@wselak
"some characters need stamina for combos some dont = unbalanced"
Every character that requires stamina for optimal damage has punishes they can do that don't require it during those 5 secs that may not net them as much but will still give them %, knockdown and/or pressure. The foe spent two bars to create space and give them neutral, so what, its unfair that the one who caused the break cant easily get right back in, right away where they're strong and do max dmg punishes during those 5 secs. Kinda seems like why they are changing it to begin with because atm that's exactly what's happening now a lot of the time.
"some characters have zoning and tools at full screen some dont = unbalanced"
Breaker is not full screen. Max jump in range and full screen =/=. Also name me one rushdown character that doesn't have a projectile and/or a counter zoning tool in less then two of their three variations (and their projectiles are normally stronger due to not being as good frame wise, though they have the option). Your making it out like zoning is so uber strong in this game or there's not several ways to deal with it.
"it will be worth losing 2 meters to take one hit and break to zone for some characters = unbalanced"
How is that any different from what those characters would do now if they were hit and it would be ill of them not to break, I mean a zoners strength is their zoning.
"being punished for getting a hit is going to cause someone to take one hit and break and go right back into zoning."
How is the rushdown being punished for taking two bars from the opponent? If someone has the meter an chooses to break, that's that, its a game mechanic. You play Sorcerer Quan Chi, so I can see how you think you can just go right back into zoning willy nilly (even tho he cant) because he's excellent at it, has his armor portal and can hold his own against pressure better then several zoners up close (ex. 6 frame d1, 5 frame njp). A 7% projectile (spitballing) vs. a half/full combo punish because they read it and jump over it or armored through your now breakerless behind is not to be taken lightly.
"pushing your opponent to the corner isn't an easy thing to do. its the zoners fault for letting that happen. thats why there are walls in fighting games in the first place."
Many characters have combos/BnB's that move their foes more then half screen. So because they took a hit mid screen and don't have the meter to break they are letting it happen? With several characters the foe can break during a certain part of your combo so your stuck on that side/corner, was that their fault too? If a rushdown is advancing its in the best interest of the zoner to keep space therefore they have to move backwards (most of the time). Forward advancing is faster/freer then backwards movement generally and you know there's running/interactables, so they will get in to create a situation more often then not if they are playing properly and not getting hit from projectiles.
"the reward for landing a hit is always greater then zoning but its harder to get in then do a fireball wait half a second do another fireball then another fireball they have to block on wakeup. the person rushing in has to gamble the zoner isn't risking as much he's just playing off the rush down guys mind."
So in some cases its harder for rushdown to teleport on reaction (same amount of inputs), use armor or interactables (1 button) or just duck/jump/block then it is for a zoner to zone normally or IAF. So they have to block on wake up huh, no delay or tech, armor, low profiling, no Sonya bake n wake, no Cassie Ex Nutpunch invincibility option.
"saying something needs to be nerfed isnt what we need dude. it drives people away, people that dont want to adapt and it causes communities to just bitch all the time until they get what they want. and the end result is unbalance."
Don't recall people saying breaker needed to be nerfed it was NRS themselves that felt this was a needed change. People in the community are just agreeing/disagreeing. People do adapt, look what Sonic Fox has done with Kitana, a zoner against the sea of top tier rushdowns. Besides him how many other zoners have won majors? Now how many rushdowns have won majors? Its because he's super skilled and understands the game, that's why he's able to take Kitana that far, not because its easy to zone rushdown out. Some things need to be addressed there is no amount of adapting that can outplay certain design flaws/advantages.
"if you say corner carry combos are easy or did you have to practice them a lot? cause if you had to practice them its already in your muscle memory and you just say its easy now cause you have done it a million times. anyone can have high execution with practice!"
Execution should never be a factor in high level play or balance, period!
"the characters with good zoning get an advantage people with bad zoning get a disadvantage. yeh there are options but its not balancing the game."
Yea at anything outside of close range, that's their strong suit, but in close they normally (not all cases) have a disadvantage. If I break a zoner in the corner how are they at an advantage regardless of how good their zoning is, so that's not always true.
"what i would like is for both players to keep their stamina and keep stamina and push the guy that got the hit farther back can work. i can can make up ground by running or jumping a fireball or visa versa. i can also use an interactable. the guy that broke can back dash for invincibility. sorry, if i push someone to the corner its their fault i don't feel bad about that."
I'm not at all against the idea of both players keeping stamina during breakers because that equates to a fair neutral. I can agree.