I hear y'all and I have a minor theoretical suggestion I'd like y'all to consider: what if Blockbusters were charged based on actual incoming and outgoing damage rather than the weight of the hits? What I mean by this is the fact that a level 1 bronze fighter will gain and grant the same base meter % per landed hit as a level 50 gold fighter replicating the same attacks, no matter the opponent or the volume of the damage. If instead there was some kind of scaling that made stupid things like gaining meter when being attacked while invincible stop happening, I would be quite happy. For ease of comparison, if anybody here has played a decent amount of Team Fortress 2 by Valve on Steam, it's like the difference between charging up one of the Medic's Mediguns and the Soldier's Banners.
Alternatively (or additionally), if you'd like to follow another Pokémon analogy, what if we make BB3s function similarly to moves like Close Combat and Superpower (please correct me if wrong) where after using the unblockable you're left with multiple ailments like Armour Break, Cripple or even, with insane BB3s that shouldn't usually fail, a second or two of Stun or Heavy Bleed.