- Add opportunities for throw escapes for each hit the throw has if the throw has multiple hits.
- Improved grappling/ground combat animations and more options for outcomes when in that mode (Vanessa and Goh).
Hmm, an issue with the first one is the issue that DoA and Tekken has, in which chain throws become nearly useless because everyone knows the inputs to break them. You could theoretically make them all multiple outcome throws (eg: Wolf's Catch and Jeffry's Headbutt throws) but then you need to create alternate animations for each direction AND you start to introduce pure guessing into what should be guaranteed damage.
I don't mind Catch Throws having a guessing game like Wolf's Catch and Vanessa's Tackle, since they don't do any damage on their own, so the move becomes sacrificing guaranteed damage to take a risk for more damage. I think it can work, but it's a dangerous route to go down IMO.
I'm making the point that if stages are to have weather effects then make it affect the characters actions on screen more . So it's there's a stage with rain , if a player enters a puddle (for example) that players balance could be affect and so they'll more open to a thrown move.
The controls would still be the same and I really like the multi tie stages in the likes of X-Men COT, DOA II, DOA III and DOA 5 and like to see what the AM#2 (or what ever they are called now) staff could come up with
I wouldn't mind different animations for idle stances during rain/snow etc, but I think things like affecting move properties is just too much. You're introducing SO many variables by doing that and it's going to affect the game negatively I think.
As for stage transitions etc, I really think most people don't like those. Wall throws in VF are cool and most importantly QUICK. Nobody likes watching long animations while playing the game, it takes you out of the game too much IMO.
I know 100% where you are coming from, but from someone who plays a lot of fighting games, I really prefer it when they don't have that kind of stuff.