^^^ congrats on becoming a sonic main.
Thanks for the sarcasm.
However, I suppose that tells me that I didn't get across what I meant to say.
I mean to say that I think Sonic has the ability to have the advantage in every match up, though we currently have not reached that point.
- We can play the aggressor, the camper using a hit and run style, and to a lesser extent we can play the defender reliably enough.
- Our speed allows us to control the flow of the match and to control the stage.
- Our spin cancels and dash dance pivots etc. provide us with tools for creating mindgames which is an ability that is almost exclusive to Sonic.
- We have great recovery options plus good weight and with smart DI, we can use the spins to cancel our side momentum and live to really high percents.
- Spins give us opportunities to combo reliably and rack up damage really well. What we lack in high powered hits and low priority, we make up for in our ability to capitalize per hit.
- We all have decided that Sonic is best played as a reactive character; punish the opponents mistakes and use our unique mindgames to bait those mistakes.
Two and a half years into brawl, we have done a ton of work to get to the point we are at today and we should be very proud of that, however I think that it's also sad to think that we are still having the same problem that we have had since the beginning.
Lately, I've been thinking that we have been going about things a bit wrong. Rather than try to focus on our weak point, why aren't we focusing on maximizing our strong points? As was said on a previous page by Espy I think, we have to force the opponent to make a mistake before we can get our kills.
This summer while I was getting to play at MMM's house, I started experimenting with a new strategy which was to focus more on not getting hit and focusing not on killing, but on racking up damage. I played very patient resorting myself to the idea that I would probably have to get kills via up throw. It resulted in me living longer lives to much higher percents, having a much greater damage output, and having a pretty good win/loss ratio.