A2ZOMG
Smash Legend
- Joined
- Oct 13, 2007
- Messages
- 12,542
- Location
- RPV, California
- NNID
- A2ZOMG
- Switch FC
- SW 8400 1713 9427
Btw, Sakurai is a ****ing genius. We need more people like him as game designers, hell it's only mildly upsetting he doesn't have the time to be a community pillar. As much as I get salty over Melee and Brawl, I have to give the man some real credit. This guy's imagination and insight are unreal and he makes AMAZING games. Is there a book about this guy? Because he probably deserves one if he didn't write one already.I think there's enough patch and Little Mac speculation here for me to cross-post Sakurai's article. However, if you want to discuss it, I suggest you go to a patch thread.
Source: Famitsu scan via http://www.gamefaqs.com/boards/632937-super-smash-bros-for-nintendo-3ds/70561893
Though at any rate, I don't think most people browsing this thread are probably surprised that Little Mac's win ratio is extremely low on For Glory, especially due to overusage.
On the topic of Mega Man, I'd say using him competitively is actually pretty tricky because item tossing is both the best and most complicated attack in the game, and making full use of Mega Man requires you having really good control over Metal Blades.
Sonic unlike Sheik has a moderately powerful KO throw, and it's worth noting his KO setups from throws are generally a lot better in this game. His trap potential from say U-throw is some of the strongest in the game due to hitstun and DI changes making it much harder and riskier to escape from his followups. That's a fairly easy way to trap people into something like U-air, which in that position can KO people relatively early.Not him, but looking at Blue play Sonic at tourneys, I'm seeing just a better brawl sonic, which seems like a pointless statement, but bear with me.
He's better in that his spin dash makes him much better at getting damage in this game safely, but it's completely shut down by just shielding. Of course you fear the running grab, but from a neutral position the spin dash is shieldable on reaction, so you're not just waiting in shield. Spin dash has very strong mixups, but at the end of the day it's all blockable. After each dash, Sonic isn't perfectly open to a punish, but I'd say in the air near the opponent isn't a great position. It can be mixed into UpB, but that's also a disadvantageous position.
So while Sonic gets in ridiculously easy, it's not a perfect thing. Sort of like how easy shiek can get damage.
Sonic is the same in that he struggles with the kill, outside of a clean bair. You see blue fishing for Fsmashes a great deal, which stops working when he gets further in the bracket.
So in short, Sonic's gameplan feels a lot like Shiek's, only Sonic has a safer time getting damage and a harder time getting the kill (no fish)
But this is armchair analysis. If sonic has other decent kill options, feel free to correct me.
Other things that I really dislike on Sonic are the range on his F-tilt (it's excessive for seemingly no reason) and just how much respect you're forced to give his F-smash, not because the move itself is that reliable, but just because of the way you're forced to position against Sonic due to his insane runspeed destroying the concept of conventional spacing, not to mention the move also having a lot of leanback. It allows Sonic to get away with almost randomly throwing F-smash when on a potential threat basis it's really awkward to get in position to punish it, even though the move is not that fast.