There's no risk management required once Dynamic Punch connects. Machoke threatens Knock off to all immunities and most resists. Further, you can't learn to manage true 50/50s; that's the illusion of control inherent in game theory. Once a mon is confused, there's nothing special for the Machoke user to actually manage. For them, good plays are almost always still good plays. For you, a good play can suddenly become a very bad one for no reason. This isn't comparable to a scald burn or a thunderbolt paralysis. This is a Sand Veil Garchomp scenerio. It's not a sub brightpowder Sand Veil Garchomp situation.
Then clearly the issue is Machoke set of moves and stats, not solely DynamicPunch. Throh was also banned from PU as well, leaving Machoke as the only relevant Fighting-type pokemon, which seems to indicate that the issue is that Fighting STAB + Knock Off is overwhelming for the tier. As Pocket said:
If PU is having trouble tanking Dynamic Punches from Machoke, then it is obvious that the problem lies in Machoke, as its main STAB move is too overwhelmingly powerful for the metagame. This is indeed a Speed Boost Blaziken-type situation, rather than Sand Veil Garchomp-type situation.
So (unknowingly), you have basically agreed with what the post above you had said.
I don't know what you mean by brightpower Garchomp because it makes no sense, so not gonna comment on that.
Oh by the way, let's see this guideline:
IV.) Unhealthy - elements that are neither uncompetitive nor broken, yet deemed undesirable for the metagame such that they inhibit "skillful play" to a large extent
A.) These are elements that may not limit either team building or battling skill enough individually, but combine to cause an effect that is undesirable for the metagame.
1.) We haven't really had an example of an unhealthy ban yet, but a potential example is Stealth Rock; it certainly is on the mind of every team building experience and games are often steeped in Stealth Rock strategy. Whether or not this adds up to limiting team building skill or battling skill is part of the conversation to be had.
2.) One important thing to note with this is that distribution both matters (in the case of large distributions) and doesn't matter (in the case of low distributions).
a.) If Stealth Rock or Scald weren't so common, they probably would not be as controversial issues as they are.
b.) However, just because something isn't highly distributed, like Shadow Tag, doesn't mean it isn't unhealthy. Some tried to state that Shadow Tag wouldn't be broken on a 10/10/10/10/10/10 BST mon, but this is the wrong way to look at it.
c.) Things aren't broken (or unhealthy or uncompetitive) only in vacuums; they can contribute to the whole being greater than the sum of its parts.
Instead, consider how potentially broken elements would be with average distribution on average BST Pokemon. If Shadow Tag was on, let's say 4-5 OU potential Pokemon as opposed to 1-2 and the average BSTs were something like 80/80/80/80/80/80, would it be broken?
The take away from this is to not ignore distribution, but if lowly distributed, to assume how the element would take away from team building or battling skill if it was distributed to average pokemon in an average quantity.(Yes, we will provide average statistics)
Again, as I said in one of my previous posts, DynamicPunch is not an issue by itself, as it has a large distribution, and it is not a problem in any pokemon without No Guard, nor it is a problem in any metagame that has DynamicPunch users with -average- stats, in a similar way to Speed Boost, which has examples of average BST pokemon that are balanced. This is in contrast to Baton Pass, Moody or SwagPlay, which made pokemon well below average a genuine problem in various metagames.
However, if we then take a look at No Guard + DynamicPunch, it again isn't a huge issue on any pokemon that has access to it except for Machoke, and wouldn't be an issue on an average pokemon of the tier,
unless said pokemon had Good stats + No Guard + Fighting STAB + Knock Off. This is an extremely particular set of moves + ability, and is basically describing what Machoke is. What is broken is Machoke in particular, not DynamicPunch in general.