OK, so I think this is the problem we are having.
Dragon punches. What is its purpose? It's a GTFO move meant to get out of pressures and/or bad/not real blockstrings. The properties include invul frames and high priority. The downsides of it is that is highly punishable if baited. In most instances, the DP must be buffered, meaning that you're giving up your defensive stance to an offensive stance to give you an edge.
Now, let's look at persona 4 arena. "Are you buffering anything?" No, just 2 button presses. "What does this mean?" You can block indefinitely and get this DP out as soon as possible. "What are its problems with this?" You are not gambling as much because even in a defensive stance, you are STILL defending and mashing out a DP. "What does this mean to Aigis?" My high/low mixup must be perfect otherwise I get DPed. Even if it is perfect, the opponent is still defending. Yeah, I can bait this out but we run into the next problem.
You can super cancel the DP. "What does this mean?" It means that if your DP connects even on block, you can cancel it. So it means it's technically safe. "What if I bait out the super?" Fine, you can bait out the super, but it means that if the opponent does NOT super cancel, the DP suddenly became safe. Also, keep in mind that you can still OMC if the super gets blocked. On a second note, it does not have to be cancelled right away, but on reaction. So if you see your opponent blocking, you can choose not to super. But if you see the opponent running at you after the blocked DP, you can super.
I gave my example with Aigis because that's who I main but I hope this let's you see what I see.