True that, yea so if anything I guess they're just making a sort of new form of launching, or rather introducing that type of knockdown deal... which in the end just works like a launcher. It makes me hope they consider making ground bounce launches come back for a LOT of characters.
For example, launching with 214K for Hayate, 1KK for Ein/Hitomi (3h+k is fine as just an untechable knockdown for her since she has 8h+k now anyway), 9K is already a ground bounce launcher for Kasumi on threshold break, 4k for Ayane, and so on.
Unique launchers and aerial rebounds just would make room for more creativity, and maybe even longer juggles so that for all this "stunning" we end up doing, you could probably get a better pay off.
But oh well, maybe I should've made this a little poll. I expected a little more of a discussion from more people overall.
I don't think flops would create longer combos per se... at least not in single mode. if you notice, a flop only happens to a character which is grounded. so you may be able to follow up but with limitation (height from follow up juggle does not change regardless of the situation). Think of it as an alternate way to launch and juggle for guaranteed damage.
In tag mode however, you may be able to add a few more hits here and there through tag canceling. but in reality, lets say your flop move is a mid K ... most likely your character would have a mid K launcher as well ... giving you much more juggle potential. Granted, move speeds differ and the flop (or launch) may be part of a stance or string making them more practical at points... so it ends up being a case-by-case evaluation...
for example:
with Akira...
he has 9K as a high launcher and he has 46P as a high flop ..
- 9K would be useful as a launcher+ low crush vs say Rig who hardly has any high crushes... but its much slower than 46P.. and its not a practical move (or a safe move.. ) to just throw out like that .. .
-46P is faster. guaranteed after a 6P+K guard breaker... (or even a 2P+K guard breaker when near a wall.. which functions as a high crush too)..
So, if my opponent was in stun, I might consider the 9K option if i expect him to go for a mid hold .. but in other cases I would consider the 46P flop for a quick guaranteed set up.
same thing with Sarah ... 1K launcher would grant you much more damage than 4H+K flop... (despite them being both mid Ks )
but 4H+K is -8 and 1K is -15 ... (not to mention that from a certain distance your 4H+K can connect out of throw range) ...so... again .. you have to weigh your options ..
in stun ... 1K ... out of stun and from a distance i might consider the 4H+K option ... but it may not be the ideal poke ... 8H+K is a low crush and -6 on block and gives you a nice juggle too ...