This wont be as easy as you may think. 1st of all the Counter version of it can obviously not be escaped on the first stage of the throw. The second stage, even if escaped, will leave both ryu AND the thrown opponent 12ft in the air so now... The Throw version has the exact same issue. The only way for this to be done is to make ALL throws escapable, on the initial hit of those throws.
-I didn't respond right away because I thought the other guys did very well in their response towards your claims. However, Let me explain why Busa's Izuna Drop should(could) have the 1st part escapable and make sense. Like it has been stated before, there are distinct difference between the Defensive Hold(DH) Izuna and its throw counterpart. I would like to add(to everyone else's argument) that Combo DH's do not necessarily have to be escapable, and there are a few that are after the 1st part. You made an argument that there are no combo throws in the game that are escapable on the 1st part, and that would be "unfair" to Busa if that came to fruition. Well,
's
+
ause:
+
is not only escapable on the 1st part, it is also escapable on the 2nd. This makes it absolutely fair to have the 1st part of Busa's Izuna escapable. Also,
's
+
ause:
+
was gimped in Doa4. It was significantly better in Doa3.1 because it not only provided +5 if the 1st part was completed(and you did not followup with the 2nd part of the throw), If you escaped the 1st part, she was still in a better position than she was in Doa4. I played
extensively in Doa3 and I could not abuse her
+
ause:
+
because it was escapable...but I was able to mix it in because she have other good throws that I could use. This is the same exact thing that a Busa player could do, and it would not affect his overall game....it would actually make players go more indepth with him, and use a more varied strategy.
-Lol. For years I have said that I think it makes Doa unique that it didn't have throw escapes...In truth it does, However after all these years, I think it will benefit the series to have throw escaping. Shit, you can escape out of everything else. IMO, it will only work if Team Ninja adopted a modified "VF5 Final Showdown" throw-escape system. In that you will have to match the last command input+throw to escape. Ex
uses
+
+
to throw. His opponent will have to use the last directional command +
+
to escape. In other words,
+
will be used to escape. No multiple throw escapes...only one time action to escape. However, If you throw a DH'ing opponent, there should be no throw escape option available. Full High Counter throw punishment. Oh Btw, grapplers should get more throwing commands than other characters...
,
,
,
,
,
, compared to say
,
,
(for ex) making it hard to predict a proper throw escape.