Still not following you...
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A launch from a stun+New juggle system will allow you to do enough damage from a stun~launch. The mix up of a mid launcher and Throw is now viable again. You get one chance to hold and if you fuck up, you are going to pay!
-Meaning, unlike Doa4, you do not have to continue attacking
and risk getting held multiple times until you reach the stun threshold so you can get a high launch to get a good(punish worthy) juggle. You will get a decent launch+good(punish worthy) juggle immediately.
Normal throws are high and don't hit stunned opponents (I assume?), which means that my choice would be to low hold and avoid the throw/get low thrown, or remain in the stun and either get launched or watch you whiff a throw. That's what I'm getting, unless I'm missing something?
-Yes you are missing something. The order of events is very important. Your opponent is stunned, the only thing he can do is either hold or SE. But lets say your opponent only holds(which this discussion is all about), your mid attack(preferably Launcher or Knock back attack) will be successful if your opponent:
- Do nothing.
- Hold High.
- Hold Low.
- Hold Mid late.
- Expert Hold Mid
.
-All the offensive player have to do is continue doing the Mid attack until
the defender decides to mid hold. Once that happen, the offensive player can start using a throw to punish. The odds are heavily stacked in the offensive players favor, considering the defensive player need to hold to escape the stun. The defender must decide whether or not its worth holding out of the stun. Depending on both the character and the situation, a throw maybe more punishing than the attack, so the defender will eat the attack. The attack could be more damaging than the throw(launcher+Juggle+environmental finisher), so the defender will risk the hold. The more time the defensive player wait(delay), and/or is indecisive to hold, the odds of the offensive player getting a successful launcher or throw increases. Let it be known that the offensive player is the one to act(he dictates what the defensive player will do), while it is up to the defensive player to react. In this scenario, it is all about choosing the lesser of two evils.
From the looks of things, the ground game is limited at this point, which means if you want decent damage you need to launch the opponent. So going for a knockdown is not the ideal option.
-It is purely dependent on the situation. You may opt to do a launcher and it may possibly do more damage, even possibly a knock-back as well. However, you may get more potential damage from knocking your opponent down, than reposition+Juggle+Environmental damage or Reposition+Knock-back+Environmental damage.
Going for a straight launcher would depend on the frame data of that launcher. If it's unsafe or slow to execute then that's not a good option either.
-There are more factors involved that you have omitted. For the most part, players will use launching attacks that execute in the 13-17 frame range. Spacing and whiff punishment will negate the slow to execute factor. Also the use of said attacks at optimum frame advantage would negate the slow to execute factor. Using said launcher against a stunned opponent will also negate both the slow to execute, and unsafe on block factor. At the end of the day it is all about risk/vs reward.
How much damage do you get from natural combos? If it's minimal, that's not a good alternative either.
-Depends on the Character and situation. Using







on normal = 41 pts(approximately 6x+low jab = death).







on normal with wall hit = 46 pts(approximately 6x = death).







on normal with explosive wall hit = 56 pts(approximately 5x = death).







on normal with wall+fall+ledge hang-on = 90pts(approximately 3x = death).







on normal with wall+fall+without ledge hang-on = 120pts(approximately 2.25x = death).
-It is not the best under the most minimal conditions, however, it does decent damage overall, and it provides far more guaranteed damage than what was present in Doa4 under the same conditions. When it is said and done, the normal launcher is a valuable asset and only cement the foundation of solid competitive play!