But didn’t you just say in your first post top level players were “unpredictable”? Obviously pressure would come into play when you’re forced to guess something that’s “unpredictable”, wouldn’t it?
You’re assuming the “little dance” the attacker does is random, but it’s not. It’s there to confuse you and subtly trick you into reacting in a given way -most players always react the same way to certain situations without even realizing it. The “little dance” is there to pressure you into relying on your instincts (“oh, I think I know what he’s gonna do next!”) and doing rash things (“how did he guess? Psychic powers!”). Sometimes it’s also there to scare you into blocking. It’s there to make you think you can read your opponent’s patterns, when in fact you cannot.
You should also take into account the risk/reward ratio when analyzing wake-up situations. The reason the person on the ground is at a great disadvantage is because he’s reacting, and people tend to become predictable in that situation. Not only does he have fewer options that the person attacking but he is also forced to adapt to the opponent’s rythm and mind games. The person on the ground is literally forced to adapt, while the person attacking doesn’t HAVE to attack: he has gained the right to dictate the flow of the game (“momentum”) by obtaining a knockdown.
The person on the ground grossly has the following options:
- Block - Low risk, low reward
- Tech throw/Anti-throw hit/Jump/Dash - mid risk, mid reward
- Reversal - high risk, high reward*
- Parry - very high risk, very high reward
- Character and situation-dependant.
Note: if the person attacking decides to delay his attack to beat parries and the person getting up just sits there blocking, then they’ve already “guessed right”, so it’s only fair the situation is resetted. That does not mean the person on the ground has no disadvantage.
At low and intermediate levels when tech throw and parry attempts aren’t punished and meaty timings aren’t consistent, it sometimes looks like the person on the ground isn’t at a great disadvantage. But the higher the level, the riskier all these options become because the players are able to create a complex offense. In fact, the odds are heavily stacked against the person on the ground. So if the person on the ground manages to “guess right” then by all means he DESERVES to get rid of the pressure! Any offense that can be beat by randomness alone isn’t “solid” or “high-level”.