Nikita was a poorly balanced move, why should it come back? It was a huge pendulum swing of "They can't do anything offstage/onstage about it" or "Absolutely worthless". Asking someone like Ganon or Luigi to deal with the move was an absolute nightmare for balance.
It definitely set up a hurdle for those characters, I think shield push back being lowered (Melee) would have it a bit more manageable on-stage but it'd still be a daunting edgeguard. That's the main problem I saw for it, but the characters can't deal with a host of things including Nikita from their weak movement/recovery. The Nikita never got close to worthless even on-stage vs good movement characters with the right mine/grenade placements and such. I'm not sure on what I'd do with Snake, although not yet giving Tranq a thorough chance yet besides how much I already hate it: I think I might have a nerfed Nikitta like Magnes said, and let the "niche" uses of it being a bad move lend itself to those who know when and how to use it like Falco/Fox's fair (Similar to your own past statements on Diddy's side-b, keeping the distance but nerfing the abusively good grab frames). T
esting new options like you guys are doing now is likely the right thing to do to see if something can surpass the Nikita in design.
This Tranq ain't doin it for me though.
-The Tranq limits you to primarily use it on the ground due to being decided to be effective only on the ground to not be over-centralizing as Pro put it. If you had to say start the Nikita on or super close to the ground to use it (as many people do, similar to how newer Link or Diddy players don't jump while pulling bombs or bananas) that'd make me enjoy the move less besides actually making it a lot worse in terms of what freedom drifting/B-reversing/Wavebouncing gave to it
-The state of the Mashing mechanic: which shouldn't have the control stick's toggle between axis count as inputs. This easily accumulates to more inputs than pressing the other buttons: leaving it to be the most crucial to wreck havoc on to escape in time which does a number on the lifetime of it. The Mashing mechanic should have to do more with timing in my eyes.
- PMBR changes one move in Snake's moveset.
- Snake is suddenly unplayable.
Seems legit.
I was indifferent when I first saw it on an accidental stream of 3.0 by Rat, and I suspected "Nikita Spammers" to be sad. It hit me kinda hard when I got my hands on 3.0 for how moderately but effectively I used it.
An entire special move change is a big thing especially when it's goal is to be used entirely different. Even the small things can have a huge impact the developers might not have a full grasp on. Making Pit's arrow shot cooldown slightly longer removed the small open window at the end of a SH given you performed it early: giving it Wolf's laser like wavelanding/AGT'ing ability along with DJ. Pits didn't utilize this technique when they had the chance, and thus never felt the full impact of the nerf; meanwhile I'm left feeling like a Wolf main who lost his ability to WL out of laser and the depth and movement enjoyment packed there in. Pit was thus to remain more or less stationary with his arrows like Zelda was after 1.0: making them similarly more defensive, less technical, and dumb to watch.
For me, I've hated most of the major new attacks Snake has been given. I've hated the utilt uppercut move since day 1, it's ugly as hell, and the animation looks worse now than in 2.6. I hate the new fsmash, also an ugly looking move. The crawl attack, and Low nade toss (though I did not like the change of High nade toss input to holding up as opposed to back), and the MGS grab/drag mechanic with the dpad are are pretty cool new additions.
You agree Brawl's u-tilt in its entirety had to go though right? High nade toss being moved to up was a little of a struggle since I've used Brawl Snake and been playing since 1.0 before that was implemented in 2.5: but it quickly became apparent to be the way more natural direction it should have been.