SaltyKracka
Smash Lord
Yeah, and get punished for making the wrong prediction because Spin Dash is way too safe, as he's been saying.
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I've only ever talked about reaction, I made that clear in the first post about it.You can, I've been pivot grabbed by Mario's and Ike for example. It's possible if you read and then time it right. Not React, Predict.
You want everything to be reactable??I've only ever talked about reaction, I made that clear in the first post about it.
Which is a huge difference. With a read, if you're wrong, you get punished. If you could react, there would be no risk involved.
There is counter play to spin dash but it's mostly character dependant. If you can force Sonic to approach instead of bait (Cloud) or actually threaten with burst range (ZSS) you can beat the strategy. Otherwise not really, campy Sonic is going to win out.
So it's a pretty polarizing option in a game with fairly tame neutrals and Sonic would be better designed if they buffed his other moves while nerfing it.
"Losing arguments"I want to (need to go bed, first day of school tomorrow) but i'll lose the argument if I leave it like this.
Yes, and the fact that you didn't know about it discredits everything else you've said about Sonic.Also my argument has been that Sonic's landing options are quite good, above average. And somehow you think mentioning yet another option that I didn't know about....weakens my argument? Lol. Talk about irony.
From that kind of range? Yes.You want everything to be reactable??
I mentioned 4 different landing options Sonic has. According to you my argument that Sonic has multiple decent landing options falls apart because...I didn't mention a 5th? One that according to you is even better than the ones I mentioned? And that somehow weakens the argument that Sonic has good landing options?"Losing arguments"
If you're arguing on Smashboards, you've pretty much already lost.
Yes, and the fact that you didn't know about it discredits everything else you've said about Sonic.
You don't know the character. Why are you talking about him as if you do? #CCI
Spindash isn't his only good move lol. Shows how much knowledge you possess of the character, I guess. Uair, Bair, Ftilt, Fsmash, Jab, Uthrow, Dthrow and Bthrow are all great moves in Sonic's disposal.From that kind of range? Yes.
Most aerials start up in 10 frames or lower. So they aren't technically reactable but you can predict when they are about to happen based off the positioning of you versus the opponent. So you have to work your way in your positions where they are effective in the first place and then do small mixups to trick your opponent who's already now expecting them. That's what keeps them in check.
Now imagine if you could do a sub 10 frame aerial that reached half way across stage.
Not to say Sonic is that extreme. But his spin dash on top of being unreactable at mid-close ranges also leads into good damage, combos and kill confirms AND is invincible. That's just way too much going for one move.
And the way Nintendo has balanced Sonic is to give him this one really good move on top of a lot of mediocre moves. Which I think is silly and a poor way to balance any character. Why not just give a character 23 balanced moves instead? Move that can be really good in certain situations but rely heavily on the player's skill to shine and don't invalidate most of the cast?
I mentioned 4 different landing options Sonic has. According to you my argument that Sonic has multiple decent landing options falls apart because...I didn't mention a 5th? One that according to you is even better than the ones I mentioned? And that somehow weakens the argument that Sonic has good landing options?
Please consider how silly you sound before responding again with ad hominem.
I said it was his only really good move. Not his only good move in general.Spindash isn't his only good move lol. Shows how much knowledge you possess of the character, I guess. Uair, Bair, Ftilt, Fsmash, Jab, Uthrow, Dthrow and Bthrow are all great moves in Sonic's disposal.
You have good points, though some of are slightly incorrect.I think it's a mistake to say hat Sonic has an auto-pilot neutral. He has an incredible neutral, yes. One might even say that he "ignores neutral," as has been argued in the past, and that he often has an edge over slower characters if they do not have a way to throw out lingering hitboxes like Ike does.
But if you look at the way Komorikiri plays (and I think it's safe to call him the best Sonic currently), it's less spin dash and its hitboxes that makes him strong, and more spin dash CANCEL. That spin dash cancel is basically trying to psych the opponent out constantly, get them to freak out and commit unnecessarily. And in Smash land, many players are accustomed to just throwing out strong hitboxes and winning neutral that way.
Sonic has two main assets on his side. First, he has incredible speed, which translates to the ability to punish things from a further distance than any other character in the game. Second, is that his moveset is incredibly deceptive all around. F-smash lets him lean back and beat out attacks. Homing Attack slams into the ground but allows for an immediate follow-up. Spin Dash cancel does what it does, and I don't think it's an accident that both it and Spin Charge look so similar. This deception is to the point that it actually masks his moments of vulnerability, which is what I think soniczx123 is talking about. Sonic can get away with a lot of things, but he makes you think he can get away with a lot more than he actually can. He still has to make reads and predictions just like any other character, he just has more situations where that's less necessary, and as a result in situations where he does have to make a read, it almost appears as if he didn't have to at all.
The greatest strength of campy Sonic isn't that he's an unassailable wall, it's that he PISSES PEOPLE OFF. Gets them antsy. You could say that a character shouldn't operate this way, but I think that's a very subjective matter.
Well the way I see it spin dash cancelling isn't super effective because of fear or frustration alone. That would imply it's a very punishable option people are simply scared to challenge. But spin dash cancelling is very low committal and makes people over commit because...you kind of have to. Spin dash isn't a move you can realistically out space or react to as discussed earlier. So you have 3 options:I think it's a mistake to say hat Sonic has an auto-pilot neutral. He has an incredible neutral, yes. One might even say that he "ignores neutral," as has been argued in the past, and that he often has an edge over slower characters if they do not have a way to throw out lingering hitboxes like Ike does.
But if you look at the way Komorikiri plays (and I think it's safe to call him the best Sonic currently), it's less spin dash and its hitboxes that makes him strong, and more spin dash CANCEL. That spin dash cancel is basically trying to psych the opponent out constantly, get them to freak out and commit unnecessarily. And in Smash land, many players are accustomed to just throwing out strong hitboxes and winning neutral that way.
Sonic has two main assets on his side. First, he has incredible speed, which translates to the ability to punish things from a further distance than any other character in the game. Second, is that his moveset is incredibly deceptive all around. F-smash lets him lean back and beat out attacks. Homing Attack slams into the ground but allows for an immediate follow-up. Spin Dash cancel does what it does, and I don't think it's an accident that both it and Spin Charge look so similar. This deception is to the point that it actually masks his moments of vulnerability, which is what I think soniczx123 is talking about. Sonic can get away with a lot of things, but he makes you think he can get away with a lot more than he actually can. He still has to make reads and predictions just like any other character, he just has more situations where that's less necessary, and as a result in situations where he does have to make a read, it almost appears as if he didn't have to at all.
The greatest strength of campy Sonic isn't that he's an unassailable wall, it's that he PISSES PEOPLE OFF. Gets them antsy. You could say that a character shouldn't operate this way, but I think that's a very subjective matter.
Oh, I should have specified, I meant not "follow-ups after successfully hitting" but rather "the ability to act out of Homing Attack after it misses."You have good points, though some of are slightly incorrect.
First of all, Homing Attack has way too much endlag and knockback to grant any sorts of followups on hit.
Second, while you're correct in that he ignores neutral, he does in the expense of not being able to play the neutral very well.
Otherwise, you're pretty much spot-on.
I don't see the issue with this. Moves that "deceive" with surprisingly low endlag are nothing new nor are they exclusive to Sonic. Metaknight's fsmash, Ganondorf's upsmash, and to a lesser extent Cloud's limit cross slash all "invite" the opponent to punish a window that is sometimes impossible to punish. Just don't fall for baits and know the nuances of your opponent's kit.Oh, I should have specified, I meant not "follow-ups after successfully hitting" but rather "the ability to act out of Homing Attack after it misses."
I've brought this up before in the thread, but in a lot of other cases, when characters slam into the ground after doing a special attack (e.g. Fire Fox), that's often a signal to run in and do damage. With Sonic, however, he can usually act afterwards, and this discrepancy can throw people off or trick them into overcomitting.
Isn't this just another Megaman footstool combo? If you didn't think the game was busted after Kamemushi's run at EVO, then you're not going to think it is with this.https://twitter.com/TrueRyuga/status/764345363247554560
Sakurai you made this game more busted than Melee
... aaaaaaaaaaaaaaaand we have a winner, ladies and gentlemen!But if you look at the way Komorikiri plays (and I think it's safe to call him the best Sonic currently), it's less spin dash and its hitboxes that makes him strong, and more spin dash CANCEL. That spin dash cancel is basically trying to psych the opponent out constantly, get them to freak out and commit unnecessarily. And in Smash land, many players are accustomed to just throwing out strong hitboxes and winning neutral that way.
He bounces on the floor within a certain distance, otherwise he just lands. Even bounce from shield has enough endlag to allow no followups.So I was probably confusing Sonic's homing attack on hitting the ground vs. it hitting shield, and you can't act out of the move quite as early as I remembered. However, you can still act out of it a bit quicker than the visual cue indicates.
What I mean is that, if you watch a move like Fire Fox, which can also involve bouncing off the ground, Fox will hit the floor, bounce, and then continue to fall, finally going into a landing animation.
Sonic hits the floor, bounces, and then can throw out a nair shortly before landing.
So the move is more vulnerable than I recalled, but still has a bit of deception.
If sonics kit was like homing attack, he would be bad.Spot dodging Homing Attack leaves Sonic very open. You can also challenge it pretty easily because it is a predictable telegraphed trajectory. If more of Sonic's kit was like Homing Attack, he would not be such an issue.
I think that's what he meant.If sonics kit was like homing attack, he would be bad.
All your points are correct. I would just like to add that Spin Charge (Down-B) is a fully commitment as it can not be shield cancelled at all.Sometimes I feel as though I'm the only one who actually enjoys playing against Sonic. Don't get me wrong, I understand how painful it can be playing as a slower character, but when the MU is manageable I find a lot of enjoyment in it. You just need to understand the character. A few things that helped me out:
I know your pain. Or I did- but when I sat down and took the time to understand the character, I found that he had a lot more weaknesses (both inherent and exploitable) than I thought. Seriously, if you want to know more about a character, play them for a little while. I don't care how "lame" you think he is, swallow your pride; if you're serious about learning and improving, experience is the strongest tool.
- If Sonic uses Dair, there are two options: (1) the move autocancels in which case there is no hitbox to hurt you or (2) the move still has a hitbox and Sonic undergoes 38 frames of endlag. Do not be afraid to challenge Sonic if you notice him abusing AC dair.
- After using Spring Jump (up B), Sonic's options are rather limited. He's confined strictly to airdodge and attack (and of course fast fall). He cannot use a special until landing, and I'm 99% sure he can't use a double jump. Although if Sonic uses Spring Jump, then falls down and lands on the spring again, he is free to do anything this time around, including another up B.
- Spin dash can only be shield cancelled (aka "The Wrath") during the first few frames, after that he has commit to that option.
- Sonic CAN be grabbed out of spindash while stationary or in motion. Mobile characters with good pivot grabs excel at punishing a player who relies on spindash.
- His aerials have a significant amounts of landing lag. Seriously, take a look at the numbers.
- Whiffed homing attack is punishable. This strictly applies if Sonic strikes the ground, NOT your shield. For once in your life JUST ROLL.
- Learn to DI/tech Dthrow or you'll end up eating a lot of damage.
- Sonic does not fall fast, keep him in the air.
- Sonic can actually have some trouble killing if you aren't easily telegraphed.
- soniczx123 Phoenix_Dark is this all right? if there's any misinformation here please alert me so that I can fix it.
And I know some of you are urging to remind me "but the MU with X character v Sonic is horrible". Then switch characters, pick up a secondary. Sonic isn't oppressing you, you are.
Of course it still has it uses lmao. It's weaker knockback allows for more consistent combos at higher percentage, allow for a few setups on and will beat projectiles at full charge or trade at the least.Do Sonics ever even use down-b anymore? I can't remember seeing it used recently, if ever.
The invincibility of side-b makes down-b seem completely pointless. The only thing down-b has, that I know of, is a hitbox when Sonic jumps in the spinning state which is still basically useless unless I missed something.
Same thing really.If sonics kit was like homing attack, he would be bad.
Don't forget that the entire cart is a disjoint, while Sonic attacks with his full body.Same thing really.
Imo Spindash needs the early invincibility in order to be nearly as good as it is.
Compare it to 's Clown Kart Dash. It's a very similar move (With safer Jump canceling, the ability to Jump cancel without a double jump, and use it as a direct attack with the skid) and similar uses.
It'd be a phenomenal move if it wasn't beaten by any projectile in the game, making it pretty eh a decent amount of the time.
Can't believe I forgot to mention that.Don't forget that the entire cart is a disjoint, while Sonic attacks with his full body.
There's a noticeable difference with Spin Dash regardless. In smash 4 it has a bigger hitbox compared to his opponent's hitboxes than in Brawl. In Brawl I could just auto-jab with characters like Snake or Mario - Sonic's spindash would always either clash [leaving Sonic at a frame disadvantage] or straight-up lose and eat the whole jab string for free. In smash 4 that's no longer the case because the hitbox on Sonic's Spin Dash is no longer small enough to have that happen except some special cases like Mac or Palutena or something. That's probably the biggest reason why Sonic is so much better in smash 4 than in Brawl: because Spin Dash is actually a relevant option now. That and the dramatic buff to fsmash.This characters moves have mostly worked the same since brawl.
What is the dramatic buff to f-smash? It has only 3 more KBG, but increased endlag. Is there something not noted on SmashWiki like a range buff or something?dramatic buff to fsmash
It's the same difference as with Spin Dash basically. It's relative range and hitbox size is bigger than in Brawl where it was easy to outrange it, which is pretty bad for a move that's not very hard to intercept due to its slow startup. If you tried to challenge it head-on with a long ranged aerial in Brawl you had a pretty good chance at beating it because you'd either hit him before the hitbox becomes active or you outrange it. Try doing the same thing in smash 4 and you'll take the fsmash and get rekt.What is the dramatic buff to f-smash? It has only 3 more KBG, but increased endlag. Is there something not noted on SmashWiki like a range buff or something?
Fox is very limited when it comes to landing. Either you fast fall back down or you stall by using shine. The first time or two, the opponent won't expect the shine so they will usually whiff an aerial where they expected you to be. Bair is an option as it has the best ac frames and is a good way to safely throw out a hitbox while you land.Cloud and Mario, are you seriously right now?? Both of them possess great air speed, allowing them to traverse in the air to easily mixup their landing. Mario got the cape for stalling and Cloud got dair covering his entire bottom. Rosa has Luma as a guardian, so commiting against her without the correct spacing is deadly. Other than Fox falling really fast, i'm not too informed in his landing options so I can't comment on that.
>Metα< Could you enlighten us on Fox's landing options??
You don't even need to grab, but the option is there. The easiest thing to is either beat it with a hitbox or take it on shield and punish Sonics options afterward, which I have said before, are severely limited.
I'll add to what Meta said:>Metα< Could you enlighten us on Fox's landing options??
"Massive landing lag" on Fox's air Illusion is an exaggeration. He suffers like ~16 frames of landing lag from air Illusion; it's not great, but it's certainly not awful either, especially considering the move lets you travel decent distance and Fox falls faster than everyone. It's not like an SH > Illusion is that safe in the first place, it is linear and can be punished if predicted properly, whether you interrupt it with a hitbox or if you run back and hit him where he lands. But that's if it is predicted; it's still an option Fox has to escape a juggle or to land, and the hitbox can also cut off an opponent chasing his landing.Technically you can do things out of Fox's side B too but not until much later, you'll likely land with massive lag long before then.
3 growth can make a lot of difference, especially on moves that do ~13%. Consider that Falco's Up Smash's second hit used to have 98 growth pre-1.1.4 and KO'd around 140%. Now, it KOs around 130%. Not really impressive, but that's a 10% difference and on a hit that does 12%. Imagine what it would do with a move that does 14%. On the flipside, using Falco again because this happened to him, Uair used to have 27 base and 100 growth, but now it has 35 base and 90 growth. Pre-1.0.8 Uair did 11% which also helped with it being able to KO from the ground and center stage of Final Destination at 162%. Now, with its weirder hit angles, it KOs at 194% with the legs and 175% with the body -- helps that the body has a 85 degree hit angle. I tried messing around with knockback using SpaceJam's calculator and both the leg hits of pre- and post-1.0.8 do 205 total knockback. If you dropped pre-1.0.8 damage to 10%, it could potentially KO at 177%. Yeah.What is the dramatic buff to f-smash? It has only 3 more KBG, but increased endlag. Is there something not noted on SmashWiki like a range buff or something?
Fun fact if I remember correctly: Melee and Smash 4 Fox's Reflector have the about same total frames, so around 40 frames, and therefore, similar 34-ish recovery. Difference? Melee's was jump-cancellable at any time unlike Smash 4 where you have to reflect something. Meanwhile in Brawl, where it had 28? total frames, so 25 recovery frames. Man, I miss the days in Brawl where you could jump in the air and repeatedly use Reflector to hover in the air as Fox.EternalFlare is not fully incorrect about Shine being "too laggy to be reliable;" you can't act out of it until frame 34 after releasing, but the halt in the air does help Fox delay his landing. It is useful if an opponent overcommits to their juggle chase, but I don't think it should ever be used as a landing option unless you predict something like a Sheik throwing a needle from far away to catch your landing.
"Massive landing lag" on Fox's air Illusion is an exaggeration. He suffers like ~16 frames of landing lag from air Illusion; it's not great, but it's certainly not awful either, especially considering the move lets you travel decent distance and Fox falls faster than everyone. It's not like an SH > Illusion is that safe in the first place, it is linear and can be punished if predicted properly, whether you interrupt it with a hitbox or if you run back and hit him where he lands. But that's if it is predicted; it's still an option Fox has to escape a juggle or to land, and the hitbox can also cut off an opponent chasing his landing.