My only concern about this change is that now squigly's center stage sing->SBO is pretty much nerfd to the point of not even bothering to try to catch someone offguard.
It would be cool to see the seria sing give her super a 0f advantage (like it always did).
Let's examine the paradigms with that particular example:
1. Hitstop as it is. Squigly with a sing charge and a meter. At full screen you must hold back. The proponents for this argue that if you didn't commit to holding back pre-flash (the only correct commitment) you made an erroneous commitment; holding forward to walk, jumping, dashing, buttons, whatever.
2. Post-flash blocking for someone in neutral state, or walking forward. You didn't commit to buttons, you didn't commit to dash, you didn't commit to jump, and all three of those still get bopped, but you have some limited options: walking forward, neutral, or block.
Keeping the stick neutral or cautiously walking forward is a staple in slower/footsie games like 3S or KoF, and I refuse to believe or agree with any of the rhetoric some people are throwing out like "you should be blocking pre-flash or ur doin it wrong this is fighting 101 lel" as if that's the only way fitan games have ever operated. Personally, I feel it's excessive as an expectation that you must guess 100% correctly and take one singular action (and thus be limited to that one singular action decision) when five or more actions are available.
By the same token, there are games (or at least supers in other games if not every super has the same hitstop properties) that completely fuck you up with hitstop. If everyone decides the first route is the way to go, I can accept that it's just a different game/environment than what I like or I'm used to and business continues as usual. I know Mike likes hitstop, and generally balances with it in mind to keep things really fast with back/forth momentum changes. We've lived with it this long, etc.
My real hope/concern is that it still bops dashes, jumps, and literally anything that isn't forward walk or neutral, but I don't know if that can be achieved without fucking up forward dash into block which would have balance ramifications for Peacock and projectile-heavy neutral in general. If that's possible, I feel it's a great compromise that will greatly reduce mashing and fullscreen staredowns, yet still let supers retain their usefulness as reversals in frame advantageous situations and PBGC situations so they're still rewarding clever/judicious use.