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Let's start this up. Post all impressions of competitive sonic meta here post-release. I'll go first.
I've been playing in For Glory quite a bit, and my win % is around 80%.
I have not too much experience with the Brawl version of Sonic but I seem to be clicking quite well with the Smash 4 one. These are some of my impressions.
Pros
- His split kick is good for edge guarding non-wary returning opponents to the stage.
- His 1-2-3 jab combo is faster, and has great knockback. Much improved from Brawl version. I use it all the time. You can pressure shields with this
- Spin jump combos are way more refined and intuitive. As long as you have mastery of your buttons you can really get some good damage on your opponent through the proper follow up aerials when landing a spin jump launch on someone. Spin Jump > uair > Spring > uair is so solid.
- Faster game speed, faster sonic. As silly as it sounds, Running As are a pretty defining part of my gameplay so far with how easily you can mind game people in to not being ready for it. The knockback of running a in Smash 4 makes them well worth the trouble of their ending animation lag.
- You can still shield cancel side b while charging.
- Nair seems less circular in motion but faster and better damage/knockback.
- Usmash is a kill move now.
- Bair, although given some hefty landing lag has a great lagged hit box that will hit late in the animation. It catches many people off guard.
- His homing attack is smarter and has a pretty awesome range.
- His side b is fantastic, it has speed, it's snap is amazing for catching people off-guard, and most importantly it still has the immunity on the upward part of its bounce.
- His split kick is good for edge guarding non-wary returning opponents to the stage.
Cons
- Despite the improvement on his up smash Sonic still has a bit more trouble nailing early killing blows compared to other characters even if you style your opponent. He racks damage quickly for certain though.
- Though Usmash is a kill move, its hitbox to characters on your side is rather small in that you kind of have to be right on top if your opponent, making it pretty unsafe in a ground-based neutral game. It works well on people coming from the sky and a disadvantage to air dodging in to the ground helps, but many smart players will use aerial attacks coming down making it again, a bit unsafe. So while it's a strong attack, it's not very safe. Satisfying to land though.
- Even though his dair has a spike it's still ridiculously unsafe to use it off stage because hitting an opponent doesn't appear to stop your animation IE YOU DIE with your opponent, unless you use it from high enough which makes it too predictable and hard to land anyhow. It is fun to ground bounce your opponents, however, as it sets up extra damage or combos. I am not really considering it a true KO meteor smash though.
- Took the disjoint off his utilt (this made me super sad).
I think there were other things but I'm currently on my way to dinner typing on my iPhone. Will edit later.
Overall I love Sonic so far. The faster game speed makes him a pleasure to play for speed demons who love spinning everywhere, and I think overall his strength is in his ability to mix up with his speed, and rack damage quickly after a hit-confirm on a spin.
His toughest match ups appear to be characters who can counter like Marth/Lucina and heavy weights because of his lack of ability to kill early like Bowser and the heavies don't receive as much knock back from his spins so they can act out of them on you sometimes. Counter is tough because Sonic is a fast character and when you're facing a player who is good at using it you have to be careful how you approach as running a and both spins tend to be easily counter-able.
I've been playing in For Glory quite a bit, and my win % is around 80%.
I have not too much experience with the Brawl version of Sonic but I seem to be clicking quite well with the Smash 4 one. These are some of my impressions.
Pros
- His split kick is good for edge guarding non-wary returning opponents to the stage.
- His 1-2-3 jab combo is faster, and has great knockback. Much improved from Brawl version. I use it all the time. You can pressure shields with this
- Spin jump combos are way more refined and intuitive. As long as you have mastery of your buttons you can really get some good damage on your opponent through the proper follow up aerials when landing a spin jump launch on someone. Spin Jump > uair > Spring > uair is so solid.
- Faster game speed, faster sonic. As silly as it sounds, Running As are a pretty defining part of my gameplay so far with how easily you can mind game people in to not being ready for it. The knockback of running a in Smash 4 makes them well worth the trouble of their ending animation lag.
- You can still shield cancel side b while charging.
- Nair seems less circular in motion but faster and better damage/knockback.
- Usmash is a kill move now.
- Bair, although given some hefty landing lag has a great lagged hit box that will hit late in the animation. It catches many people off guard.
- His homing attack is smarter and has a pretty awesome range.
- His side b is fantastic, it has speed, it's snap is amazing for catching people off-guard, and most importantly it still has the immunity on the upward part of its bounce.
- His split kick is good for edge guarding non-wary returning opponents to the stage.
Cons
- Despite the improvement on his up smash Sonic still has a bit more trouble nailing early killing blows compared to other characters even if you style your opponent. He racks damage quickly for certain though.
- Though Usmash is a kill move, its hitbox to characters on your side is rather small in that you kind of have to be right on top if your opponent, making it pretty unsafe in a ground-based neutral game. It works well on people coming from the sky and a disadvantage to air dodging in to the ground helps, but many smart players will use aerial attacks coming down making it again, a bit unsafe. So while it's a strong attack, it's not very safe. Satisfying to land though.
- Even though his dair has a spike it's still ridiculously unsafe to use it off stage because hitting an opponent doesn't appear to stop your animation IE YOU DIE with your opponent, unless you use it from high enough which makes it too predictable and hard to land anyhow. It is fun to ground bounce your opponents, however, as it sets up extra damage or combos. I am not really considering it a true KO meteor smash though.
- Took the disjoint off his utilt (this made me super sad).
I think there were other things but I'm currently on my way to dinner typing on my iPhone. Will edit later.
Overall I love Sonic so far. The faster game speed makes him a pleasure to play for speed demons who love spinning everywhere, and I think overall his strength is in his ability to mix up with his speed, and rack damage quickly after a hit-confirm on a spin.
His toughest match ups appear to be characters who can counter like Marth/Lucina and heavy weights because of his lack of ability to kill early like Bowser and the heavies don't receive as much knock back from his spins so they can act out of them on you sometimes. Counter is tough because Sonic is a fast character and when you're facing a player who is good at using it you have to be careful how you approach as running a and both spins tend to be easily counter-able.
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