Tekken / VF mechanics comparison questions

I wanted to ask how VF systems compared to tekken. I have read a few threads on the topic but wanted to get additional clarification. I also understand they are 2 separate games and that isn't the point.
For example:
sidestep is more consistent?
Does it have high / low crush moves?
Is there a such thing as stagger move? (a move that creates low enough frame advantage where you move out of the way)
Is there a such thing as pushback move? (a move that pushes character back in space)
Do homing moves exist?
Can throws grab people of the air?
Do hopkicks exist?
How does oki work?
Can someone describe the core pillars of the game? (obviously for tekken the pillars are combos / throw breaks / punishment / movement)
sidestep is more consistent?
Yes, if you evade on the startup of a linear attack, you will evade, 100% guaranteed. Virtua Fighter turns sidestep into a logic problem, whereas sidesteps is a physics problem in Tekken.
Does it have high / low crush moves?
Yes, both.
Is there a such thing as stagger move? (a move that creates low enough frame advantage where you move out of the way)
There are staggers in the game, but it works like a little stun that your opponent has to hit buttons to break out of.
Is there a such thing as pushback move? (a move that pushes character back in space)
Yes, many moves have different pushback distances.
Do homing moves exist?
Yes, they're called circulars or half-circulars. They track either boths sides (circular) or one side in particular (half-circular)
Can throws grab people of the air?
Some characters like Jeffry have specifc air throws, but otherwise no - throws don't grab people who are airborne.
Do hopkicks exist?
Yes, but they're not really as effective like in Tekken. Many low moves in VF are negative, even on hit. And a lot of half circular or low circuliar attacks are -18 or worse on block, which are launch punishable. So it's not worth risking doing a hop attack unless you're extremely confident in your read.
How does oki work?
https://virtuafighter.com/threads/mini-guide-okizeme-ukemizeme.22366/
Can someone describe the core pillars of the game? (obviously for tekken the pillars are combos / throw breaks / punishment / movement)
The core mixup is mid or throw.
The VF triangle is strikes beat throws, throws beat guard, guard beats strikes.
It's a systems-based fighting game, therefore this game is very, very read heavy. It's not like Tekken where you just do your string and your opponent has to eat shit until a 50/50 coinflip. You have to try to make a read on what your opponent will do, then you decide on the counter to that move. All the while, your opponent is trying to read what you'll do and deciding on a counter to that.
original
https://www.reddit.com/r/virtuafighter/comments/1rw1xxw/tekken_vf_mechanics_comparison_questions/
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