react. You'll have to guess in any fight game. Will someone tech roll after combo in Tekken, and if they do are they close enough for me to run up and catch them in the vulnerable frames of the roll?
In SCV, will the person try to critical edge me if I throw out this unsafe launcher for big damage or will they go for a launcher of their own.
Gambling is the center of fighting. Notice that the best fighting in games and in real life, only happens when the competitors consider their options, calmly. Something has to beat something, so you have to consider the possibilities. Ya know? So sometimes you can't so you have to guess, you have to try something, whether it be whiffing a move close by the backing out, or coming in strong and hoping for your guard break to connect, or whiffing a hold to fake out the person, then hitting them before they try to catch you in your recovery frames(and fail). Or hitting them, then waiting to see what they do, so you can get an idea of what they do every time they're hit. I personally spam mid counters, or try to block and interrupt. I think mid punches seem to be more common, that's me. Doesn't mean I won't guess on a high too, but if someone fought me, that's maybe what they'd see of me...