A THING EVERYONE IS IGNORING WHEN COMPARING SG TO GG/BB/etc (games that are not in the Versus series) is that in SG you can cancel WHIFFED attacks. In GG if you commit to a punch, even by 1f, and they super you, you are stuck in that attack and get hit. In SG if you are allowed to move, you can counterattack with a special/super anyway.
From fighting games I played before, I learned that's everything is reactable unless is a poke.
1 -Not sure what your definition of "poke" is, but if you think you are reacting to moves like Sol's DP or Bandit Revolver in GG, you're probably wrong. You can test yourself whether you are
reacting or
anticipating, even if you are allergic to trying the Millia Blocker. Have a friend sit with you in training mode, walk forward at the character and have him randomly do the attack at
varying distances - that's the key. You will probably block less than 1/4 of them. A lot of things you think are reaction are really anticipation based on hidden cues like the fact that Sol players know the range of his attacks and will use them at good ranges, so you are really anticipating the attack because you also know the range. This is a common mistake.
2 - Ino's ground super, two of Jam's supers, Bridget's explosion, Dizzy's Imperial Ray, May's whale (close), Anji's super stomp, HOS's Lv2 Savage Fang, Chipp's rush, Slayer's Dead on Time, and Venom's Red Hail are all unblockable after the flash in GGAC. So I dunno where you learned that in the first place. GG is one of the games with the fewest supers that are unblockable-post-flash, and some characters have none, but there are still lots of them. If you look at older Capcom games they are almost all that way. BB has
superflash buffering, and should have MORE supers that are unblockable post-flash.
3 - Play in training mode with "Skip Superflashes" on. That's what hitstop does, it makes the superflash aesthetic only.
Again, I really disagree with hitstop being reduced to the first active frame.
If Filia whiffs a s.HP at further away than point blank, I want to be able to whiff punish with Super Sonic Jazz without Filia being able to just do a reaction super and beat it.
Do note that the
first active frame is not the same as the
first frame after the superflash.
If I went with something like "Lv1s get 1f of active overlapping hitstop, air supers get 0f active overlapping hitstop, Lv3s/Lv5s get 3f, and Sing-Opera is postflash-blockable but not reactable as in the current beta", then:
SSJ moves forward for 7f before becoming active, so it actually wouldn't change at all!
Ground Gregor would lose 5f, air would lose 3f, Fenrir would lose 8f (whoa), ground EKG would lose 3f, air EKG would lose 1f, ground CSF would lose 8f, Feral would lose 1f, Dynamo would lose 3f, etc.
Death Crawl and Buer would also remain unchanged.
This is probably the next experiment, btw, because upon further analysis I don't really like the fact that you can block everything, and I don't like making exceptions to that either.
And everyone would STILL get bopped up close and complain.