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Compensating for Weaknesses Created by BSD?

VKatana

Smash Journeyman
Joined
Sep 2, 2014
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406
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Tampa, FL
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erivatro5
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Its come to my attention that both the HSD (hammer spindash) and BSD (burning spindash) are quite popular among the competitive custom Sonic players I've seen so far. However, while trying to learn some stuff, one of my main questions went unanswered: As a Sonic player, how can you compensate for the weaknesses caused by using the BSD? At mid to high percentages, the aerial out of spindash isn't guaranteed as it is with his default spindash, which seems to alienate his combo game.

Any help is appreciated!
 

Camalange

Moderator
BRoomer
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May 12, 2008
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Camalange
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I've run into this issue myself. At early to mid percents it's great, but once they're at 100 or higher it loses those initial combos. You have to adjust spacing and positioning accordingly.

I try to hit with later parts of the BSD Jump which will send them at more horizontal angles, which can follow-up into things like Fair or even smash attacks if you get it right. Doing a close range BSD hit makes it harder to combo out of since it'll most likely pop them up. So basically, combo machine early game, then later go for more position based KO set-ups or just use it to punish and wrack up more damage.

:093:
 
Joined
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BSD also allows for spin charge to combo into bair for kills at nearly all %'s so you can switch to using down b once you rack up enough damage
 
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