Meanwhile, in Guilty Gear and Blazblue, just defending has reduced blockstun, and functions almost entirely like a smash powershield, except block pushback is also, get this, drastically reduced. In recent iterations of BB, in particular, just defend carries over on one input. I can quote mechanics in other games, too. It doesn't really speak to the reality of how things work in Smash. The ultimate point is that you want to buff multi-hit moves by removing their most effective counter that is explicit and universally available, because it is a counter that functionally made them borderline useless, but also refuse to even entertain the notion of introducing a different, explicit, universal counter that actually punishes the player for improper use.You pretty much ingored most of my points that were in the title post. High reward is not automatic. You don't get a free punish off everything you powershield. Some moves are better off not powershielded, because shieldstun is an important part of punishment that powershield is not a negation of, leaving you better off to do something else. It's not particularly high risk, because the input for powershielding is identical to blocking normally, just timed within a few frames. Compared to a parry in SF3S the input is completely separate from blocking. In SoulcaliburV, it's a true reversal, and for its own "superguard" maneuver you need to tap and release the guard button right before taking a hit. In any of those cases, you will get hit if you fail, or take a substantial form of chip damage by blocking normally. Overshooting the timing on a powershield results in you... just blocking normally. It's not even comparable to a parry for what it does and what little execution it requires. It's just a guard with benefits that you're assuming is the best thing to do every time, which it isn't. There's serious limits to what it does, even with moves that never caused it to pushback on PS.
I don't see how powershielding having limits outside of pushback, which haven't changed at all, that I'm aware of, actually supports what you're trying to say. I'm not trying to argue that PS is the best option to use against any move. I'm arguing that your specific complaint of this single change being a problem w/rt multi-hit moves is predicated on the notion that it's okay for the game's common language to have no way to handle a given move, or class of moves, and that that notion is wrong.
Let me put it this way. If you can't punish the move with a block, powershield, cc, smart SDI or dodge, and you can't punish it from just outside it's range with half the cast, and the only way to punish it is by being where it doesn't threaten to begin with, thus having won some guessing game at neutral, how are you supposed to deal with the move on defense? This extends beyond Zelda, and Peach, and ZSS. This about every conceivable situation where it could arise, and more importantly, the ones we, in our hubris, could not have conceived of.
I didn't say you're embracing MvC2. I said that, on some level, you're embracing the design philosophy it shares, that the game's common language can be insufficient to comprehend the game's movesets, and the end result is invariably no worse, and sometimes even better, than if the myriad options presented by the game are prepared for by options that every character possesses.ph00tbag, embracing MvC2 would be intentionally littering P:M with uncounterable moves. Where have I done that? There's hardly a reason to put "universal counters" to these moves that I am specifically singling out when there was never any burden of proof to necessitate adding them. They were put in by Melee's original design (barring GnW) and players have been using and dealing with those moves for a decade, which is the burden of proof. I have no need to present a defense to the moves I'm mentioning because they were not just put in by us just recently and thrown to the dogs, but tested by an immersion philosophy many years ago. If you think I'm somehow guilty of being an irresponsible designer, then most consumers of Melee that wanted P:M are guilty of that. Don't direct your single-minded fury to me. Your problem with a lack of "universal counters" to some moves is way bigger than just what I'm arguing about if you're this clingy about it. For one, grabs and particularly throws don't have meaningful counters, and neither does fast and long dash dance camping. These mechanics are also imbalanced among the cast. I don't see you talking about them, and I don't want you inflating this thread with tangential comparisons that you could just as easily create a focused discussion on one of your own outlets for.
And anyone who knows me can tell you there is no single-minded fury at play here, that I actually just enjoy arguing, and that this is one topic, in particular, where I have fairly strong opinions. They can also tell you that I argue about this all over the place, and you just happened to make a post that touched on the topic, so here I am. I won't go away just because you're complaining about me arguing with you.