The "Easy Throw Escape" piqued my interest. I know in 4 at least (if I remember my tutorial mode correctly) there were situations where you had to input a bunch of throw escapes at one time to be safe, and it was like "wut"
and like now, not only is it forward-back-neutral, but you don't have to have great reactions, you just have to know that it's coming.
That's great. This is really what I mean, like with having full frame data before- if there is anything I absolutely despise in fighting games, it's artificial barriers to entry- having to work and grind just before you can play the game.
(Tekken is especially guilty of this- no frame data disclosure, throw escapes as a skill you MUST develop separately or you are free to throws all day, jinking/backdash cancelling being a skill you MUST learn or else you're a sitting duck...
As a sidenote- noodalls is a great guy- I love the work he does- but he shouldn't have to do it. You shouldn't have to have programmable sticks and recording setups just to know more about the game. I don't think that's right at all. I would even go so far as to pay the developer directly for information than to jump through reverse engineering hurdles.)
Part of why I like playing SoulCalibur is that the barriers to entry are low... you can hide throw escapes in your guard, movement is easy, combos (usually) aren't extended affairs. The focus is on using your brain, not having robo-hands, and from what it looks like, this VF is all about that.
(I would argue that having low barriers to entry makes it easier to bring new players into the userbase, and by association generate more revenue for the developers. But, in practice, that doesn't necessarily seem to be the case, unfortunately...)