As far as I know, nobody outside this thread is aware of the shield jump. Not even the several Smash 4 veterans that got several hours with the game. So I wouldn't call it "noticeable". It wouldn't be immediately obvious to somebody because they'd probably chalk up their faster responsiveness after blocking to the shorter jumpsquat and lower shieldstun. It's not a complete answer, but it's a plausible answer that nobody would take issue with.
Let me bring up a pertinent example of how a big bug can get through, regarding shields interestingly enough. In Brawl there was a bug where moves with more hitlag (electric attacks, Marth's tipper, etc.) forced more shieldlag on the user, but not a corresponding amount of shieldlag to the defender. So those attacks were arbitrarily made less safe on shield than they were supposed to be. Granted, nothing was very safe on shield in the first place so it didn't impact the game's competitive play much outside of Marth mains trying very hard to never tip opponents on the ground. But this bug actually made it all the way into Smash 4. It wasn't patched out until 1.11, a whole year after game release.
And as far as I can tell, the most likely explanation for why they finally noticed the bug is because Ryu was very new and there are hitlag modifers on all of his attacks. Including his Strong F-Tilt which was supposed to be a block string. So Patch 1.11's changes (equalized shieldlag, and increased shieldstun) may all have been done just to have Ryu's collarbone breaker do its job. It's dumb, but the changes were extremely helpful for toning down the effectiveness of blocking. This shield jump thing can very well be there on release, and may never get patched, but that's not going to stop me from calling it a bug and drawing attention to it.
I’ve seen a certain Debby downer repeat this information on a couple of Smash related places, and occasionally I’ll see other people say things like “too bad it doesn’t matter because nothing will be safe” and the like. It’s getting around.
This would be highly suspect to development staff, especially if they cared at all about testing things like how safe moves are. Then again they might just not care, it’s hard to tell. If one person in development ever decided to count frames it would immediately be obvious.
As far as our best and brightest missing things... Well they’ve definitely missed things. ZSS had a Peach style float in one Smash 4 demo and Zero didn’t notice that. Bigger things have slipped through the cracks. Absolutely gigantic things have been missed by all parties in other games still... But this is a universal mechanic, just short of like Yoshi or something. The severe amount of neglect required for this to make it in to a demo build made at the tail end of development is absurd.
I’m not entirely sure the hitstun modifier thing was a bug. Note that it did make it to Ryu’s release, and could of been corrected instead of changing everything. Marth was still kinda not good at that point so it’s not like it would of caused a problem.
You can call attention to it all you want but I still doubt it’s a bug. I suppose we’ll see soon enough, anyway.
There would be more shieldstun than Melee, though our current numbers indicate that shieldstun is lower than Smash 4, but the landing lag is about the same. Additionally, the shorter shield drop time, lower pushback, and floatier physics will make pressure weaker overall.
It depends a lot on how exactly the game's shield mechanics are programmed, which isn't information I'm privy to, but my guess is that they intended to make you able to jump cancel after a successful parry and accidentally made it so you can always jump cancel shields due to an oversight.
Spot dodges sure, but where are you getting that neutral airdodges are stronger? I know they have less landing lag, but besides that I can't find a single source for their FAF, and they're now limited to once per jump unless you get hit, which is a hard nerf.
L- and Z-cancelling were meant to be advanced techniques that rewarded accurate inputs and higher technical skill. Sakurai stopped including mechanics like them from Brawl onwards because he believes they cause to much of a gap between player skill levels.
Because casual players are likely to try to mash while recovering anyway.
Basically the same as above.
I have no clue. I don't even know what you're talking about.
Hm, regardless, it’s something I could see Sakurai thinking is a problem at the beginning of development anyway.
See, I doubt that. They likely started with Smash 4 shields, and added the new parry very early on. You wouldn’t change such a thing most of the way through development. And if they wanted the parry to be jump cancelable then they’d add a flag to that and not other shielding animations.
Less landing lag, and significantly too. If you only need one, and that’s often all it takes, then it’s most certainly stronger.
The mashing is significantly harder than L-canceling ever was. It’s stupidly hard, and even pros have trouble doing it consistently without like weird B-stick shenanigans or something. It’s incredibly casual unfriendly.
In order to input a throw... Imagine an analogue stick viewer. In the center is a square, and touching the edges or going beyond makes you throw. That’s most characters. For characters with those particular types of throws, it’s a more narrow rectangle for whatever reason. It’s much easier to misinput, and that’s by design. And for no real reason either. Kirby and MK’s Uthrows aren’t anything special and Zard’s didn’t kill to begin with (IIRC). It’s a Sakurai-ism, I guess. A weird mechanic that exists to exist.