The throws are SFV tier OP in MK11 -- even the schmoe$ get thrown over and over (which leads to the fucking embarrassing commentary trope of labelling such gameplay flaw abuse "NICE!"). Which also makes NRS's removal of combo-able throwing, that much more brain-dead -- it was the only fun way to use throws!
So, I wouldn't get too disheartened by it. The only thing you can do is either hone lightening speed reflexes + Sherlock Holmes perspicacity -- practically impossible inside the framework of a
predictive game like MK11 -- or learn to read your opponent's patterns ("yomi") and, thereby, increase the percentage of accurately predicting their intention to throw. Some things I've noticed:
- down-1 will often precede a throw attempt (if close enough), kind of like a "tick throw"
- a few blocked attacks often precursor a throw attempt, because attacking-minded players (rush-downers) are easily riled by "turtling" / their rote stings not working as intended
- after a corner knock-down, unless the attacker jumps in anticipation of the floored player doing the same (which can be seen), or dials in meaties, throws are often employed--because they beat the game's go-to (only?) "death korner" escape mechanism: rolling
- certain characters have greater throw range (Shao Kahn, for one), which makes them more inclined to throw; and those with a KB throw, will be that much more likely to be out on the throw hoe stroll
- characters without many low-to-overhead, guessing game type mix-up options, will more likely throw, than those who replete with such cheese churner BnB's
Pro-est of tips:
Good luck (...you'll need it!)