In my opinion, people are misunderstanding the intended tradeoff on breath. Imo the penalty for using SG’s breath on block should be two things:
1) She needs to spend a bar of meter to stay safe on block, since it’s a launcher
2) Her turn is over, and you can now do what you want to do afterwards
The reason #2 isn’t working as intended is, in my opinion (I could be wrong) an unintended consequence of interactions between changing frame data on the hold, hitboxes causing things to connect on different frames, etc.
So imo the solution is to make it so that MB breath is always negative. If it was consistently say, -5 on everyone, then she loses the bar, and you know it’s your turn and can proceed with your offense. If you need to lessen the pushback a little, fine.
If lasers are too oppressive then make them slower, or with a bit more recovery.
It’d start with this. Prepatch damage is too far I think, but a middle ground between her original and current damage (i.e. the subtle, few % damage buff we presumed she’d get in the first patch) is fine.
The ironic thing about the community is that they’ll ask for 50 nerfs, but then blame NRS for “over-nerfing” afterwards, and use made-up phrases like “tier shifting” to criticize the company’s decisions. Imo, you have to be willing to own the results of your own hysteria. Can’t cry “omg broke broke”and then complain when significant changes are made.
If you ask for 10 Supergirl nerfs, and she receives a bevy of adjustments and becomes mid tier, just own it and move on. Balancing games is hard, and such is life.