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The difference is in what the base actions are, in both, the second composent is movement through a thumbstick, the first is different, in Smash, you pop a shield, it stops damages, but has a health bar of its own, when depleted, the user gets stunned, open to any kind of attack, it regen it's health pretty quickly when you use other actions, holding the bouton holds the shield, In Rivals, you do a parade, it acts like a counter move, but instead of throwing an attack, it let you do what ever you want on a stunned opponent (so, it's the person hiting the shield being punished, not the person being over relient on it), it has frame datas of it's own with a set of frame before it where you can cancel it into the roll (it also being the only way you can roll), what happens is that, in Smash, you can be sloppy with your timing, in Rivals you have to be quick and precise, or you'll get stuck in your parade animation, be lucky and charge a full smash on an unwary, now stunned, attacker, or get hit, flunged, and comboed.
I'll give you an advice, you most likelly already know that but hey. You can go for a pure parade if you have a good read of your opponent, if you're not so sure, mix up your rolls, short hop to air dodges or your shorthopairdogehopedogehopdepogdoghopedodge "wave dashing", and if you are confident in your timing, and know you machtups, you can even go for a prioritary move.
(OHOHOHOHOOOOOOOOOOOO! these sweet, sweet, ♥♥♥♥♥♥♥! priorities... salt talking here)
Buuuut if you're holding left or right you automatically roll. It's not a timing window. And I find it easier than Smash, I just forgot it was different because I stopped playing Smash.
PS: Parade isn't an autocorrection, it's a mistake, english isn't my main language and I often get parade and parry mixed up together. (In France, where I live, parade is the same word for both.)