Once again Hates, you hit the nail on the head and I'm in agreement. Loved every second of the SCV play, even parts that were considered boring by some due to the unreasonably tight play. But even during those parts I was transfixed thinking about the new properties and possible strategic implications of each move and movement.
As far as being spectator-friendly, SCV is the most beautiful 3D FG I've ever seen, and I love every bit of the flash and flair. Your comments about focal points and visual cues make me think that SCV really was designed with spectators in mind as well as the players.
I'm reminded of EVO when they announced that they hoped EVO would pick it up as a tournament game. It appears SCV was designed as an esport, and it could become the next big thing, as long as it's heavily advertised and it isn't overshadowed by DOA5 or even VF5:FS.
Well done again my friend, i love the game, but common like soakrates said comebacks should be earned and common what the hell, my reward for breaking a throw is to lose power -__-, there is still a lot to be done and change so lets wait and see, so far so good.
I can't really consider that a comeback mechanic. Keep in mind that if you're down two rounds, get the meter boost, and use it mount a 2-round comeback, THEY get a free meter at that point too. Both players get full and equal use of it, unlike X-factor or Ultras which may add a one-sided advantage due to the ridiculous buff in the case of X-factor and the fact that round-ending removes the other player's ultra meter, where they may have ate their comeback boost and now they can't send it back at them.
As far as throw breaks doing damage... keep in mind it's just a sliver of health. It's just right for landing a throw attempt which already requires a correct guess. The way it is now, the thrower has a big disadvantage. They must guess right twice in order to do any damage, and the defender only has to guess right once. Also, the thrower has to close distance if players are spacing properly so really, they have to guess that an attack isn't coming before they can enter into that guessing game.
Say the thrower manages to get in. Defender can either duck while reacting to block slow lows and mids, or stand and throw break. Thrower can either throw or do an unreactable mid. Throw's expected damage on successful attempt will be close to the average of the throws divided by two, usually around 30 up to 45 damage. A safe unreactable mid will generally be somewhere between 30 and 65, matchup specific on safety and damage. Unsafe, again, matchup specific, 55 to 80. So the mixup is 30-45/30-65 against good punishers, else it's 30-45/55-80.
Assuming the defender is rooted in place, the minimal defense, (but not long enough to get side-grabbed,) the reverse mixup can be as strong as their duck-throw-punish (not that high) and their mid punish. Against certain characters, it's just not in the attacker's favor to mix up on them. Sophie, for example, can easily duck punish with FC1B8BAK (76) if the player is deliberate about the throw guess, and can punish hard enough to deter use of unsafe mids. Tech crouches in general are really good, so often it's something like 30-75/0.
This doesn't take into account more advanced offense and defense and the fact that the defender first has to get in... but the offense should be favored a bit more.