
As much as I like the goals of making shield/floorhug interactions more volatile and making characters who would otherwise struggle against floorhug more effective, reducing the buffer is a flawed implementation that isn’t enjoyable to interact with.
A ton of situations become far more frustrating across all skill levels:
If the goal is to make defensive mechanics more volatile without altering frame advantage, a similar effect could be achieved by reducing the hitpause of weak attacks (and, if desired, adjusting projectile hitpause), giving defenders less time to react to unexpected situations while being more intuitive for new players and less disruptive for experienced ones.

I’d rather have them tinker w the frame advantage. It makes no sense to space some tilts, when everybody can wd grab anyway.

Hello i am leaving a comment on this for engagement. I didnt read this at all, i am illiterate and from florida, which probably explains why i cant read, but since youre from me region i have to be the homie. Not just any homie, THE homie. I hope you get the engagement you desire friend
#tampagang

It adds a pointless execution check to a game where famously there are very few execution checks and it fucks with the muscle memory of long time players. BUT theoretically absolutely nothing has changed about what is and isn’t safe on shield. If you’re good and have the execution down, this change literally doesnt matter to you, which is why it’s a seemingly pointless and frustrating change.

Incoming 1 hour dev stream about why this is actually awesome and everyone is just too stupid to understand.

I just want the version of Rivals I had in July back… this one is telling me to do a bunch of homework so I can play a new annoying timing challenge. I spent most of two years not learning the shield stun of every single move. my b, i guess