Ive seen DI land on the best players in the world, repeatedly, when cornered. How isnt it good?
drive impact is way too committal to be good imo. it's got its uses, especially defensively
There's enough shyt in this game ESPECIALLY when cornered that you can lose track of it. Definitely when you're looking for something else: a drive rush, a dragonlash, a throw, a projectile, a jump, a dash, a poke, a teleport, a blanka short hop, a jamie sneaking a drink, etc etc. This game from an offensive standpoint overwhelms at times and defensively, you're not going to react to each of these options with the same response or even the same response time.
It's great when someone is cornered and is burnt out with no super meter and you can guarantee the the stun. It's great to surprise someone with every once in a while for the wallsplat. especially if you clock their reactions. It's great on some of the specific hard reads that i mentioned previously.
but all in all, when people are aware of it being on the table, it's a 26 frame move that can't be cancelled out of that loses to super, parry, throw, a well timed OD move, some chars' parry, a jump (pick a direction) and itself, with a 35 frame recovery on whiff in a game with punish counters. Hell, a mf can throw out a special cancellable move, see that you've committed to a DI, and then cancel into their own if they can react. That ain't good to me, it just works within the system. It's not something you can just throw out and be okay with like a focus cancel. At earlier levels it can be used as a crutch but it's a weak foundation for sf6 starting out and will continue to be worse as lower level people level up
I don't think wakeup super is good either, but it has it's uses as well. Top players in the world get hit with those too, it's part of the game
The best players in the world aren't immune to any of these things and imo, it's not a good nor complete method to determine whether the mechanic is good or not