I've been playing a lot of Contest of Champions to get a better idea of what you guys are shooting for. There were some things that
@MightyZug said in the bug thread that I have a better understanding of now. I understand why you guys are making supers unflinchable throughout. In CoC, Rhino gains basically unflinchable during a dash attack and has the chance to be unblockable. If he was in this game, or if you have a move with similar properties, you could charge through supers and not feel challenged in the slightest because you would beat nearly every option the computer could throw out. Even though I get it now, you guys are trying to be like CoC, I still feel like you should be able to break through someone's super. In CoC it doesn't feel weird that you can't, because it is it's own thing, it isn't using an existing fighting game.
Also, it was mentioned in the bug thread that things like being able to hit the opponent in the air without them blocking would be fun for the player to do to the AI. After I guess getting lucky in CoC and pulling Rhino early, a lot of the game felt very unfun. All I do every match is start with dash back, dash attack forward. If I am blocked, do it again until it hits, and even if it's blocked Rhino has a chance to break the opponent's block and hit them anyway. It beats attacks, it beats block, it beats super, and the only thing it loses to is a perfectly timed dash attack (assuming I don't react to it and just block). This is incredibly dull in an already simple game. Sure, there are things that can kill me if I get hit, but I'm taking down guys 3-4 times my battle power because of this simple thing.
Also, another thing I do hope you guys improve on: please don't have supers in the game that can't be punished on block. There are so many of these in CoC. If I'm on the verge of death, I almost can't afford to play defensive because there's nothing I can do to punish if they super. I already like the fact that you guys don't have unblockable cinematic fullscreen supers, so you're already doing great.
Oh yeah. I also like CoC type advantages a lot more than SGMobile. There are 6 classes in CoC (cosmic, tech, mutant, power, science, magic), and each one is strong and weak against another. In SGMobile, there are 3 types that behave like that, but the light/dark matchup is equally bad for both sides. It didn't feel good when I was messing with the demo to be unable to pick to my advantage, which seems like the whole point of type advantages.