The thing is Kupo, nearly everything we've done to this game has been a reduction of some form of defensive mechanic, and often equally a boon to its complimentary offensive mechanic. We reworked hitstun to allow for more combos, and it made it so people died sooner because they couldn't interrupt anymore. We made ALC to make more moves viable approaches and facilitate combos, which was the start of the shieldgrabbing nerf. We took out ASL to strengthen edgeguarding and it made most or all recoveries orders of magnitude harder to get back to the stage with. We're in the middle of reworking the shieldstun, which could potentially nerf the rest of shieldgrabbing into near nonexistance if we aren't careful. Now you want to weaken DI so that combos are easier to perform, effectively killing the last measure of defense a person has against a runaway combo chain. We don't want to completely invert the offense-defense balance here, man. Yes offensive measures are good, but there has to be parity. I don't see what's particularly broken about the hitlag or SDI system other than you don't like it. That's not a substantive enough reason to go mucking about with it IMO. The same can be said about gravity or jump height, but I'll not go into that right now. Perhaps if you could better explain why you think this change is going to be so useful Kupo, and maybe I'll better understand what it is you're aiming for.