Thanks Shelton. It's good to know that other people have the same questions. I personally tend to fall to grapplers in games, though typically pick a striker as a balance if I have the time. For example, when playing Guilty Gear I was using Chipp, Potemkin, Axl, and Anji. Street Fighter IV I used Guile and Makoto, and Street Fighter III I used Makoto and Alex. So yeah, it just seems offsided to me when you have a striker character not only be able to do an unbreakable combo throw, but to also get the option of doing a juggle from the throw as well.
I believe Bass is the only grappler in the DOA games that has had a launching throw (DOA3.1 / 3.2's
), but was taken out in DOA4 probably due to his
string used to relaunch in juggles - which was also taken out in DOA4.
Another issue this brings up, the input command for the throws that did equal the Izuna Drop damage. For grapplers, they in DOA2/3 they could at least buffer the crouching command while in an animation state (Bass
;k:
), but in DOA4 this option was removed and instead you were forced to get a grappler into crouching state first. However, the Izuna Drop and other unbreakable striker combo throws typically just need a half circle motion as well. Any way you stack it, it just seems like the true grapplers in the game are strikers.