Not being able to hold off the wall is gold, I think everyone loves that.
Under DOA 3 style stuns (ie where they are very limited), then yea. I wouldn't mind counter-blows not being holdable.
If everything stuns like DOA 4 though, i imagine it'd be overkill because somebody sneezes and then WHUPS, all your life gone. high counter-blows should definitely make it impossible to hold in either case.
Launch height... i'm not exactly juggle heavy, so i'll leave this to people it actually affects.
-Being able to DH off the wall was not the real problem with Doa4.1's wall game. The problem with Doa4.1's wall game is the same problem that effect the whole stupid game...And that is the ability to DH out of any and every critical situation. In 4.0 pretty much every character had wall 2in1's that did upwards of 50pts(or more) of guaranteed wall damage with reset potential. This was a fair amount of punishment that rewarded both strategic placement and outwitting your opponent(cause your opponent knows you will be using those particular moves to get that damage). So what I am saying, it is fine to have these defensive wall options when your opponent can get a decent reward for your mistakes.
-The option to DH within the critical state has always been flawed within the Doa series(Doa2-DoaD) to varying degrees. Doa2-Doa3 were tolerable because you could easily mixup between your most damaging throw or launcher(juggle) against a critical opponent. In other words, the reward was "good enough" to chance being held. Doa4-DoaD failed because it was the exact opposite. Just because the former was tolerable, doesn't mean it was good. The underlying problem has always been the ability of your opponent to DH out of a critical state. It has always undermined the significance of attacks in the series(once again to varying degrees). Team Ninja should simply remove this ability and only allow players to Struggle out of critical state. Only attacks that have long initial frames and big disadvantage on block should be non struggle-able. This will not only improve attack usage significantly, it will also improve attack selection while adding more depth to the game.
- Launch Height would be fine if TN follow my suggestion of removing DH from critical state