Skyfox2000
War it never changes...
Can anybody find me his grabs?
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What do you mean snap to ledges?You might also want to add that both sonic's Up B and Side B snap to the ledge like normal Up-B moves do, whether that remained in the final build we aren't sure of yet but these were things many sonic mains saw in the E3 build. Also people can now spring up with sonic when he is performing an aerial Up-B this could be useful in teams for assist your partner in recoveries.
Also for custom moveset potential i'd put the bounce attack down for down B could work that if your in the air it drops you downward and bounce off opponents and if your on the ground simply roll you forward until you hit something then bounce you off it like homing attack.
I nt know what the V stands for @ Scourge The Hedgehog requested that I add it.Well. . .I have a few questions @ Skyfox2000
First, you explain a term / acronym for Sonic's Side Special Spin Dash called vsdj or VSDJ along with VSDJSC. I'm aware that SC = Shield Cancel, but what is the V in VSDJ? V_____ Spin Dash Jump?
Also, E3's demo of Sonic involving his D-tilt in his reveal trailer he does it which launches them vertically up for him to follow-up with U-tilt. However Zipzo's analysis of Sonic's D-tilt is it knocks them away aka horizontal launch. This is truly a bummer if it's just for footsies & knocks them away. It bodes well for Sonic however since it gives Sonic the perfect opportunity to Spin Dmash or Spin Charge & we make the next move based on how they react by either:
Bulletin / Their reaction
Our next move / option
So really, the D-tilt option opens up more tech chasing game, but depends if you have that aspect down. If you don't, you'll get plenty of practice doing it with D-tilt.
- They Wake-up attack OR
- They Wake-up without attack aka pointing
- They Roll away or
- Tech in place with or
- They Tech roll with or with a secondary input of tech rolling or
- They DI enough to AirDodge mid-air either near the landing to take their own punishment of AirDodges new landing lag
- They DI to slide across the
pavementstage not teching. This reaction seems the easiest chase to punish since Sonic Mains will have the fast reaction timing & hand-eye coordination to know how to punish this ground sliding situation.- They DI away or away to be farther from you making you commit to chasing them or not. Very common DI input vs Brawl MK when he would D-throw you.
Here's the throws if you were still looking for them:
3 months ago:
>Back Throw< Remains the same
>Down Throw< He doesn't get the final hit to show how they're launched, but it's animation remains the same.
>Forward Throw< Remains the same
>Up Throw< in a different video, remains unchanged
Alternate palette ideas excluding costumes, I'd throw in:
- Green = resemble
A.) Manic the Hedgehog (very doubtful)
B.) Scourge the Hedgehog (doubtful)
C.) Jet the Hawk (likely)
D.) Vector the Crocodile (surprisingly likely)
E.) The Green Hover wisp from Colors & Lost World (likely)- Black = resemble
A.) Shadow the Hedgehog (very likely)
B.) Mephiles the Dark (not very likely)
C.) No one else except that Black bomb wisp from Lost World (not likely, his wristbands would be the black bombs for reference)- Red = resemble A.) Knuckles the Echidna (very likely)
B.) Dr. Eggman (likely in some way)
C.) E-123 Omega (a bit likely in some way)
D.) The Crimson Eagle wisp from Lost World (somewhat likely in whatever way)- Pink / Magenta = resembles A.) Amy the Hedgehog (very likely)
B.) Blaze the Cat (very likely)
C.) Sonia the Hedgehog (very doubtful)
D.) Wave the Swallow (surprisingly likely for her pink flames on her extreme gear)
E.) The Pink Spikes wisp or the Magenta Rhythm wisp (spikes can be on the wristbands if they're pink, Idk how to explain the Magenta Rhythm design to originate in Sonic's palette)- Orange / Yellow = A.) Miles "Tails" Prower (very likely)
B.) Cream the Rabbit (likely-ish)
C.) Charmy the Bee (barely likely)
D.) The Yellow Drill wisp or the Orange Rocket wisp (likely, maybe very likely)
Pretty much this.VSDJ = Vertical Spin Dash Jump
Yeah np. As for the possible color alternate palettes, that's pretty much all I got unless I give you a shoutout for more ideas I come up with.I nt know what the V stands for @ Scourge The Hedgehog requested that I add it.
I like your palettes swaps ideas mind if I add it to my thread?
I'm down to discuss Custom Specials ideas. I noticed you have Light Speed Attack in your DownB custom specials which IMHO is completely necessary & is a mandatory requirement, good job I respect ya even more Skyfox2k~.Here's the throws if you were still looking for them. They're from 3 months ago:
>Back Throw< Remains the same
>Down Throw< He doesn't get the final hit to show how they're launched, but it's animation remains the same.
>Forward Throw< Remains the same
>Up Throw< in a different video, remains unchanged
How's that? Sonic is still faster than Little Mac and Palutena isn't he? oh and *fixedFor being the fastest character in the game, Sonic's not actually that fast.
Except his ground speed.
Also this thread is still titled "Movest".
Hence...he is referring to attack speed, not movement. As far as movement goes sonic is the fastest but when it comes to how fast moves come out and cooldown his moves are pretty slow.
Thank You for the Grabs dude. I'm really tired tonight so I don't know if I can get the Grabs up tonight or not. Does he still pumble the same as in Brawl? About the Springs I see you did a lot of work on that but don't you think we just need one? BUT GOOD JOB.Yeah np. As for the possible color alternate palettes, that's pretty much all I got unless I give you a shoutout for more ideas I come up with.
I also found those videos of Sonic's throws too btw. It was those videos I had hyperlinked in my quote:
I'm down to discuss Custom Specials ideas. I noticed you have Light Speed Attack in your DownB custom specials which IMHO is completely necessary & is a mandatory requirement, good job I respect ya even more Skyfox2k~.
One UpB customized spring jump idea can be a catapult in place of the Spring:
This is a catapult model from Generations. Of course it wouldn't have as high vertical recovery as the default Spring jump, in fact the complete trade-off of the amazing horizontal distance it covers, most of the vertical height is sacrificed. However it's horizontal diagonal launch spring effect would boast very well for Sonic's recovery if we're the kind of players who DI high to the corners & live anyways. Think of the extra horizontal option we could have instead of needing to use SideB or DownB, likely risking ourselves of losing our second jump, flying down in an angle doomed to SD. . .This catapult can be an alternative to that common issue. The vertical height despite decreased drastically, you'd have enough height & horizontal momentum flying through the air, that you could buffer any aerial input & wouldn't have a bad landing. Mix-ups are reborn.
P.S. There's no somersault flipping around as you jump off it, you just get launched in a diagonal frontward direction. If another fighter runs at a grounded spring & runs over it, the momentum does not alter from any increase or decrease in speed. It's set & always the same angle, distance, & mobility.
- Grounded while using it, you'd be flung forward with more momentum almost reaching speed of your running or Spin Dash / Charge. You'd be flung in a direction just high enough from the ground to be able to input any aerial & not have bad landing lag. D-air would canceling the forward momentum & you'd fly straight down with landing lag. The catapult's time grounded on the stage doesn't last as long as your Spring jump, so use the limited time wisely for any setups etc. One last point to make is that the catapult would retain the same element as the default spring jump, & that you can press UpB to spawn your catapult right as someone above you lands in that general area. The draw-back to spawning catapult under someone is you have to be more precise with it, getting the right area of the catapult to be on the larger red leverage area in order to launch you both, being a surprise fling off-stage & throwing out an aerial at an early KO %.
- Airborne while using it, you're flung in which ever direction you choose. As you fling towards a direction, the catapult drops like the spring would, however the catapult having more extra length, it's hit-box is bigger covering more area potentially being an intimidating gimp tool for edge-game. The weight of the catapult & it's knock-back are relatively the same to the Spring Jump, however the draw-back of catapult, because of it's slender size, its turning mid-air falling could possibly miss the opponent you tried to hit. Do not fret, for the most rewarding factor of catapult used offensively off-stage is, the precise timing your catapult moves around, the large red leverage making contact with the foe, he / she is bounced closer or away. This mostly gimps them, putting them in a very awkward position to be off-stage, probably under the stage, or far away from it. Think of it like the purple spring item in Brawl, except the red lip is the specific factor. Used correctly, you can gimp your opponent without needing to hit them!
Another UpB customized Spring jump Idea can be this Wide Spring aka Long Spring:
This Wide Spring model is from Sonic Heroes & in the games it wasn't impressive other than giving a power core to your characters when pressing all 3 stars. Albeit in this speculation, Sonic gets some weird twists for better or worse. Spring jump is a balance of vertical height & horizontal distance due to your mobility, catapult sacrifices your vertical height for absolute horizontal launching. So what makes Wide Spring jump a viable custom special? First whether Sonic is grounded or airborne, activating the Wide Spring gives him two advantages:
1. Higher vertical recovery, more than Brawl Sonic's Spring jump.
2. An active hit-box lasting for a good portion of the Wide Spring jump, until about halfway does your active hit-box vanish.
Let me explain:
- Grounded while pressing UpB, your Wide Spring Jump appears instantly shooting you up very high. What's the catch? Catapult gives you a huge boost of horizontal mobility & distance, while the Spring Jump is the in-betweener, but the catch to the Wide Spring jump is your sacrificed horizontal mobility & distance even with DI towards the direction you wish to go. The middle star lights up when you first press UpB to bring it out as you jump high straight up. The height you gain from jumping on the Wide Spring is higher than that of Sonic's regular Spring jump, but again the horizontal mobility would be cut in half. What happens when all 3 stars light up you ask? Answer: when all 3 stars are lit up, the duration time of the Wide Spring lasts 3 seconds longer giving you, or rather anyone else extra time to jump on it. Earlier I mentioned that Sonic gets an active hit-box when he jumps on the middle star right? Others of course can use the Wide Spring & jump on any of the stars on the spring, but the stars will not light up for anyone but Sonic. So every time Sonic lands on a star, the star area lights up & that's what causes Sonic to have an active hit-box launch. It's so-to-speak a "burst" of recovery when jumping on the star bumper areas with Sonic. This means that you can easily trap people under you as they come down from above. Because the height is so high on the Wide Spring you could land a strong U-air sealing a early Star KO. The downfall to that is you could lose the trade persay they react quicker & input an aerial with a faster start-up than yours. When you get launched far off you have no jumps left, DI towards the stage as much as you can then let your Wide Spring jump RIP!
P.S. You could jump on one star, DI a little forward, then D-air straight down to hit another star to quicken the process in order to keep the Wide Spring out longer.- Airborne while using the Wide Spring jump, is very frightening for the other fighters. Spring & catapult are around the same hit-box & knock-back, while the Wide Spring is a lot bigger, wider, & heavier to top it off. It starts falling coming down as you shoot straight up, leaving your Wide Spring behind, with reason. I haven't decided whether I want the Wide Spring to meteor smash foes below Sonic, or it's a moderately strong Spring attack that knocks them away, gimping their recovery unless their recovery rivals that of Brawl MK's recovery. Either or, both situations of the Springs launch power compensate Sonic for killpower for his UpB customized special given his SideB & DownB grant enough horizontal mobility & direction to allow a custom move like Wide Spring to be commonly used. The Wide SPring falling doesn't turn around mid-air, so it's similar to seeing a red brick fall, fast & hard.
If you're putting in custom specials I'd appreciate if you put my spoilers in your OP as submissions. Sorry but thank you.
Np. I couldn't find any videos of his pummel to know whether it changed or not. That's something we'll end up having to wait on, or if Zipzo tests that specifically.Thank You for the Grabs dude. I'm really tired tonight so I don't know if I can get the Grabs up tonight or not. Does he still pumble the same as in Brawl? About the Springs I see you did a lot of work on that but don't you think we just need one? BUT GOOD JOB.
Added Alts tonight.
Thanks for your ideas I will add them to the OP as soon as possible I got the Up throw screenshoted and ready to upload to imgur I can't upload it right because I'm on Speed Highway *pun entirely intened*Np. I couldn't find any videos of his pummel to know whether it changed or not. That's something we'll end up having to wait on, or if Zipzo tests that specifically.
The spring ideas took me a good amount of time today. Maybe 2 hours because of all the crashing that happened today. If I had to go with one Spring custom special it'd be the catapult simply for the completely different yet similar traits the Spring & Catapult have. GN~
EDIT: Lmao at your tag reply, jeez I need to re-watch Sonic Underground again. XD
I like Dark Super Sonic I would like to see that as a recolors in this game. Here's all of Sonic's recolors http://nintendoeverything.com/wp-content/gallery/smash-bros-3ds-famitsu/smash-fam-46.jpgI can't think of anymore palette ideas for now. I'm wondering if Sonic has a yellow palette that's just a regular yellow to resemble his Super form that adds the tiny detail change to make his eyes red (I'm aware Sonic already has Super Sonic as his Final Smash, but we can't forget that certain characters are reoccurring like the Dark Samus palette Samus has along with Dark Samus as an AT. This is why Shadow the Hedgehog can easily be a palette for Sonic or as a costume).
@ Skyfox2000 Add this to your OP under your spoiler for the Yellow resembling palettes. Sorry but thank you:
Super Sonic (likely if not very likely)
OH Speaking of palettes that resemble things, why not have a Dark Sonic-esque palette for the Black color? Oh man. . .
@ Skyfox2000 yo add this to the Black resembling palettes:
Dark Super Sonic (likely because more dark in the roster)
Yeah definitely. Adding it is cool, & np.I like Dark Super Sonic I would like to see that as a recolors in this game. Here's all of Sonic's recolors http://nintendoeverything.com/wp-content/gallery/smash-bros-3ds-famitsu/smash-fam-46.jpg
Shall I still add it to the thread? Sorry I couldn't update the thread today I've been on the Speed Highway all day lol.
Is this the Catapult you was talking about?Yeah np. As for the possible color alternate palettes, that's pretty much all I got unless I give you a shoutout for more ideas I come up with.
I also found those videos of Sonic's throws too btw. It was those videos I had hyperlinked in my quote:
I'm down to discuss Custom Specials ideas. I noticed you have Light Speed Attack in your DownB custom specials which IMHO is completely necessary & is a mandatory requirement, good job I respect ya even more Skyfox2k~.
One UpB customized spring jump idea can be a catapult in place of the Spring:
This is a catapult model from Generations. Of course it wouldn't have as high vertical recovery as the default Spring jump, in fact the complete trade-off of the amazing horizontal distance it covers, most of the vertical height is sacrificed. However it's horizontal diagonal launch spring effect would boast very well for Sonic's recovery if we're the kind of players who DI high to the corners & live anyways. Think of the extra horizontal option we could have instead of needing to use SideB or DownB, likely risking ourselves of losing our second jump, flying down in an angle doomed to SD. . .This catapult can be an alternative to that common issue. The vertical height despite decreased drastically, you'd have enough height & horizontal momentum flying through the air, that you could buffer any aerial input & wouldn't have a bad landing. Mix-ups are reborn.
P.S. There's no somersault flipping around as you jump off it, you just get launched in a diagonal frontward direction. If another fighter runs at a grounded spring & runs over it, the momentum does not alter from any increase or decrease in speed. It's set & always the same angle, distance, & mobility.
- Grounded while using it, you'd be flung forward with more momentum almost reaching speed of your running or Spin Dash / Charge. You'd be flung in a direction just high enough from the ground to be able to input any aerial & not have bad landing lag. D-air would canceling the forward momentum & you'd fly straight down with landing lag. The catapult's time grounded on the stage doesn't last as long as your Spring jump, so use the limited time wisely for any setups etc. One last point to make is that the catapult would retain the same element as the default spring jump, & that you can press UpB to spawn your catapult right as someone above you lands in that general area. The draw-back to spawning catapult under someone is you have to be more precise with it, getting the right area of the catapult to be on the larger red leverage area in order to launch you both, being a surprise fling off-stage & throwing out an aerial at an early KO %.
- Airborne while using it, you're flung in which ever direction you choose. As you fling towards a direction, the catapult drops like the spring would, however the catapult having more extra length, it's hit-box is bigger covering more area potentially being an intimidating gimp tool for edge-game. The weight of the catapult & it's knock-back are relatively the same to the Spring Jump, however the draw-back of catapult, because of it's slender size, its turning mid-air falling could possibly miss the opponent you tried to hit. Do not fret, for the most rewarding factor of catapult used offensively off-stage is, the precise timing your catapult moves around, the large red leverage making contact with the foe, he / she is bounced closer or away. This mostly gimps them, putting them in a very awkward position to be off-stage, probably under the stage, or far away from it. Think of it like the purple spring item in Brawl, except the red lip is the specific factor. Used correctly, you can gimp your opponent without needing to hit them!
Another UpB customized Spring jump Idea can be this Wide Spring aka Long Spring:
This Wide Spring model is from Sonic Heroes & in the games it wasn't impressive other than giving a power core to your characters when pressing all 3 stars. Albeit in this speculation, Sonic gets some weird twists for better or worse. Spring jump is a balance of vertical height & horizontal distance due to your mobility, catapult sacrifices your vertical height for absolute horizontal launching. So what makes Wide Spring jump a viable custom special? First whether Sonic is grounded or airborne, activating the Wide Spring gives him two advantages:
1. Higher vertical recovery, more than Brawl Sonic's Spring jump.
2. An active hit-box lasting for a good portion of the Wide Spring jump, until about halfway does your active hit-box vanish.
Let me explain:
- Grounded while pressing UpB, your Wide Spring Jump appears instantly shooting you up very high. What's the catch? Catapult gives you a huge boost of horizontal mobility & distance, while the Spring Jump is the in-betweener, but the catch to the Wide Spring jump is your sacrificed horizontal mobility & distance even with DI towards the direction you wish to go. The middle star lights up when you first press UpB to bring it out as you jump high straight up. The height you gain from jumping on the Wide Spring is higher than that of Sonic's regular Spring jump, but again the horizontal mobility would be cut in half. What happens when all 3 stars light up you ask? Answer: when all 3 stars are lit up, the duration time of the Wide Spring lasts 3 seconds longer giving you, or rather anyone else extra time to jump on it. Earlier I mentioned that Sonic gets an active hit-box when he jumps on the middle star right? Others of course can use the Wide Spring & jump on any of the stars on the spring, but the stars will not light up for anyone but Sonic. So every time Sonic lands on a star, the star area lights up & that's what causes Sonic to have an active hit-box launch. It's so-to-speak a "burst" of recovery when jumping on the star bumper areas with Sonic. This means that you can easily trap people under you as they come down from above. Because the height is so high on the Wide Spring you could land a strong U-air sealing a early Star KO. The downfall to that is you could lose the trade persay they react quicker & input an aerial with a faster start-up than yours. When you get launched far off you have no jumps left, DI towards the stage as much as you can then let your Wide Spring jump RIP!
P.S. You could jump on one star, DI a little forward, then D-air straight down to hit another star to quicken the process in order to keep the Wide Spring out longer.- Airborne while using the Wide Spring jump, is very frightening for the other fighters. Spring & catapult are around the same hit-box & knock-back, while the Wide Spring is a lot bigger, wider, & heavier to top it off. It starts falling coming down as you shoot straight up, leaving your Wide Spring behind, with reason. I haven't decided whether I want the Wide Spring to meteor smash foes below Sonic, or it's a moderately strong Spring attack that knocks them away, gimping their recovery unless their recovery rivals that of Brawl MK's recovery. Either or, both situations of the Springs launch power compensate Sonic for killpower for his UpB customized special given his SideB & DownB grant enough horizontal mobility & direction to allow a custom move like Wide Spring to be commonly used. The Wide SPring falling doesn't turn around mid-air, so it's similar to seeing a red brick fall, fast & hard.
If you're putting in custom specials I'd appreciate if you put my spoilers in your OP as submissions. Sorry but thank you.
Yup, that's the one. What's up?
Yup, that's the one. What's up?
The Wide Spring? The one I mentioned in my spoiler has a design based off of Sonic Heroes, but this one is based off Sonic Colors
Approve 100% oh the Sonic 2 Nostalgic here im feeling. btw do you have an image for the Spring you was talking about?
Thanks so I added them. Check the Custom Moveset and Alt. Costumes sections.The Wide Spring? The one I mentioned in my spoiler has a design based off of Sonic Heroes, but this one is based off Sonic Colors
As for Springs to be different custom specials for Sonic's UpB, try this gallery.
Nice! Now I gotta find that pummel somewhere on Youtube. . .Thanks so I added them. Check the Custom Moveset and Alt. Costumes sections.
VSDJ = Vertical Spin Dash Jump
Pretty much this.
whats a "vsdj"...?
Seems like that may happen, considering a lot of Project M goodies are being seen in Sm4sh this time around. I dig the ideas.So for one of sonic's custom moves his homing attack doesn't arc when it flies and if you miss it travels straight up. Also for his down b they have one that seems to charge like side B and it hits multiple times in one hit though it only last a short distance.