For one, maybe you should read patchnotes. Or like, go into training and test the 'unblockable properties' of it?
For two, you wrote "Doublejump, airsuper, cats". That DHC works you know, without Hitstop as well.
So the difference is, that you're more likely to hit. Which makes it better, woo.
But on block, the Fortune DHC Cats is still positive, still godlike, still "getting a huge advantage just by being above your head.... Double jump... Airsuper, cats"
So yeah, with hitstop this is stronger, but without hitstop it's still the very same shit.
You know, the 'problem' here isn't the hitstop, but the DHC to Cats.
Lol it's funny how you make connections. So in sde its most likely to blocked. And yet you think that in sde it was good? Most likely to be blocked... is bad because that's 2 meters to do something you could have probably done for 0 meter.
However... High probability of hitting with a Lower probability of being blocked, yet still safe on block and still safe pressure... Is a HELL OF A LOT BETTER.
Seriously... You think there's little difference between block and hit? You cray? Or are you just mouthing words to try and sound like you know stuff? I can't tell the difference anymore. Most or atleast much of your arguments are to agree and then say "however it doesn't matter because"...
And in this case it didn't matter because... Hey you were most likely to block that super... There's like a huge difference.
Hit is what makes the strategy attractive. Safety is what makes the strategy viable. Hit is what makes the strategy good at any level. in sde, hit was much less likely. In mde, hit is much more likely... That alone changes everything. And in mde it's even worse since you get so much damage upfront mostly unscaled and with no dizzy applied so you can full combo from stage 5. So yeah it's pretty powerful in many respects. And it's so far a cry from sde... It's like damn near unimaginable you would make that argument... But here we are.
W/e I'm over it. It will most likely stay in in its current form and be abused damn near the same way dhc glitch was abused. I know I will be abusing it as long as it is in the game. I abused low roundhouse customs in a2, I don't see why not to abuse this in sg.
However let me make one thing clear, again, for like the third time as to what my opinion is:
Hitstop as a way to prevent counter super is a good idea.
Hitstop giving unblockable after the flash effects is way to strong and ENCOURAGES random super.
Hitstop unblockables after flash are the fastest reversals in the game COMBINED WITH THE FURTHEST RANGE, COMBINED WITH BEING THE FASTEST MOVES IN THE GAME, combined with having some of the most invincible frames in the game, combined with being able to tack on easy EXTRA DAMAGE via dhc or extra damage via SAFE dhc.
They went from being slightly underpowered to being recklessly overpowered.
My posts have always been to turn them from that overpowered state into something good but not completely braindead and op.
But if it stays, then like any true fg player I'll just build my team around it. Like how dhc glitch had almost every top team in marvel built around it.