I was thinking about making a thread about this, but something that I wonder about is the design philosophy behind invincible reversals. Which characters should have them? Which shouldn't?
In regards to SFV, I think it's odd. RTSD monsters like Rashid, Lucia, Karin or Necalli get to have them. But keepaway characters who get oppressed like Menat, Dhalsim or Poison do not. Why is that? Characters like Akuma, Guile, or Ken have them for legacy reasons. I can understand it, even if I don't inherently agree with the reasoning of a character having something simply "because they always had it."
I feel like this game wants the characters whose game plan is to fight at range to struggle big time when the opponent gets in. On the surface, it makes sense. If a character excels at keeping an opponent out, the opponent should be rewarded for finally getting in. But we all know this isn't how SFV works, and that things are lopsided in favor of those who rush down, not those who defend against it.
And on the other end, I don't quite understand why pressure characters need to also have tools to get opponents off them. I wonder what the philosophy behind that is. Maybe it's that the EX DPs are seen actually as an offensive tool more than a defensive one by the designers? I don't know if that makes sense.
I like games where literally every character has a DP.