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Meta Rosalina Match-Up Analysis R2 - Sonic

Mario & Sonic Guy

Old rivalries live on!
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Rosalina Match-Up Analysis R2 - Sonic


Welcome to the Rosalina vs. Sonic match-up analysis thread. This thread will be used to analyze Rosalina's match-up against Sonic. For all the rules on the round 2 match-up discussions, please refer to the directory thread.

Last Updated: 4/10/2016
Special Moves Allowed| | :4sonic:
Default only | :rosalina: | +1
Default + Custom | :rosalina: | +1
Default only
peligodhunter: ±0 - +1
Rucent: +1 - +2

Default + Custom
MeteorSpike: +1
 
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Rucent

Only strive for first place.
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Rosalina has a small to moderate (at worse) advantage in this match up. I will speak with non-customs in mind.

The best scenario that Rosalina wants in this match up is for Sonic to be above her. This is because Sonic does not have good landing and Rosalina can easily juggle Sonic with her disjointed Up Air. You can opt to jump after him, but it is much better to stay on the ground in order to maintain stage control while perdicting his landing zone and punishing him for it with Up Smash. If you jump after Sonic, he could spinshot out of Up Air range, then fast fall/Down Air to the ground before Rosalina can.

If Sonic Down Air's, you will know where he will be landing, and you should head to that spot to get a free Up Smash. If Sonic decides to Down Air from Spring height (from the ground) or lower, he will land with a lot of landing lag. If he Down Air's any higher, then the move will have no lag when he lands on the ground.

Although Sonic can get rid of Luma fast, Rosalina can make it harder for Sonic to perform this task. Sonic wants to get rid of Luma as soon as he can, so he can have a safer time dealing with Rosalina. If Sonic decides to go for the Spin Dash/Charge approach, Rosalina & Luma can just throw out jabs or star bits to stop the Blue Blur. Shielding can protect Rosalina from Spin Dash/Charge, but it means free damage -and potential death- on Luma, which is not favorable. Rosalina wants to keep Luma around as long as she can and as close to her as she can. If Sonic correctly spaces, he can Forward Tilt or Jab Luma off stage.

Offstage
If Rosalina gets off stage by Sonic, she can bait out any edge guard due to her great air time and Launch Star. Sonic can go for the Spring, Down Air, Back Air, or Forward Air. If Sonic tries to homing attack, you can manipulate where it goes and air dodge it. If the two characters are switched, the same is applicable, except Sonic doesn't have as much air time, and his Spring only sends him one direction, which is up. If he doesn't auto lock to the ledge that is a free Forward/Down Smash punish. Rosalina can also go for the Down Air Spike off stage. Do know that the start up of Sonic's Spring grants him invincibility for a few frames.

Sonic's Down and Side B
It is good for any player to know what Sonic's Spin Dash (Side B) and Spin Charge (Down B) can do, along with its differences.
At first glance, you can see that Spin Dash has a short hop after start up and is a single hit move whereas Spin Charge doesn't have the hop, and is a multi-hitting move. The first few frames of Spin Dash's hop has invicibility frames. Spin Dash can be Shield Cancel'ed whereas Spin Charge can't.

Sonic will try to throw out Spin Dash'es then Shield Cancel them to provoke an punishable action from the opponent. He can also hop around with it or hold it to mess with the opponent.

Also, Spin Dash/Charge can be stopped (as I mentioned above). Sonic still has a hurtbox during the animations, and disjoints, aerials, and moves with special properties can stop it. Grabs always beat them.

For more information (that I did not mention) on these two Specials, Click Here, or Here.

Misc
A good thing to note is that as the patches came in, Sonic losses the KO power that he had. This is great for Rosalina because of how light she is. Sonic is going to have to go alittle slow for this match up, because any rash actions from him can easily put him in the disadvantage state.
 
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MeteorSpike

Smash Cadet
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May 6, 2015
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In customs, I want to say it's +1 in favor of Rosa.
With the obvious Shooting Bits, she gets free-reign on the horizontal plane along which Sonic normally excels at approaching from.
Just from this one projectile alone, Sonic doesn't gain much from blocking it, evading it on the ground also doesn't give him much advantage, and evading it in the air just worsens his situation, particularly since Rosa has such a strong capability of punishing foes above her.
While Rosa gets all this from just a single custom, Sonic on the other hand, I feel gains little to no particular additional benefit with customs...except for maybe his alt SideB's and the gravity DownB.
Though in the event that Sonic can find a way in, I think Sonic does have an easy time getting rid of Luma, as he just plows through Luma with his spins or aerials, regardless of whether Rosa is blocking or not.
If Luma's gone, it's Sonic's turn to take control of the fight, as he can easily get in and dish out some serious hurt, but it is definitely an uphill struggle otherwise.
Rosa's management of Luma heavily influences the tide of this MU, and I'm inclined to think that a Rosa player would keep Luma safe and nearby, and keep Sonic off of Luma using RosaLuma's longer reach, larger pokes/aerials, and star bits.
Sonic's reduced kill power is never a good thing in any MU, but I think it especially hurts here, against one of the lighter characters in the game.
In terms of gimping each other, both characters can cleanly intercept each others' UpB's, given proper timing, but offstage, Rosa definitely has the luxury of more air time.
As Sonic, NeutralB is kind of lousy, since you can't control whether it goes for Rosa or Luma, much less the path it takes to get to whoever it decides to target.
If the former, she can just block, after which you'll be above her: A dangerous scenario indeed.
If the latter, she can focus on simply punishing.
 

Mario & Sonic Guy

Old rivalries live on!
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Sonic is being analyzed again for this week. If you have anything to contribute for the match-up, especially in regards to the newest software update, this is the place to do it.
 

PeliPenguin

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Rosalina has the tools to exploit Sonic's main weaknesses: a linear approach and an inability to land. As per usual against Rosa, Sonic's goal is to remove Luma from the playing field, but Rosa can make this difficult for Sonic due to her large disjoints.

Rosa should be aiming to get Sonic in the air. Rosa is probably the hardest character to land against with Sonic because of the huge hitboxes and power of her Uair and Usmash. Her floaty nature can also pressure Sonic offstage as well, although his recovery is quite difficult to gimp. Getting Sonic in the corner is essential, because he can't exploit his movement and mixups.

What moves you use to keep Sonic out should be mixed up at all times. Every move you use can be punished by Sonic if he catches on to what you're doing. You like to use nair? We can run under and punish. Getting jab happy? We can Spin Charge under it. If you play reactionary you can make it difficult for Sonic to find your habits. Equally, you can punish Sonic for using the same approach options, its especially important to be aware of spin patterns since Sonic has multiple options when using the move, if he spin dashes your shield he is forced to use some kind of option to escape, which Rosa can punish easily.

Sonic's main methods of removing Luma include his jab combo, the SDJ and fthrow. With Luma gone Sonic can chase you down with his superior speed, making camping difficult. However, since our approach is somewhat limited to begin with, knocking Sonic away to stall time isn't too difficult.

Sonic's ability to KO is below average if he can't get hard reads. His kill moves include Bair, Usmash, Fsmash, Full charge Homing Attack, Fair and Uair near blastzones, Bthrow on the ledge. He can also use Uthrow, Fthrow and Nair at very high %. Since Rosa is so light he doesn't struggle so badly, but a patient Rosa is very difficult to land kill moves on. We can exploit Rosa's recovery like most characters, but we're hardly Villager tier edgeguarding so just mix up your recovery as always.

Take Sonic to Battlefield, Dreamland or Lylat. The platforms make it harder for Sonic to land. Town and City's low ceiling can also benefit your Uair. Avoid FD and Duck Hunt as they give Sonic more room to exploit his movement. If you dare to take Sonic to Omega Windy Hill prepare for the beating of a life time, the music gives Sonic mains their power.

General Stuff for Sonic
- Since Rosa has the worst standard ledge getup and a tall height, Sonic's Usmash covers this option very well.
- Uthrow>Upb>Uair is not a kill combo unless you get grabbed on a platform, in which it can kill as low as 60%.
- Our combos outside of Spin Dash are nothing special, if you avoid Spins you'll easily outdamage Sonic.
- Autocanceled Uair>UpB>Uair is a true combo that can kill at around 110%.
- Midair Spinshots use up our jump.

:4sonic:45:55:rosalina:
 
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Sonicmaster

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Still there is lots of techniques sonic can do ( if you watched the videos on YouTube) he to me is the most unique on his move set
 
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