If unholdables are still in the game, then this is likely still present too (least it should so I don't see why not). But you could still stop someone's wake up kick if you find the timing of moves the moment they touch the ground when they are not invincible anymore. When someone is mashing wake up kicks on the ground and a 2P or 2K connects, it'll be counted as a 1-hit force get up. You just can't force tech someone with a single hard hitting ground strike anymore even when you sleep on the ground doing nothing, so you have to resort to pseudo get ups (which is pretty reasonable).
An example in DOA5 would be:
Full wall splat > 33P+K = Failed
Full wall splat > 4P (during the state for when they start sliding down the wall and then into the ground) > 33P+K = Success - Could be considered No-timing setups.
Only difference in DOA6 is that a hard hitting move like a 33P+K from some character hitting the ground won't force them up so you'd replace that with a 2P which you'll have to do it twice, but if an opponent tries to wake up kick there and you found a setup that hits them perfectly with hardly any timing, you only need *1* 2P.
dude, I know exactly what you wanna tell me,I know this trick and I do it a lot in DOA5's game.
the point is ,things have been changed In DOA6,the ground invincible frames is much longer than you imagine,it's longer than DOA5LR(already too long I think)
In DOA5,Zack 6K2K normal hit could knockdown opponents and force them guessing whether they should tech up because if they don't they will get hit by 2KKKKK and force-teched,in DOA6 same situation,they could lie on the floor and WUK even Zack 2KKKKK in first time.Zack's first kick will whiff and get kicked in the face.And same to your examples too.It‘s not about one or two hits could tech them up,it is about can you really hit them on the ground.
In DOA6 all these ground mind games are fvcking gone,It's like,you finish a big combo ,and you could just get back and back to neural game again. Ops maybe bayman's close wall pseudo force-tech still there tho,meanwhile it's ground throws I didn't have time test it,so maybe,these charactors with ground throws may have a chance.
We can see that in late DOA5LR high level matches,this game's rhythm is getting much more slower due to the ground protection,it's already very hard to perform a continuous pressure after a juggle,so players have to focus on spacing and punishing.1 minute is usually not enough for a game for god sakes.And this is getting worse in DOA6.