Budget Player Cadet_
Smash Hero
Sonic Minus is probably one of the characters with the least "dramatic" changes. Let's just go over some of them real quick...
- Dash attack can be jump canceled
- Dash attack weak hit slips
- UpB Spring spikes pretty hard
- Fsmash has a hitbox when he pulls back from the hit
- Dair knocks straight up
- Homing attack faster
- Landing lag halved on Fair
- If you hold B out of Usmash, you cancel into a homing attack.
- All of sonic's taunts can be canceled instantly
- Dsmash has IASA after the first hit
- Almost every move does 2-3 times as much damage as in vBrawl
If you play vBrawl sonic, the transition is virtually seamless.
We felt that buffing sonic's kill moves would, ultimately, remove most of the uniqueness of him as a character, making him more hemogenized with the rest of the cast. Bowser gets combo'd, Ganondorf is slow, and Sonic can't kill. Just some of the stuff you don't change in this game. So what we did was, instead of buffing his kill power, we buffed his damage output. A lot. A lot a lot. For reference:
- Fsmash does 32 damage
- Usmash does 33 damage
- Nair does 22 damage on the strong hit
- Fair does 23 damage if all hits connect
- Bair does 25 damage
...yeah... You can kinda see that sonic got the needed boost. They all have the same KB at the same %s though, so it should be a piece of cake to figure out his combos.
Tips and Tricks:
-Fsmash is really hard to punish now. The hitbox lingers and moves with sonic's arm (dear god it's hilarious), giving you an elbow hitbox.
-Mostly due to the damage buffs, a lot of sonic's attacks have an absurdly high priority. He doesn't clash all that much.
-Hyphen Smash is a very good approach
-Spindashes are incredible.
-Nair kills better if you hit with the weak hits. They got damage buffs too, but the KBG compensation is slightly less than it should be. :3
-Sonic can set up a shieldbreaker combo out of his fsmash, which has absurd shieldstun. I believe Fsmash->Dash Attack->Jump Cancel->Nair should work... EDIT: No, Fsmash->Dash Attack does not work at all. Need to try more shenanigans. At the very least Fsmash->grab is guaranteed on block.
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==Sonic==
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==JABS/DASH ATTACK==
Jab 1 - No Changes
Jab 2 - No Changes
Jab 3 - Damage up considerably; knockback gain compensated
Dash Attack - Damage up and knockback down on strong hit. Weak hit knockback up, slips. Less IASA; can be Jump Canceled very soon after the DA hitbox
==TILTS==
Forward Tilt - Damage up, KBG compensated
Up Tilt - Damage up, KBG compensated
Down Tilt - Damage up, KBG compensated. Faster IASA.
==SMASHES==
Forward Smash - Damage WAY up, KBG compensated. Has a hitbox when sonic pulls his elbow back after the punch.
Up Smash - Damage WAY up, intangible for most of the attack instead of just when he leaves the ground, can be canceled into a homing attack by pressing B, last hit angle significantly lower, knockback up
Down Smash - Damage up. Can be canceled into anything after the second hit. 4th hit (AKA the hit you should never, ever get hit by unless something went horribly, horribly wrong) does MASSIVE DAMAGE, has a ton of hitlag, and kills super early.
==AERIALS==
Neutral Air - Damage up on all hits, KBG compensated on all hits (slightly less on weak hits, meaning that they are viable as kill options at high %s!). Angle on strong hit lower. Hitbox lasts longer.
Forward Air - Does way more damage. Landing lag speed x3.
Back Air - Damage way up. KBG compensated. Strong hitbox lasts longer; weak hitbox doesn't exist
Up Air - Damage on second hit up, KBG down
Down Air - Damage up slightly, angle to straight up
==GRABS/THROWS==
Standing Grab - No changes
Dash Grab - No changes
Pivot Grab - No changes
Pummel - Speed x3
Forward Throw - No changes
Back Throw - No changes
Up Throw - Speed x2, damage up
Down Throw - Damage up considerably
==SPECIALS==
Neutral Special - Speed, damage up
Side Special - Damage up
Up Special - Spring has a light spike to it
Down Special - Damage up
==OTHER==
Attributes - Run speed way up, aerial jump hight slightly higher. [/collapse]