KowtowRobinson
[10] Knight
VF's just not too intuitive if you've spent a ton of time with Namco fighters. Stuff like throws losing to attacks just seems completely contrary. Block stun almost never working in the favor of the attacker tends to be surprising to Namco types too. Add to that the weird juggle properties (as long as you're not on the ground most anything'll juggle, even high punches) creates a very off putting game for folks who hate to learn.
It's trickier online too since a blocked 2p's way stronger online. (You can punish with an elbow offline for example.)
The online part is almost a moot point, since SC4's online play is far, far worse.
As far as throws losing to attacks, it kind of makes sense to me. I wasn't used to it, but I'd hardly call it a fault of the game. Really my only problem is that I don't want to put in THAT much work to break throws. If it were a system where you had two break options and had to guess, or could read the arms like in Tekken, but the throw break method remained the same (minus multiple breaks) then maybe it'd be easier for people to pick up.
But then that's just copying a Namco fighter. So how do you make an original throw break system that doesn't require YEARS of practice to be good at? As it stands now, there's just too much execution to fight through before you get to any kind of mindgames.