>>50733912It's better to think of Pokken as a 2d fighter, since the 2d phase is where basically all the combat systems are designed around, and the 3d phase as a glorified anti-infinite system that forces a return to neutral and also acts as a second buffer layer of neutral play on top of the neutral in 2d.
Also as a way to encourage adapation since different moves will add more or less points to the PSP guage that determines when a shift happens, so at high level play players will be changing up their moves and combo composition based on the matchup or state of the match.
EX: if you have the other player in the corner but the PSP guage is half-way filled, you'll need to not only change up your corner combo to fit the current PSP guage so the combo isn't interupted midway through and is less optimal; but also you need to weigh doing an optimal that will cause a shift at the end of it, or a less damaging or less safe combo that won't max out the guage and acts as a sort of reset, to stay in the 2d phase and keep the other player under pressure with potential longer-run damage upsides.
Alternatively, maybe you want to switch faster, since causing a shift gives you meter and health regen, and entering burst also releases a wave that if it causes hitstun resets the PSP guage, etc.