jordanm43444
Smash Journeyman
Sonics grab is an amazing tool he has under his belt but a common theme I'm noticing between new/inexperienced Sonic mains is that no one seems to be using his grab as much as they could/should. Sonic actually gains a lot from his grab ranging from mixups/kills/combo strings. So I am gonna make a short guide (may edit it up later) explaining what each grab should be used for.
This guide will explain:
Welp, thats my guide, apologies if its hard to read or anything. Still getting accustomed to this formatting stuff. As short as it may be, if you want to learn you should learn some things even if I didn't go overly in-depth. If anyone wants to take a shot at going more in depth be my guest.
This guide will explain:
- How to land a grab more successfully.
- What your options are after a UThrow.
- What your options are after a FThrow.
- What your options are after a BThrow.
- What your options are after a DThrow.
First things first, try to limit your use of trying to do Sonics dash grab. It has too many cons to try and make up for its very few pros. Due to it having just slightly more range.
Do not fret however, this is when shield cancelling spin charges come in handy.
If you do a run then start a spin charge and instantly shield it you should notice that you keep the momentum of your run with the shielding if you manage to do it fast enough. And since you can grab as soon as you shield press that Z button ASAP when you hit that shield. Don't worry about hearing the startup of the spin charge, this is 100% normal. When you think you have it down it should look something like this ( http://youtu.be/tVpp42K5mPw?t=4m22s )
If you can master this technique this should replace dash grabs completely, its infinitely a better option for long range coverage, maybe at close range as well.
Another good option is to try and combo into the grab, at relatively low percents, Sonics Neutral Air sour-spot sends the opponent at an angle where it should be possible to land a grab (seems to be unviable about above 50%)
Do not fret however, this is when shield cancelling spin charges come in handy.
If you do a run then start a spin charge and instantly shield it you should notice that you keep the momentum of your run with the shielding if you manage to do it fast enough. And since you can grab as soon as you shield press that Z button ASAP when you hit that shield. Don't worry about hearing the startup of the spin charge, this is 100% normal. When you think you have it down it should look something like this ( http://youtu.be/tVpp42K5mPw?t=4m22s )
If you can master this technique this should replace dash grabs completely, its infinitely a better option for long range coverage, maybe at close range as well.
Another good option is to try and combo into the grab, at relatively low percents, Sonics Neutral Air sour-spot sends the opponent at an angle where it should be possible to land a grab (seems to be unviable about above 50%)
Up throw is a very good combo string option at low percents for Sonic, easily leading into short hopped Up Airs for juggling potential.
If the opponent has terrible DI, at a certain percent(between 90-100 on mediums, i don't know about the rest of the weight classes), you can do uthrow>quick double jump>spring>uair for a guaranteed kill. That's IF the opponent's DI sucks. One character I constantly pulled this off on was Yoshi at 94% since they tend to think down+b will punish my spring approach in time.
At higher % though it could be a very good KO throw option if there is a high platform (Town & City, Battlefield) or a very low celling (Halberd, Town & City, transforming Delfino Plaza).
Overall Up throw shouldn't be an option used to widely but should be used at low percents to set up juggles.
If the opponent has terrible DI, at a certain percent(between 90-100 on mediums, i don't know about the rest of the weight classes), you can do uthrow>quick double jump>spring>uair for a guaranteed kill. That's IF the opponent's DI sucks. One character I constantly pulled this off on was Yoshi at 94% since they tend to think down+b will punish my spring approach in time.
At higher % though it could be a very good KO throw option if there is a high platform (Town & City, Battlefield) or a very low celling (Halberd, Town & City, transforming Delfino Plaza).
Overall Up throw shouldn't be an option used to widely but should be used at low percents to set up juggles.
Forward throw is a weird throw in the sense that it is extremely fast on startup and can send opponents flying, this should be mainly used as a "GET OFF ME" throw or at much higher % it can actually act as a kill throw.
In terms of followups you can get from it, its very limited, the angle the opponent gets sent at at around 50% usually allows for a Forward Air juggle but you wont get much past that.
Forward Throw should mostly be kept fresh for finishing up that pesky stock that just wont go away.
In terms of followups you can get from it, its very limited, the angle the opponent gets sent at at around 50% usually allows for a Forward Air juggle but you wont get much past that.
Forward Throw should mostly be kept fresh for finishing up that pesky stock that just wont go away.
Back throw is good at getting your opponent off stage due to the high knock back potential, without any DI this also sends them at a straight angle and if you want to attempt to go for an offstage kill Back Throw may be Sonics best option for setting that up out of all his throws.
Also at higher % due to the throws high knock back it becomes a KO throw.
So for Back Throw should be used for either going for offstage kills or getting a KO in itself.
Also at higher % due to the throws high knock back it becomes a KO throw.
So for Back Throw should be used for either going for offstage kills or getting a KO in itself.
Down Throw is regarded by most new people picking up Sonic to be by far his worst throw, this is by FAR not the case at all. And is in fact quite the opposite.
Down Throw in general doesn't have any true follow-ups but is amazing at doing what you should be doing with it, tech-chasing.
Due to Down Throws very small window of cool down its possible to be instantly in your opponents face again and ready to read what they are going to do before they get a chance to do it, heck if you read it right you might even get another DThrow into them.
At a ledge and going off stage DThrow sends the opponent at a downwards diagonal angle towards the blast-zone, but don't rely on this killing, you should try and read how they plan to get back to the stage, if they go for the ledge, be prepared to ledge trump. If the want to simply jump back t the stage, you have enough time to make hem meet an aerial on the way there.
The only main problem with DThrow is if anyone is good and sees it coming due to the amount of hits it has, they can tech it pretty early and end up pretty close to you instead from where the actual knock back of the throw ends.
Down Throw in general doesn't have any true follow-ups but is amazing at doing what you should be doing with it, tech-chasing.
Due to Down Throws very small window of cool down its possible to be instantly in your opponents face again and ready to read what they are going to do before they get a chance to do it, heck if you read it right you might even get another DThrow into them.
At a ledge and going off stage DThrow sends the opponent at a downwards diagonal angle towards the blast-zone, but don't rely on this killing, you should try and read how they plan to get back to the stage, if they go for the ledge, be prepared to ledge trump. If the want to simply jump back t the stage, you have enough time to make hem meet an aerial on the way there.
The only main problem with DThrow is if anyone is good and sees it coming due to the amount of hits it has, they can tech it pretty early and end up pretty close to you instead from where the actual knock back of the throw ends.
Welp, thats my guide, apologies if its hard to read or anything. Still getting accustomed to this formatting stuff. As short as it may be, if you want to learn you should learn some things even if I didn't go overly in-depth. If anyone wants to take a shot at going more in depth be my guest.
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