I think I'm starting to understand. A few thoughts occur to me:
- During stun, the point is to extend or launch (or knockdown, but I don't know why you'd do that yet). Using mid punches and kicks makes sense, and using lows make sense. But what about highs? Low holds duck right under high attacks, but does that make them "off limits", or do those high attacks act as "virtual lows" inside the stun?
- Are there "NC" strings within a stun? i.e. if I put a guy into a stun, he can critical hold out. But if I PP him, can he high hold the second P? If they are NC within the stun, are they different from regular NC strings on normal hit?
- Carrying on with the stun, I can go for the Critical Burst (mid punch) or balls-out for the launch (mid kick). But I also have a high kick launch. I should be using this too, right?
- Does anyone in the game have low launchers?
- If an opponent holds it seems to change the advantage gained off the stun. It feels like there's no time to think, either input attacks on faith, or wait for the hold and throw.
If I wait for the hold and attack, it usually gets blocked... or I hit, but I lose my stun (?) Is it because I'm too slow?
1) Knockdowns are actually there if your character has a ground game or anti-wake-up setup. Highs are the fastest attacks and are typically used to extend the stun in a quick way. The problem with low holding is that you're susceptible to mids, and low holding is considered crouching. Many mids have different effects on a crouching opponent including putting them in a deeper stun (i.e. sit down).
2) Yes. An example is Bayman's 1PP and 2KK. Both are guaranteed on Counter hit or in stun.
3) You should be using the high launcher if you think they might predict a Critical burst. It's part of the mind game as CB! is a mid
4) Yes. The VF characters, or at least Akira.
5) Pretty much, they make it so it's not so much reactionary punish but prediction that is key. Some would say that if SF4 is 60% mental and 40% technical, DOA is 80% mental and 20% technical.
You can recover from a stun with mashing?
Yes, you can stagger escape many of the stuns by mashing directions, punch, or kick. Not all, but many. The game just doesn't tell you when to stagger escape (Hint: It's any time you're in critical state).