Having had my scrubby hands on Sonic for a good string of matches now, I figured I'd point out a few things that I've found that haven't been mentioned yet (to the best of my knowledge).
First, I spent a little time messing around with the quick homing attack. Common knowledge dictates that the faster you spam B, the faster the move comes out. However, that's not quite the case. The way it works is that there's a .75 or so second "dead zone" when the move starts up where you can't do anything. After this time, pressing B, A, or Z will make you do the attack part of the... attack. It doesn't actually make things go faster than spamming B, but it could be useful for more precise timing on your attacks, or at very least saving a bit of wear on your B button.![Laugh :laugh: :laugh:](/styles/default/xenforo/smilies/laugh.gif)
Second is Sonic's Nair. There have been a lot of complaints around this move, since it has less range, knockback, and damage than the Fair without having a noticeably quicker startup. It seems to have been used most frequently to a) get a quick move when your opponent is slightly behind or above you and you don't have time to do an u- or b-air, b) avoid stale moves on the fair/bair, or c) killing pikmin. However, (and forgive me if this is common knowledge), it does have a use as a combo move. If you shorthop fair, Sonic hits the ground and bounces a bit, still twirling. While the move has enough knockback to keep you from being attacked during this time, it prevents you from following up with anything except maybe a luck spin dash. However, if you shrothop nair, you have almost zero lag frames on hitting the ground, and I've been able to rack up around 20 damage on fresh enemies by shorthop-nair-jab-comboing. (The jabs move you forward just enough per hit to keep you in range.) Sometimes the second punch misses, but it's still pretty useful. Also, I suppose you could pretty easily ftilt instead of jabbing, but I haven't played around with that yet.
As long as I'm here, I've got a question as well. Is there some sort of secret to getting extra speed off of the spin dash (down-b)? It always seems faster in videos than I can ever reproduce on my own given the same amount of charging time. It's probably either just my perception or perhaps I don't have a fast enough button-mashing game, but it probably can't hurt to ask. Hell, SonicOrochi will probably show up with what he assumed was common knowledge and makes the move twice as fast.![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
P.S. I'm listening to the Angel Island Brawl music and it's pretty much rocking my world right now.
First, I spent a little time messing around with the quick homing attack. Common knowledge dictates that the faster you spam B, the faster the move comes out. However, that's not quite the case. The way it works is that there's a .75 or so second "dead zone" when the move starts up where you can't do anything. After this time, pressing B, A, or Z will make you do the attack part of the... attack. It doesn't actually make things go faster than spamming B, but it could be useful for more precise timing on your attacks, or at very least saving a bit of wear on your B button.
![Laugh :laugh: :laugh:](/styles/default/xenforo/smilies/laugh.gif)
Second is Sonic's Nair. There have been a lot of complaints around this move, since it has less range, knockback, and damage than the Fair without having a noticeably quicker startup. It seems to have been used most frequently to a) get a quick move when your opponent is slightly behind or above you and you don't have time to do an u- or b-air, b) avoid stale moves on the fair/bair, or c) killing pikmin. However, (and forgive me if this is common knowledge), it does have a use as a combo move. If you shorthop fair, Sonic hits the ground and bounces a bit, still twirling. While the move has enough knockback to keep you from being attacked during this time, it prevents you from following up with anything except maybe a luck spin dash. However, if you shrothop nair, you have almost zero lag frames on hitting the ground, and I've been able to rack up around 20 damage on fresh enemies by shorthop-nair-jab-comboing. (The jabs move you forward just enough per hit to keep you in range.) Sometimes the second punch misses, but it's still pretty useful. Also, I suppose you could pretty easily ftilt instead of jabbing, but I haven't played around with that yet.
As long as I'm here, I've got a question as well. Is there some sort of secret to getting extra speed off of the spin dash (down-b)? It always seems faster in videos than I can ever reproduce on my own given the same amount of charging time. It's probably either just my perception or perhaps I don't have a fast enough button-mashing game, but it probably can't hurt to ask. Hell, SonicOrochi will probably show up with what he assumed was common knowledge and makes the move twice as fast.
P.S. I'm listening to the Angel Island Brawl music and it's pretty much rocking my world right now.