>>533976397
>But I'd prefer if they did that by adjusting each character instead of just slapping in an universal mechanic.
I wouldn't mind that either if they implemented it well, although coming up with unique variations of strong active options without making some of them cancer like riding free seems hard. In any case, I don't mind Rising's approach to it - 66L is pretty tame all things considered.
>Well, that was my entire point.
Okay sure, I have posted this before but I think the homogenizing the game complaint is pretty overblown. The only game state that it arguably homogenizes is midrange neutral and even then as hitbox sizes on characters start outsizing 66L it falls off as checking it becomes easier and less risky (dash blocking also isn't a thing so the only RPS out of getting hit against those hitboxes is jumps which have their own risks). And it's debatable that the strategy in that game state wasn't already homogeneous before in the poking whiff punish design.
On offense it has as much counterplay as every other strategy, it's basically a different flavor of stagger pressure resets by being more fuzzyable than cL staggers but spacing out smaller buttons. And on defense it's a 9 frame button with modest range and low priority that you'd only use when you're confident your opponent is ending their turn or leaving a large enough gap. Neither are extremely strong applications to the point where it becomes the go-to option for the majority of the cast.
All in all it does have a very strong presence in neutral even now outside of the top end meta characters who have options that they prefer over it, and as a pressure reset for characters that play at the space trap BC-safe distance. But I don't think it's any worse in its implementation than the alternatives people wish for all the time.