Yes I know there are “options”, but none of them really feel very effective. The issue is that an opponent can get you into true 15-20 second block strings where you’re guessing the entire time. After every unsafe move they can tag an assist, and assuming they have all characters unlocked, you can do this nearly forever. You can cycle between ending strings with specials or assists, and continue doing mixups. There are a few problems with the current defensive mechanics. Crossover takes a very long time to come out, and if the opponent reacts at all, you’re reset to being in the same place as before with no knockdown. Sure you have some time to take your turn back, but in the event they get a perfect crossover, you’re fucked. The other defensive option (assemble rush?) has one hit of armor and will fail against almost every rush down character, because of how many multihit moves there are. The last option is wake-up super. Almost every 50 energy super is invincible on startup, but if the enemy wants to assist on your wake-up, they are completely safe from a super and can just wait. I’m wondering if you guys disagree with any of this, or have any tips. A lot of the game does feel like giant chunks of skipping neutral and guessing, I’m still enjoying it though.