n my experience I've noticed that people that come from other games (like SC and Tekken) tend to use strikes more than holds and throws, for example they try to punish unsafe strike with strikes which is not the way to do it in DOA...
Yep, pretty much. The rest of the actual 3D FGs emphasize on guaranteed strike punishes. In TTT2 and SCV breaking throws isn't hard at all. You can react to them (offline). In VF5FS, it's a guess but again it's easy to keep G held down to press P (and choose a direction or keep neutral).
Also throws in those games tend to do little to moderate damage compared to what you could do with a launcher/starter, so punishing with them is giving away damage in most situations. Ofc, you'll have grappler characters that do crazy damage with command throws, or characters with throws that guarantee a follow up, or maybe you can throw punish to put yourself on a better positioning regarding the stage (it's not always about the damage when you can ring out
)
tl;dr; yeah, throw punishing is somewhat
strong in DOA.
I feel TN is always trying to be 'unique' and they end up having fighting games with somewhat unorthodox mechanics (ie. stun/hold system). I'm not saying they should go and blatantly copy VF, Tekken or whatever, but IMO I think using standards already established for 3D fighters would be beneficial for the franchise. Maybe not, but that's what I think.