I feel a lot of the discussion about Ursihfu here is, though not completely incorrect, is overexaggerated.
Urshifu when looked at by itself is clearly not broken. Before HO boomed in usage since Meteor Beam Necro was introduced, we've managed to keep Urshifu in check without major difficulties. It has many checks on a 1v1 setting: Rillaboom, Fini, Amoongus, Kartana, Electric-types, Necrozma, and faster Pokemon that target its lower Special defence like Dragapult. By itself, its mechanic of ignoring Protect isn't a major issue.
The greater issue is when considering it alongside other its teammates. Yes there are Pokemon that can tank a CB Surging Strikes and Close Combat, but not many. This isn't new; we have other Pokemon in the metagame that can blow big holes in the opposing team that are difficulty to check like Galarian Zapdos and Scope Lens Kartana. Due to ignoring Protect, however, it's much easier to smash through the opponent. When paired alongside its teammates, this lets you to do things like:
- Force a switch to keep yourself safe from Urshifu. However, this also exposes you to Urshifu's teammates. The pressure that Urshifu poses, in combination to that from its partner (with common hard-hitting partners with spread attacks including Zygarde, Heatran, and Necromza), is immense. This is comparable to Future Sight in OU used to pin down threats. I mention the spread users because this generally means little prediction on the Urshifu's user - often you don't even need to predict a switch and can simply use whatever move the target is vulnerable to from Urshifu since very few things can comfortably take both that hit and the spread attack. If you don't switch, you take Urshifu's unresisted attack
- Ignoring Protect makes it harder to stall out Tailwind or Trick Room, which means you can keep up the offensive pressure and get more mileage from these moves than you normally would.
- Punish or discourage passive play (Protect, switching) that is normally used to keep Pokemon in check, which in turn makes it harder to check Urshifu's offensive teammates, particularly alongside it.
The question I feel is whether this pressure is sufficient to consider the Pokemon broken or not.
The extent of this pressure extent on the metagame, however, is exaggerated. In Doubles, Stall teams are practically unviable, and defensive teams were always uncommon. Doubles has always been filled with mostly balance and offensive teams. With Urshifu, we have seen a shift from balance/offence to offence/HO teams being predominant in the metagame (I say offence/HO earnestly, as there are still some good offence teams, and some of the team small changes to the HO team like using AV Rilla instead of Eject Rilla arguably turn the team from HO to non-hyper offence). Calling Incineroar and Landorus-T borderline viable due to Urshifu. Incineroar is still very viable including against HO teams - against Z Strats team, it's very useful against Grass spam, and can also be used to weaken Zeroara, as a switch in against Heatran's Fire-type attacks, and potentially to soften Zygarde's damage (though think twice about using it against Zygarde for an obvious reason and whether it's worth losing a chunk of Incineroar's health to protect your partner). Kartana bypassing Intimidate doesn't really Incineroar since it resists it. Lando-T has suffered in this metagame even without the influence of Urshifu and still won't be great even if Urshifu is removed.
Whether the shift from balance/offence to offence/HO teams is problematic is, imo, a matter of preference. Eliminating balance as a viable playstyle is another issue, but it is also a false one. Balance, though less common and less straight forward to teambuild, is still viable. We have
seen some balance teams already. I used a
balance team to get reqs without Urshifu to see if Urshifu could be handled with such a team (and features Incineroar and Fini which have gotten a lot of hate recently). Less straight forward to teambuilding balance I feel is an important point here. Lots of people here copy other people's teams for matches and commonly use, at most, only a few small changes. Many of the old balance teams struggled with the newer HO teams. Many people used HO teams of their own, often with small changes to help with the mirror changes, since it was easier to fight fire with fire than to use an older non-HO offence team or teambuild a new balance team that could check it.
I still feel there is unexplored counterplay. I adopted Webs into my team. Though I had started toying around with it before seeing these
two offensive teams with Webs, they were motivation to adapt it into a balance team. HO teams are
very Webs-weak, so I added it to a balance team to check HO. It kills HO teams since they are so reliant on Speed, and under Webs, even relatively slow Pokemon can outspeed the majority of HO teams. This denies HO teams much of the momentum they rely upon, as well as makes them much easier to play around. For example, Incineroar ican now outrun Kartana and escape Urshifu with Parting Shot (and a Rillaboom switch-in can withstand a Close Combat and Kartana's Leaf Blade or Zygarde's CB Thousand Arrows). (Sadly I only have
one replay against a relatively stereotypical HO team, and the opponent not using Eruption/Heat Wave was crutch, though I did mispredict that the opponent didn't have TR on team preview). It's not just a HO check though; the highly grounded metagame and relative lack of checks like TR, Defiant/Competitive/Contrary mons and Defog makes it very effective. We've also seen more discussion on Lilligant recently which is another potential HO check that fits well onto balance teams.
My position has changed on Urshifu since the suspect test where I now feel it's a Tier 1 threat instead of Tier 2, but I still don't feel it's broken. I do respect and understand many of viewpoints and arguments on the ban side though, even if I feel some points are overexaggerated. Though there are some opposing points that I consider to be less of differing viewpoints and more a straight disagree with.
I will be voting
ban, and I wouldn't do so without heavy consideration.
I believe that Urshifu's presence in the DOU metagame not only heavily influences team building decisions, but also dictates which archetypes and playstyles are viable at the moment. One of the main symptoms of Urshifu's potency is reflected in Rillaboom and Kartana usage, and it's definitely clear how much of a necessity it is to stack offensive answers to Urshifu, especially given that Urshifu by design is unaffected by defensive gameplay. While both Kartana and Rillaboom are good answers, their arguable necessity to beat Urshifu in a balanced context seems bad for the metagame going forward. Urshifu punishing passive gameplay also forces teams to formulate game plans more proactively, thus making offense significantly more viable than the alternative.
I also believe that the stalemate between Urshifu and its answers improves the viability of those counters, especially considering Urshifu covers its answers' weaknesses very well. Fire types in the metagame are near invalidated unless they're sitting next to Rillaboom, which has caused sets like Scope Lens Kartana to run rampant, enabling an arguably bigger issue.
While I don't think Urshifu is nearly as broken as Shadow Tag, Unseen Fist still invalidates a central asset to Doubles: Protect. When something as important as switching or protecting is eliminated from otherwise viable game plans, other natural balance that occurs within a metagame is diminished.
Rilla and Kartana, including Scope Lens Kartana, were both very popular before HO and Urshifu shot up in popularity, nor are they the only answers to Urshifu. Thanks to these other checks, Urshifu doesn't near invalidate Fire-types even without Rillaboom. For eample, the Urshifu Necro Pyspam acrhetype includes Heatran without Rillaboom.
Honestly I rather ban Acupressure.
That move is uncompetitive and creates too many dice rolls including our ever hated Evasion.