We've already went over how it isn't more since you have less offensive options.
At least be consistant with your arguement. First you tell me to guess then you clearly tell me not to.
Quote me.
You can't low guard in the middle of my combos. Specious logic.
Low guard also doesn't do damage to the attacker.
How are you comparing them, again?
(0 - 0) Left is hold, right is low guarding
Low hold tech crouches and so does Low guarding. (0 - 0)
Low throws beat both. Low holds take more damage. (0 - 1)
Mids beat low guards and holds. Low holds take more damage. (0 - 2)
Low holds can instant tech crouch out of a stun. Low guards need SE (1 - 2)
Low holds damage the attacker, if the move impacts at the right frames. Low Guarding generally puts you at advantage on just about any low, giving you time to retaliate, whether it be with a low throw or starting off the stun game. (2.5, because of the chance of a hi counter for some generally good damage - 2.5, because it's move dependent on what options you have for throwing or stunning)
Low holds have recovery in which you're vulnerable to lows and mids. Low guarding depends on you letting up or staying down, but as long as you are guarding, you will stop those lows. (2.5 - 3.5)
Hm, I think low guarding wins, even after only giving it a half for what's really made for, guarding low moves. Most people take it or granted because it's tough to remember when to low guard in a string but at least it's something solid. Low holds have a good risk reward system, and if you goof, well you goof, with guarding it's less of a risk there for the consequences aren't as bad, but it only works if you predict or see it coming before. If that little layout above doesn't spell it out, then I don't know what will.
inb4 someone pulls out, but were just talking about the holds.
(0 - 0) left - standing holds, right - lows
standing holds are vulnerable to 3 hit levels for HC dmg. Low holds are vulnerable to 2. (0 - 1)
standing holds are vulnerable to standing grabs for hicounter damage. low holds are vulnerable to low throws for hicounter dmg also. (1 - 1)*
*Why do they balance out? Because, while you get an instant tech crouch off of that, when someone low grabs you(which trust me it will happen to you), you'll end up eating some major damage. How do I figure? Lets example Hitomi.
Standing Throws
- Neutral
- Single Direction
- 6T - i10 - 25 dmg
- 4T - i7 - 42 dmg
- Double or Curve Notation
- 33T - i12 - 55 dmg
- 236T ~ T - i10 - 65 dmg
Crouching Throws
- There's only two single direction ones
- 2T - i5 - 48 dmg
- 1T - i7 - 50 dmg
T - i5 - 38 dmg = 2T - i5 - 48 dmg
4T - i7 - 42 dmg = 1T - i7 - 50 dmg
So as you can see. Low throws give more damage for being less common, but when they do get connected you get the benefit of the extra damage, then throw on the idea of hi counter and you'll be dishing out 72/74 damage and a wall bang to bump up that 74 to 84. That's how the balance is achieved. By adding another defensive option, you make the game a bit more of a challenge, and for "guessing" right you get a damage buff on your i5 and i7 grab. If you wanna go as far as to say watching or waiting is a guess, then the low hold is also a guess. You have to guess that the person is probably going to go high so that you can instantly duck that and hope you end up at advantage even if it's only by 1 frame, which is realistic.
So the argument is why should a low hold have more defensive options than the rest of the holds. To add depth. Once you have that, you realize, oh wait, that means it's easier for the defender but not impossible to figure out, so to balance that out, for "guessing" correctly, you get rewarded with more damage and mental blow to the opponent. I don't see what's wrong with that. The balance is achieved in damage. Damage is the fix here. Why is that being ignored?
Lets reopen my point on low guarding with Hitomi again. Lets assume a mirror match, and/or against Kasumi, ok?
Hitomi has a few lows, and she's also unlucky to have no tech crouches, except 3H+K which only tech crouches after the impact, and it's a tech jump anyway, plus a frame trap(-4):
2p(-4) - Frame Trap, but still disadvantage
236T ~ T, breakable but guaranteed if buffered correctly, and 6T for mixups.
1k(-9) standing - Kasumi Jab. T, 4T, 6T.
2k(-9) standing - Kasumi Jab. T, 4T, 6T.
1p(-10) - punishable with p but holdable, T which is breakable, 4T guaranteed no matter what,
2h+k(-16/-17, differentiates between strings)Standing - Best Guts(Good Damage Single Hit Punishers, 46p, 236p, 4H+K.
2kk(-18) standing - 236k or 46k into 236k, 236p, 46p, or other guaranteed mix-ups off the stumble away stun... someone give me a name for that.
The point here is there's an option for each one(excluding 2p which is a generic jab anyway). So if you do block and know what you're doing, instead of going for a low damage mix-up, you can get a guaranteed blow on the opponent.