I wouldn’t be so sure. There are quite a few ways to make overpowered mechanics work from a competitive standpoint. Guilty Gear has a guaranteed kill move that will instantly down you opponent, but it works quite well within the context of the game. Killer Instinct gives you the ability to instantly break out of any attack into combo, which if poorly executed could literally negate offense (particularly if the breakers did insane amounts of damage like we saw in the original). It’s all in the execution. We’ll have to wait until we know more to make any kind of real judgment.
The dragon ball mechanic might be like the Injustice 2 gear system, where cool and interesting variations on character toolsets are banned from competitive play. But it might also be like GG instakills, where the conditions for landing them make them uncommon to be seen, but they’re still viable, fair, and occasionally pulled out even in tournament play.
Yamcha has an attack which intentionally drops the combo into an standing opponent(Second video, 1.09), and it has a cross up version(same video, 1.11).
He also has a version which, if connects, swiches sides with the opponent without knoking him(1.18), and another which steps backwards after a barrage(1.20)
Which means that Yamcha is a reset monster, and I’m already fearing you, @STORM179
All this attacks seem really good to set up resets, even more with assists like Vegeta’s which obscures the screen on block