I should also mention that if you low hold mid stun and get hit with his H+K, the CB does become guaranteed, since it grants way more advantage, be patient and stagger escape JL often, I know it's a chore online, but, it is how it is, lol.
Thankfully he never used the launcher, like ever! XD
I will try and see if I can Stagger Escape with grace and perhaps try to hold it with immersive luck!
It doesn't "only work online." You have to mash at fastest SE to get out of it and then immediately guard/fuzzy. He can even jump into the CB follow-up since someone decided that his CB should be a string that leads into a true mid +2 GB. Combined with his i11 mid and great pokes at the range it creates, and if he lands it it's a bounce-launch that leads into 50+ easy damage.
Ok, so, first of all, 234P is not a true mid, from 6P+K it becomes a 36 frame move (26 raw), if you can't deal with a 36 frame move on neutral, you got a problem, and a serious one at that, about 60% of your pokes will whiff if it's blocked as well.
And secondly. ''mashing'' an SE offline is extremely easy, that the community is fundamentaly weak shouldn't cloud your vision of the game as a whole, H+K into CB is an online gimmick, period.
There is no logical reason one would be able to react to a move faster "from neutral" than from being stunned which would basically make any slow move useless in the stun game as well, but we're going to ignore that and assume that guarding 6P+K is, indeed, different. The point here is that 6P+K, now being attached to a string, cannot be throw punished safely.
So while yes, you can intercept the follow-up to the string, you're not actually reacting to 6P+KP, you're reading to and responding to 6P+K with a fast buffer. That allows the opponent to condition you, as depending on your opponent the quick pokes you would use to intercept the string aren't always the best to be tossing out in a buffer.
Refuse to buffer and you lose the air-tight throw punishment option.
I agree that offline competitive players can and will consistently stagger the SDS on fastest. I do not agree that the follow-up ensures punishment due to its speed.
Also, checked the floor hit property on 214P and it is indeed not a floor hit.
There is a completely logical reason in the sense of neutral having you think about less things at once and having a more methodical approach to the situation at hand, the move is useful in stun due to the inherent advantage given by said stun, take away that factor and the whole situation changes, but we're going to ignore that and assume that guarding and getting hit by 6P+K is, indeed, the same thing.
My point is that in this specific scenario, that being H+K > 6P+K, the Jann Lee player will instinctually free cancel the 6P+K and buffer a launcher, more often than not 33P. Your points apply only to a situation where neither player has done anything yet, aka ''the neutral'', in that situation 6P+K is a bad option from the get go.
If anything, you have to think about more things in neutral than from stun. Your character being stunned doesn't mean that your reaction speeds as a player are also stunned, and thus if you are hypothetically able to respond to a move on reaction in neutral you should be able to recognize it with the same speed when stunned, provided the follow-up is not guaranteed.
There's no conditioning the opponent as the followup is so easily interruptible, sidestepable, holdable.
The followup is completely ineffectual since you already get a guaranteed launcher for fantastic damage or setup capability, 90% of the Jann Lee community is too dumb to realize that though.
It's not his best option if H+K is staggered, yes, but that's kind of the point. According to your logic a stun somehow inhibits reaction speeds (alluded to with SE speed), meaning that coming out of the SE'd SDS you would be distracted and thus couldn't react immediately to a follow-up, and thus are basically buffering a next move, considering that Jann Lee can pop into multiple options from that point on.
If the opponent is not staggering it then that's a flaw of their own, abusing and getting in the habit of using gimmicks like those will only result in the Jann Lee player hurting his/her play as a whole, optimizing with Jann Lee as a character should be the primordial factor if you intend to play the character, H+K > 6P+K, is not optimal.
By my logic, getting stunned turns every reaction from that point on into a ''read'', a premeditaded action that's determined by a guess, but not a safe one at that. My claims only apply to a situation where the opponent will SE the H+K every single time, there's no reason why you would risk blocking further after already having blocked 6P+K, just backdash, walk back, there's many options.
Same thing for buffering a move or trying to condition with something almost as slow as a PL, it doesn't work here, go for 9K after H+K (unless the opponent holds low), get your damage, call it a day. If you break any steps in that formula, you're doing it wrong.
I'm sorry, I don't understand the distinction between "reading" a situation when stunned from reading the same situation in neutral. The fact that you have more options to respond to a situation in neutral means there are inherently more things to consider, not less. I understand why the situation is less favorable once stunned, but not why it would hinder read/response times. Elaborate?
My argument was against how I see the approach in the neutral game against yours, key word here being ''respond''. You don't have to respond inmmediately to every situation in neutral, as there's still the defence VS. offence mentality at that point in time, this also applies to the stun game, just not with the same intensity.
Take Jann Lee's PP string as an example, in neutral, putting this on block makes the opponent have to choose from 3 options, high, mid, low, a high block will take care of two options, getting hit by the low will lead into another 50-50, you can add the layer of free cancel/throw into the mix as well.