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The match-ups all work without it
Mostly it lets people get away with stuff they wouldn't normally get away with.
So then you're left playing this game of trying to bait theirs out, or hoping they don't mash it out the second you press anything that isn't cancel-able into DI. So just poke at each other with lights all match. Very exciting.
Countering a DI with a DI also makes for some pretty epic moments.
To be fair though, most mediums give enough time to block or do a reaction DI.
It also gives a universal move to everyone to attempt to get out of pressured situations.
Getting hit with a combo after ain't too bad. Getting hit with a level 3 super with or without a combo after is pretty insane, though.
That being said, the Burnout system was all right in the beta, now it is quite pointless in my opinion. People use the gauge to buffer a cr.MK into Drive Rush cancel 24/7. That per se is not the problem, in the first beta, if you go burnout you get penalized, but right now going burnout and spending all your drive gauge is META. You won't get punished for going into burnout if you are not at the wall, and even then you still don't. All you have to do is be patient and have your supers ready. Block a bit and you'll get your gauge back.
Burnout needs to be like it was before, supers level 1 should not have invencibility frames. People are using Drive gauge for the offense and Supers for defence, that loses it's purpose.
As the game works now, DI is a mechanic that adds variety to the game and limits the amount of "just fish with your best button" situations that were a big part of the last installment of the series.
sure there's always going to be better and worse characters but in SF6 i honestly feel like the entire roster sits in around 3 groups. A+, A and A-
no character seems egregiously broken or over-tuned nothing seems super bad.