In Tekken, the same button combination can be a strike, a throw, a counter, or a stance/movement. Nothing is certain. f,F+2 for Heihachi is a punch, which makes intuitive sense; f,F+2 for Hwoarang is a throw, which doesn't. That's hardly easy to explain.
I did actually say most moves, but still, this is a bit of a weak example and easy to explain. f,F+1+2 is a two arm strike already. Normally, 1+2 would have been a good choice because this throw involves the arms only, compare to say, 2+3 being a throw that involves a throw with a right kick, 1+4 being a throw involving a left kick, etc. But obviously, 1+2 is also used for a quick, powerful forward double strike. This is also fully in line with the way f,F (or f,f,) is normally used.
2. It's limited. Almost no characters can switch foot stance naturally in Tekken because if they did, their commands would flip buttons from moment to moment.
Actually, more and more can. You'd be surprised ... But this has nothing to do with that the command would flip at all. Just in your VF mind
For you, it changes completely because now the 'other' button is a short jab. But in our mind, the 1 button is still the left arm, but because our stance has changed, it's now the one we would use for a strike rather than a jab.
The lack of a guard button for easy cancels, clears, movements, buffers, and orienting is painful.
Actually, because we use 4 buttons and none for guarding (other than the back or back-down auto-guard, and of course the active fence guard and take-overs), we don't need to cancel a whole lot. Buttons and move match one-to-one nearly always and so buffering and canceling isn't nearly as much an issue. How orienting is a factor in this I don't get at all.
It's unintuitive. Tekken uses the joystick in-string rarely, leaving you with only the buttons to try to glean information on the string.
That's nonsense. The directional buttons are nearly always completely coherent with the button actions.
— 1,2,3: Okay, that's probably a left punch followed by a right punch and a left kick. So what? What hit level is the kick at? Is there some difference between a left kick and a right kick that means something here?
The level of the kick is modified by the directional button. The difference between a left kick and a right kick for us is stance dependent and means exactly what it means to a fighter depending on which leg is standing forward.
— 1,2,4: How is this going to differ from the previous string? What hit-level? If I'm just starting out, I'd probably expect this to be valid, since I can supposedly control my character's individual limbs at will. But what if it's not?
Same answer, different leg. Though I have to say, that it feels that characters are sometimes for balancing reasons a little bit awkwardly limited in their ability to follow different moves. For instance, Fei can't smoothly follow a 1,2 with a kick at all, and others do have a smoothly following kick but you can't modify their target area.
— 1+4,2,4: What the hell is this?
A throw involving a left foot kick, a punch with the right hand, and a kick iwth the left foot. Again, this sequence can't be comboed for all characters though, and not all characters have a throw on 1+4 (though many do).
— 3,2,4,3,1+4,2,2,1,2: Or this?
Again, this would do exactly what you'd expect, re the above. And since you never indicate directional/joystick input, I must assume you have a very limited understanding of how Tekken works.
Contrast that with VF-style strings.
— P,P,K: Punch, punch, kick. I don't care which limb is doing what, since it doesn't matter at all.
Not to you. But with this, I can't tell what will happen in VF, other than that I will have something involving two punches and one kick. In Tekken, I would have known exactly what would happen: 1,1 = two jabs, 1,2 = quick one-two (left,right), 2,2 = two punches, and it would all make sense no matter what my stance is, because I can easily see which leg is forward and so which arm is going to give me the jab.
— P,P,d+K: What hit-level do you think the last kick here is?
Low, which would be the exact same in Tekken, except that in Tekken I'd know if it were a quick or a slow low kick.
— P,P,f+K: How about this one?
Middle, but again, I would also know with which leg, and therefore have a clue as to its impact speed.
Instead of memorizing long, branchy lists of button presses with no apparent connection between them, I can use the logical structure of the string as a mnemonic.
Based on the above, I'd say quite the reverse. There's a lot more to be remembered in VF, which is part of the reason why it is less accessible than Tekken.