>>723028403
>>skipping neutral is part of neutral
Neutral skips have to be enjoyable and engaging, meaning being balanced around the possibility of a hard callout against it, a reaction that would counter it, or a difficulty to access it either through meter or long startups

Terry's Burning Knuckle in SF6 fits that, neutral jumps and fireballs call it out, it's minus or even punishable if you get the range wrong, it even knocks down on hit instead of starting a combo
It is fun to play around it, because he has other specials that interact with all of these situations, or he can just use the threat of the special to move in/out of range

Parry Drive Rush on the other hand is none of these
It's easy to access due to your meter automatically refilling, and cheaper than an EX move
Startup/speed is ridiculous, with characters being able to jab you from midscreen in less than 20 frames
The counterplay is ambiguous, some characters will hit you with disjoints you can't contest, its momentum can be killed, and after enough frames characters can just block so you can't even really DP or sweep as a last resort thing
The only callout against it is to occupy enough space with fireballs or very active moves, but these open you up to being whiff punished, jumped on or DI 'd