darkNES386
Smash Lord
"Come On! Step It Up!" Version 3.8
I.Acknowledgments
II.Overview
III.Moveset: Jabs, Tilts, Smashes, Throws, Aerials, Specials
IV. Useful Advanced Techniques
V.Tournament Discussion
VI. Frame Data (For now most of it will be here until it's sorted out properly)
VII. Updates
I.Acknowledgments
This guide is the combined efforts of many others besides myself. There are plenty of other useful threads that you should look at and take part in. I will point out other useful threads when appropriate. Please bring any concerns to my attention.I.Acknowledgments
II.Overview
III.Moveset: Jabs, Tilts, Smashes, Throws, Aerials, Specials
IV. Useful Advanced Techniques
V.Tournament Discussion
VI. Frame Data (For now most of it will be here until it's sorted out properly)
VII. Updates
I.Acknowledgments
II.Overview
The GoodSonic has the fastest ground speed in the game. He covers final destination in under 1 second (57 frames).
An above average Sonic player is almost impossible to gimp thanks primarly to his spring recovery.
One of the best gimping characters in the game.
General Sonic knowledge of the average tournament player is pathetic.
He's an awesome punish character who thrives on careless/predictable opponents.
Versatile Recovery Options (reference recovery tier list)
His weight is quite impressive (reference Mew2King weightclass)
Mind games, the ability to read your opponent is very rewarding.
The Bad
Mind games are only as good as the player using them... and Sonic needs them at high levels of play.
Doesn't have a projectile
KO power is below average
No sure way to land a KO. They must be earned in creative ways.
There's really no simple strategy to guarantee victory.
Individual match up knowledge is critical.
The Ugly
Sonic can't afford to become predictable. Many sonic players struggle with falling into predictable patterns.
Opponents need minimal knowledge of Sonic to keep an advantage on him.
III. Move Set
-All percents are initial values before diminishing strength occurs-Smash Attacks are (no charge/fully charged)
-Frame Data has been gathered either by myself or DJ browny... eventually all data will be primarily in move set where appropriate.
Attack - Damage(s) - Frame Data (INCOMPLETE!)
**PICTURE(s)**
Basic Description(s), Attributes
Jab (2%)
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2nd Jab (2%)
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3rd Jab..er Kick (3%)
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Dash Attack (Hit before 12 frame: 6%, otherwise: 4%) Frames: Total(43) HitBox(4-23)
Avoid using this move on opponents with low percentage. Their hitstun will end before you finish rolling and may be able to attack you.
Instant Dash Attack: Press down on the c-stick just as you press foward to release it as fast as possible
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ftilt (close up does two hits: 4% and 7%, otherwise: 7%) Frames: Total()
As with many ftilts you can angle the kick higher or lower.
Can cause tripps at low percents.
Use this when you're out of grab range.
Knocks opponent horizontally.
When an opponent is shielding on an edge, the first hit pushes them off(out of shield) and the second will connect.
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utilt (14%, kick 1 for 4+3%, Kick 2: 7% what? yes.) Frames: Total()
14% if you connect with both kicks!
This move finishes faster than usmash.
Has decent KO potential.
Especially effective follow up after dtilt.
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dtilt (6%) Frames: Total()
Has IASA frames>use this to input a second dtilt, other attack, or even pivot/attack.
Scoots Sonic forward, while lowering his body (smaller target).
Knocks opponent vertically.
Can cause trips at low percents.
Combos well into tilts, grabs and even usmash at low percents.
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fsmash (14%/20% GO!) Frames: Total()
Sonic's entire body (hurtbox included) moves back while charging.
The hitbox is disjointed, extending slightly infront of Sonic's fist.
Try to avoid overusing at low percents.
Can be angled like ftilt. This alters hitbox location, opponent trajectory does not change though.
Stutter Step increases range. (Forward or Backwards > c-stick fowards).
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usmash (Hits 8 times for a total of 14%/20%) Frames: Total()
Good damage builder/punisher bad finisher (opponent can DI before final knockback hit, bad KO power in general though).
Great against aerial opponents.
Has Invincy frames just as Sonic is leaving the ground. You can beat just about anything if timed right... even MK's tornado.
Learn the true Hyphen Smash to maximize range from standing still.The Up-Smash has a delicate few invincibility frames. As Sonic transitions from standing on the ground into a spinniing blue ball in the air, his hurtbox disappears for just a couple frames. It's not something to rely on, but it's good to know. Here's a [video demonstration].
*Just because you can do this doesn't mean you should take on a DDD recovery (compare Risk<Reward).
*On rare occasisions certain characters at certain percents can find themselves being spiked downward which could result in a KO near the edge of a stage.
As Sonic you can't really control when this actually happens.
From a full dash this move can cover some serious ground. The Hyphen Smash and Dash Attack Cancel are both discussed in the Advanced Technique section.
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dsmash (12%,9%,6%. / 17%,14%,11% for 1st,2nd,3rd possible hit) Frames: Total()
The first motion is fowards making it possible to dodge an incoming attack and then release.
Great for punishing predictable rolls/spot dodges.
Has IASA frames (So don't wait for Sonic to stand back up before doing something).
Looks similar to Sonic's spin specials.
*On the edge of a stage this move will push Sonic towards the middle "increasing" its attack range. You have slightly better range if you start with Sonic's back towards the center of the stage.
*Be careful when this move is perfectly shielded near the edge of the stage, Sonic slide right off the stage.
----------dsmash comes out qicker than fsmash, and has a quicker charge release. I don't think enough Sonics use it to kill when its almost as viable as fsmash in KO power, while also hitting both ways and coming out quicker.
Pummel (3% per knee) Frames: Total()
One of the fastest pummels in the game.
Learn the grab release properties in the advanced technique section.
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bthrow (8%) Frames: Total()
Horizontal throw is good for forcing your opponent off stage.
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fthrow (9%, another crazy kick that hits twice) Frames: Total()
Doesn't have lots of knockback
Useful at mid-percents when you want to keep your opponent close.
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uthrow (12%, 2 hits... this is getting ridiculous) Frames: Total()
Effective for semi chain grabs at low percents on heavy characters.
Easiest throw to combo into.
Sets up spring uair/bair KOs around 90% intially (depending on character). Be creative when your opponent is expecting it.
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dthrow (8%) Frames: Total()
Forces most charcters to stay on the ground>follow up with Sonic's groundspeed.
It's possible to DI and tech this throw instantly (directly infront of Sonic), which limits this throws effectiveness.
Great for forcing opponents low off stage when by an edge.
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nair (11% if immediately connects, 8% or finally 5% if it hits late) Frames: Total()
Crazy hitbox allows for flexibility.
Useful for spin combo variety and when you want to conserve your other aerial specials.
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uair ( %,% two legit kicks) Frames: Total()
The first kick is disjointed sideways.
Connecting with the first kick doesn't gurantee the second one will hit.
Second one has much better vertical range/priority.
Second kick has good knocback.
Almost zero lag ever on landing so always be ready for your next move.
----------Uair, perhaps it would be good to mention that you can(and should) fastfall it in order to space so you hit with the second hit. Its priority above is so great that I don't think there is a single dair in the game that outprioritizes a well spaced Sonic uair. Sonic's legs dont count as a hurtbox, and it extends a nice distance past the actual animation.
fair (6-14%) Frames: Total()
This move has one of Sonic's longest lasting hit boxes.
The final part of the attack extends the hitbox slightly infront of Sonic.
Can be a KO move if used offstage properly.
NOt as effective on smaller characters on ground until higher percents
Execute immediately on a short hop to avoid rather long landing lag.
Fast fall will still create lag so only use when you feel confident.
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dair (8% for sweet spot, otherwise 7%) Frames: Total()
Pretty nice priority.
Great for punishing low recoveries.
Allows for quick return to ground after using spring.
If it fully finishes before passing an edge Sonic will grab (recovery option).
Effective for Star KO when opponent attempts to follow you after successfully sending you up.
Like many moves, you will appear to float in place if your momentum was still carrying you up.
The landing lag is very bad if you don't start it high enough:
No Cancel on dair ~~~~~~~~~~~~~~~~~~~~~With Cancel:
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bair (13% for sweet spot, otherwise 9%) Frames: Total()
One of Sonic's awesome killing moves. The blue blur kicks backward, with good knockback. Unfortunately, since this is one of your kill moves, you shouldn't be using it to wrack up too much damage, unless you plan on killing with the others. It's really your choice on how you want to use this move. Good move for setting up tech-chasing at lower percents.
This move has no landing lag so don't be shy with it. This is one of the few moves that mastering can greatly increase your game. Short hopping over MK attacks and properly spacing after uthrows or dodge happy players will teach opponents to hate this move very quickly.
Follow up either spin shots or spin jumps with this move to give yourself more ways of connecting it. When your opponent uses a tether recovery or becomes careless near the edge run off and throw this baby their direction to generate a stage spike. It is also commonly used when an opponent shields your many spin specials and attempts to pursuit you. Don't get too predictable with that though.
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Homing Attack-neutral special (8%) Frames: Total()
This move really was a disappointment originally. Massive charge lag, lag afterwards, easy to dodge, shield, whatever. You can cut down on the charge lag (press B during charge up) to make it far more versatile. It can be used as a recovery move and a follow up after missing or connecting with any aerial or spin attack. Once you begin using the cancel version, it may become useful to let it fully charge from time to time, throwing off your opponents timing. If you know they're about to try to grab/smash/whatever, you can short-hop into this for a surprise attack. ASCs look similar to this move and so do canceled aerial spin charges so be sure to mix them all in. Depending on who your opponent is you can use this move to pursuit them off stage. It works exceptionally well off stage with large characters like D3 and Charizard. Snake is also a sitting duck for this move. More evidence why faking them out with a canceled aerial spin charge may trick them into a massive opening. At the very least, be careful with it. Using this move too much and improperly will leave you open to attacks or send you further away from the stage than you would like.
Basic HA lock-on/success concepts:
-Facing opponent has slightly larger attack range then starting the HA with your back to your opponent.
-"locks-on" occurs at release of attack, not when you first start it.
-The move does not home on the center of your opponent's body. If you drew a rectangle around your opponent the attack always tries to pass through the upper corner on the opposite side.
-Opponents moving towards you: attack from below.
-Opponent moving away from you: attack from above. This explains why snake is so easy to hit (when he doesn't dodge) and why a character that recovers lower like Ike is next to impossible to hit.
-The more vertically you are aligned with your opponent, the more likely you will connect.
-The more horizontal distance between you and your opponent you will likely miss. Miss here = locking on... but zipping past your opponent. This is why you need to be careful if you use this move when recovering. You will find yourself flying just over your opponent and probably landing with lag right behind them, begging to be punished by your careless recovery.
I tried to make a chart for this move but it's so difficult to make an accurate one, plus it's better to understand how it behaves when your opponent is moving (as described above).
*GREEN=Best Chance
*YELLOW=Very situational see above tips
*RED=Won't lock-on at all
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Spring-UpB (4%) Frames: Total()
Sonic's ultimate recovery move. A springboard appears out of nowhere, and launches Sonic high enough to make G&W jealous. Sonic can attack/dodge shortly afterwards, preventing him from being a sitting duck. If used on the ground, the springboard remains for a short period of time or until you use the move again. There are also invincibility frames shortly after Sonic starts to move up, but not before he leaves the spring. Any opponents that lands on it will be launched in a similar fashion. It can be used to set traps, as you can set one, let the opponent land on it, then follow them into the air with a new Up B, and either uair, bair, fair, or whatever. Not a set combo, by any means, but still an option. This is very situational.
If you use this in the air, the springboard tumbles, and acts as a projectile. This move is great for cancelling dairs, gimping recoveries, killing off the top with uair at OBSCENELY low percents (80%, anyone?), and just good-old-fashioned recovery. Do your best to pull off uair/bair kills and springboard spiking when presented with the chance. If they DI properly you won’t be able to simply spring up and hit them. You can increase the lateral range on this move by executing a fair or bair once it has launched you in the air. This move is one more reason why Sonic can comfortably chase opponents offstage without fear of not making it back.
It should be noted that Sonic can not be gimped with edgehugging as easily as most characters. When Sonic does a Spring Jump he can still perform a footstool jump.
Watch this video for more details: http://www.youtube.com/watch?v=MX4r6TnbnpU
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[SIZE="3]-The Spin Specials-[/SIZE]
[b][SIZE="3"]Watch Infzy's Spin Special Video. It covers quite a bit.
http://www.youtube.com/watch?v=vQ34M-Bdo6k
Tenki has an awesome thread that covers every possible detail on all aspects of the two spin moves at Sonic's disposal. I highly encourage you to check it out, however I will attempt to cover the most basic of concepts for those not interested in sifting through
Tenki's thread.[/b]<----[/size]
Spin Summary
-Anytime after either spin move is on the ground you are doing the exact same move, a Spin Dash Roll. Whenever you jump from a SDR you are doing the same move.
-The regaining of Sonic's second jump can be very confusing. Here's a simple concept: Anytime Sonic is in a ball you are still doing your "recovery special." You will not get back your recovery until you do anything that any other normal character would do to get it back... mainly touching the stage regularly.
-Both spin specials are extremely different when released in the air.
Side B- Spin Dash (hop)
Sonic will hop forwards, with very good priority and then proceed to role on the ground. You can use your second jump before the hop lands to avoid/adjust for the situation. This move can be canceled with a shield as long as Sonic is still "moving" backwards.
Down B- Spin Charge
Sonic does not hop forward but instead moves straight across the ground. An aerial version of this move can be canceled upon landing by holding shield. If you hold backwards it will not cancel. You can also cancel this move by releasing B while still holding down... the longer you were pressing B the longer before it cancels. If you only press B once and quickly roll the joystick away from down you can cancel the charge even faster than normal (Sonic will not produce any aura). You can do this in the air as well, the fastest timing allows you to short hop forwards and have it canceled before you even land.
-Spin Terminology-
Spin Dash (SD): Sonic's forward B special prior to release
Spin Charge (SC): Sonic's down B special prior to release
Spin Dash Roll (SDR): When Sonic is rolling on the ground beacause of a spin charge or spin dash.
Aerial Spin Charge (ASC): After a spin charge is released in the air or any spin dash roll that transitions from a platform/stage to the air.
Hop: The little jump after a Spin Dash is released
Spin Dash Jump (SDJ): Anytime Sonic jumps from a Spin Dash Roll
Vertical Spin Jump (VSJ): A spin jump that happens prior to releasing either spin special on the ground.
Jump Cancel: When Sonic jumps out of ball form from a hop, spin dash jump, or vertical spin dash jump. This uses Sonic's second jump.
Spin Shot: Perfectly timed jump cancel (uses second jump) primarily used after a hop resulting in increased air speed and total displacement.
IV. Useful Advanced Techniques:
-I decided to start this over since I sometimes say wayyy to much.V. Tournament Discussion
-For now see our community matchup discussion thread and stage discussion threadsVI. Frame Data (not complete)
Tenki may notice this section as similar to the message he sent me late last year. Now that I'm virtually done with my semester I had a nice chunk of free time today to get to know Sonic a lot better. You really start to appreciate all the images in Brawl that the human eye can't normally see.Please ask any questions incase you're confused.
IASA = Interrupt As Soon As (aka, you can shield/attack at this point)
Simple Pivot (standing and turning in place)
I’ve been able to do the following as early as shown, it’s my understanding that you only need 1 frame to turn though…On 2: shield On 3: tilts On 4: jab
Dash (running)
Dash Start: Frames (7)
1: Trip (73 total) can occur, 7-11 Invincy?
1-3: Initial animation, can't be interrupted. (Sonic magically slides since he has to accelerate so fast, as he hunches over)
After 4: Can side-B
5-7: A new Dash Start in the reverse direction can begin. (1 frame as sonic starts to turn, then goes back to the initial Dash animation above)
8th: Foxtrot or Dash animation begins
Foxtrot (after Dash Start): 29
11-20: Begin a new Dash Start
-always ends at same time regardless of length traveled
-must fully finish before he can do regular attacks or shield
-jump, dash attack, usmash or side B at anytime.
Out of Dash Options
Screech Stop – (19) IASA: 14-19
Dash-around (after Dash Start) 20 IASA:
Shield Stop
Attack: 15
Standing Grab: 1 shield frame prior (fastest)
Covering FD
From startup to 1/2: 30
Full: 57, 58 Sonic falls off edge
*So basically Sonic takes 3 frames to accelerate to top speed, oh snap
*Sonic is not affected by dashing past a character.
Jumps
Jump to freefall – total of 38 (Regardless of short hop or full jump)
1-6: Sonic leaves ground after
7-10: initial jump before going into ball form
11-37:stays in ball
38: out of ball and begins to enter free fall
shorthop length (no fastfall) – lands on 46
shorthop (fastfall ASAP) – 40 < best I can get
fullhop (no fastfall) – shield on 71
fullhop (fastfall ASAP) – shield on 57 < best I can get
Dodges
Spot Dodge: 21 Invincy ends
Air Dodge: 30 Invincy ends
Roll: 32 frames till shield is back out (on 20 Invincy ends)
*tested with both triple falco pawnage and bowser flame (I was wary of invincy frames ending when landing on air dodge).
Shield Stop: 20
Attack: 15 (IASA starts)
Standing Grab: 1 shield frame prior (fastest)
Grabs
Standing Grab: 6 frames
Standing Grab Whiff: Shield on 30
Dashning Grab: 10 frames
Dashning Grab Whiff: Shield on 40
RunAround – 23 IASA starts::17
SPRING:- sits for 240 frames (4 seconds)
1: Sonic prepares to be launched
2: Spring appears
5: Sonic leaves spring
10-14: Sonic is definitely invincible (needs more research)
18: IASA Start
37-50: Sonic reaches apex
-From apex dair>autocancel>shield takes 45 frames
-starting dair between frames 18 and 28 result in no auto cancel)
-fastest possible cancelable dair takes 67 frames total (Spring>Dair>autoCancel>shields 5 frames later)
Down-B:
- Charge:
- - - - Startup lag/length until single-charge's release (I heard that B-sticking might help get a perfect single-charge [?]) – 12 to charge aura, frame 16 aura appears for SDR
- - - - "Spin out"/ending lag (try holding down until the charge dies, or alternatively/easier, total length of a 0-charge down-B [like if you instantly let go of down] and subtract the startup lag frames)
- Single-charge data (flat level):
- - - - Speed: Length of time to cross 1/4, 1/2, 3/4, all of FD.
- - - - Turnaround: Length of time to perform a turnaround, until you can SDJ.
- Full-charge data (flat level):
- - - - Speed: Length of time to cross 1/4, 1/2, 3/4, all of FD.
- - - - Turnaround: Length of time to perform a turnaround, until you can SDJ. – 36 frames, 37th frame is SDJ… also frame when hitbox returns
Side-B:
- Startup lag (minimum time until shield comes out - Bonus is to test minimum charge until you can VSDJ) 8th frame in ball… for vsdj (not angled), begins moving up on 9th frame.
- Single charge side-B (# of frames from startup until it starts the hop - I suspect that shield might come earlier) – 9 till shield comes out (takes 2 from startup)
- Hop length (flat level) - from release to landing. 30 frames
- Invincibility frames on: ____
60 frames for spin dash jump to end with Sonic in free fall
BONUS:
- Length of time for Spinshot to cover 1/4 and 1/2 of FD
VII. Updates:
December 2nd, 2008 - attempted to start frame data. Due to computer issues/final exams I was unable to get much of this done.January, 2009 - Minor updates and corrections
February 11th, 2009 - Included the Fox Trot > True Pivot Technique that I've been using quite regularly now. This establishes a valid use for the grind AT.
May 7th - initial repost of pretty much everything, some frame data of my own popped in
Thanks for reading