Getting in on your opponent has 2 rewards, the intended one of combo'ing his ass to the moon, or the other one of possibly allowing you a blockstring, getting minimal chip and building some meter. Now, I'm gonna give TYM the benefit of the doubt and say I think we are at a level where we realise that just because it's a blockstring, does not make it guaranteed - you still have to get past your opponents offense, checks, and not get opened up yourself. So many blockstrings are only really guaranteed off REALLY negative frames (over 10) and a simple D1 can stop a lot of them and completely swing momentum back your own way. Looking at how all the pressure in this game has been balanced lately, there actually isn't anything that crazy in the game, and everything has gaps or other options. Why do we WANT to make the game about breakers? The option should be there if you have the meter tucked for it. Not just consistently when you get in trouble and your opponent is trying to blockstring you (which, quite often relies on the meter he builds while doing it, leaving you in advantage afterwards and completely un-evening up his pressure strings). Most blockstrings in this game is very balanced, and you are never without options, and in the rare case that it is too silly, I think we should focus on turning such downs on an individual scale rather than blanket nerfing the entire mechanic. It requires looking at the characters a little deeper, some characters RELY on such stuff, and this change would seriously hurt a lot of characters