I'm trying to apply DOA knowledge to this game, and it just doesn't work. For example, in DOA your fastest mid is the cornerstone of your offense. In VF, your mids seem quite slow and mix into more mids. Highs are fast and string well, and lows cause trips, FA or open people up. Thus, it seems like the low guard is much more useful than in DOA, whereas in DOA mids are by-and-large the most common attack type so blocking low leaves you vulnerable to them.
Also, throw breaks being respective to your character's placement and not the screen's placement is an absolute mindfuck for me. Will take adjusting.
I'm no expert at VF or anything close, but I played FS since release. I guess I have a basic understanding of how it works, or kinda.
As in any 3D FG, standing guard is what you'll be doing most the time. VF5FS isn't the exception. Most heavy launchers/starters are mid. If i'm not wrong, knees cause a 'shakeable' stun if they catch you guarding low... or was it when backdashing, can't remember right know. Anyway, I wouldn't advice guarding low like its a 2D fighting game. You'll get blown doing so.
About the general approach, I'd say you invest a little more time in the frame data since it's bit different than in DOA. You'll be doing jabs to get that +2 on block; use elbows (6P) to stop those 2Ps spammers; use sidesteps to evade those linear strings to get some launcher or side crumples or regular PK punish; use semi/full circular moves or throws to catch those sidestepping spammers, etc. Take your time to learn how to move properly too. Crouch dashing and step-dashing are important. Also guard breaks are always positive (lol, I can't believe I'm saying this), so if your character has any use them to open up people.
Lows are generally slow and unsafe on hit. Most circular sweeps are hella unsafe (like -18 or more). And there some there are some low launchers too. Although they aren't as common as in Tekken.
The rest is the same I'd say, you block an unsafe move > punish. Btw, punishes is this gamer are strike based mostly. Don't throw punish as if you were playing DOA, since the only guaranteed throws are when your opponent is BT.
I'm not following you your throw break talk. Pretty much all throw breaks are done by inputing the last direction of the throw executed plus P+G. Let's say Goh does on you his 41236P+G throw. You need to input 6P+G to break it. Since neutral and command throws looks the same you have to commit to the direction you're pressing. The good thing about throw breaks is you can hold the G button, and then react by pressing P + direction.
Hopefully, somebody from VFDC and more experienced will help you out with more detailed (and correct) stuff, Brute. Sorry for my shitty English u.u