I'm talking about lows that can swat Hayabusa, whom is 10 feet high, out of the air. I'm fine with lows that stuff attacks that are not in an "airstate" yet and thus not having the low crush frames active yet. Yeah, wake-up kicks still feel a bit on the strong side in DOA6, though BH's & BB's technically can deal with them, but you cannot deny that DOA6's wake-up game slows a match's pace down badly at times. However, offline, WUK's can be reacted to easily to the point that you don't fear them as much. In DOA, characters can already "crush" WUK's (low crush low WUK, mid crush mid WUK's, etc. or can beat them out with a 21-damage+ strike or more for example). In VF you can indeed sidestep WUK's to one side because they're semi-circular, but VF's wake-up game can be pretty slow if the opponent rarely tech rolls (though if the opponent does tech roll, you can do some devious shit to them on wake-up).
I vote to bring back forced techs in DOA6, because the defending character already has tools to deal with pressure: blocking, holds, better sidesteps, crushes, break holds, break blows, etc. for instance. In the DOA6 beta it rarely felt worth it to stand over an opponent's downed body at the risk of getting struck by a WUK.