Hmm... Looking good so far, but I'm not so sure about having a seperate throw button. In most Capcom games, throws have usually been a punch button and a kick button combined with a direction (lp+lk, in the case of SFIV) or a single button and direction (hp, for MvC3). But I suppose it might make things a bit more interesting, so... ;P
As for original features, I have two ideas, both of which come from project ideas of my own (none of which will see the light of day, sadly). I present to you the Health Tier System and the Adrenaline System.
Spoiler: Health Tier System (click to see content)
- The Health Bar is divided into "tiers" that represent the state of the character - green, yellow and red. This could be represented by segments on the bar. As health is chipped away, the tiers change.
- Characters can only perform certain moves when their health in the green tier - This could be EX moves or the next best thing you've got.
- In the red tier (the last 30% or so of health), a special desperation move becomes available, only when the entire Super Bar is charged.
Spoiler: Adrenaline System (click to see content)
- This mechanic assumes the Super Bar has four levels, instead of the five seen in other Vs. games.
- Characters can spend 1 bar of energy to perform an EX move, or a Wave Dodge that avoids projectile moves. The Wave Dodge can also be used to cancel into more complex combos (think the Juke System from Project Lensman).
- Two bars can be spent to perform a combo breaker or something similar.
- I'm not sure what to do with all four bars. Either a finishing move or desperation move might be appropriate, but that might never happen seeing as you've got Level 3 Hyper Combos going around.
Hope these suggestions were of use to you. Keep up the good work.