That isn't the case for Bass and Tina. For each of their combo throws that are breakable, Bass is -10 and Tina is either -5 or -7 (I forget exactly about her). For them they HAVE to practice their timing of the combo throw because they are severely disadvantaged for getting it broken AND they played a huge risk in going for the throw to begin with. It's the sole reason Kasumi, Rig, and Jann Lee are currently Bass' worst match ups because he needs that pick-up and a stun for the pressure advantage but those three generally don't bother learning to block because they have no attack to fear from Bass.
-Ugh I noticed this right away. Anytime my tackle into giant swing is broken, I had enough frame advantage in DOA 2-4 to safely follow up with . Now I have to go on the defensive immediately.Well as its set up now, characters like Tina still have disadvantage on her throw breaks (CURRENTLY, this has changed a few times)... a scary amount of disadvantage in fact. The ONLY way you can balance that out is by giving her the ability to land it guaranteed if her timing is perfect. And if she screws up, she pays for it.
-I agree, there have to be an incentive for being a grappler.With Bayman, its different. His offensive holds have some major startup involved, and lots of people can simply react and avoid it when they are in that situation. Because his startup is so much slower and he risks getting ducked and then high-counter thrown unlike every other grappler in the game, he needs more advantages from it.
So he gets advantage on break, as well as the attacker bonus. Additional payout for being a slow ass.
Personally I like getting the first two parts of the DDT and letting my opponent escape the last in a lot of cases. Tons of people panic after a throw break and try to just mash their fastest jab. Of course this lets me get the quick interrupt on them and go for potentially even more damage once the stun game starts up again.
I tend to think that kind of tool is fair. If a grappler gets you in any kind of a throw/OH, you need to be in substantially more trouble than if someone like brad or hayate did it. This is one way to ensure that.
I definitely feel like I'm playing a different game offline sometimes. It's weird, because I never have any of these "weird" things happen to me online. The combo throw timer is way different and it's a take a bit to adjust for me. I always notice that I feel like my character will randomly STOP sometimes, I have to seriously input harder almost when fighting against the computer offline(which I rarely do). Even the "Get Ready Fight" timer is different for me, it's like unless I'm mashing what I want to do before hand my character won't read and just stand there like an idiot.-Lopedo, throw breaks feel pretty much the same. Maybe it feels different from you since you was playing offline, where buffering and timing can be more precise.
For example, I decided to play Team Battle just a little bit ago, and I was experiencing tons of weird things that never happen online. Somehow, while wanting to spin away with Ayane using 11 and maybe do a kick, I somehow got the input of 236K. When the computer tag it's next character in I wanted to do 6P2K with Kasumi and I end up getting 2K. All sorts of wonky wrong inputs happen offline for me. I will admit my controller is less than stellar, but the problem is that this happens whether the controller is good or not :/That is very weird. Maybe there is something wrong with your controller, or you are having some lag with your tv. I have never experienced any of the problems you listed.