Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
Just a short example of defending a basic strike/throw mixup with fuzzy throw ('delayed tech'), as well as a high/low example. 'Fuzzies' are a broad term that more-or-less mean you're trying to defend (and in some cases attack) in multiple ways at roughly the same time (continued below)
The reason the first example works is because when the dummy runs j.S → 2K, you can shift to crouch block in rhythm and very briefly shift to 4D (back throw). If your opponent went for the low, you'll shift to crouch block and the game will not execute your throw input as you're in blockstun. If the opponent did indeed leave a delay for your blockstun to expire in order to throw you, your throw input will be executed and you'll tech (ideally you'd switch back to crouch block after your 4D input, but I don't do that in this example).
The same line of thinking applies in the second example. After blocking I-No j.S and very briefly shifting to crouch block before going back to stand block, the followup low will be blocked. If she didn't go for the low, you'll stand back up in time to block a followup j.S.
Because fuzzies (in this context) take advantage of the opponent's specific rhythm, they are weak to any sort of change in that rhythm. If the opponent is able to detect that you're using a fuzzy to defend against their sequence, they can simply delay their followup to catch you off guard and punish. In the Sol example, the opponent could instead walk back just enough to let your tech input whiff and get a full counterhit combo (a shimmy). In the I-No example, the opponent could delay the 2K to catch you shifting back up to stand block. The other side to this is that if YOU detect the opponent is able to break your fuzzy defense, it means they're leaving some sort of gap that's larger than normal, and you can get away with mashing a larger button than you'd normally be able to, or simply throw them.