Virum
Smash Ace
BURST SONIC PSA
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This is but a simple but pretty polished Sonic mod that I made. It combines some of the aspects from Balanced Brawl, Brawl Minus, Project M, Battle and Full Throttle Sonics as well as quite a few tweaks of my own to give Sonic his own sort of charm and bulk up his playstyle (hopefully make him feel like a more viable high tier option).
MOVESET CHANGES
- New Wait animation
- New Run animation (he’s a tiny bit faster)
- New helpless fall animation (despite it looking similar to the Project M one, it IS NOT the Project M one)
- D Tilt hits at a lower angle and a near set knockback (identical to Balanced Brawl)
- F Smash comes out a bit faster and has a tad less knockback. He also doesn’t wind his fist anymore
- U Smash deals more damage and more hits and comes out a bit faster and is easier to psuedo spike with
- D Smash has lost all kill potential, but can now be interrupted by any special or a jump- New N Air, Sonic Eagle from Sonic Battle. A flip kick that spikes the foe downwards (fairly weak). Deals 12%
- B Air comes out almost instantly, but is no where near as strong- B Throw throws at a lower angle- D Throw throws at a lower angle
- D Air can now be slowfalled and air controlled during startup (like in BBrawl)
- Homing Attack now goes straight, has slightly better homing capabilities, has a higher bounce when it hits the foe(with a new custom animation by me to suit a more modern Sonic) and hits the foe at the angle Sonic comes from withthe attack. However it deals less damage and knockback
- New Side B – Light Speed Attack. Sonic must charge up for about 4 or 5 seconds. This charge is shield and dodge cancellable (and jump cancellable in the air), but the charge cannot be stored so if you do cancel it, you have to chargefor the full 4 or 5 seconds again. Once it is very close to fully charging, Sonic will say “Come on!” and finish the charge.Press Side B again to boost forward at super speeds. The initial hitbox is his strongest killing move. It is also jump cancellable at the latter half of the move. If you don’t jump cancel it, you will fall into a helpless state.
- Up B has a tweaked animation (he spins like in Project M). However the main new addition is with the spring itself.It now not only does a weak 3% spike on the foe, but if the spring bounces off the ground, it will permenantly keepbouncing there until your opponent hits it or you use the Spring Jump again.
- Down B damages foes whilst charging (like in Project M) and can be shield cancelled on startup.
- New Up Taunt (picture shown)
- New Victory Pose
PLAYSTYLE
The large majority of Sonic's playstyle has been kept relatively in tact, so experienced Sonic players should have little trouble adjusting to this moveset. Sonic's primarily offensive style remains true here, possibly even more so than it did before. A lot of his moves were tweaked to make them generally more useful. One of his main tools now is his new D Smash. It has no kill potential now (I've had opponents go upwards of 300% and still survive it with no DI) but because it can be interrupted by a jump or special, this allows for a lot of clever follow-ups and mindgames.
One of the main things that's been improved about Sonic now is his kill potential overall. He now has two fast (albeit fairly weak) spikes now, giving him two more useful gimping options. His U Smash is also better a pseudo spiking and is a near guaranteed kill on most opponents if it's charged enough near the edge of a stage.
Sonic also now arguably has a projectile in the form of his spring. Since the spring now bounces forever in place, it can be used cleverly to trap opponents, and the additional hitstun from the hit means you can quickly combo into more hits. It's also a very useful edgeguarding tool if placed correctly and overall and really useful tool for stage control.
The last thing I should mention is his new Side B. Obviously with the Spin Dash Side B gone, Sonic can no longer do stuff like Spinshotting and he's lost on of his best recovery choices. However, this new Side B is one that should be used with care. The long charge-up means it will be used sparingly, but it's a rewarding move to say the least. One of the main things you should note is that it combos perfectly from the D Smash and since this works now as Sonic's strongest killing move, you can essentially get a good kill at an early percentage.
VIDEO
http://www.youtube.com/watch?v=PxnBKaV4RbU