Blockbusters are undoubtedly cool moves, and useful for dealing out massive amounts of damage. However, I feel like they often deal too much damage; especially the unblockables. Like, I've seen cases of a character dealing out 75-100% damage on an enemy of comparable combat rating through use of one BB. That's crazy, and kind of makes the unblockable BBs a crutch, in my opinion. Like, no matter how skillful you are in you combo chaining, timing, and use of special moves, an enemy AI can just charge up that unblockable BB and kill you in one shot, depending on the character/BB. I feel like the fact that unblockable BBs are unblockable is valuable enough. I don't think they should deal so much damage. I feel like unblockable BBs should have their damage reduced by 25%. Or, they should introduce ways that they can fail; I've seen in the hints that your supposed to be "careful" when using an unblockable BBs, but I can activate one when no character is on screen and it will wait for that character. Like, that's really cheap. If I activate an unblockable BB when nobody is around, it should just fail. I should be rewarded for having good timing in my usage and punished for bad timing like everything else. I've also heard that being too far away can render and unblockable BB useless; nope, this isn't the case. Whether it's a throw-based unblockable BB or a ranged one, using it anywhere on the stage grants success. I think throw-based unblockable BBs should be used in throw range, and should fail otherwise. Or something; I'm just spitballing here. Unblockable BBs feel cheap and its especially annoying when I am doing really well in a fight against a much higher rated character, but then they charge up their unblockable BB and make all that work meaningless.