The game does not revolve around sit down stuns and burst. In fact, if you keep going for the same scenario over and over you will be destroyed in no time, even by an average player that can notice a pattern let alone a high level player.
As Rikuto mentioned, it absolutely does. Just like DOA4 revolved around knockdowns into forced tech situations for an unholdable attack.
Now it may not be sit-downs and CB exactly, but it will be however a character can get an unholdable situation. Swap out sit-down stuns with limbo stuns and it doesn't change anything.
Let me also back up a bit and clarify since we're moving away from the original topic. I'm not against more recovery on holds. I'm simply saying it won't have as much of an impact during stun as creating more unholdable opportunities such as sit-down stuns and CB.
I understand where you're coming from in a sense that you will mostly attempt to go for the guaranteed damage setup over the non-guaranteed but this is where you are limiting yourself in terms of how the game works.
Having short recovery IN STUN destroys offense more than anything. One of the core elements of attacking in DOA is changing it up all the time. If you repeat the same thing every time it just wont work, sit down or no sit down.
I don't think I'm limiting myself at all. In the ideal scenario, the opponent has one chance to counter during a stun. I will either bait the counter to punish, or go for probably one of three unholdable stun/launch options. If they guess right on that one chance to counter, good for them. But when they guess wrong I will punish them with a full combo.
Going by your route, the opponent has up to four chances to counter. Sure, you're giving yourself more options, but you're also giving the opponent more chances to escape those options.
There are basically going to be two types of competitive players in DOA5 and two types of characters (as of E3). The players will either embrace the unholdable stuns and mold their game around it, or they'll play the stun game and basically end up with something very similar to DOA4 (in terms of their general strategy).
You'll have the characters like Bayman who take full advantage of the unholdable stuns, and characters like Kasumi who can't do that and instead have to play the stun game (again, like DOA4). I guarantee any character who can't take advantage of unholdable situations will not be top tier... they may not even be mid-tier. Changing the recovery of stuns won't impact that, but giving them unholdable situations will.
Take Leifang for example, Her sit down comes after a second hit of a 2 hit string, unlike say Bayman who has a direct mid kick into the gut. You simply cant say those two scenarios are the same.
I'll be providing a lot of Leifang info relatively soon, but to my knowledge she has two sit-down stuns. Neither of which are the second hit of a string.
As for burst, this also revolves around how easy it is for a given character to reach threshold. This differs greatly and we can actually see it in the later vids of lighter characters.
Those videos don't really tell us the limitations of CB for each character. For all we know all of those characters can CB on the third hit in that build, but Shimbori wanted to show longer, more flashy combos.
Really, I lose nothing here. I'm telling you all, and team ninja, it's ok to nerf my counters. Nerf them into oblivion. Nerf everyones counters while you're at it. Your game will play much better without them being so prominent, I guarantee it.
When Bayman counters someone, a child cries in Africa. 1/3 life from a counter is not my idea of fun. >_<
Not entirely true. At tournaments, more than likely, but I try my best to do random, less damaging combos as well as integrate most moves from a movelist, regardless of frames and whatnot.
And then you kick me out of your room for throwing you all the time.