Chevy said:
I don't believe per-player input buffering is inherently bad. But it would cause a lot of backlash and confusion for tournament organizers, who now have to decide whether it's allowed or not, or just drop Project M because they don't feel like dealing with it.
Whether you like it or not, not everyone will be for the idea. If someone is good without the buffer, they will call the buffer a crutch. This isn't completely unjustified. Whether or not you think that it's a crutch that should exist isn't that relevant in the grand scheme of things.
Most mid to top-level players would not be in favor of it being tournament legal. In they're mind they've already spent the time to learn their timing properly, so why shouldn't everyone else? I can sympathize with this mindset. The game takes time to learn and play, and those that put in the effort are rewarded for it. There is potentially a big debate as to whether the physical aspect of the game is important. I think that it's an inevitable part of the game, so it should just remain as is, whether than try to hide it. And personally, I just prefer no buffer, I would rather have frame perfect control.
This options would inevitably create a divide, as you've already seen in this thread, between those against it and those for it. Divides are not good for the community. Players go back to Melee, some are just disgusted by the arguing and leave. I don't think the draw of new players would compensate for the potential loss of current players.
These reasons are why this idea is not worth the time to implement. I admit that they are taken to the extreme somewhat, but you get the point.
Backlash is an issue. As was backlash by the _____ [West?] Coast when people said "ban items" and gave it a trial run [I never cared which side was which on that debate]. But banning bob-ombs was ultimately a good idea - having buffer may or may not be a good idea, but we won't know if we don't run it. TOs probably have to explicitly allow it, or else we can try this where a big tournament makes a decision so that when locals default to a ruleset (the locals I know default to Apex 2014 [Apex 2013 ruleset last year]) there is not confusion. If some don't like X big tournament ruleset though, this could create issues.
The buffer may partly be a crutch, but it's also in some ways an enhancement/risk (SD risk) - people are talking about broken things but tech skill in all the right places will eventually break things - Ganon on ice or whatever it was called showed that some things that are considered tough can be done rapidly and repeatedly in incredible fashion - I don't doubt much that if he'd put all that time into multishining he'd multishine regularly in tournament (the problem of course being that one often must focus on multiple aspects, but I'd be willing to guess [as another example] if M2K had invested all the time spent CGing Fox/Falco on FD as Marth into multishines he'd do them regularly - he just took a different path). The buffer also allows some who aren't quite there to compete at a better level - it can buff all players (doing silly technical things or doing the technical stuff well) if people will not refuse to embrace what it offers and avoid the few downsides. This is a valid point though, and may hurt PM.
Your choice to not buffer (That was above). Buffering doesn't necessarily take everything to easy mode - it widens some windows for a few things but someone who still can't properly wavedash out of shine to a grab won't all the sudden be waveshining to grab on a whim - they'll just be more consistent in what they want to do if they use it properly. This is a valid point though, as it will eliminate some differences between skill levels.
Divides may not be good but the community often emerges stronger - see items example above (though for PM, I can see why things would be more fragile than Melee). I also prefer Melee to PM so I hadn't really considered the back flow because I'm not as invested in PM, but it's a valid point for sure.
So I don't necessarily know that you are right, but I now have a more comprehensive understanding of the debate now (thanks). I don't feel that some TOs implementing a buffer as a trial period is a bad idea, but I also see why there are good reasons to simply leave it be as is.
In some ways it's like a political debate about the minimum wage or something - each side has all their theoretical reasons ready to go, but the testing is ambiguous and neither side is willing to budge. With that, I'm gonna leave cuz as Soft Serve and others said, it's getting stale. I also think the OP won't give up, despite you laying out fairly reasonable arguments as to why a buffer might be better off left alone. Thanks for your input.
EDIT: As to "neutral montage videos", that's a question of what someone's looking for - if you want the flash, go to the combos, but if you want the place where the huge unseen skill is, where the mental side resides and the tension builds, it's in the neutral game. To paraphrase a golf saying "Combo for show, win the neutral game for dough." If you never lose the neutral game (and so never really enter hitstun), you shouldn't ever lose a match unless a projectile user times you out or KOs you at like 200% but is never able to capitalize. A perfect neutral game is a (nearly) unbeatable player. A perfect combo machine just looks cool and gets wins when they win the neutral game - but the perfect neutral game beats the perfect combo machine, because the combo machine never gets going.