Umm, well… I think a common misconception about SFA3 is that the infinites are guaranteed/easy after the first hit and make a character good.
They aren’t guaranteed. They can be escaped by some air specials/supers/activations during the tech-trap setup.
Not all of them are easy. Especially not for player 2 where jumping toward the corner will cause a crossup.
They don’t automatically make a character good. Four of the top five characters don’t even have infinites (Akuma, Sakura, Dhalsim, and Zangief don’t have them).
In fact, most V-ism characters do the same amount of damage with their customs and have basically the same setups. What makes a character good or not in SFA3 isn’t their customs but rather it’s all their tools that make them good or not. Example, Birdie has every kind of custom you can think of and does lots of damage off them and even has an infinite, and he is bottom tier even lower than most A-ism and X-ism characters because his combos don’t compensate for his weaknesses (as with all characters).
Another misconception might be that V-ism totally dominates. If you don’t like custom combos then chances are you won’t like SFA3, because V-ism really is the best choice for the majority of the cast. Be that as it may, there are characters that can compete even at top level play outside of V-ism. Dhalsim, X-Sakura, A-Gen, and A-Guy just to name a few for example.
Also random trivia that might be a misconception: in SFA3 you don’t have to time an airtech perfectly. You can hold the buttons for the airtech on the last hit of a combo and the game will automatically airtech on the first frame you’re able to airtech. Example, with a 5-hit juggle, if you start holding back and three punches after the 5th hit you’ll airtech as soon as you’re able to.