I feel like I must be missing something here, 2 frames of vulnerability into invulnerability still makes it an incredibly strong get off me tool just like Haggar's latiat in Ultimate. Whilst it can be ducked in it's application as a cross up w/air-dash attacks that's going to get you blown up. Also it doesn't leave her 100% open if her partner is rush-down, by the time you get out of block stun they'll already be in your face and chances are if you manage to block they next offensive move she'll be ready to call out again. Add to that it probably the best anti-air in the game.
Shit it broken, it has far to many applications (as in pretty much every application you could want from any assist) and no weakness if it's used on the right team with the right player.
No one said it's not strong. Matter of fact, on SRK, Mike Z mentions that the invincibility on the HK version of the move is actually a mistake.
http://shoryuken.com/forum/index.ph...-classy-in-medici.158403/page-39#post-6816956
Z said:
(Though I may remove the invincibility on the HK Hornet Bomber because that's a legitimate mistake, it wasn't supposed to have any. You'd be surprised how little that changes things here, though, it's mostly for Double on point.)
Parasoul's HK Napalm Pillar is probably a better Anti-Air anyway... -ahem- But seriously, the point is, I'm with Mike here. He wants to let time decide if things are broken, after people get USED to everything. He doesn't want to make knee-jerk reactions to things, and then end up hurting the character & players by doing such.
I know my feelings of it being broken REALLY when down, when I figured I could stand block, get pushed back, and then Napalm Pillar -> LvL 3 the unfortunate Double VS this spammy strat, for example. Generally, I'll always get in on the Peacock, and after she's dead, the Double always comes in much weaker than say, the back-ups of people who don't spam as-risky assist all day.
The move also doesn't have full invulnerability, so if you have an assist out around the same time she comes out, you can hit her out, even if she's already hitting you, hit her before she starts, or stand and take the block, to prevent it from reaching your assist, giving them enough time to smash her, and make her punishable.
If Double's partner is rushdown, almost every character in this game has some invincible move to use (A DP, a Super, something), and if not, they can find a mostly invincible move to use as a custom assist (Napalm Pillar, Filia's DP, Ms. Fortune's DP, etc).
If anything, I'm not a bit more concerned about the Ms. Fortune OMNOMNOMNOMNOM near-infinite combos, lol. That stuff looks pretty crazy, and I'd hate for a change to be made to her core gameplay, to make something that not everyone will even USE, ok...