New "4A+B+K GI" costing meter even for Re-GI = No Re-GI when 0% meter = Free damage after GI-ing a rival with 0% meter = If playing smart, no double random or unconfirmed CE or excessively spending meter.
New "4A+B+K GI" impacting all attacks except grabs & UBs = Omits mind games between High+Mid & Mid+Low impacts, which -to me- is good because I don't have to guess/bet with GI & is just about timing & reaction, but is not-so-good because it might kill some of my mix-ups at zoning & force me to close-in more. :P
Also, New GI flip-launches a rival's jumping (or TJ) attacks = GI into wall combos or GI into RO? Hmm n_n = No jumping near wall or ring edges.
New "Grab Breaks" at normal & late breaks making bit-damage = 1 more reason to G2 when close combat. IMO, Project Soul made it as an Anti-Turtle option.
New "JG"...
If characters have more moves that are safe or that gives advantage & that heavily crushes guard when guarded, then JG is good & commonly practical for how safe it is to input. Missing a JG doesn't have a whiff window to punish it, but it leaves rivals taking that Guard crush damage which breaks quite fast, ooyea n_n.
If characters have more attack with guard advantage + good guard crush, then simply holding G will not be enough for turtle-players. n_n
BE = to keep track of when a mix-up might change into BE options for safer pokes or safer ring re-locations = more reason to keep Guarding or/& wait to JG, or to GI if needed to stop rival's momentum & guard crush pressure.
Quick Step (or QS)
Finally, a legit attack-dodge system! I just hope that Horizontal moves to track 1000000% & vertical moves to track -1000000%.
Does anyone knows if Guard-walk/stalk (G6/G4) are back in SC5? Since there's JG & GI is now 4A+B+K, it would be very practical to input G6 & G4 for guard-walking.
Btw, I don't like, agree-with or approve the "freeze-frame" or "slow-motion" effect before a CE comes out. A freeze-frame or slow-motion before a CE comes out kinda takes me out of the battle rush into a "oh, so obvious" reaction. The current freeze-frame or slow-mo of CE hinders them IMO. I prefer how MK9 does the freeze frame or slow-motion AFTER the X-Ray catches my rival. MK's X-Ray doesn't cause that to me because when a slow-mo occurs is because I'm giving or receiving damage while the slow-mo happens & not before it hits.
How Pyra does during the slow-mo at the beginning of her CE looks very ridiculous to me. Looks like if she had just broken "her water" or like if she's going through "her period". MK's X-Ray presentation are better than all Super-presentations in fighting games because they don't throw-off my timing by freezing the screen, or they are not so OBVIOUSLY guarded after a rival input them because no slow-mo occurs until they hit.