I'll start of with 1 Of the first ideas that come in mind, is to break down the takedowns in 2 type of takedowns, the normal takedowns based on timing as we know them and this new one i am proposing which is broken down in 2 states.
Those 2 states can be true for both the single and the double leg and perhaps other takedowns
The first state you hold L2 + flick RS torwards the opponent and you clinch his single leg.(kind of like getting up from Side Control Submissive with a takedown attempt in EA UFC 2) From there you keep holding L2 alone and you remain clinched to his single leg, from where you can push the opponent and make him limp away or pull him and make him limp forward or to the sides etc. by moving the Left Stick of movement. (The Takedown clinch system, is based on not letting go of L2 or else you automatically unclinch)
The second state is wether you decide to take him down after you have done a takedown clinch or decide to let go of L2 to unclinch him or turn it into a single collar clinch or perhaps a submission. Here,while holding L2, you can move the Right Stick down, indicating you are transitioning for the takedown or up indicating you are transitioning for a clinch. In this state you can also decide on wether your takedown can be a heavy takedown by holding L1 + RS hold down.
What this system will do is this. You can keep the Hold L2 + Hold RS to have instant takedowns that require good timing, but you can also Hold L2 +FLICK RS to have a takedown clinch mini-game, that is not based on timing a takedown after an opponent's strike, but rather is based on making a skilled takedown by burning the takedown clinch initiator's stamina, whilein this mini-game,he is controling his opponent, pushing him back and forth making him lose his balance, before he transitions the takedown clinch into a full takedown.
Both the normal takedown and the takedown clinch, can be blocked with the same R2 + Down, but the takedown clinch, is faster than a normal takedown attempt, almost like the instant single collar clinch and it can cover more range from where you duck for the takedown. So simple takedowns based on timing after an opponent missing a strike, should get a reduced range nerf, to encourage more skilled/struggled takedowns instead of spamming takedowns in hopes of the opponent miss clicking the takedown denial into something else.
This takedown clinch mini-game is all about grappling advantage. The takedown initiator will have to factor some things.
1 - His Stamina
- The longer he spends in the takedown clinch moving, the more stamina he burns, the harder the takedown gets and the more likely to end up with the fighters moving torwards the cage(like in real-life) With the takedown defender, ending up on the cage with his legs spread out, open to knees(like we see many times in real-life) but if the takedown clinch is stalled the staminas regenerate but it's easier to get unclinched while stalling
2 - How much is he able to shake off the opponent left and right at will, giving him more grappling advantage, to make the takedown very fast with a small denial window and nearly unblockable once he proceeds to stage 2.
3 - Wether his opponent is striking his body/face while he is in the takedown clinch.
If the attacker is pushing the movement stick left and right to gain grappling advantage and the defender is striking him to make him lose his grappling advantage, it should make the takedown possible to stuff.
4 - The easiest way to get takedown grappling advantage is by pushing torwards your opponent making him limp backwards, but while doing that, you are susceptible of being countered by judo throws or guilotine chokes or kimuras