here is the problem I have with that. If grab releases can be that punishable, I'll just never pummel anyone...ever. The reward of a few percent is not worth the risk of getting punished in that way.
But the risk of pummeling with a forced forward throw is that you throw them away instead of using a better throw to combo with. If you decide to purposely release throw them, the opponent can DI a direction to compensate that. Or you can mindgame them to DI a forward throw and use another throw that uses the DI against them. I think there is some depth here...
I actually think grab releases should be neutral, meaning both chars should recover at the same time. I think we all agree that the grabber definitely shouldn't have the advantage for letting the opponent escape. But the grabber shouldn't have a disadvantage just because they let them escape either.
Grab release options should revolve around mindgames. Some characters have good tilts that set up combos, and this is a good reason to grab release. The release puts them right in range for certain things. You now have a mindgame setup where you could do a number of things: tilt for a combo, regrab when they learn to block the tilt, delay any action if they spot dodge the grab / tilt, and so on. The opponent also has the same options though, so it will come down to an intimate knowledge of move speed combined with your opponents habits.
In conclusion, by making recovery the same for both characters, faster characters will have better grab release options but still nothing guaranteed or infinite. Forcing the throw would completely remove this aspect of the game.
Now there is only the question of whether or not this is actually possible with codes. It doesn't seem like too tall an order though. Thoughts?
Okay so I somewhat made a dash cancel code
[Phantom Wing/ MuBa - manipulator]
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0005 40820008
3B800000 60000000
939E0038 00000000
Essentially what I did was I replaced the "Stop" animation with a "Stand" animation so that way you can virtually do anything after a running animation. I usually crouch into any attack. It's a pretty nice code I say, and somehow it's also got the effect of a Dash Dance code that God-Is-My-Rock made a while ago so it kinda killed 2 birds with one stone.
Hey, at least you've got more options now in Brawl+. No more stupid "Stop" animation from runs.
So do you still skid to a stop after running? If you just stop cold, that would be awkward. Ideally, you should be able to interrupt the stop animation rather than remove it. That way you can still slide into things somewhat...
I need to check out some of these codes. DD doesn't seem like something hard to program, yet it's not complete...