- Game Versions
- Smash 3DS, Smash Wii U
You Are Too Slow
Hello! This is my first guide.This may not involve everything regarding using sonic effectively and other tips and tricks and advices. Let's run and read!
First of all, let's talk about sonic strengths and weaknesses!
Strengths: Speed, Recovery, Combos, Aerial games, Mind games
Sonic is the fastest character on running speed. Which can benefit his lightning fast attacks.He has one of the best recovery in this game! Because when he uses up special, he can use any aerial attacks after that. His aerial game is pretty good since most have medium knock back but his back kick has the highest knock back and is best for edge guard. His up air is good for juggling and combos. His side air and neutral air are good for racking up damage. He can also set up mind games as well! His spin charge and spin dash are capable of setting up mind games.
Weaknesses: KO power, easy to kill, some moves have some lags
Some of sonic's attacks have low to medium knock back which is good for many different kinds of combos to use. He only have few attacks that have high knock back. He struggled with killing opponents even at 100% He needs to set up situations to ensure he gets a kill. Like throw opponents offstage or wait until opponents recover etc. His speed is awesome but he is thrown off easily. But he can be defeated early if he is predictable. Some of his moves have some lagging so he must use them carefully and wisely so he don't get punished.
Sonic should never be used aggressive with. Because Sonic can be easily punished and send off the stage because he can be predictable if he use some moves often.
Sonic style in battles are baiting and punish type. However his style is NOT power and offensive. Power, offensive and aggression makes sonic predictable.
List of guides
Sonic priorities #1
Ground situations #2
Aerial games #3
Recovery choices #4
Advanced techniques #5
Spin shot purposes #6
Advices #7
Tech #8
Useful moves #9
Combos #10
Mind games #11
Baits #12
Combos for final smash #13
Stages advantage #14
Other tips and tricks #15
Strategies #16
Punishes #17
Discovery #18
List of Guide/Demonstrations/Combos/Montages Videos #19
1. The moment the game starts, you may want to attack using the dash attack or homing attack, or spin charge(faster start than spin dash) or grabs to set up a combo to give u a good starting damage or preferably dodge or block or jump to ensure you don't take any damages. I prefer to dodge and block or jump in case i don't get punished and be aggressive. You want to make sure you do NOT take damage or else you can be overwhelmed by powerful attacks, combos and even faces KO or struggling with recovering and punishing. Try to keep being unpredictable.
2. Mix situations like at least 3-5 not just 1 situation sonic can do to keep players guessing. Don't repeat them or players will totally expect that and counter it. Also they could punish you as well. This applies to mind games. This can help sonic be unpredictable and rack damage and punish opponents.
I have listed situations in mind games that you can do. It also includes in strategies as well. This should keep sonic on normal advantages when he's unpredictable
3. Set up mind games. You will learn more about it below here Mind game is one of the most important that sonic should have to win battles. This can lead to KO, combos, punishes, tech, overwhelming opponents etc.
I have listed some mind games you can set up below here. This is very important to keep sonic unpredictable so he can get victories. This also improve on hitting opponents nor punishing them if they react improperly.
4. Search for the openings such as opponents distraction, busy fighting, stunning, air trapped opponents etc. then start combo. Best combos are grabs or spinning moves. Spinning moves are bit risky because they can block this easily and get you punished instead. Dash attacks are okay but take your risks! Opponents that have disadvantages are called negative state. Sonic usually uses side smash, up smash and down smash on negative stated opponents. Examples of negative states are poor recovery, bad decision, bad punishes, poor aerial games, stunned, buried, sleeping, air trapped, failed tech, ledge without invisibility, failed combos and many things. This can lead to KO, punishes, grabs, combos and many comebacks. This also keep you on upper advantages while opponents are on disadvantages.
5. Do many kinds of combos as you can and make different and don't repeat them over again. You can find more combos below here. Most sonic's combos came from spinning moves. Always use them for mind games in fact you can guarantee fooling and hitting opponents.
6. Make your strategies to try and win. Tips: Use strategies based on stages and characters.. You can find "Stages Advantages" below here plus strategies here. Mind games can support strategies.
7. Consider opponents strategies and counter them. I recommend you to observe your opponents at the start of battle for 30 sec. This helps me find bad habitat, poor aerial choices, good habitat, their common punishes. This will put you to a bigger advantage. TRUST ME!
8. Use rolling moves only if you are VERY sure it will hit players. However If opponents blocked your spin dash or spin charge, jump and use homing attack. Use them for mind games and aerial games and other strategies. They can be easily blocked but if used in mind game then they're difficult to punish. For example that opponent dodged the spin dash or charge. But you turned the other way and hit that opponent. Because opponents will think you will keep going to try to hit the next target if there is.
9. Try at least go for the kill when opponents damage percent are at least 100%. Be careful when you're using up smash and side smash. Because you can be punished but preferably safer way is send them off the stage and kill them using b air(back kick) or fair(body spin)
10. Use stages' hazard, pit hole, obstacles and other benefit to your advantage. Find stages advantages about this topic.
11. For opponents at low percent 0%-49%, work on grabs, mind games, try to get early kill, mind games for racking up damage. At mid percent 50%-89%, start your combos, still mind games, punishes, baiting, use grabs preferably front throw. At high percent 90% or higher, use smash attack wisely, back throw, punishes, baits, and mind games.
12.If you reach 90% or higher, go into defense mode! Work on mind games, punishes, baiting, evading, hit and run away and do nothing else. Do NOT use dash attack or smash attacks. ONLY if the opponent used a move that has some serious lagging for PUNISHES( dont do it each time).
Okay ground situation is when you utilize your actions against opponents to gain advantage of the stage control, opponents, their actions and the moves. Learning about this will give you much knowledge about what you're supposed to do and what is not to do.
Only use dash attack when opponents almost never expect it. This happens when you don't use dash attack for a while. Dash attack must be used in certain situations.You may use it on distracted opponents. You will know what i mean. Dash attack are easily punished. Be wise on how you use it. If you use it rarely, they wont expect it much. You can use it on negative stated opponents and the moves that have a lot of lagging. Or try to predict what opponents will do then use dash attack to rush them fast.
Must use any moves good at setting up combos to rack damages up. Rolling moves have the highest combo potential. Use them at fullest potential. Learn, Use, Cherish. EX: spin charge, up aerial, side aerial, spin dash. Rolling moves are also capable of mind games, combos, aerial games, distraction, racking damages, too fast, hard to punish, and many good things.
Back throw (grab) for throwing opponents off the stage only if they begin to leave the stage fully after thrown. Back kick is great for edge guarding. Try to use it when opponents are at 100% damage but don't spam it too much, you can be punished easily. Even tho opponents can figure out what moves you will use to edge guard them.
Down throw and down smash for tech( Sonic is the king of tech chasing due to running speed). Failed tech can lead to KO, punishes and grabs.
There are some stages that gives great benefit to down throw that forces opponent make choices where to get up by rolling to the left or right or same spot. Opponents will often roll to the right when the stage is constantly moving like Mario 3D land.
Observe opponents strategies. I prefer to observe at the start of battles.
Try for 30 secs. Find their combos, punishes, bad and good habitat. Use them to win over. This will put you to a bigger advantage!
Use up throw, up aerial and up smash for juggling and air trapped. Watch out for attacks that send them downward, also that spikes opponents and projectiles thrown down like Link bomb or Mega man saw blade. Like Bowser bomb from above can really hurt someone that tries to juggle them up if they have bad timing.
Only use side smash for final blow. You may use it only if you are very sure you will hit your opponent. Plus you can use it for edge guarding if you understand your opponents choices in recovering well. You can use it if you read and predict opponents very well.
Use side tilt and down tilt for spacing. Down tilt is for tripping opponents to set up strange combos. Those are used for defense. Down tilt has some uses because down tilt have little lag and that can space opponents and run or grab or dodge in a safer way so you may not be punished.
use down tilt in low percent to trip opponents and set up combos. You can use down tilt when opponents are at high percent for KO such as up smash or grab them at low air. Launched opponents have to be in front of sonic's grab range so sonic can grab for more damage and throw them.
Down tilt is also used for setting up Jab Lock true combo
Use rolling moves on slopes. I noticed slopes increase rolling moves' speed. Slope might be useful for you at certain situations. I am sure slope can be useful for moves such as spin shot and instant spin dash jump because these moves send sonic sorta an arc shaped over when launched. Slope has something spin dash or charge can use that opponents won't expect. Spin dash/charge has to be fast enough. When you use spin dash or charge on the slope near the edge, let it roll then before you reach very near other edge, jump or attack and spin dash or charge will be canceled leaving you sliding stand, Thanks to that, you can cancel spin dash and use tilt or smash attacks or grabs after you cancel spin dash or charge by jumping when you reach the other near edge of the slope in spinning form.
Use up smash or JCUP to air trap opponents you can use up tilt too especially for combos and also for air trapped opponents. And teched opponents plus getting a kill. JCUP is good for tech.
Use down smash if you would expect opponents to dodge roll back or front of you and for edge guarding too. If you can read and predict where opponent will roll, you can use down smash and wait for it,
You may use down air only when u're high enough without lagging then do what u want when u landed. Such as grabs, front tilt jabs or more. I would say you have four choices when you are up high. This is for mind games and baiting
1) Don't use d air(down kick) and go toward the ledge of the stage
2) Don't use d air. Just wait for the opponent to come closer and air dodge or n air( instant spin)
3) Can use d air if high enough to land without lagging and may use this as a bait to smack the opponent down if the opponent is jumping toward you only if you didn't do this yet.
4) Can use d air if high enough to land without lagging then do whatever you want after that.
up aerial for juggling and kill at a very high height. Watch out for moves that send opponents downward attacking. Example: bowser bomb, sonic down air, Toon Link downward sword. u air( snap kick) is very excellent when there's stages with high platforms even they're floating.
back kick for edge guarding and kills at high percent. Don't spam it too much. Opponents might use you to use it to figure out how you would edge guard or punish them you use it.
use f air to rack up damage and push them back. Good for edge guarding but b air(back kick is better). Also used for many combos.
use neutral aerial to set up combos and stop combos if possible in the air
Use up special to avoid combos. Very important to rack some damages and stopping combos quickly since n air comes out very fast.
Opponents may NOT expect you to use spin shot and use up air or fair or back air to push or juggle them up. I did that a lot and they almost did not expect it. You need right timing to hit them.
Moves to use for edge guarding are spin shot, fair, b air, front throw, down throw, back throw, down air, side smash and down smash
I also have a neat trick to get kill during mid-game but this can be avoided. If you bait or create mind games around it, you may have a chance to use this successfully. Here are the order you'll have to do. Spin dash > jump > foot stool > nair > up air > spring > up air. If u see this and says THIS WILL NOT WORK!? How can this combo kill them even it's not used for high percent situations!? Well let me say this have you known about sonic spring glitch? No then if you use spring at the correct place below opponent when you're in the air. If you were able to do it, u will spring up with opponent together then use up air to get early kill. Another thing is up throw > up air > spring glitch > up air. Works at 45%-60%.
Here is this video: https://www.youtube.com/watch?v=ev1uKfS8DqQ
Use homing attack only if opponents are very close to the edge of the stage, use it before they start their attack if u can fool opponents into thinking they can knock you off the screen. I use it sometimes. It's situational. What i am trying to say is when you're close to the stage's ledge when the opponent is waiting for the smash attack. Use it when the opponent starts the smash attack. However if the opponent blocked the homing attack, go toward the ledge and grab it to gain invincibility to be safe.
When you reach the wall, you can wall jump and try to attack opponents up there then recover. You can see the opponent will use down smash to send you back off again so use your recovery skill and stage wall to your advantage.
When you grab the ledge, you can drop down little bit and use fair or uair. But watch out for shields and smash attacks.
Use up special to recover(down air is probably not safe after u use up special when you reach the ground)
When you reach the wall of the stage trying to recovering, wall jump then use homing attack only if opponents are close. It can be also used for mind games. But it's situational as well.
You can try to footstool opponents if they're below you.
Good advice for you. USE TO FOOTSTOOL OPPONENTS TO GIVE THEM DISRESPECT IF YOU LIKE TO DO IT xD
Try to use spin shot then up special to recover but be careful opponents can knock you off during spin shot because spin shot wont make you invincible.
Down throw (grab) and down smash is good for tech. If you use down throw, use dash attack fast or use rolling moves or JCUP to shatter them up. This is for close range situations
For long range situations, run to the direction where launched opponents are directed to from attacks then use dash attack or JCUP (JCUP is the best move to kill or juggle opponents up to start combos then opponents will be as good as flattened flies. But if you think they would use aerial attack after long ride then run shield and strike them.
Okay what are you supposed to do when you tech and opponents are trying to finish you off? Dodge or block, or you can use spin dash then press block to cancel spin dash. That will force opponents to react in the wrong time then you can grab them and do what you want after that. Or use side tilt for spacing.
Try to set up jab lock combo by using f tilt or spin dash jab lock combo
Moves good at opponents tech is down smash, down tilt and down throw
down air: can spike opponents down if have struck a sweet spot
spin charge: can start combos. Slightly stronger and faster than spin dash. Good for quick combos and mind games
spin dash: can start juggling after spin dash throw opponents up.
Good for combos and mind games too!
Homing attack: attack the nearest opponents if in range. Good for
mind games, recovery, kill at high percent and avoid counter attacks if homing attack connect with counters.
Spin shot: use spin dash or spin charge and launch itself in the air. Launching into the air as fast as running speed is useful for evasion. It is also good at recovering, combo setup, mind games, killing when opponents are close to off screen in high percent 100%+
spin shot https://www.youtube.com/watch?v=Wisyvpoh6JE
aerial spin shot
pivot grabs
rolling spin charge https://www.youtube.com/watch?v=ifLsLLbrlvU
Foxtrot
out of shield grab or up smash any attacks
JCUP
Spin shot can be used for setting up combos, approaching to get a kill, evasion, recovering, edge guarding and many more
If you do nothing, you should start thinking about your strategy and opponents strategy and observe only if opponents doesn't attack you yet
Don't be too aggressive. Why? because being aggressive can take your mind off your strategy and opponents strategy just because you rush down to your opponent and smash them up without thinking. You will become more predictable and easier to punish so be calm minded and think!
If you want to improve at playing with sonic. Here are things you want to do to improve your fighting.
1) Battle three lv9 CPU of sonic for 15 minutes without item and omega form stage
2)Battle three lv9 CPU of sonic for 15 minutes with items and normal stages
3) Go to classic mode and try lv9.0 intensity to see how well you do.
4) Go to multi man mode and try endless mode to see how much you can defeat. If you got like at least 400 defeated then you are improving on running, jumping, attacking, defending and using special effectively as well as items without getting yourself hurt as long as possible
5) Only if you have at least 3 amiibos. Battle them for 15-30 minutes without items then after that use items in normal stages. Do you know amiibos can help you get rid of bad habits you almost always use. Amiibos sure are our teacher for habits lol.
6) Final thing is go to Wifi network connection and battle other players
Go to training mode and practice instant spin dash jump, foxtrot, spin shot, reversed run turning dodge, short fast fall hop, practice the timing of dodge and block by using any attack. After the attack ends use dodge or block quick to see how fast you can dodge or block after that. This will help you time your attack, your dodge, position, coordination, opponents control, stages, hazard and other things.
Find opponents good and bad habitat and their common punishes. Observe and remember what opponents do like repeatedly almost. That will give you lots of opportunities to punish them.
Watch your surroundings when battling, dodging, blocking and attacking.
There can be surprise attacks such as projectiles and very fast move.
Learn stages advantages and use them to set your strategies and may give you benefit for getting kills.
Watch more videos below here for guides, demonstrations, combos and montages. There's a lot of them.
jabs +JCUP damage: 22%
down tilt( trip opponent at low percen) + side smash damage:20%
down tilt + ftilt damage: 13%
down tilt + jabs damage: 14%
f tilt +dash attack damage:11%
f tilt + JCUP(up smash)
up tilt + up smash damage: 22%
up tilt + up air + up air damage: 26%
up tilt + front air + front air + side smash damage: 36%
up tilt + front air + front tilt damage: 22%
up tilt + front air + up air + up air damage: 32%
up tilt + neutral air damage: 20%
up tilt + spin charge + footstool + down air damage:26%
no combos starting with side smash because side smash is a finisher
up smash + up air
i am not sure about down smash since down smash knock back is strong. It's almost hard to start any combos with down smash
neutral air + front tilt damage: 23%
neutral air + down tilt + front tilt damage: 25%
neutral air + jabs + dash attack damage: 22-25%
neutral air + up throw + up air + up air damage: 26-30%
neutral air + front throw + front air damage: 20-24%
neutral air + back throw + front air damage: 26%
neutral air + back throw + front air + side smash damage: 40%
neutral air + back throw + JCUP damage: 33%
up air before you land on the ground + up smash damage: 20-23%
up air before you land on the ground + up tilt + up air + up air damage: 32%
up air before you land on the ground + up air + up air damage: 24%
up air before you land on the ground + back kick damage: 20%
up air before you land on the ground + front tilt damage: 12% ( after u use this combo successfully, you can keep using front tilt until opponents are off the stage damage: 15%+)
front air + dash attack damage: 8-10%
spin dash + neutral air damage: 22%
spin dash + front air damage: 14%
spin dash + back kick: 20%
spin dash + down air: 17-18% spike is possible at round 50% to 60%
spin dash + homing attack damage: 16%
some of these works with spin charge too but spin charge is good at combos and spin dash is good at combos in aerials and juggle too
spin dash + jump + foot stool + spring + jab lock + f smash or grab or n air + up air + spring glitch + up air
instant spin dash jump + neutral air damage: 15% works at 100%+
instant spin dash jump + front air damage: 8% works at 95%+
instant spin dash jump + homing attack damage: 11% works at 80% or higher
instant spin dash jump + up air damage: 6-12% works at 100%+
Here's examples of moves used for mind games
Spin charge: just press down special and it becomes regular balls, opponents may dodge or guard foolishly then you go in for the grab or dash attack.
You can spam charging waiting for opponents to drop their shield or when they dodge by mistake. You need right timing to hit them before they shield.
Spin dash: before it's fully charged, press shield then you can grab out of it because opponents will likely to shield and punish you.
You can dodge out of spin dash. It's true. I tried and it worked! I wonder if someone knows that already lol.
Spin shot: Because almost nobody used this for edgeguard. Here's two things you can do with spin dash or spin charge.
1) use spinshot and use aerial attacks after that to prevent opponents from recovering
2) use spin charge or spin dash and wait for opponents to return or get up from the ledge. That also may cause opponents to dodge by mistake and you go in for combos or aerial games
Do nothing is probably another mind games too. Why? Well that may force opponents to think you're nothing but a rookie who isnt good at fighting. Opponents will mistake you for a rookie. You can punish them easily depends. Just my theory
Repeat situations you often use and do something "false" that will lure opponents into being punished by yourself. Example: spin dash charging then block or dodge. Another one is spin dash cancel shield drop
Force opponents into thinking you will attack them. Then after they dodge by mistake, PUNISH them!
I gonna list the choices you can make when you are playing mind games with spinning moves and edge guard and more!
2) Before fully charge, press shield and dodge quick. Then you do what you want after that but grabs are safer
3) full charge and jump then start rolling to start combos.
4) start charging, the moment you start this move, jump, then the moment you touch the ground press shield or dodge before spin dash is fully charged
2) charge and wait for opponent to block or dodge or jump then turn or run toward them to give them a good taste of spin rush!
3) spin charge and jump then homing attack
4) spin charge then press attack or jump to jump vertically then down air or homing attack or spin dash or spin charge many ways!
2) spin charge or spin dash and wait for opponents to get on the stage after they got on from the ledge they grabbed. You need right timing to hit opponents near the ledge before they shield or dodge after they recover from the ledge. You may have a chance of spiking opponents down with right timing or use any aerial moves.
3) jump toward opponents and wait for them to dodge by mistake then use b air mostly since you pass by them.
4) run using spin dash cancel instant jump dealing 3% damage then use fair or u air
2) run into opponents and they'll dodge or block because they obviously think you'll dash attack so what's good is grabs and pivot grabs
3) jump toward opponents and they'll air dodge so use b air or n air to punish it.
4) jump and spring up then use down air. Opponents may chase you without knowing you were baiting on them. The choices are
1) Don't use d air and go toward the ledge to avoid any damages or follow ups or combos
2) Don't use d air. Wait for the opponent to get closer then use nair to rack the damage or stop the combo
3) Use d air if high enough to land without lagging and do anything
4) Use d air after jump then up special to lure opponent so you can spike down toward opponent if the opponent is jumping toward you.
5) Repeat the short fast fall hop so you can attack in low air nor attack or grab on the ground fast.
2) Wall jump the stage's wall and use homing attack or up special. That was two choices
Baits are one of sonic's most important tool in battles. Why? Without it, sonic will have a hard time trying to win. Even it won't give him upper hand without baits. Baits is when you do something to "fake" it and causes opponents to react improperly allowing you to get free damage if you're quick enough before they do anything. Keep in mind that you should not use same method of baiting more than one time because it's more likely they'll not fall for it again unless they fell for it every time because they're uncertain about what you really can do. I will list those baits you can do. I might will update more and probably will even update new features such as ground, aerial and disadvantage situations.
Empty jump and air dodge > opponent would rush for you and attack you > Use nair, fair
When holding the ledge > drop > recover again > fast drop > uair
> fair
> nair > shield grab or grab
> homing attack > return to the ledge
> wait > jump > spin dash > aerial attacks
Stand still > shield or dodge > do anything to give free damage (smashes, tilts) when opponent makes their action and failed because they misjudge and didn't predict correctly
Rush toward them > stop now > dsmash if expected rolls, tilts for safe distance and avoid punishes
> grabs
> dash attack
Run toward them > shield now > shield grab fast
> jabs
> tilts
Spin dash
Spin dash charge and shield > opponent shield > rush and grab
1. down throw > wait and let opponent roll > use down throw again
> dash attack
> fsmash
> dsmash
> jcus
> Use spin charge or spin dash (Time it right!)
> dash attack if u predict opponent rolling backward
2. up throw > jump and uair fast
> jump forward and use bair after opponent air dodge
> use up smash
> jump and nair
3. forward throw > uair
> fair
> spin dash and use nair or uair or homing attack if you think opponent will airdodge
> jcus= jump cancelled up smash
4. Back throw > bair > bair at right percentage and trajectory made by first bair
Jump and spin dash charging, when landed, shield > rush and grab >
same method shown above.
jump and spin dash charging, when landed, dodge > rush and grab > same method still
Spin dash buffered shield drop > uair
> nair
> fair
> bair
> shield grab
> jabs
> tilts
Spin charge
spin charge > regular ball > dash attack or grab if read and predict opponent rolling backwards or shields.
spin charge > turn around > jump back > use fair, and nair
> jump and homing attack > spin charge > jump footstool opponent repeatedly
> wait and jump into VSCJ > jump back > use fair and nair
> homing attack
> nair > grab
Aerial
Aerial spin charge > regular ball > nair if high enough
> up special > opponent chasing you then dair ONLY if opponent is jumping toward you
> shield > grab
> aerial spin charge again > turn around > nair or fair or homing attack or (footstool > use aerial spin charge again)
> jump > dair
> homing attack
> fast fall > shield grab
> nair
> go toward the ledge hoping for free damages and might have opportunities to punish
Here's one combo i learned from the website
Spin dash + final smash damage: probably 27%
neutral air + final smash
up air + final smash in a low percent
probably up tilt + final smash.
spin dash + foot stool + final smash
i will add more when i found more combo + final smash
Stages with slopes, high level platform, pit hole, walls, platform floor and horizontal off screen and constantly moving stages such as mario 3D land are best suited for sonic. Those things influenced how sonic fights. You will see.
Not only that but you can use these stages to support your strategies and mind games
Use down air to spike opponents only if they're low enough for you to hit to spike and recover back up
While you are in homing attack rising, press B like again or more to use homing attack earlier dealing less damage. Useful for hitting opponents earlier easier than hitting opponents with full power because opponents can block or dodge. Mix homing attack timing to make opponents guessing. Use it for recovery wisely
When your damage percent is high, go in defense mode. You should evade as much as you can and punish anyone who makes mistakes. Don't be aggressive. You want to deal damage to them as you can without getting yourself killed. This is important part of winning your battles because when you do that, you can gain on your opponents much easier if you do damage to them before they knocked you out.
Use spin shot and use any aerial attacks after that for edge guard and mind games
Use spin charge and spin dash for mind games. They're the key
*Spike: Throw opponents off the stage and try to spike them
*Throw off screen: Throw opponents off toward the horizontal off screen.
*Big Pit. A giant pit below the big platform like omega form final destination.
* Spin dash + foot stool + spring + jab lock (or)+ n air + up air + spring glitch + up air
*Slope: Use spin dash and spin charge for lots of combos. You can also cancel spin dash or spin charge if jump the moment you are very very close to the edge of the slope that will allow you to cancel them and use grab or tilts or smash attacks. This is good for mind games but a bit risky if opponents know this one.
*Upward arc: Use spin shot and side aerial or up aerial depends.
*Side aerial or back aerial at the opponents
*Spin shot and side aerial
*Spin dash and down aerial
*Try to spike down opponents
*Maybe use homing attack after they jump
* For opponents at high percent neat the edge of the stage, use spin dash then jump then fast fall then jump then n air. This is a reliable kill options for opponents at high percent offstage
* When opponent is about to use up special to recover to the ledge of the stage, use dair at the right timing to spike them. This is only ledge snap if you can hit them with dair the moment they grab the ledge where they have no invinciblity for 2 frames before invincibility comes on. It's possible for them to recover again because when you ledge snap them successfully they regain double jump back. Only for opponents at high percent, try to use spin dash while they're at 2 frames of no invincibility then use back kick to get almost guaranteed kill.
* Use down throw. Opponents will often roll to the right to avoid being off the screen. This is when down throw comes in. Down throw can force opponent to make 3 choices. They are rolling to the left or rolling to the right or get up in the same spot if failed tech. You gonna get early kills if this is successfully utilized.
* Throw them back toward the off screen
*use combos to knock them back
* Use smash attacks if you can read opponents well
Jabs: They are almost very difficult to punish. Because they have almost no lag. But if they do jab by mistake or in the wrong position you have a chance of punishing them for that. Here's choices for punishing
*Grab
*side tilt
* spinning moves
Tilts: Medium hard to punish. They have little lag but good at spacing.
*dash attack
*grabs
*aerial moves
Smash attacks: Easy to punish. they have more lagging than tilts.
*grabs
*aerial moves
*spinning moves
*dash attack
*smash attack
*homing attack
Projectiles: Not easy to punish because they use it from the distance without taking any risks or damages.
*block and dash attack or grab
*homing attack
Downward moves: Attack move that send opponents going down attacking such as bowser bomb, yoshi bomb. Very easy to punish if they use it at the wrong timing.
* down air after air dodge
* neutral air after air dodge
* dodge and grab
* homing attack
* JCUP running up smash
Aerial games: Almost hard to punish if you don't understand how well you can grab or shield because some aerial moves are fast with little lagging and are unpredictable sometimes. Only way to punish them easier is to shield because opponents attack from air and can't air dodge. They lose invisibility when they land the ground when opponents air dodge.
* shield and grab. This is the safest way to punish
* shield and up smash. This requires right timing to hit before opponents dodge to escape.
Grabs: This is almost very difficult to punish because grabs have little lag if missed. Be very cautious
* grab back
* dash attack
* spot dodge and down smash or grab
* moves that space
I have discovered that if you run and turn around and pressed dodge the opposite way you're facing, you will dodge the opposite way. This only works if you're in running and then turning around moment then press dodge the opposite way you're facing for example, sonic run and turn to the left, you dodge to the right but instead you dodge to the left instead!
Another thing is if you short hop then press down special once. Sonic must not either charge or spin. Just down special into a regular ball. If you press attack after down special from short hop when sonic transform back to itself after regular ball, you jab instead of neutral air. What i mean is you short hop jump, down special once early, regular ball forming in the same height as short hop jump, then press attack right after sonic turns back from regular ball. Sonic would jab instead. NO neutral air. no matter how many times i tried, sonic jab after short hop down special, and i don't see neutral air. I have a feeling this will be very useful for ledge guarding if opponents tried to attack you from the ledge. Opponents attack are low that their attack can't reach short hop height.
I hope it helps a lot Tell me if i have anything that i forgot, i will update it or something i was wrong. Thank you ^^ enjoy. Oh one more thing, i may add more. I think this guide have things that most sonic guide didnt have
Hello! This is my first guide.This may not involve everything regarding using sonic effectively and other tips and tricks and advices. Let's run and read!
First of all, let's talk about sonic strengths and weaknesses!
Strengths: Speed, Recovery, Combos, Aerial games, Mind games
Sonic is the fastest character on running speed. Which can benefit his lightning fast attacks.He has one of the best recovery in this game! Because when he uses up special, he can use any aerial attacks after that. His aerial game is pretty good since most have medium knock back but his back kick has the highest knock back and is best for edge guard. His up air is good for juggling and combos. His side air and neutral air are good for racking up damage. He can also set up mind games as well! His spin charge and spin dash are capable of setting up mind games.
Weaknesses: KO power, easy to kill, some moves have some lags
Some of sonic's attacks have low to medium knock back which is good for many different kinds of combos to use. He only have few attacks that have high knock back. He struggled with killing opponents even at 100% He needs to set up situations to ensure he gets a kill. Like throw opponents offstage or wait until opponents recover etc. His speed is awesome but he is thrown off easily. But he can be defeated early if he is predictable. Some of his moves have some lagging so he must use them carefully and wisely so he don't get punished.
Sonic should never be used aggressive with. Because Sonic can be easily punished and send off the stage because he can be predictable if he use some moves often.
Sonic style in battles are baiting and punish type. However his style is NOT power and offensive. Power, offensive and aggression makes sonic predictable.
List of guides
Sonic priorities #1
Ground situations #2
Aerial games #3
Recovery choices #4
Advanced techniques #5
Spin shot purposes #6
Advices #7
Tech #8
Useful moves #9
Combos #10
Mind games #11
Baits #12
Combos for final smash #13
Stages advantage #14
Other tips and tricks #15
Strategies #16
Punishes #17
Discovery #18
List of Guide/Demonstrations/Combos/Montages Videos #19
Sonic Priorities
You must read this! Because this section will tell you about what sonic must do to survive the entire battle! This will help you understand what sonic can do and cant do. If you skipped this then you will be more likely to lose! Please read it!1. The moment the game starts, you may want to attack using the dash attack or homing attack, or spin charge(faster start than spin dash) or grabs to set up a combo to give u a good starting damage or preferably dodge or block or jump to ensure you don't take any damages. I prefer to dodge and block or jump in case i don't get punished and be aggressive. You want to make sure you do NOT take damage or else you can be overwhelmed by powerful attacks, combos and even faces KO or struggling with recovering and punishing. Try to keep being unpredictable.
2. Mix situations like at least 3-5 not just 1 situation sonic can do to keep players guessing. Don't repeat them or players will totally expect that and counter it. Also they could punish you as well. This applies to mind games. This can help sonic be unpredictable and rack damage and punish opponents.
I have listed situations in mind games that you can do. It also includes in strategies as well. This should keep sonic on normal advantages when he's unpredictable
3. Set up mind games. You will learn more about it below here Mind game is one of the most important that sonic should have to win battles. This can lead to KO, combos, punishes, tech, overwhelming opponents etc.
I have listed some mind games you can set up below here. This is very important to keep sonic unpredictable so he can get victories. This also improve on hitting opponents nor punishing them if they react improperly.
4. Search for the openings such as opponents distraction, busy fighting, stunning, air trapped opponents etc. then start combo. Best combos are grabs or spinning moves. Spinning moves are bit risky because they can block this easily and get you punished instead. Dash attacks are okay but take your risks! Opponents that have disadvantages are called negative state. Sonic usually uses side smash, up smash and down smash on negative stated opponents. Examples of negative states are poor recovery, bad decision, bad punishes, poor aerial games, stunned, buried, sleeping, air trapped, failed tech, ledge without invisibility, failed combos and many things. This can lead to KO, punishes, grabs, combos and many comebacks. This also keep you on upper advantages while opponents are on disadvantages.
5. Do many kinds of combos as you can and make different and don't repeat them over again. You can find more combos below here. Most sonic's combos came from spinning moves. Always use them for mind games in fact you can guarantee fooling and hitting opponents.
6. Make your strategies to try and win. Tips: Use strategies based on stages and characters.. You can find "Stages Advantages" below here plus strategies here. Mind games can support strategies.
7. Consider opponents strategies and counter them. I recommend you to observe your opponents at the start of battle for 30 sec. This helps me find bad habitat, poor aerial choices, good habitat, their common punishes. This will put you to a bigger advantage. TRUST ME!
8. Use rolling moves only if you are VERY sure it will hit players. However If opponents blocked your spin dash or spin charge, jump and use homing attack. Use them for mind games and aerial games and other strategies. They can be easily blocked but if used in mind game then they're difficult to punish. For example that opponent dodged the spin dash or charge. But you turned the other way and hit that opponent. Because opponents will think you will keep going to try to hit the next target if there is.
9. Try at least go for the kill when opponents damage percent are at least 100%. Be careful when you're using up smash and side smash. Because you can be punished but preferably safer way is send them off the stage and kill them using b air(back kick) or fair(body spin)
10. Use stages' hazard, pit hole, obstacles and other benefit to your advantage. Find stages advantages about this topic.
11. For opponents at low percent 0%-49%, work on grabs, mind games, try to get early kill, mind games for racking up damage. At mid percent 50%-89%, start your combos, still mind games, punishes, baiting, use grabs preferably front throw. At high percent 90% or higher, use smash attack wisely, back throw, punishes, baits, and mind games.
12.If you reach 90% or higher, go into defense mode! Work on mind games, punishes, baiting, evading, hit and run away and do nothing else. Do NOT use dash attack or smash attacks. ONLY if the opponent used a move that has some serious lagging for PUNISHES( dont do it each time).
Ground situations
Okay ground situation is when you utilize your actions against opponents to gain advantage of the stage control, opponents, their actions and the moves. Learning about this will give you much knowledge about what you're supposed to do and what is not to do.
Only use dash attack when opponents almost never expect it. This happens when you don't use dash attack for a while. Dash attack must be used in certain situations.You may use it on distracted opponents. You will know what i mean. Dash attack are easily punished. Be wise on how you use it. If you use it rarely, they wont expect it much. You can use it on negative stated opponents and the moves that have a lot of lagging. Or try to predict what opponents will do then use dash attack to rush them fast.
Must use any moves good at setting up combos to rack damages up. Rolling moves have the highest combo potential. Use them at fullest potential. Learn, Use, Cherish. EX: spin charge, up aerial, side aerial, spin dash. Rolling moves are also capable of mind games, combos, aerial games, distraction, racking damages, too fast, hard to punish, and many good things.
Back throw (grab) for throwing opponents off the stage only if they begin to leave the stage fully after thrown. Back kick is great for edge guarding. Try to use it when opponents are at 100% damage but don't spam it too much, you can be punished easily. Even tho opponents can figure out what moves you will use to edge guard them.
Down throw and down smash for tech( Sonic is the king of tech chasing due to running speed). Failed tech can lead to KO, punishes and grabs.
There are some stages that gives great benefit to down throw that forces opponent make choices where to get up by rolling to the left or right or same spot. Opponents will often roll to the right when the stage is constantly moving like Mario 3D land.
Observe opponents strategies. I prefer to observe at the start of battles.
Try for 30 secs. Find their combos, punishes, bad and good habitat. Use them to win over. This will put you to a bigger advantage!
Use up throw, up aerial and up smash for juggling and air trapped. Watch out for attacks that send them downward, also that spikes opponents and projectiles thrown down like Link bomb or Mega man saw blade. Like Bowser bomb from above can really hurt someone that tries to juggle them up if they have bad timing.
Only use side smash for final blow. You may use it only if you are very sure you will hit your opponent. Plus you can use it for edge guarding if you understand your opponents choices in recovering well. You can use it if you read and predict opponents very well.
Use side tilt and down tilt for spacing. Down tilt is for tripping opponents to set up strange combos. Those are used for defense. Down tilt has some uses because down tilt have little lag and that can space opponents and run or grab or dodge in a safer way so you may not be punished.
use down tilt in low percent to trip opponents and set up combos. You can use down tilt when opponents are at high percent for KO such as up smash or grab them at low air. Launched opponents have to be in front of sonic's grab range so sonic can grab for more damage and throw them.
Down tilt is also used for setting up Jab Lock true combo
Use rolling moves on slopes. I noticed slopes increase rolling moves' speed. Slope might be useful for you at certain situations. I am sure slope can be useful for moves such as spin shot and instant spin dash jump because these moves send sonic sorta an arc shaped over when launched. Slope has something spin dash or charge can use that opponents won't expect. Spin dash/charge has to be fast enough. When you use spin dash or charge on the slope near the edge, let it roll then before you reach very near other edge, jump or attack and spin dash or charge will be canceled leaving you sliding stand, Thanks to that, you can cancel spin dash and use tilt or smash attacks or grabs after you cancel spin dash or charge by jumping when you reach the other near edge of the slope in spinning form.
Use up smash or JCUP to air trap opponents you can use up tilt too especially for combos and also for air trapped opponents. And teched opponents plus getting a kill. JCUP is good for tech.
Use down smash if you would expect opponents to dodge roll back or front of you and for edge guarding too. If you can read and predict where opponent will roll, you can use down smash and wait for it,
Aerial game
You may use down air only when u're high enough without lagging then do what u want when u landed. Such as grabs, front tilt jabs or more. I would say you have four choices when you are up high. This is for mind games and baiting
1) Don't use d air(down kick) and go toward the ledge of the stage
2) Don't use d air. Just wait for the opponent to come closer and air dodge or n air( instant spin)
3) Can use d air if high enough to land without lagging and may use this as a bait to smack the opponent down if the opponent is jumping toward you only if you didn't do this yet.
4) Can use d air if high enough to land without lagging then do whatever you want after that.
up aerial for juggling and kill at a very high height. Watch out for moves that send opponents downward attacking. Example: bowser bomb, sonic down air, Toon Link downward sword. u air( snap kick) is very excellent when there's stages with high platforms even they're floating.
back kick for edge guarding and kills at high percent. Don't spam it too much. Opponents might use you to use it to figure out how you would edge guard or punish them you use it.
use f air to rack up damage and push them back. Good for edge guarding but b air(back kick is better). Also used for many combos.
use neutral aerial to set up combos and stop combos if possible in the air
Use up special to avoid combos. Very important to rack some damages and stopping combos quickly since n air comes out very fast.
Opponents may NOT expect you to use spin shot and use up air or fair or back air to push or juggle them up. I did that a lot and they almost did not expect it. You need right timing to hit them.
Moves to use for edge guarding are spin shot, fair, b air, front throw, down throw, back throw, down air, side smash and down smash
I also have a neat trick to get kill during mid-game but this can be avoided. If you bait or create mind games around it, you may have a chance to use this successfully. Here are the order you'll have to do. Spin dash > jump > foot stool > nair > up air > spring > up air. If u see this and says THIS WILL NOT WORK!? How can this combo kill them even it's not used for high percent situations!? Well let me say this have you known about sonic spring glitch? No then if you use spring at the correct place below opponent when you're in the air. If you were able to do it, u will spring up with opponent together then use up air to get early kill. Another thing is up throw > up air > spring glitch > up air. Works at 45%-60%.
Here is this video: https://www.youtube.com/watch?v=ev1uKfS8DqQ
Recovery choices
For recovery, your life is at stake. This is when opponents will try to push you off and get kill. Learn what moves opponents will use to push off opponents off the stage. This will help you return to the stage safetyUse homing attack only if opponents are very close to the edge of the stage, use it before they start their attack if u can fool opponents into thinking they can knock you off the screen. I use it sometimes. It's situational. What i am trying to say is when you're close to the stage's ledge when the opponent is waiting for the smash attack. Use it when the opponent starts the smash attack. However if the opponent blocked the homing attack, go toward the ledge and grab it to gain invincibility to be safe.
When you reach the wall, you can wall jump and try to attack opponents up there then recover. You can see the opponent will use down smash to send you back off again so use your recovery skill and stage wall to your advantage.
When you grab the ledge, you can drop down little bit and use fair or uair. But watch out for shields and smash attacks.
Use up special to recover(down air is probably not safe after u use up special when you reach the ground)
When you reach the wall of the stage trying to recovering, wall jump then use homing attack only if opponents are close. It can be also used for mind games. But it's situational as well.
You can try to footstool opponents if they're below you.
Good advice for you. USE TO FOOTSTOOL OPPONENTS TO GIVE THEM DISRESPECT IF YOU LIKE TO DO IT xD
Try to use spin shot then up special to recover but be careful opponents can knock you off during spin shot because spin shot wont make you invincible.
Tech
tech is when you shield the moment you touch the surface of wall, floor and ceiling after you launched from opponents attack. This is very useful if you're trying to survive in high damage percent so you can strike back. If you master the tech then you might have no problems with opponent trying to knock you off the screen but this works only if there are walls in the way. Okay I will tell you what to do if they tech after they're launchedDown throw (grab) and down smash is good for tech. If you use down throw, use dash attack fast or use rolling moves or JCUP to shatter them up. This is for close range situations
For long range situations, run to the direction where launched opponents are directed to from attacks then use dash attack or JCUP (JCUP is the best move to kill or juggle opponents up to start combos then opponents will be as good as flattened flies. But if you think they would use aerial attack after long ride then run shield and strike them.
Okay what are you supposed to do when you tech and opponents are trying to finish you off? Dodge or block, or you can use spin dash then press block to cancel spin dash. That will force opponents to react in the wrong time then you can grab them and do what you want after that. Or use side tilt for spacing.
Try to set up jab lock combo by using f tilt or spin dash jab lock combo
Moves good at opponents tech is down smash, down tilt and down throw
Useful moves
up special: you can use any aerial attacks after up specialdown air: can spike opponents down if have struck a sweet spot
spin charge: can start combos. Slightly stronger and faster than spin dash. Good for quick combos and mind games
spin dash: can start juggling after spin dash throw opponents up.
Good for combos and mind games too!
Homing attack: attack the nearest opponents if in range. Good for
mind games, recovery, kill at high percent and avoid counter attacks if homing attack connect with counters.
Spin shot: use spin dash or spin charge and launch itself in the air. Launching into the air as fast as running speed is useful for evasion. It is also good at recovering, combo setup, mind games, killing when opponents are close to off screen in high percent 100%+
Advanced techquies
instant spin dash jump https://www.youtube.com/watchv=JOJ3Ri0zALsspin shot https://www.youtube.com/watch?v=Wisyvpoh6JE
aerial spin shot
pivot grabs
rolling spin charge https://www.youtube.com/watch?v=ifLsLLbrlvU
Foxtrot
out of shield grab or up smash any attacks
JCUP
Spin shot purposes
Spin shot can be used for setting up combos, approaching to get a kill, evasion, recovering, edge guarding and many more
Advices
If you do nothing, you should start thinking about your strategy and opponents strategy and observe only if opponents doesn't attack you yet
Don't be too aggressive. Why? because being aggressive can take your mind off your strategy and opponents strategy just because you rush down to your opponent and smash them up without thinking. You will become more predictable and easier to punish so be calm minded and think!
If you want to improve at playing with sonic. Here are things you want to do to improve your fighting.
1) Battle three lv9 CPU of sonic for 15 minutes without item and omega form stage
2)Battle three lv9 CPU of sonic for 15 minutes with items and normal stages
3) Go to classic mode and try lv9.0 intensity to see how well you do.
4) Go to multi man mode and try endless mode to see how much you can defeat. If you got like at least 400 defeated then you are improving on running, jumping, attacking, defending and using special effectively as well as items without getting yourself hurt as long as possible
5) Only if you have at least 3 amiibos. Battle them for 15-30 minutes without items then after that use items in normal stages. Do you know amiibos can help you get rid of bad habits you almost always use. Amiibos sure are our teacher for habits lol.
6) Final thing is go to Wifi network connection and battle other players
Go to training mode and practice instant spin dash jump, foxtrot, spin shot, reversed run turning dodge, short fast fall hop, practice the timing of dodge and block by using any attack. After the attack ends use dodge or block quick to see how fast you can dodge or block after that. This will help you time your attack, your dodge, position, coordination, opponents control, stages, hazard and other things.
Find opponents good and bad habitat and their common punishes. Observe and remember what opponents do like repeatedly almost. That will give you lots of opportunities to punish them.
Watch your surroundings when battling, dodging, blocking and attacking.
There can be surprise attacks such as projectiles and very fast move.
Learn stages advantages and use them to set your strategies and may give you benefit for getting kills.
Watch more videos below here for guides, demonstrations, combos and montages. There's a lot of them.
Combos
here are list of combosGrounds
jabs + dash attack damage: 14%jabs +JCUP damage: 22%
down tilt( trip opponent at low percen) + side smash damage:20%
down tilt + ftilt damage: 13%
down tilt + jabs damage: 14%
f tilt +dash attack damage:11%
f tilt + JCUP(up smash)
up tilt + up smash damage: 22%
up tilt + up air + up air damage: 26%
up tilt + front air + front air + side smash damage: 36%
up tilt + front air + front tilt damage: 22%
up tilt + front air + up air + up air damage: 32%
up tilt + neutral air damage: 20%
up tilt + spin charge + footstool + down air damage:26%
no combos starting with side smash because side smash is a finisher
up smash + up air
i am not sure about down smash since down smash knock back is strong. It's almost hard to start any combos with down smash
Aerial game combos
neutral air + up tilt + up air + up air damage: 34%neutral air + front tilt damage: 23%
neutral air + down tilt + front tilt damage: 25%
neutral air + jabs + dash attack damage: 22-25%
neutral air + up throw + up air + up air damage: 26-30%
neutral air + front throw + front air damage: 20-24%
neutral air + back throw + front air damage: 26%
neutral air + back throw + front air + side smash damage: 40%
neutral air + back throw + JCUP damage: 33%
up air before you land on the ground + up smash damage: 20-23%
up air before you land on the ground + up tilt + up air + up air damage: 32%
up air before you land on the ground + up air + up air damage: 24%
up air before you land on the ground + back kick damage: 20%
up air before you land on the ground + front tilt damage: 12% ( after u use this combo successfully, you can keep using front tilt until opponents are off the stage damage: 15%+)
front air + dash attack damage: 8-10%
Special moves combos
spin dash + up air + up air damage: 28%spin dash + neutral air damage: 22%
spin dash + front air damage: 14%
spin dash + back kick: 20%
spin dash + down air: 17-18% spike is possible at round 50% to 60%
spin dash + homing attack damage: 16%
some of these works with spin charge too but spin charge is good at combos and spin dash is good at combos in aerials and juggle too
spin dash + jump + foot stool + spring + jab lock + f smash or grab or n air + up air + spring glitch + up air
instant spin dash jump + neutral air damage: 15% works at 100%+
instant spin dash jump + front air damage: 8% works at 95%+
instant spin dash jump + homing attack damage: 11% works at 80% or higher
instant spin dash jump + up air damage: 6-12% works at 100%+
Mind games
Mind games are another important part of the strategy, trigger combos successfully, fool opponents and punish them, get kills.Here's examples of moves used for mind games
Spin charge: just press down special and it becomes regular balls, opponents may dodge or guard foolishly then you go in for the grab or dash attack.
You can spam charging waiting for opponents to drop their shield or when they dodge by mistake. You need right timing to hit them before they shield.
Spin dash: before it's fully charged, press shield then you can grab out of it because opponents will likely to shield and punish you.
You can dodge out of spin dash. It's true. I tried and it worked! I wonder if someone knows that already lol.
Spin shot: Because almost nobody used this for edgeguard. Here's two things you can do with spin dash or spin charge.
1) use spinshot and use aerial attacks after that to prevent opponents from recovering
2) use spin charge or spin dash and wait for opponents to return or get up from the ledge. That also may cause opponents to dodge by mistake and you go in for combos or aerial games
Do nothing is probably another mind games too. Why? Well that may force opponents to think you're nothing but a rookie who isnt good at fighting. Opponents will mistake you for a rookie. You can punish them easily depends. Just my theory
Repeat situations you often use and do something "false" that will lure opponents into being punished by yourself. Example: spin dash charging then block or dodge. Another one is spin dash cancel shield drop
Force opponents into thinking you will attack them. Then after they dodge by mistake, PUNISH them!
I gonna list the choices you can make when you are playing mind games with spinning moves and edge guard and more!
Spin dash
1) Charge. Before you fully charge, press shield then run and grab or dash attack2) Before fully charge, press shield and dodge quick. Then you do what you want after that but grabs are safer
3) full charge and jump then start rolling to start combos.
4) start charging, the moment you start this move, jump, then the moment you touch the ground press shield or dodge before spin dash is fully charged
Spin charge
1) just press down and special that transform sonic into a regular ball.2) charge and wait for opponent to block or dodge or jump then turn or run toward them to give them a good taste of spin rush!
3) spin charge and jump then homing attack
4) spin charge then press attack or jump to jump vertically then down air or homing attack or spin dash or spin charge many ways!
Edge guard
1) spin shot and use f air or u air or b air to knock opponents off2) spin charge or spin dash and wait for opponents to get on the stage after they got on from the ledge they grabbed. You need right timing to hit opponents near the ledge before they shield or dodge after they recover from the ledge. You may have a chance of spiking opponents down with right timing or use any aerial moves.
3) jump toward opponents and wait for them to dodge by mistake then use b air mostly since you pass by them.
4) run using spin dash cancel instant jump dealing 3% damage then use fair or u air
Aerial+ Ground
1) When you're launched upward, fast fall and air dodge before opponents use up smash then use up smash or grab or jabs or side smash or tilts.2) run into opponents and they'll dodge or block because they obviously think you'll dash attack so what's good is grabs and pivot grabs
3) jump toward opponents and they'll air dodge so use b air or n air to punish it.
4) jump and spring up then use down air. Opponents may chase you without knowing you were baiting on them. The choices are
1) Don't use d air and go toward the ledge to avoid any damages or follow ups or combos
2) Don't use d air. Wait for the opponent to get closer then use nair to rack the damage or stop the combo
3) Use d air if high enough to land without lagging and do anything
4) Use d air after jump then up special to lure opponent so you can spike down toward opponent if the opponent is jumping toward you.
5) Repeat the short fast fall hop so you can attack in low air nor attack or grab on the ground fast.
Recovery
1) When you're close to the ledge while the opponent is waiting to edge guard, use homing attack only if you think the opponent will use any smash attack to knock you back. Don't do this again. They probably will not fall for it again.2) Wall jump the stage's wall and use homing attack or up special. That was two choices
Baits
Baits are one of sonic's most important tool in battles. Why? Without it, sonic will have a hard time trying to win. Even it won't give him upper hand without baits. Baits is when you do something to "fake" it and causes opponents to react improperly allowing you to get free damage if you're quick enough before they do anything. Keep in mind that you should not use same method of baiting more than one time because it's more likely they'll not fall for it again unless they fell for it every time because they're uncertain about what you really can do. I will list those baits you can do. I might will update more and probably will even update new features such as ground, aerial and disadvantage situations.
Empty jump and air dodge > opponent would rush for you and attack you > Use nair, fair
When holding the ledge > drop > recover again > fast drop > uair
> fair
> nair > shield grab or grab
> homing attack > return to the ledge
> wait > jump > spin dash > aerial attacks
Stand still > shield or dodge > do anything to give free damage (smashes, tilts) when opponent makes their action and failed because they misjudge and didn't predict correctly
Rush toward them > stop now > dsmash if expected rolls, tilts for safe distance and avoid punishes
> grabs
> dash attack
Run toward them > shield now > shield grab fast
> jabs
> tilts
Spin dash
Spin dash charge and shield > opponent shield > rush and grab
1. down throw > wait and let opponent roll > use down throw again
> dash attack
> fsmash
> dsmash
> jcus
> Use spin charge or spin dash (Time it right!)
> dash attack if u predict opponent rolling backward
2. up throw > jump and uair fast
> jump forward and use bair after opponent air dodge
> use up smash
> jump and nair
3. forward throw > uair
> fair
> spin dash and use nair or uair or homing attack if you think opponent will airdodge
> jcus= jump cancelled up smash
4. Back throw > bair > bair at right percentage and trajectory made by first bair
Jump and spin dash charging, when landed, shield > rush and grab >
same method shown above.
jump and spin dash charging, when landed, dodge > rush and grab > same method still
Spin dash buffered shield drop > uair
> nair
> fair
> bair
> shield grab
> jabs
> tilts
Spin charge
spin charge > regular ball > dash attack or grab if read and predict opponent rolling backwards or shields.
spin charge > turn around > jump back > use fair, and nair
> jump and homing attack > spin charge > jump footstool opponent repeatedly
> wait and jump into VSCJ > jump back > use fair and nair
> homing attack
> nair > grab
Aerial
Aerial spin charge > regular ball > nair if high enough
> up special > opponent chasing you then dair ONLY if opponent is jumping toward you
> shield > grab
> aerial spin charge again > turn around > nair or fair or homing attack or (footstool > use aerial spin charge again)
> jump > dair
> homing attack
> fast fall > shield grab
> nair
> go toward the ledge hoping for free damages and might have opportunities to punish
Combos for final smash
The truth is i never seen anyone using combos + final smashes. I think i found one website that shows and talks about combo + final smash so i thought i'll add it here since nobody uses the combo + final smashHere's one combo i learned from the website
Spin dash + final smash damage: probably 27%
possible combo + final smash
dash attack + final smashneutral air + final smash
up air + final smash in a low percent
probably up tilt + final smash.
spin dash + foot stool + final smash
i will add more when i found more combo + final smash
Stages advantages
Do you know you can use stages to your advantage. Luckily for you, i know which stages are best suited for sonic. Which kind of stages are perfect for sonic? Stages with slopes, high level platform, pit hole, walls, platform floor and horizontal off screen and constantly moving stages such as mario 3D land are best suited for sonic. Those things influenced how sonic fights. You will see.
Not only that but you can use these stages to support your strategies and mind games
Other tips and tricks
Use spin dash or spin charge when there's slopes because slopes increase spin dash and spin charge speed and it helps to not be hit easilyUse down air to spike opponents only if they're low enough for you to hit to spike and recover back up
While you are in homing attack rising, press B like again or more to use homing attack earlier dealing less damage. Useful for hitting opponents earlier easier than hitting opponents with full power because opponents can block or dodge. Mix homing attack timing to make opponents guessing. Use it for recovery wisely
When your damage percent is high, go in defense mode. You should evade as much as you can and punish anyone who makes mistakes. Don't be aggressive. You want to deal damage to them as you can without getting yourself killed. This is important part of winning your battles because when you do that, you can gain on your opponents much easier if you do damage to them before they knocked you out.
Use spin shot and use any aerial attacks after that for edge guard and mind games
Use spin charge and spin dash for mind games. They're the key
Strategies
Let's talk about what strategies we gonna use for sonic. I have played with sonic for like 5 months. Do you know strategies are based on stage obstacles and type. Plus strategies are based on characters each opponents uses as well. Well i kinda noticed about that. Because their strategies looks a little different when they fight on a different stage. Here are the list of strategies for some stages(not all)Rack damage: Perform many kinds of combos on them to rack damages up and then go for the kill. When opponent percent reaches 100%
*Use spin dash and spin charge plus up aerial and side aerial
Early Kill: Requires certain stages features: Horizontal off screen along with ground pits, platform, ledges(theory)
*Spike: Throw opponents off the stage and try to spike them
*Throw off screen: Throw opponents off toward the horizontal off screen.
*Big Pit. A giant pit below the big platform like omega form final destination.
* Spin dash + foot stool + spring + jab lock (or)+ n air + up air + spring glitch + up air
Non flat ground: Such as slopes and wavy like grounds.
*Slope: Use spin dash and spin charge for lots of combos. You can also cancel spin dash or spin charge if jump the moment you are very very close to the edge of the slope that will allow you to cancel them and use grab or tilts or smash attacks. This is good for mind games but a bit risky if opponents know this one.
*Upward arc: Use spin shot and side aerial or up aerial depends.
Offstage: Pushing opponents off the stage
*Side aerial or back aerial at the opponents
*Spin shot and side aerial
*Spin dash and down aerial
*Try to spike down opponents
*Maybe use homing attack after they jump
* For opponents at high percent neat the edge of the stage, use spin dash then jump then fast fall then jump then n air. This is a reliable kill options for opponents at high percent offstage
* When opponent is about to use up special to recover to the ledge of the stage, use dair at the right timing to spike them. This is only ledge snap if you can hit them with dair the moment they grab the ledge where they have no invinciblity for 2 frames before invincibility comes on. It's possible for them to recover again because when you ledge snap them successfully they regain double jump back. Only for opponents at high percent, try to use spin dash while they're at 2 frames of no invincibility then use back kick to get almost guaranteed kill.
Moving stage: whole stage move to the right forever like super mario 3D land.
* Use down throw. Opponents will often roll to the right to avoid being off the screen. This is when down throw comes in. Down throw can force opponent to make 3 choices. They are rolling to the left or rolling to the right or get up in the same spot if failed tech. You gonna get early kills if this is successfully utilized.
* Throw them back toward the off screen
*use combos to knock them back
* Use smash attacks if you can read opponents well
Punishes
Okay punishes are when you attack opponents after they made mistakes or made bad timings or decisions.I am going to list some punishes and choices you can punishJabs: They are almost very difficult to punish. Because they have almost no lag. But if they do jab by mistake or in the wrong position you have a chance of punishing them for that. Here's choices for punishing
*Grab
*side tilt
* spinning moves
Tilts: Medium hard to punish. They have little lag but good at spacing.
*dash attack
*grabs
*aerial moves
Smash attacks: Easy to punish. they have more lagging than tilts.
*grabs
*aerial moves
*spinning moves
*dash attack
*smash attack
*homing attack
Projectiles: Not easy to punish because they use it from the distance without taking any risks or damages.
*block and dash attack or grab
*homing attack
Downward moves: Attack move that send opponents going down attacking such as bowser bomb, yoshi bomb. Very easy to punish if they use it at the wrong timing.
* down air after air dodge
* neutral air after air dodge
* dodge and grab
* homing attack
* JCUP running up smash
Aerial games: Almost hard to punish if you don't understand how well you can grab or shield because some aerial moves are fast with little lagging and are unpredictable sometimes. Only way to punish them easier is to shield because opponents attack from air and can't air dodge. They lose invisibility when they land the ground when opponents air dodge.
* shield and grab. This is the safest way to punish
* shield and up smash. This requires right timing to hit before opponents dodge to escape.
Grabs: This is almost very difficult to punish because grabs have little lag if missed. Be very cautious
* grab back
* dash attack
* spot dodge and down smash or grab
* moves that space
Discovery
I want to tell you something about what i found that players may not know. I only discovered two things that are useful for sonic.I have discovered that if you run and turn around and pressed dodge the opposite way you're facing, you will dodge the opposite way. This only works if you're in running and then turning around moment then press dodge the opposite way you're facing for example, sonic run and turn to the left, you dodge to the right but instead you dodge to the left instead!
Another thing is if you short hop then press down special once. Sonic must not either charge or spin. Just down special into a regular ball. If you press attack after down special from short hop when sonic transform back to itself after regular ball, you jab instead of neutral air. What i mean is you short hop jump, down special once early, regular ball forming in the same height as short hop jump, then press attack right after sonic turns back from regular ball. Sonic would jab instead. NO neutral air. no matter how many times i tried, sonic jab after short hop down special, and i don't see neutral air. I have a feeling this will be very useful for ledge guarding if opponents tried to attack you from the ledge. Opponents attack are low that their attack can't reach short hop height.
Here are the list of videos for sonic guides and other useful demonstrations, advices, tips and tricks
Guides/Demonstrations
https://www.youtube.com/watch?v=Sp4MO96b9e0
https://www.youtube.com/watch?v=MYd9zlNlN4g
https://www.youtube.com/watch?v=3zUaPI4yTAo
https://www.youtube.com/watch?v=aOxMtk5Giig
https://www.youtube.com/watch?v=WK7wC57D4go
https://www.youtube.com/watch?v=BCfNvrfyfYc
https://www.youtube.com/watch?v=ev1uKfS8DqQ
https://www.youtube.com/watch?v=zF8J-W-iRow
https://www.youtube.com/watch?v=Wisyvpoh6JE&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo&index=2
https://www.youtube.com/watch?v=WuGz3KPCkjo&index=5&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=yhz_64vXvhw&index=10&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=lHHp7GTIrAM&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo&index=11
https://www.youtube.com/watch?v=oXHTudsjMB8&index=12&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=3mqOVbzfJtY&index=13&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=u-n2tg_Mvqw
https://www.youtube.com/watch?v=mstcKrCEPkg
https://www.youtube.com/watch?v=T5HyopSFsf0
https://www.youtube.com/watch?v=7uwG113mpFQ
https://www.youtube.com/watch?v=i0OSxh_ffJU
https://www.youtube.com/watch?v=_9LImLXdbgw
https://www.youtube.com/watch?v=_SHyfMfUQ_s
https://www.youtube.com/watch?v=SWa3kPh3lwo
https://www.youtube.com/watch?v=sxWHrVcot2E
https://www.youtube.com/watch?v=aQj-yakgh6M&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo&index=7
https://www.youtube.com/watch?v=kBIWIiinwV0&index=16&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=BmHqA9UZQJU
https://www.youtube.com/watch?v=MxeqnN990Ys
https://www.youtube.com/watch?v=khLKk0xdGRg
https://www.youtube.com/watch?v=N-IGof4BqVE
https://www.youtube.com/watch?v=N38AMJ1CRk8
https://www.youtube.com/watch?v=5hSE5d04Moc
https://www.youtube.com/watch?v=yySUR_DVQNk
https://www.youtube.com/watch?v=9O-ScriOgBc
https://www.youtube.com/watch?v=sb7XJxQ6T48
https://www.youtube.com/watch?v=tN-hYdmRNmc
https://www.youtube.com/watch?v=eQ4BQoz_TEA
https://www.youtube.com/watch?v=zKc54TsX6yA
https://www.youtube.com/watch?v=rTpAc1Lv7q0
https://www.youtube.com/watch?v=L-SC9m1t2sc
https://www.youtube.com/watch?v=IvDanycgZn4
Guides/Demonstrations
https://www.youtube.com/watch?v=Sp4MO96b9e0
https://www.youtube.com/watch?v=MYd9zlNlN4g
https://www.youtube.com/watch?v=3zUaPI4yTAo
https://www.youtube.com/watch?v=aOxMtk5Giig
https://www.youtube.com/watch?v=WK7wC57D4go
https://www.youtube.com/watch?v=BCfNvrfyfYc
https://www.youtube.com/watch?v=ev1uKfS8DqQ
https://www.youtube.com/watch?v=zF8J-W-iRow
https://www.youtube.com/watch?v=Wisyvpoh6JE&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo&index=2
https://www.youtube.com/watch?v=WuGz3KPCkjo&index=5&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=yhz_64vXvhw&index=10&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=lHHp7GTIrAM&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo&index=11
https://www.youtube.com/watch?v=oXHTudsjMB8&index=12&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=3mqOVbzfJtY&index=13&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
Combos
https://www.youtube.com/watch?v=P89YtGG--u0
https://www.youtube.com/watch?v=u-n2tg_Mvqw
https://www.youtube.com/watch?v=mstcKrCEPkg
https://www.youtube.com/watch?v=T5HyopSFsf0
https://www.youtube.com/watch?v=7uwG113mpFQ
https://www.youtube.com/watch?v=i0OSxh_ffJU
https://www.youtube.com/watch?v=_9LImLXdbgw
https://www.youtube.com/watch?v=_SHyfMfUQ_s
https://www.youtube.com/watch?v=SWa3kPh3lwo
https://www.youtube.com/watch?v=sxWHrVcot2E
https://www.youtube.com/watch?v=aQj-yakgh6M&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo&index=7
https://www.youtube.com/watch?v=kBIWIiinwV0&index=16&list=PLUGJfKVFw2x1qgC_vnP72s-XdYkRreoeo
https://www.youtube.com/watch?v=BmHqA9UZQJU
Montages
https://www.youtube.com/watch?v=MxeqnN990Ys
https://www.youtube.com/watch?v=khLKk0xdGRg
https://www.youtube.com/watch?v=N-IGof4BqVE
https://www.youtube.com/watch?v=N38AMJ1CRk8
https://www.youtube.com/watch?v=5hSE5d04Moc
https://www.youtube.com/watch?v=yySUR_DVQNk
https://www.youtube.com/watch?v=9O-ScriOgBc
https://www.youtube.com/watch?v=sb7XJxQ6T48
https://www.youtube.com/watch?v=tN-hYdmRNmc
https://www.youtube.com/watch?v=eQ4BQoz_TEA
https://www.youtube.com/watch?v=zKc54TsX6yA
https://www.youtube.com/watch?v=rTpAc1Lv7q0
https://www.youtube.com/watch?v=L-SC9m1t2sc
https://www.youtube.com/watch?v=IvDanycgZn4