600ms and higher lights with no properties attached that start a chain. These won't land and will more than likely get parried.
500ms and lower lights that have properties that are chain openers. This is a tragedy. Parries at best have about a 50/50 of going through all things considered(lag/connection/reaction time...yada yada). Blocking is how you protect yourself a majority of the time. Blocking a light is supposed to open the fight flow and give you an opportunity to do sonething. Parrying a light is supposed to be a huge momentum push that swings the game in your favor. Enhanced lights that are also 500ms that sometimes come equipped with hyper armor is terribly unbalanced. It only allows the opponent to play the game if they land a parry. Going for a parry you can barely block on time opens yourself up to more damage than it's worth. And if you can only block it, you will get chipped out.
Hyper armor that starts before an attack passes its feintable stage. This makes mix-ups terribly safe and guardbreaks more likely to happen because you tanked a hit before you commited and caught the opponent in the recovery stage. This is usually a light, so you are trading a light for a heavy.
Heavies that are 500 ms or lower that deal heavy damage and come equipped with properties that are chain openers...what the heck do they even have a light for? Even if the opponent parries, they only gey a light for their trouble.
Attacks that deal damage multiple counts of damage and inflict status.