Boxob.
Smash Lord
Sonic's Neutral B (Homing attack) is perceived by most to be a useless, gimmicky move with little application. An attack that forces you to commit to getting counter attacked and blocked every single time. Too obvious for use in competitive play.
The truth of the matter: This attack can be used in many situations. It's learning when and where that makes this attack good or bad.
First, let's make it so every understand what this move does. It's not too hard, I promise. When you hit B, Sonic lifts himself into the air, rising slowly, then lunges in the direction of his opponent in an attempt to strike them. If use at the right angle (Below and to the side) you are almost guaranteed a successful lock on and strike. You can also use this attack at other (and all) angles.
The main problem most people have with attack is that it has a lot of start up time before the actual lunge is made. We all know you can shorten this lag time by hitting B again halfway through the initial rise animation, making this a decently fast attack, with a lot of range.
The only way this attack can backfire on you is if the opponent Pshields it (even if they do, it's hard to catch up with if you DI away and dodge/spring), or if they know how to get out of the way of it or dodges. Thing is, the only way they should be able to do either of those is if YOU are using the attack wrong.
What I'm going to do now is make an incomplete list of ways to use this attack with the most success.
You can use HA out of:
Uthrow
Uair
Fair (mid percents)
SDJ (NOT ROLL)
Nair (Personal favorite, SDR > SDJ > Nair > HA
Footstool jump, with them being in the air. (ASC > FSJ > HA > Tech chase)
Dair (later part of the move, not the sweet spot (Although I've seen this move's range fluctuate pretty wildly, you might be able to do some crazy stuff like sweetspotted Dair to HA on DK at like 70 percent))
You can mindgame into this attack by :
Dair from way up high, before landing right into where they're going to Usmash you, HA and punish.
SDR towards them, jump, HA.
Chase them off stage, with fair, wait for them to use second jump so you're below them, HA.
There are a lot of practical applications of this 'useless' move. It may take you a couple friendlies to see how you can apply it, but once you can read your opponent well, there is without a doubt in my mind that you can find a way to hit them with this move.
And if they think this move is as bad as ROOOOY does, then they'll feel really stupid, and that's always good.
The end.
The truth of the matter: This attack can be used in many situations. It's learning when and where that makes this attack good or bad.
First, let's make it so every understand what this move does. It's not too hard, I promise. When you hit B, Sonic lifts himself into the air, rising slowly, then lunges in the direction of his opponent in an attempt to strike them. If use at the right angle (Below and to the side) you are almost guaranteed a successful lock on and strike. You can also use this attack at other (and all) angles.
The main problem most people have with attack is that it has a lot of start up time before the actual lunge is made. We all know you can shorten this lag time by hitting B again halfway through the initial rise animation, making this a decently fast attack, with a lot of range.
The only way this attack can backfire on you is if the opponent Pshields it (even if they do, it's hard to catch up with if you DI away and dodge/spring), or if they know how to get out of the way of it or dodges. Thing is, the only way they should be able to do either of those is if YOU are using the attack wrong.
What I'm going to do now is make an incomplete list of ways to use this attack with the most success.
You can use HA out of:
Uthrow
Uair
Fair (mid percents)
SDJ (NOT ROLL)
Nair (Personal favorite, SDR > SDJ > Nair > HA
Footstool jump, with them being in the air. (ASC > FSJ > HA > Tech chase)
Dair (later part of the move, not the sweet spot (Although I've seen this move's range fluctuate pretty wildly, you might be able to do some crazy stuff like sweetspotted Dair to HA on DK at like 70 percent))
You can mindgame into this attack by :
Dair from way up high, before landing right into where they're going to Usmash you, HA and punish.
SDR towards them, jump, HA.
Chase them off stage, with fair, wait for them to use second jump so you're below them, HA.
There are a lot of practical applications of this 'useless' move. It may take you a couple friendlies to see how you can apply it, but once you can read your opponent well, there is without a doubt in my mind that you can find a way to hit them with this move.
And if they think this move is as bad as ROOOOY does, then they'll feel really stupid, and that's always good.
The end.