jordanm43444
Smash Journeyman
(EVERYTHING HERE IS MY EXP ONLY, FEEL FREE TO ADD)
SideB
SideB
- SideB can now jump around freely during the charge up animation, allowing for much more mindgames to be implemented into Sonics playstyle, and also helps him get around annoying projectiles and still have a good combo option for when he gets in close. Do NOT go off stage while jumping around, you WILL die.
- SideB seems to only hit one time before it launches the opponent for a good combo option (My preferred options are FAir and UAir)
- Sonic CAN still cancel the charge up animation at any time he pleases with the press of a shield.
DOWNB (I dont use this much so I might need some help)
- Sonic can no longer cancel the charge up animation with a shield nor can he longer cancel the actual dash with a shield, HOWEVER he can still cancel the charge up animation completely by just not tapping the B button.
- DownB seems to hit a few times before eventually launching the opponent into the air for a follow-up combo
- (Not sure if this is just me) DownB seems to be a lot harder to jump out of this time around.
(ALL I HAVE SO FAR, FEEL FREE TO COMMENT BELOW OTHER USEFUL POINTS AND LETS HELP OUR FELLOW SONIC MAINS UNDERSTAND THE DIFFERENCES)