It's very interesting hearing all the negativity, like I said, I would expect more people would be happy it's getting run by everyone instead of just put in and Deal With It.
One of my really talented friends from the VF scene and myself had a long discussion about this change. We both love the game, and he lives really close to you guys.
Resets are great. The neutral game and reset game is what I like about SG. It's the reason I call this game the 2d VF. (In fact, it's what got a friend of mine into the game who lives about a mile from you and he's loving it) We both view resets as a similar concept to nitaku in VF (though resets are stronger, nitaku tends to be forced 2-choice 50/50, resets can be in favor of the attacker more)
We even got into a discussion on how shorter combos can be more effectively psychologically. Sometimes big damage in a small time frame can scare folks in a way swag can't. Swag has its own psychological advantages as well, such as demoralizing your opponent by rubbing their face in a bad choice. That said, loops are boring- and this IPS change seems to take care of loops which is good.
What we both ended up agreeing was the real issue was combo damage making it where folks didn't have to play the forced choice game. My concern was that damaging low-meter combos would remain even without IPS.
I do think the folks who complain about folks wakeup supering every time will like this game, if they get better at the game. The solution to folks who do that is block on the reset, let them mash and waste a bar, then reset again, stop before they get a meter, then reset them into big damage. Don't see enough folks doing that. Once you do enough of that, if the opponent isn't a scrub they'll start respecting your offense more.
What I suspect will be a problem after the IPS change, and what I would do to "fix" those things
1) I expect folks will still come up with super-optimized max combos with damage close to now for the same resources. I suspect due to this, we're still going to need some sort of undizzy system- though it can be more limited.
2) I suspect this change is going to push things more towards chars that have safe DHCs (2 bars to get out of jail). Those might need adjustment. If combo damage is lower, safe reversals become more powerful.
3) Also, keepout assist game might become stronger- AKA what Chris G was doing. This might be solved by increasing lockout times when folks hit the assist. (thinking it should be 120f if the assist gets hit unarmored)