sometimes i don't get this logic so, i'll just say it. Why are Powerblows fine the way they are...
hi there, theres a whole thread on powerblows with alot of conflicting opinions ...
from one end powerblows can be pretty effective at whiff punishes ...
from another the mind game of a powerblow/sidestep can be very good in threatening people ... in fact from personal experience with the demo when Im at a safe distance I tend to go for this to put the opponent in some sort of a fear of approaching or to bait out a hold... becuause unlike charge attacks .. to my knowledge powerblows are the first cancelable moves in DOA .. everything before was more or less a commitment ... and that with a game heavily reliant on holds is a big deal ..
now naturally the main issue with them is that they are slow ... but in away this is a good thing since they dont become spammable and you dont see them every 5 minutes .. and the only time you see them would be either for a bait.. or a flat out punish (i personally like the slowness but i wouldnt mind it being a few frames faster but not more)
comboing them from a limbo might be an edge some characters may have over others (so far in the demo i could pull off limbo setups with hayabusa and ayane ... anyone got setups with hitomi and hayate?)
you also need to factor in human error ...
many times you react to the smoke start adn go for a hold ... if the opponent released his blow a bit later he can pretty much stuff you in the recovery frames ...
another way is to keep your cool n go for a reaction sidestep punish ...
theres so many applications for it .. even in its current slow state in the alpha demo ...
not to mention that on block, as long as the smoke comes out you can guard crush/break ..
plus at it first few frames it works as a little step back which is acctually quite useful ...
if some people think that at high level they currently have no use then they're entitled to that opinion ... but I personally think they do have some useses ... but not to the point that makes them spammale ... and for any game thats a good thing ...
it seems that you have a bit of an sf background since this isnt the first time you refer to it ... in a way you cant really compare the two because the way to deal garanteed damage is very different ... the main difference being that once you stunn someone with something even if its a light jab ... that can lead to a really devestating combo that you pretty much cant do anything about and in many cases yes it can lead to ultra.. you can pretty much see yourself die 5-6 seconds before you die ... in DOA its not the case ... as long as your feet are on the ground and you're facing forward .. you have a chance to turn it around with either a slow escape or a correctly timed hold ... again not the greatest options but this is how the game flows ... ofcourse recovery of the different stuns vary and that dictates when the holds come out ... this also plays a huge factor in a sense that your hold attempt becomes more obvious and it becomes more difficult to slow escape .. once you get the launcher or get limboed (or hit from the back for any reason) .. theres not much you can do .. now imagine in a system like this powerblows were easy to land from a simple hitconfirm like sf4 ... especially since there is no meter involved to release them .. imagine how spammable and repetitive and broken that would be ? you just cant compare the 2 ... as you said, in most cases ultras would need some meter burn and its pretty much a one chance per round (sometimes 2 ) ... but you can spit out powerblows as many times as you like ... regardless of weather you cancel them into a sidestep or take a gamble n release ..
if i were to compare powerblows to anything from sf4 it would probably be focus attacks ... although they dont absorb a hit .. the step back effect serves a similar purpose ... plus .. you wouldnt dare get in on someone charging out an FA for the risk of him releasing it .. and in most cases in turtle *cough* street fighter 4 .. they would go for the cancel and play it safe or even go for another FA threat from far away... what are the odds of getting a dry lvl2/lvl3 FA unless your opponent is a total moron? but then even in high level play .. you see it ... look up "ryan hart vs daigo" ... in 3 seperate occasions he managed to dry lvl3 FA DAIGO of all people... and even DAIGO dry lvl3ed YHCmochi in last years godsgarded 1st to 10 those are a few examples that come to mind ... so yes .. even though they are slow and unsafe .. they do work ... even at highlevel... because we ARE human ... just dont expect to see them in that dry sense all the time .. and just like FA you can cancel them ... and that in itself is a very threatening thing ... and just like you have limitations to lvl2 FA in a combo ( chunli's kikoken xx lvl2 FA comes to mind) .. putting powerblows in combos has that limitation ...
another similarity to FA is that lvl1 FA is pretty much like a smokeless noncharged powerblow ... where you cant do much after it ..
I hope this makes it a bit easier to grasp and if you have anymore questions feel free to ask