I am not against zoning. But like somebody said (sorry dude, couldn't find your post again) if it is more work to get in than it is to zone somebody out, then that is balls. Casually I don't mind dealing with zoning. As I said somewhere else, I enjoy the challenge sometimes. But in a competitive situation with big prize money on the line, it is a worry that people will have to work to hard to get in and just default to an all Dead Shot top 8 situation. You don't win more for being swagy and grinding your way in and stopping a zoner risking loosing all the money, instead of just cheesing your way to victory.
Zoning is one thing, safe almost 100% keep away game, a little OT, not saying OP because there are options. But OT for dam sure.
Not calling for nerfs, but some characters need some buffs.
To the OP, I don't really remember the original question so my answer may be off. I don't mind dealing with zoning, or react-able 50/50s. Mindless guessing game 50/50s are another beast all together. But I do feel getting your Yomi on point and hard reading, not guessing, makes these more acceptable. Even though I would prefer the "guessing game" wasn't such a big thing. On top of that, when you are in on the opponent you feel like you are part of the game. Dealing with zoning is not an easy thing, and I feel we deserve more for getting in, and it can be fun to get around. But the cheap keep away game that is predominant in I2 is to easy for the zoner to pull off. I won't say to hard to get in on because we are all still learning our tools, but what it does do is make the person who can't get in feel like they haven't had a chance to play.
This is a hard topic to deal with because cheap zoning players, not saying all zoner players are cheap, but the ones that can't play the game any other way or wont bother learning any other characters always drop the rush down scrub blah blah blah crap, whenever somebody has something negative to say. I just call for a better balance that is all.
I enjoyed playing Sagat in SF4 and his typical game plan was to get the opponent off him and deal damage up close, but then slow the opponent down and make it hard for them to get in and get something going. Deal some damage to them while they are close and get them out again. He had the best fire ball game in SF4. But it wasn't something he could use to lock down a player.