Heracr055
Smash Ace
When multiple posts about Snake counters comes up and Mega Man doesn't warrant a mention smh
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I didn’t say that Snake himself is way broken and needs to be nerfed to oblivion, it’s simply a few tools which have too low risk and too high reward. I agree with those changes, and I’d add 5 more frames of end lag to Nikita. Snake has amazing recovery in terms of height so he definitely can get out there and edgegaurd. Ally pulled it off multiple times in the past but now I see a lot more of him sitting on stage and letting Nikita do the dirty work. I believe it wouldn’t only make recovering a little more tolerable for many characters, but also encourage Snake to actually get out there and make plays that have just risk/reward ratios. The Nikita end lag in tandem with DelugeTN’s nerfs are all that would be needed to balance Snake. He’s not so broken that defeating him is near impossible, but still a little overtuned, and these changes would encourage Snake players to adapt their play rather than using a flow-chart that is more effective than it should be for its repetitive nature.Tone down Dash Attack (take away the intang-frames on the front and make it like F7-8) and make UTilt have a bit more startup/endlag.. and Snake is pretty damned balanced imo. If all it takes are two minor changes to 'fix' a character, they're not THAT broken to begin with..
I believe there's more to it than that. True, Snake's aerials leave a lot to be desired in terms of covering the space in the air in front of him, but there's also the fact that in order to get there, you have to first weave through his wall of nades and the C4. Very rarely will Snake not have something covering that space in front of him. If he's sitting behind a platform with a C4 on it, that route's closed. If he's on the platform holding a grenade, you have to find out how to safely get to that angle to poke him in the first place. You can't poke him from underneath the platform, since you'll probably hit the grenade, which hits below platforms. Finally, if you do manage to get in the position, it has to be during the endlag of something else, otherwise you're eating a f6 leg with great vertical reach that deals 14% and kills even heavyweights at decent percents.One weakness snake has in neutral is having 3 aerials ranging from awful to mediocre in nair, fair, and up air. Nair's awful frame data combined with its lack of range limits its usefulness to only being a followup. Up air is in a similar situation but with even less horizontal range, limiting its usefulness even for juggling. Fair...is there ever a point in using this move? These 3 moves being awful in neutral leaves the air wide open. I want to more people dancing around that area 45 degrees above and in front of snake because unless timing up tilt appropriately is easier than I thought, I don't see what he has that will stop anyone from jumping in front of him.
I'll admit that as an Olimar player, I have not had huge issues with Nikita in the MU as Olimar has a very.. adaptable, recovery plan and a VERY good recovery overall on top of his utility that comes from Side B which makes them either shield, throw out an an attack (usually an aerial like NAir) or just have to eat % from the Pikmin clings. Otherwise you can bounce Pikmin off of their shield, catch them in your recovery then get right back up on the ledge. Point is, Olimar has a VERY good recovery, and as such I haven't had a massive struggle avoiding Nikita edgeguarding.. but now that I've started to play around more with Snake as one of my own secondaries.. you're not really wrong. It's WAY too hard to punish Side B from mid-range or further out if not outright impossible, and as an edge guarding tool you can just shoot the things out like no tomorrow with little commitment. It's like a roided out PK Thunder with far more general use, it's probably the most busted thing about him imo.I didn’t say that Snake himself is way broken and needs to be nerfed to oblivion, it’s simply a few tools which have too low risk and too high reward. I agree with those changes, and I’d add 5 more frames of end lag to Nikita. Snake has amazing recovery in terms of height so he definitely can get out there and edgegaurd. Ally pulled it off multiple times in the past but now I see a lot more of him sitting on stage and letting Nikita do the dirty work. I believe it wouldn’t only make recovering a little more tolerable for many characters, but also encourage Snake to actually get out there and make plays that have just risk/reward ratios. The Nikita end lag in tandem with DelugeTN’s nerfs are all that would be needed to balance Snake. He’s not so broken that defeating him is near impossible, but still a little overtuned, and these changes would encourage Snake players to adapt their play rather than using a flow-chart that is more effective than it should be for its repetitive nature.
As for the rest of the meta, given the last patch had a universal change I think the next thing to address is recovery. How many top tier characters have a short recovery? 0. Some may have exploitable ones like Fox and Snake, but recovery height is so essential to success in this game that the lowest recoveries should be buffed, not to the point where everyone has amazing recovery, but to the point where all characters can recover from being knocked a fairly far distance offstage without being interfered with. Several characters cannot fit this requirement and thus have to be adjusted. My universal buff to recovery would be a simple equivalent of 1 training room cubit of extra height. Some characters would receive two extra cubits due to unique situations.
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Feel free to discuss this idea, Marth and Lucas are buffed to avoid being overshadowed by their counterparts. My second idea for recovery is that all recoveries without a hitbox don’t put the user in free fall. Recoveries without hitboxes face heavy competition from teleports, and I feel that if you fail to edgegaurd a recovery lacking a hitbox they should have an easier time getting back. It also already exists to an extent with Olimar, Snake, and Game&Watch. Not to mention Sonic and Mega Man. Why should the hitbox lacking recoveries of Duck Hunt, Rosalina, Wii Fit Trainer, Isabelle/Villager, Mii Gunner and Pit be left out? I feel this would better balance the competition between teleports and no hitbox recoveries.
Comparing it to PK Thunder is very apt. Since they often turn it back inward to cover themselves.I'll admit that as an Olimar player, I have not had huge issues with Nikita in the MU as Olimar has a very.. adaptable, recovery plan and a VERY good recovery overall on top of his utility that comes from Side B which makes them either shield, throw out an an attack (usually an aerial like NAir) or just have to eat % from the Pikmin clings. Otherwise you can bounce Pikmin off of their shield, catch them in your recovery then get right back up on the ledge. Point is, Olimar has a VERY good recovery, and as such I haven't had a massive struggle avoiding Nikita edgeguarding.. but now that I've started to play around more with Snake as one of my own secondaries.. you're not really wrong. It's WAY too hard to punish Side B from mid-range or further out if not outright impossible, and as an edge guarding tool you can just shoot the things out like no tomorrow with little commitment. It's like a roided out PK Thunder with far more general use, it's probably the most busted thing about him imo.
Oh it's still a potential issue, but Side B + Up B delays and Olimar's general floaty nature in the air all compound to make it much harder for Snake to land missiles than it is in other MU's.. which probably contributed to the reasoning as to why for a while I didn't see Nikita as this big issue. Now I kinda see it.Comparing it to PK Thunder is very apt. Since they often turn it back inward to cover themselves.
There's also duck hunt's reverse can, but that takes a LOT of set-up and doesn't have nearly the same control or power.
(And both these characters have terrible recoveries to compensate them for not being able to safely go offstage for edgeguards.)
Also, idk if Olimar is really that great about playing around Nikita. Yea, going out and hitting him with it is hard. But no hitbox means Snake can hover it around for the 2-frame to force high recoveries he can punish. (MVD got at least 1 stock like this vs dabuz every game)
That wasn't even the reason why Chrom was considered to be high tier. He has so many other busted potions (Fsmash, Ftilt, jab combos, balanced sword with Roy's speed, really good ledge trapping). But naw he sucks now because muh Crombo is gone.I thought general consensus after that was that Roy was better now that they took away one of Chrom's most effect tools? I don't know, with Lucina taking up so much attention, Roy and Chrom don't seem to be hot topics for discussion.
Mostly agree with the post, but this isn't quite true. Plenty of characters edgeguard with projectiles. (Turnips, Fireballs, Trick Shot, Pk Thunder)Snake doesn't care about this. When Snake is in advantage, he uses up-smash or Nikita and completely safely pushes advantage state. Snake is the only character in the game who can edgeguard other characters without any risk, without going offstage at all. And he doesn't need to jump to catch your landing/airdodge.
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This isn't true at all.. Ness / Lucas PK Thunder is an extremely / completely safe edge-guarding tool that requires no risky commitment period from them. Simon and Richter also would like to say hello, as would Adult Link and a few other characters..Snake doesn't care about this. When Snake is in advantage, he uses up-smash or Nikita and completely safely pushes advantage state. Snake is the only character in the game who can edgeguard other characters without any risk, without going offstage at all. And he doesn't need to jump to catch your landing/airdodge.
players probably do. Literally everything they do is meant to set up into something else. Watching players is actually really fun.Am I the only one who likes mental Smash?
TL:DR: Galaxy Brain Plays > Everything Else. For me personally, at least.
Hmm, maybe I'm misremembering, (and Shaya I'd be happy for you to chime in here) but I remember multiple characters becoming an issue for Snake in the air over Brawl's lifetime. Marth, ZSS, Olimar, Pikachu, etc., could all stop him from landing for days.To everyone talking about snake's disadvantage state, remember who made it hard for him to come down. Metaknight.
There’s some characters that just seem doomed to be excluded from the public’s eye. Mega Man is one of them. Diddy is one, DK is one, Shulk is definitely one (everyone calls him Top Tier nobody plays him), Marth is one ironically, Falco does still exist as well despite being overshadowed, and there’s probably a few others.I don't know MM enough to talk about him, lest I would.
This is a great idea if you want to delete Olimar from the game.Since we’re talking about Snake, I’d like to speak about Olimar as well..
I don't know if I think Ness is "underrated" as such (most players have him in tier 2 or 3 at worst, and I think the big issue is that Awestin's health issues prevent him from travelling), but I do think he is very very good. One of the big things you realize playing Ness (and watching Awestin) is that his recovery is much stronger than you'd think it is due to his very large second jump and incredible airdodge + magnet stalls. Ness can come in from almost any direction and he can even alter his trajectory to juke opponents' offstage commitments. I'm sure there are situations where he isn't super great off-stage, but for the most part he makes it back.Ness is underrated. His strengths are so strong they more than compensate his weaknesses. Awestin just 3-0’d an Olimar main since brawl in GF.
Ness has to hit you with the tail of PK thunder for it to compare to Nikita in terms of edgeguarding, hitting them with the body pops them up and Ness has to act himself to continue the edgeguard. Lucas's is closer...but will be more of a gimp tool than something that causes a damaging explosion. The Belmonts don't have a remote-controlled hitbox that they can throw out from midstage, their projectiles are easily telegraphed, and again, usually involve them having to do something else to continue the edgeguard. Link can send his bomb at some goofy angles if he hits it right, but only has control of when it goes off, not throughout the entire duration of the attack. If he doesn't attack the bomb, he's limited to throwing up, down, to the side, or Z drop.This isn't true at all.. Ness / Lucas PK Thunder is an extremely / completely safe edge-guarding tool that requires no risky commitment period from them. Simon and Richter also would like to say hello, as would Adult Link and a few other characters..
Adding endlag to anything is a horrible idea for any character. That's a much more drastic change than what it looks like on paper. Think of one of your main's BnB moves, then add 3 frames of endlag onto it. Wouldn't be very fun, would it? It can ruin the enjoyment of the characters for some folks. Something more reasonable would be to say, maybe "make up smash not combo into itself" or "decrease damage output slightly".Since we’re talking about Snake, I’d like to speak about Olimar as well. Increase the end lag of Pikmin pull and call it a day. This character relies so heavily on Pikmin to pull off all these shenanigans so increasing the end lag would make each Pikmin of more value. It would make it more possible to pressure Olimar into disadvantage and Olimar players would have to combat this. Rushing down Olimar would become more viable of a strategy since the pressure could actually work. Less and more skilled Olimars would be more highly differentiated due to having to overcome this problem.
As for Inkling, which it might not be popular to say a nerf for now, but one is needed, and one only. Make roller more punishable on shield. As of now when Inklings want a kill, many don’t go for reads. They just randomize their movement and suddenly click side Special. And do it again. And again. And it hits a shield, and it’s safe. The reward of this move doesn’t counterbalance with risk. My main has great Oos yet still struggles to punish out of shield, pro DP players I’ve seen struggle as well.
I entirely agree about not being able to react in Ultimate. Not only on shield but on wiff too. When I was having my character crisis it was from trying to optimize 's advantage state with more reactionary play. I would rush in and try to punish lag only to be punished for punishing. It didn't work out. Now I see my best success came with safe flowchart options based on predictions.Hmmm.
1. Snake has been doing VERY well since day 1. I'm pretty sure the general tournaments numbers always had him as the 2nd most represented character, yet he wasn't taking big results "yet".
Why has it taken this long for people to start clamoring on about him?
2. The very wide-spread and generally valid mantra of "he started out borked in brawl and ended up not being seen that way + newgens need to learn the match up".
Depending on your perspective one could call it propaganda. But again, it's a true statement to make.
This notion did succeed in persuading people to "hold out" on raising pitchforks over Snake. Of course the moment that some top level anecdotes match people's opinions, they go into full throttle BELIEF ITS ACCEPTABLE TO JOHN mode. This dynamic is seen time and time again "I knew they were broken" etc etc. Feel free to toot your own horn on this, but maybe back it up with proof of your earlier analysis, kay?
3. Comparing Snake to Bayo in terms of "if balance changes should happen"/etc isn't very helpful.
We're not talking about Snake as if he's suspect of being banned, whilst in S4 our situation was one of
"Bayo is fine, learn to SDI.", "Maybe Nintendo will save us." or "we should['ve] ban[ned] this character before the game dies".
I doubt we'll get to that dynamic. If you're going to compare, make sure you really are understanding the difference in paradigm.
4. Snake probably will not avoid being hit. Patch cycle for Smash4 and thus far in Ult, indicates they're 3+ months behind the meta.
They stealth nerfed ZSS's Flip Jump in the last patch and it echoes the dev team disliking the very common dynamic seen early on by Choco in Japan. A neutral predominantly using full hop and flip jump to reset close to the ground - Japanese players complained about ZSS and she was seen as potentially top 3 in late December/January, but this was not seen reinforced at any point of late Jan, Feb or March.
5. IMO - but I think it approaches objectivity to some extent - Snake's disadvantage is radically stronger than in Brawl. Sure, Snake literally didn't die in Brawl, but Snake literally couldn't land in Brawl either. There are very strong, tournament anecdotal and fair-observational reasons Snake's disadvantage is radically better - you can reinforce your belief in Point-2, it's reasonable to believe people will get better at it, but I don't think there's any way you can genuinely say it's worse, at the least.
6. The game designers want single options to be powerful/strong, thus (I believe what they want) is to invoke more cerebral-to-fight (step by step by step to overcome in neutral) characters being towards the top, like Snake. They've done this by hurting the potency of reactive game play, and by having options that require extremely precise-moment 50/50 or RPS guesses to capitalize on.
I believe Bayonetta in S4 was also a reflection of these intentions, but as I've said before, they royally ****ed up by allowing her an always-available option feasibly result in a stock loss at any % (Witch Time). For whatever reason, the skill which Smash players have prided most: whiff punishing ("reactively") is something they don't want; through very potent retracting animations, sometimes higher start ups but less cool downs, you generally cannot - bizarre, but what can you do?
7. Hurting reaction in the multitude of ways they did (input delay + HALVED shield hit lag !!!!!!!, etc) goes against people being able to keep at the necessary pace to allow those RPS guesses - THUS FAR.
Take Snake's 5f dash attack that is -26 on block - this would be laughable as something "difficult" to punish in any past smash game - BUT IT IS. The animation for it helps the most, giving it a supreme amount of faux-range by after his crossing over his most vulnerable hurtboxes (his legs) retract significantly in cool down.
The animation is busted.
We've also lost 3-4 more frames of being able to react to it due to the shield hit lag changes. Assuming a non-anticipated reaction, by the time you react to Snake having dash attacked your shield he's already towards -15 frame disadvanage - then it's 11 frames to drop shield - then if you weren't facing backward you have to deal with a 4ish frame turn around animation (or instant dash attack/turn around attacks, but most chars don't have the range or speed).
In previous smash games, similar thing would be giving you 3-4 frames more to react, but you can't look at this linearly as if it's "10% less reactable", but rather how it would impact the bell-curve distribution: 3-4 frames could be the difference between 10% of the competitive player base reacting reliably and 50-80%.
They don't want us to be able to beat things like this on reaction/through passive play like you would've been taught to in previous games.
This is the depth-hole / mode of skill / intended difficulty-curve of the game. It rings true to Brawl in a lot of ways, except reacting was a lot stronger (thus favouring MK and Marth; spacies were kinda in that group too). On the other side of things though, the necessary "skill" to succeed in those RPS guesses was something which most players/characters couldn't (or didn't want to) achieve.
Chain grabs, Meta Knight and all other sorts of "spam"-tier things carried a lot of players on their shoulders (for me it was f1 invincible dolphin slash, fyi) during the extended period of time people weren't gud enough to otherwise handle the neutral-bork of Falco, Snake and not too long after Diddy, Olimar, etc.
There's less of this, I guess, or alternatively, so much more of it across the cast which is drawing all the focus. True privilege is relatively uncommon though, I'd say.
8. In theory, the endgame of something like Brawl being caused by Snake/Oli seems unlikely. A character getting more out of their stuff and thus accentuating tier differences is inherent to the imbalance of any game (or thing). Characters which freely get away with certain actions are fine - it becomes an issue when a single option results in such a skewed risk/reward that has no real mitigation.
9. I don't think the game is at a perfect point of balance with their intentions - shield hit lag being reduced seems to make literally EVERYONE less happy (they/you just don't know this is the reason for it - yet, they still think it's the 1f worse input latency, GORL, we be losing 5+ frames not just 1).
I'd say the feature should be on a move by move basis: "risky" and "fake" things like Jab mix ups can afford to be difficult to react to (well, they nerfed Zero Suit's jab end lag between games by 2f to match the shield hit lag lost, thanks, ********, it's probably quite similar with a lot of characters but I'd prefer having my 2 frames of end lag removed and just give me more shield hit lag instead, ********).
It seems feasible they'll still be introducing tweaks in every patch - the widespread projectile change and tweak to parries indicates this. I also dislike that parry activation is on a completely different system rather than just a "frames 1-5 of your shield drop" (it seems to be more like frames 1-5 of you releasing your shield trigger); I'm not entirely sure, but this could be why parrying on wifi seems so stupidly hard. Changing this would mean "reactively" parrying that chrom or roy tilt after a landing aerial wouldn't be that difficult at all. Perhaps the way it is now is fine though. But I think those opportunities for the interactive RPS situations people (including me) yearn for would be more easily obtained if parrying wasn't THAT particular.
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Either way, our whiff punishing super-reaction-bros Valhalla days are likely over (press [F] for respects). Players labbing intently to find means of implementing near riskless situations that result in consistent massive reward is likely to "finally" not be the most-dominant strategem at higher levels of play. They know they messed up with Bayonetta, but they/Sakurai want risk to be inherent in forcing a neutral win on a match-up and player basis.
It's not like those old-guard staples are unviable, quite the opposite - they've still been dominating and causing people to ***** internally/privately, and then the moment Leo or Tweek won something, externally, all this time already. Sheik might even be back already, and it just took one [crucial] buff on her forward air to really get her going again (she got more than this, of course).
Before continuing, if you looked at "riskless ... consistent massive reward" and wanted to retort Snake grenades or Oli's smashes -
What, other than a yearning for punishes to come "reliably" (I fail this hook like and sinker a lot) and a predisposition to match-up specific aggressive commitments (just because you can landing aerial with Lucina in most match ups easily doesn't mean it it must be universal) is actually forcing you to get hit by these things? And if you falter are you really losing the game for it?
Falling back on the point of Snake's dash attack though - shielding backwards gives your character up to 4 more frames to deal with the crossover if you needed to run punish; trying to bait it and committing to a jump (or similar 'riskyish' choices) at the right time will likely have to be learned... for a lot of match ups.
Or you pick the character who themselves have a simple option that can handle it - Olimar nor Snake seem to be fans of their 'easy zoning' being shut down by the likes of Pacman (it seems).
I had a lot longer rant after this, but I think this'll do, it might struggle to be coherent anyway.
If it has too little end lag right now, then increase it to make it more balanced. And I know what end-lag is from Pit side Special.Adding endlag to anything is a horrible idea for any character. That's a much more drastic change than what it looks like on paper. Think of one of your main's BnB moves, then add 3 frames of endlag onto it. Wouldn't be very fun, would it? It can ruin the enjoyment of the characters for some folks. Something more reasonable would be to say, maybe "make up smash not combo into itself" or "decrease damage output slightly".
If you want to nerf Inkling, forget about Roller. Her bair is infinitely more dumb. People tend to look over it because it's not crazy strong in the same vein of Snake's utilt, but it's utility is a bit overboard.As for Inkling, which it might not be popular to say a nerf for now, but one is needed, and one only. Make roller more punishable on shield.
The Bair is silly strong, but that can be left as a trait of Inkling. Inkling doesn’t have to be weak, but the roller has higher reward than any other move at high percent yet it’s too safe. The Bair is strong, but not everything has to be nerfed. By buffing weaker characters and adjusting the roller the matchup could be easier. Also the Ink mechanic is a little iffy at times, it feels too easy to get a recharge, but not everything has to be touched. At this moment Inkling is beatable with lower tier characters, it just requires lots of skill. With buffs to lower tiers and roller nerf it would accentuate Inkling’s weakness of struggling to kill outside of two confirms (Roller and Down Throw Uair), and tighten the gap in effort required by each players. The Bair I feel is so vital to Inkling that its nerf would be devastating. Still, I see where you’re coming from, a careful nerf would be best.If you want to nerf Inkling, forget about Roller. Her bair is infinitely more dumb. People tend to look over it because it's not crazy strong in the same vein of Snake's utilt, but it's utility is a bit overboard.
That is because Snake in Brawl suffered from a frame 9 jumpsquat (the highest in the entire series) and aerials with a high amount of landing lag. It is not too difficult to beat him in an aerial moveset contest if you have a good air game. His utility comes from his amazing ground game and special moveset.Hmm, maybe I'm misremembering, (and Shaya I'd be happy for you to chime in here) but I remember multiple characters becoming an issue for Snake in the air over Brawl's lifetime. Marth, ZSS, Olimar, Pikachu, etc., could all stop him from landing for days.
and probably will be in this category as well until they are optimized. And I do think they will be optimized eventually, they just need time. Also, I think that and fit as well.There’s some characters that just seem doomed to be excluded from the public’s eye. Mega Man is one of them. Diddy is one, DK is one, Shulk is definitely one (everyone calls him Top Tier nobody plays him), Marth is one ironically, Falco does still exist as well despite being overshadowed, and there’s probably a few others.
I'm not disputing that nothing has that level of control and such offstage, I was simply saying there are several other characters who can edge guard you, safely, without ever leaving the stage. As effectively as Snake? Hell no, but they can still do it.Ness has to hit you with the tail of PK thunder for it to compare to Nikita in terms of edgeguarding, hitting them with the body pops them up and Ness has to act himself to continue the edgeguard. Lucas's is closer...but will be more of a gimp tool than something that causes a damaging explosion. The Belmonts don't have a remote-controlled hitbox that they can throw out from midstage, their projectiles are easily telegraphed, and again, usually involve them having to do something else to continue the edgeguard. Link can send his bomb at some goofy angles if he hits it right, but only has control of when it goes off, not throughout the entire duration of the attack. If he doesn't attack the bomb, he's limited to throwing up, down, to the side, or Z drop.
Honestly the closest thing to it is Duck Hunt's can.
Adding endlag to anything is a horrible idea for any character. That's a much more drastic change than what it looks like on paper. Think of one of your main's BnB moves, then add 3 frames of endlag onto it. Wouldn't be very fun, would it? It can ruin the enjoyment of the characters for some folks. Something more reasonable would be to say, maybe "make up smash not combo into itself" or "decrease damage output slightly".
..Been a solid minute. I forgot this thread was even about anything else.Curious as to how and when this derailed so hard to talk about hypothetical patch changes/wishlists over actual current character impressions in their current state.
I see Sheik somewhat often now that FAir and such was buffed, I also remember seeing a ton of Luigi players closer to launch spamming the hell out of his 0-death grab combo. I've seen a lot of Lucas players online, but not many in tournament. Meta Knight and Lucario are pretty dead in Ult, though. Pretty much ALL the talk of MK was about a supposed 0-death I never even bothered looking into closer to launch, otherwise I've heard little about him besides that he's fallen from grace quite hard. Lucario I've actually played around with, though I really don't like his character dynamic.. but I do NEVER see people use him.and probably will be in this category as well until they are optimized. And I do think they will be optimized eventually, they just need time. Also, I think that and fit as well.
No, he's right. I know the point you're making but you need to read between the lines a little here.This isn't true at all.. Ness / Lucas PK Thunder is an extremely / completely safe edge-guarding tool that requires no risky commitment period from them.
Sheik is becoming more common, it's true. Again, I think both her and Luigi need a bit more optimization to become actual threats in the meta but they could both probably make it to that point eventually.I see Sheik somewhat often now that FAir and such was buffed, I also remember seeing a ton of Luigi players closer to launch spamming the hell out of his 0-death grab combo. I've seen a lot of Lucas players online, but not many in tournament. Meta Knight and Lucario are pretty dead in Ult, though. Pretty much ALL the talk of MK was about a supposed 0-death I never even bothered looking into closer to launch, otherwise I've heard little about him besides that he's fallen from grace quite hard. Lucario I've actually played around with, though I really don't like his character dynamic.. but I do NEVER see people use him.
I said this already, but I was entirely referencing a characters ability to edge guard you without leaving the stage or risking themselves. PKT cannot be cancelled in the same way Nikita can, no, but there's still plenty of situations where it can be used pretty much risk-free as an edge guarding tool. Same with some of the other stuff I mentioned.No, he's right. I know the point you're making but you need to read between the lines a little here.
It's pretty safe and probably the next best thing to Nikita, but there is always a risk attached to PKT because Ness can't cancel it with a shield button (which, let us remember, doesn't remove the hitbox) and immediately segue into something else if he needs to.
This goes double for Lucas, as his PKT is considerably slower and doesn't launch people away. For Lucas, it is actually pretty risky and you'll rarely find a golden chance to use it.
Also Ness can't make his missile artificially stronger/safer by covering other zones with a mortar.
In every conceivable edgeguard situation, Nikita literally risks/gives up nothing. There's nothing quite comparable to it.