The subject came up regarding the different types of throws. Either a single button input plus direction, or a direction plus two-buttons.
There's quite a few significant differences in these types.
Whether by design or coincidence, single-button types tend to have very little or no start-up animation before the throw. Additionally, they almost never have a whiff animation either. Instead, with single-button type throws, if you attempt a throw when the opponent is not in a state or distance that can be thrown, you'll instead perform the attack associated with that button (usually a heavy punch or medium punch, for example).
Multi-button throws are usually very different, they come with some startup and also a whiff animation. What this means is that you'll very rarely or possibly never perform a throw by accident. If you pushed those buttons then you definitely meant to attempt a throw. And if you fail then you get a whiff throw animation.
Both have their pros and cons which effect gameplay rather dramatically.
First of all, in a game like Guilty Gear it opens up a world of pain. Guilty Gear throws are instantaneous, so you can even perform them as a reversal move and throw the opponent before taking damage.
But aside from that, there's also option selecting, which some players love and others loathe to death. What an option select does, is allow you to perform one action that results in the game picking the correct answer for you.
This would be like flipping a coin, and having it land on a mechanical hand that flips the coin to whatever side you called.
How it works with throws is, if you input an attack and then input a throw attempt immediately afterwards (before the attack occurs or even starts) the game will check to see if the opponent can be thrown. If so, the opponent will be thrown because the throw will cancel your attack attempt. If the opponent can not be thrown then the game will return a fail throw, which results in no throw attempt, and therefor you get your attack instead.
Thats how single button throws work anyway, since if you use just high-punch to throw, you'll do a highpunch if you can't throw or you'll throw if you can throw. But the option select allows you to change which attack you do, you could input a slash/medium-attack instead and also perform a throw attempt. That results in things like being able to anti-air the opponent if they attempt to jump, or throwing them if they stay on the ground, or hitting them out of a backdash if they attempt that, or even dodging a reversal/super move if that's applicable.
Multi-input throws come with another bag of pros and cons. With this type, depending on how lenient the input buffer for the game is, you may be able to perform an attack and then cancel it into the throw before the attack occurs/begins, like the single-button types. But in this case, it may result in your character being moved forwards, backwards, or even off the ground for however many frames prior to being canceled by the throw attempt. This occurs in games like SFA3, SF3:3S, and Monster. Possibly others.
Additionally, unlike the single-types, the multi-types allow you to perform the throw whenever you want, even if the opponent isn't currently in a state that can be thrown. Thus, even though there is startup to these throws, you can time the throw so that the active catch frames occur exactly when you want them to. For example, if you were to hit the opponent right next to you and then perform a single-type, you would have to push the button on the very exact frame that the opponent became vulnerable to throws. With multi-types, you can perform it in advance, which allows you to do things like meaty throws and throwing a jumping opponent right as they touch the ground.
But in the end, multi-types have a whiff animation, and therefor can be punished. Single types usually don't, or at least perform some sort of attack even when the throw fails, so they can only sometimes be punished, but can usually only be beaten in tick-throw trap situations and not punished at all due to option selecting.
Therefor, I was in favor of the multi-types for all of the above reasons.