So you have hit/block and full execution frame data to determine that every character has viable frame trap options that lead to full combos?
No offense, but it doesn't sound like you know enough about the game to determine the impact of throw techs while guarding. If you never threw me, and just went for block strings into limited frame traps, I'd be very, very pleased. Unfortunately, no one good does that.
No offence taken, however I did not say anything about
every character having frame traps to full combo, moreover I said that throws are under the question of their viability, but not about throws being completely unusable.
What I meant in my post that some character have throws, which benefit their game, other don’t. Just for example, Sonya and NW throw leaves enemy close to you, thus you can actually pressure after it. Kung, Raiden, Kabal, Reptile have safe tools to close in fast to apply wake up pressure after their respectable throws, thus they can freely use it for their advantage.
However, many characters benefit from their throw only in certain situations, thus “under the question” term. Not to mention character specific strategies which don’t include throws.
Moreover, main argument here is “MK is not a turtling game”, at least we want it to be (I presume), which aside from other things implies fast paced gameplay. And certainly easily breakable throws will not help to achieve it, rather on the contrary.
P.s. It can be said about anyone (aside from devs/testers), that he/she doesn’t know enough about the game to determine the impact of throw techs while guarding by simple fact, that we can not test it and only can theory craft about it, thus in my opinion this is a moot point.