Let's look at SC5 compared to DOA4.
In DOA4 your best option on defense is almost always to guess a counter. If you don't counter out of stun you're going to eat a lot of damage, so since you're basically forced to counter, you're going to guess which counter to use so you can hopefully get damage/evade an attack. On offense, you're forced to guess what counter the opponent will use so you can hopefully avoid it, or simply guess that a counter will come and try to throw it on reaction.
In SC5, you guess which throw to break, but you never have to guess if a throw is coming. This is a guess based on player preference and not forced. You can duck throws on reaction or use an attack that crushes quickly. In both instances, you don't have to guess at all.
Another SC5 example is that I can run my offense completely and never have to guess anything. I can play strictly by the frames if I want to. I don't have to guess to win, and when I lose I don't feel as though I lost because I guessed wrong.
Isn't it a bit misleading to make a general statement on defense and then describe a situation that's specifically after being hit in DOA, then talk about throw breaks in SC5?
Defense is more varied than the moment you get hit, an if you're going to talk about getting hit, lets put throws to one side.
In DOA, including 4, there are tons of defensive options but if you want to talk about what happens after you get hit, and that alone, then that's fine. For good or ill, DOA has more options here than most games; Counter, Slow Escape (Struggle), then if you escape/recover before the next hit you go back to the myriad options - guard, spacing, ducking, attacking first etc.
In SC you just get hit (that may be considered better) by true combos and you can air control if juggled, or standup or roll on the ground.
Pretty similar. You can even stand up and GI if taking wakeup pressure (Nightmare can wakeup Super which has GI built in... crazy).
I think the overall picture of defensive options (usually the stuff you do before being hit or while under pressure of being hit) is quite varied in either case, but what you're talking about is the reliability of the attacker's options and fair enough.
Just clearing up what is being parceled out of the discussion.