I don’t really know what “playstyle” Juri and Chun-li have in SF - all of my best guesses for what playstyle one or the other has don’t really apply to the other, so I’m not going to hazard a guess in that direction.
Throwing and teching is at LEAST as big a part of BB as it is in SF4, because the system is more complex and throws are more rewarding. Getting thrown in SF4 means maybe 10% of your life and your opponent gets oki - which is usually not that strong in SF4 anyway. Getting throw in BB can lead into 40% of your health bar and/or very painful oki situations or a large amount of corner carry. The throw tech window is a whopping 13 frames, which falls into the category of “reactable if you’re really ready for it” (Anyone who tells you they can just tech throws on reaction in BB is confused) but there’s a system called “Throw Reject Miss” where, essentially, if you try to tech a throw when you don’t get thrown - such as when your opponent steps forwards, but does a tick throw instead of just a straight up throw - you are then unable to tech throws for roughly a second afterwards. So if you mash tech when your opponent ‘ticks’ you, you will be completely unable to tech the subsequent throw, even if its purple. (Purple throws are what happens when your opponent tries to throw you while you’re in hitstun or blockstun. Instead of the throw just missing entirely like it does in SF, you instead get a much longer window to tech it. Nearly 30 frames.)
The footsies game is absolutely present - the lack of 3 frame normals doesn’t influence it at all. Since attacks in general are slower than in SF4, both in terms of startup AND recovery, whiff punishing is very much still a part of the game. In SF4, for example, if Ryu whiffs a crouch medium kick, you have about 17 frames to punish him in (that’s the active plus recovery frames of the move), but in BB, if Ragna whiffs a 5B, you have more like 24 frames to punish in, so the fact that your punish tool is a little slower doesn’t make that much difference. Footsies is a LOT more complicated in BB though, due to air movement being a more viable tool than it is in SF4. Additionally, most characters have an actual run rather than a crappy SF4-esque “dash”, and many characters have unique movement options that completely change how they work - even though the basic idea of footsies remains the same (“get the opponent to do the wrong thing in the wrong place so you can punish them for it.”) the implementation is much more complex.
As for guard breaks, yes. There are guard breaks and also what OSD mentioned - the “negative penalty”. Guard breaks in EX work on the “guard primer” system. Your character starts the round with between 4 and 6 (Unless you’re Tager, in which case you have a whopping 13.) guard primers. These disappear when you block certain moves, and if your last primer is broken, you are guard crushed (which is super bad in this game and lasts like two whole seconds, so your opponent can do whatever the heck he wants.). You can prevent yourself from being guard crushed when you are down to your last primer by blocking using barrier, but this will consume a lot of barrier meter, and if you run out of barrier, you’ll not only be guard crushed, but you’ll also be in Danger State, which means you’ll take extra damage. Not good. Primers regenerate over time, however. Also, using a counter assault (“Alpha counter”) will reduce your max primers by one for the rest of the round, and using a defensive (Green) burst will cut them in half, round down, until the end of the round, so bursting makes you significantly more susceptible to being guard crushed.
“Negative penalty” is in the game in an attempt to reduce the amount of running away that happens - if you backdash/jumpback/run away too much, you will be placed in a Negative Penalty state, which increases the damage you take, until you start attacking again.
As OSD points out though, attacking is generally strong in BB - the game is highly momentum based, which is why you see some amazing comebacks - so turtling is not generally an effective option, just because it’s so difficult to block everything coming at you.