Can you be more specific with this complaint? In my dev testing, I typically found that against almost all the cast at almost all percents and almost all possible DI angles there existed at least one reliable follow-up. Maybe not always the same one that you might be looking for, but something. If you're correct, having a list of characters at specific percents and DIs for which no response is possible would be useful in figuring out if we've done anything wrong. That shouldn't happen.
Did some extensive testing with her throws on pretty much the whole roster. I went into training mode and turned on the hitstun data and frame-advanced everything for this research:
As stated before, the grabs work fine on light fast-fallers, and actually very well on light-weights since her new weight dependency greatly speeds up the animations and endlag. So even if a lightweight can DI to where they don't get forced into touching the ground, ZSS can still actually get an aerial follow-up since she's able to run out of the throw as soon as they're thrown.
With Mario, he can actually DI to where he won't hit the ground and be out of hitstun starting at around 27%-30%. Now, a follow-up would normally be possible even still, IF it weren't for the endlag on the down throw cutting down on precious frames she would need in order to reach him in time. ROB, Lucario, Ness, Shiek, Marth, Icy's, can do this as well at similar percents.
As I said before, floaties can do a similar thing vs. all tech chase throws but it starts earlier with ZSS. Peach, Zelda, Icy's, Mewtwo, Luigi, etc. Starting at roughly 17%, Zelda can get out of hitstun before reaching the ground and intercept ZSS's approach with a lightning kick.
It's worse with heavy-weights. The likes of Rob, Zard, Wario, Yoshi, Ganon, Bowser, DDD, DK, Snake ,etc, they can actually get out of hitstun from her Up-Throw before or just-as she's even done with the animation. Since knockback is directly related to hitstun, by the time they're at high enough percents to where you can get out of the Up-Throw animation
before they get out of hitstun, they're also being thrown too high up and far away in the first place. So essentially, Up-Throw vs. heavier characters is virtually a pretty useless move, at ANY percents.
With down-throw, they get teched at lower percents, but starting at 50%+ they can DI to where they don't hit the ground. Which would still be fine......if ZSS was able to move out of her throw fast enough to get a follow-up anyway, but she's not. For instance, the same can be said for Shiek, they can DI to where they don't tech at higher percents, but Shiek can slap them instantly out of the down throw.
And just in-general, the endlags on both throws just feel plain AWKWARD. Even if there was follow-ups on everybody at 200%, I would still ask for a tweak because it simply doesn't FEEL good to throw with ZSS. I made Oracle play ZSS for just 2 minutes and he even stated that they feel weird, regardless of whether he thought the throw angles are good or not. He also said that up-throw "throws them pretty far out".
My suggestion:
1) Reduce the endlag of down throw by 2-3 frames. (from the current 5)
2) Reduce the endlag of up throw by 3-4 frames. (from the current 7)
3) Slightly reduce the KBG for Up-Throw. It throws people too far even at low-mid percents.
4) Restore Up-Throw as a DI mixup for Down-Throw. This way, for when players constantly DI out of the tech and aerial follow-up (it would still be possible even with the frame reduction, it'd just be not as often), then you can employ the mixup to get a combo. 100-120 degrees on the Up-Throw should serve as a proper mixup. Down throw was changed from 82 degrees to 60 in 3.5, so the angle of Up-Throw will have to be adjusted accordingly. And of course this would solve the problem of people being able to use the same DI for both throws.
What do you think?