AU_IM_DIGIMON, this is the one thing we disagree on most in terms of fighting games (though i agree that a higher skill requirement for wakeups is good). I dont think that if you knocked someone down that you should get extra advantage. It's like, ok, you already got a combo and knocked me down, now you're telling me that i'm at a 50% chance of standing up right back into another combo, of the 50 remaining 50% chance of being caught in pressure and have to keep blocking, of the 25% remaining 50% chance of an attack that'll push you off (but that i cannot follow up on, so ends neutral) and 50% chance of getting up neutral. it's like ok, i have maybe a 1/4 chance of getting up... wow you did a 50% combo on me and i lost the other 50% trying to stand up. That's not fun. (that's one major reason i dont like your favorite game, tekken tag 2, cant get off the ground without dying. I literally watched like a 2 hour long tutorial for how to stand up, and even then it's not guaranteed. Should have been titled "how to give yourself a slight chance to stand up") if knocking someone down once and then exploiting a 75+% advantage is "skill" then i'd rather not.
What i like about wakeups as an idea is that they provide a better meta-game for standing up and dont make it as simple as "oh you got knocked down? lol get fucked." they make it more of a 33/33/33/1 game. 33 stand up neutral, 33 get punished, 33 hit for advantage, 1 because there's always a randomness factor. This is added to the wakeup/techroll/standup game that makes standing up more interesting and generally more skillful because it's not just get fucked or stand up but also positioning, offense vs defense, and adds to the footsie game.