I guess I must have not been too clear with something.
It's like this, Darksun. Say if there were two different kinds of swoop, like I said. Mouse1 would be the chain-combo swoop, and Mouse2 would be the knockback.
Say if you hit and held down Mouse1 and you attacked someone, you'd start punching them like the ESF team referred to with auto-punching (I just think chain-combo is a much better word than auto-punch). You'd be able to hold this attack for a moment or so and push them back with it, doing a small amount of damage. There'd a struggle bar that could quickly start to turn in the favor of the attacked, so the attacker would have to get off it quick or face getting countered. I guess this is where you'd far teleport thing could come into play. Within these chain-combo thing is how the deeper combos start. After you stop CC'ing, and if nothing got countered, the player would be stunned, and here's the part where either you could start CC'ing and do more damage, with say a different animation, or you could go for a throw or grapple. I'd assume these attacks would be unique to each player, but maybe dev times wouldn't allow for that.
Mouse2's swoop would cause knockbacks on attack, but it wouldn't be like how it is now. It would just send someone back say on 1/3 or 1/4 the distance, and there'd be no delay in recovery time for the player, or if anything, just that little air flip thing that you do now if you don't hit a wall.
I just thought that you could use these in combination with teleports and that whole boosted swoop thing people had in mind to create some deep and exciting melee styles. With my melee concept, it would be possible to do that little series of attacks that you came up with, Darksun, that is if you're not countered in some way. Chain Combo, Knockback, Boost Swoop in to Chain Combo again (the stronger style if you could catch the player while he was still being knocked back or flipping out of the momentum), then your throw into a cliff. Ownership?
So basically, Mouse1 = CC'ing swoop that opened up to deeper combo's and throws. Mouse2 = Knockback swoop. I figured this would be best for keeping a player at bay while you were focusing on another.
I think the beauty of the defense system is that it would open up some more hand-eye coordination in seeing what your enemy is trying to hit you with. It also balances out most attacks so that everything has a purpose. No unneed ed attacks, just enough variety to feed someone's imagination in offense or defense.