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That criteria is a tad too harsh, I admit. The move doesn't have to fulfill all of those, but usually a balance-breaking move fills at least three of those. And I don't really see where the balance is completely destroyed by Judgements supers.

I just took a look at gameplay videos of CVJ, and all of those moves seem like standard, albeit powerful, rush supers to me. Sure, they hurt like hell and are annoingly long IF they connect - every one of those moves had roughly a second of startup lag and a pose that just screams "move the fuck out of the way right now". Just like Marth's critical hit - except CH is an instant-KO if it connects.

Sure, a connecting super nets a significant advantage to the player that lands it, but then again, that's kinda the point. Kinda like combo(starter)s, if you think about it.



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