When we're talking about reversaldefs not activating, you mean at the same time correct? i.e. A red collision box cannot reverse an attack and hit the opponent at the exact same moment, but rather that it will choose the first of the two actions (hit if hit activates first or reverses if reverses activates first). I personally like that. I think both at the same time should be an option, but not the only way reversaldef would function. Like adding a line that states something like reversaldefattack = 0 or 1. More user friendly than having to find a work around.