Umby
Smash Master
Since Battlefield seems to cause so much pain for a lot of Sonic users on this board, I thought I'd share my perspective on dealing with the presence of platforms on a stage.
Disadvantages of Platforms for Sonic
- Dair/Spring -> Dair often fails to auto cancel
- Landing a Homing Attack is near impossible
- Starting up Spin Dash/Charge combos may require you to drop to the bottom of the level first
- Platforms position Sonic above the opponent in a situation where he cannot defend with dair
- Lower platforms make it harder to get behind the opponent to punish linear attacks/projectile spam
Advantages of Platforms for Sonic
+ Spin Charge turns into ASC when it runs off at platform.
+ Platforms make it generally easier to avoid projectiles
+ Drop through Nairs/Bairs can surprise opponents before they can chase you onto the platform
+ Spamming uair has never been so much fun
+ Spin Dashing underneath a platformed opponent then jumping into a bair is a nice shark attack (Sidenote: Works for stages with pass-through floors, like Delfino, as well.)
So yeah, I'll focus on Battlefield, since platforms in general don't seem like a problem for everyone. But if you think I should analyze something like Norfair or something, speak up.
Boring stuff out of the way, let me first say, when playing on Battlefield, you have to change your playstyle a bit. That means all you Spin Charge -> Homing Attack whores have to get used that kind of shit.
From my experience on BF, I've found that I do three things when located on the bottom level:
1) Shield dash a lot.
Notice how "Homing Attack" is not on that list.
So not only are Sonic's options restricted to mostly operating on the lower level of the map, but because of the fact, his overall options become limited. That's why it's important to use the platforms to your advantage instead. Here are a few tips you might find useful for doing so:
1) Stop using Homing Attack so much.
2) Don't be afraid to play on the platforms a bit. Your opponent obviously wants to usmash/utilt you, in which case you're free to drop off the side and throw out a bair.
3) Don't be afraid to Spring -> Dair like usual. It might not auto-cancel if you hit a platform, but chances are your opponent isn't going to be able to follow up before you recover, unless you were a ****** and landed right above him.
4) Force your opponent onto the platforms. Sonic is the least likely to be as disadvantaged as your opponent is when sitting idle on a platform, tbh. Sonic has too many ways to escape without being chased too easily.
5) Spin Charge off the platform for an automatic ASC. It's actually more of a defensive option to keep from being intercepted as you head towards the bottom level.
6) Mix up #5 by luring the opponent in with a Spin Dash. The hop allows you to observe your opponent. Jump afterwards and act acccordingly.
7) Drop through and Spin Charge. No brainer.
8) The the small space in the dead center of the map is your playground. Aerials from your Spin Dashes are released here. ASCs start here. Drop down Nairs/Bairs connect the most here. Learn to improvise in this space.
And here's the only vid I have of me playing on BF, so I guess you can use it for reference:
http://www.youtube.com/watch?v=Ki4He7FJUfw
Let me know if you find all this crap useful.
Disadvantages of Platforms for Sonic
- Dair/Spring -> Dair often fails to auto cancel
- Landing a Homing Attack is near impossible
- Starting up Spin Dash/Charge combos may require you to drop to the bottom of the level first
- Platforms position Sonic above the opponent in a situation where he cannot defend with dair
- Lower platforms make it harder to get behind the opponent to punish linear attacks/projectile spam
Advantages of Platforms for Sonic
+ Spin Charge turns into ASC when it runs off at platform.
+ Platforms make it generally easier to avoid projectiles
+ Drop through Nairs/Bairs can surprise opponents before they can chase you onto the platform
+ Spamming uair has never been so much fun
+ Spin Dashing underneath a platformed opponent then jumping into a bair is a nice shark attack (Sidenote: Works for stages with pass-through floors, like Delfino, as well.)
So yeah, I'll focus on Battlefield, since platforms in general don't seem like a problem for everyone. But if you think I should analyze something like Norfair or something, speak up.
Boring stuff out of the way, let me first say, when playing on Battlefield, you have to change your playstyle a bit. That means all you Spin Charge -> Homing Attack whores have to get used that kind of shit.
From my experience on BF, I've found that I do three things when located on the bottom level:
1) Shield dash a lot.
Self-explanitory. Most linear projectiles like Wolf's laser and Pit's arrows pretty much mean you have to shield dash, considering Spinshot is less of an option with the lower platforms in the way.
2) Spin Charge past the opponent, then play on the edge a bit.It's often the case that a Spin Charge will get shielded, and once again, the platforms make it harder to follow up. In this position I may find myself using SDJ and fast falling onto the ledge, where I just fuck around.
3) ASCIt's a trap, basically. If I miss, I'm probably in the same position as number 2. Otherwise this can force the opponent to either get grabbed if I shield cancel, or force the opponent to jump onto the platform to avoid it, which is great. This is a pretty lackluster trap, though, as everyone ends up just shielding/sidestepping most of Sonic's specials. AT the very least I'll be able to double take my way into a hit for a small amount of damage
Notice how "Homing Attack" is not on that list.
So not only are Sonic's options restricted to mostly operating on the lower level of the map, but because of the fact, his overall options become limited. That's why it's important to use the platforms to your advantage instead. Here are a few tips you might find useful for doing so:
1) Stop using Homing Attack so much.
2) Don't be afraid to play on the platforms a bit. Your opponent obviously wants to usmash/utilt you, in which case you're free to drop off the side and throw out a bair.
3) Don't be afraid to Spring -> Dair like usual. It might not auto-cancel if you hit a platform, but chances are your opponent isn't going to be able to follow up before you recover, unless you were a ****** and landed right above him.
4) Force your opponent onto the platforms. Sonic is the least likely to be as disadvantaged as your opponent is when sitting idle on a platform, tbh. Sonic has too many ways to escape without being chased too easily.
5) Spin Charge off the platform for an automatic ASC. It's actually more of a defensive option to keep from being intercepted as you head towards the bottom level.
6) Mix up #5 by luring the opponent in with a Spin Dash. The hop allows you to observe your opponent. Jump afterwards and act acccordingly.
7) Drop through and Spin Charge. No brainer.
8) The the small space in the dead center of the map is your playground. Aerials from your Spin Dashes are released here. ASCs start here. Drop down Nairs/Bairs connect the most here. Learn to improvise in this space.
And here's the only vid I have of me playing on BF, so I guess you can use it for reference:
http://www.youtube.com/watch?v=Ki4He7FJUfw
Let me know if you find all this crap useful.