It's all so very confusing.
It's called conditioning. I played a guy called SU Megafox. Apparently at the top of the leaderboard. I got a few mixes in on him. However I didn't execute well. You gotta be ok point and mixing it up.
The float cancels and rockets work fine for me.
And the float, in my opinion, is actually good and has uses.
I want you to be right.. and I'm not saying you aren't. Its just not.. i dunno, I fucking hate using the word 'cause the concept of it is sorta stupid, but, "real".. So I think it is absolutely about conditioning and expectation. It's a tool you dont lean on, you just sorta sway in its direction on occasion, lol.
Like, SG's teleport isnt "real" either, in that its totally reactable and unsafe as shit and blah blah, but I was just watching TitaniumTigerz and SilverRye's streams the other day - both of whom are absolutely excellent players, and on both streams they fought a couple SG's.. and got tagged by the teleport.
I mean, watch Sonic play Captain Cold, Ive seen him go into a string and cancel into rubbing that damn gun right in someone's face for a split second because they just dont expect it, they walk back a half step or so before they realize WTF just happened, lol.
just my .02. I know float/rocket pressure isnt the same as the above listed examples, but I think we sometimes forget our opponents arent computers that read our inputs and always react the correct way. They may expect something else, or just get caught. I feel like Manta has several things that are designed that way. I mean, I see people challenge + frames all the time and its surprising how often it works because they have a read or are making sure you arent fucking around.
Of course, we dont want to build a character gameplan around shit that's not real, but these are still viable tools that have their uses. Shrug.