kid craft 24/sonic master
Smash Lord
i believe he does as it happens to megaman, manage to confirm it in the demo
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And since I'm here, can anyone tell me if Sonic still gets cypher-gimped if he's grabbed out of his up-b which doesn't really matter anymore because it auto-snaps; but, it would still be good to know anyway~?
Posed this question myself in a different thread, but take a look at this. Apparently it's not only still there, but applies to everyone now.http://www.reddit.com/r/smashbros/comments/2ghp3j/the_thread_that_has_a_bunch_of_things_you_should/
24: You can grab opponents out of their recoveries and let them fall to their deaths.
Can anyone confirm this? If so, at least Sonic (and Snake only in Brawl lol gg RIP) isn't the only one who suffers from this now.
Respect.You're too slow!
I have my reasons to doubt that's the case for EVERYBODY, though. Unless something is different in particular with this game, the past three smashes have kept it where a character being grab-released over an edge got put back into a freefall. It was Brawl that introduced semi-freefall and it made sense (technically speaking) that no damage to them didn't return them back into "true" freefall.Posed this question myself in a different thread, but take a look at this. Apparently it's not only still there, but applies to everyone now.
Still waiting for someone to confirm or debunk this though. The interest is clearly there and I'd already be investigating it myself IF I COULD UGH
Tether grabs confirmed OP edgegaurds.Posed this question myself in a different thread, but take a look at this. Apparently it's not only still there, but applies to everyone now.
Still waiting for someone to confirm or debunk this though. The interest is clearly there and I'd already be investigating it myself IF I COULD UGH
As do I, hence why I want to get to bottom of this so badly but...I have my reasons to doubt that's the case for EVERYBODY, though. Unless something is different in particular with this game, the past three smashes have kept it where a character being grab-released over an edge got put back into a freefall. It was Brawl that introduced semi-freefall and it made sense (technically speaking) that no damage to them didn't return them back into "true" freefall.
UGH UGH UGHBut, yes, I'm with you. If I had my own 3DS,I'd be in the lab. :/and copy of Smash Bros.
Possibly, but uuuuuuughTether grabs confirmed OP edgegaurds.
Nah it was the same height, but the time at which you press it determines how quickly the shields comes out. I gotta find that videoThat's my point.
Dair doesn't last forever... Once you get past a certain height, the move will end. So if you Dair towards the stage from really high up, by the time you land the move will already be over and you can, for example, shield on landing.
It's the same as Brawl.
IMO, it's just gonna be a niche alternative.*Snip.*
Nice knowing that our grab range is now decent. Also, dat shield pressure @6:32^I can test and Upload this when i have the opportunity
Also I have gameplay of sonic for you guys, i've seen him requested a lot
https://www.youtube.com/watch?v=MFlMTi3yXv8&list=UUMNi1nkIpqkfvHOeLlAmLdA
Just as annoying as ever >_>
That's... strange. At around 5:38 in the video, Sonic Spring Jumped and was clearly put in semi-freefall. Upon landing on the spring again, he was able to Spin Charge.Also I have gameplay of sonic for you guys, i've seen him requested a lot
https://www.youtube.com/watch?v=MFlMTi3yXv8&list=UUMNi1nkIpqkfvHOeLlAmLdA
Huh, if Sonic can use his B moves after landing on a grounded spring I wonder if he can use another spring right after bouncing off of it.That's... strange. At around 5:38 in the video, Sonic Spring Jumped and was clearly put in semi-freefall. Upon landing on the spring again, he was able to Spin Charge.
... I wonder if that's intentional or if something else happened that I missed.
That's going to be incredibly awesome, though, if Sonic no longer stays in semi-freefall upon bouncing on the same grounded spring he generated.
Sonic Breakdown.
Way past cool! Really liking how he works.
Basically the same here and there with buffs and nerfs like all the veteran characters.
Though some people thought he was MEGA buff, and he isn't really. Kinda the same.
The Way Past Cool things that have been changed:
+Fair seems a lot more fluid when running and short hopping with it, even on the 3DS.
+Dash Attack added a new animation at the end of it which is awesome and is slightly laggy at the end like Mario's Dash Attack and it pops the opponent up.
At 0% it easily leads up on short hop forward air and can continue pressure.
+Down Air now has a pseudo spike! Awesomes! So now when I down air off stage like I normally did it will have more meaning!
+When Sonic lands on his own spring he regains his double jump AND his Up B!
+Side B is STILL Shield Cancelable! And when you jump with it you can shield it on the way back down even when it is fully charged!
Also leaping with it in the air can be very mobile.
Still has Invinci frames, but they happen quicker since the hop animation comes out quicker.
+Up Air seems like it kills a bit sooner than it use to.
+Down B can jump Vertically with a Hit Box.
+Pivot Forward Tilt and Down Tilt are pretty godlike, when I can actually do them.
+Pivot Grab seems to be a lot better compared to Brawl.
+Up Tilt is a little more leniant on the hit box compared to Brawl. So is slightly bigger.
+Homing Attack is a lot faster and more Successful with a low amount of lag when hitting on shield. So it seems.
+Down Smash changed to a split kick which seems like a great move to use to punish quickly on either side of Sonic.
........
Nasty things that have been changed:
+Sonic can still have trouble killing.
+Up Throw at 0% does not lead into many options.
+Many characters can react to Up Throw >Up B > Up Air.
+Back Air has some NASTY lag when you land with it.
+Down Air cannot be Auto Cancelled from the Apex of Sonic's Grounded Up B.
+Down Tilt seems to ALWAYS send them outwards instead of popping them up.
+Up Throw Kills at later percents than normally.
+Side B does not retain a hit box when you jump vertically with it.
+Back Airs hit box is a bit smaller than it use to be.
+Side B and Homing Attack in the air cause you to fall DRASTICALLY.
+When Homing Attack under the stage Sonic smacks himself and gets into a bit of hitstun, so no more Homing Attack Stalling under stages.
+Sonic can't Spin over Bananas
Florida's Sonic that is ready to Spin Back into Action
(Some things may be wrong, game is still knew and some options may have looked wonky to me.)
Added By StaticManny:
Positives:
+Sonic's Up smash is un-sdiable and kills a majority of the cast around 90-110%. Great kill option, difficult to land.
+Sonic's F-smash comes out even faster and kills at earlier percents. Killing characters like bowser from 125% and more if they're on one side of the stage.
+ Sonic B-throw got buffed greatly, killing a majority of the cast around 140-170.
Negatives:
- Sonic's Bair got nerfed, a fresh bair will kill people around 170 instead of 130-150 like it used to for average weight characters.
-Sonic's Up throw does 6 percent. -.-.
Video of all Custom Moves:
https://www.youtube.com/watch?v=wC9_0BZyDAo
And more that I wanted to add in general as a Negative is that Side B and Homing Attack when used in the Air cause you to plummet very quickly. Which kinda sucks. Homing Attack only makes you plummet if you are not able to target anyone. Which I hate cause I liked to use that as harass off stage.
Well, ****.Sonic can't Spin over Bananas
Ah, so it is possible to do that then.+When Sonic lands on his own spring he regains his double jump AND his Up B!
It does not spike, at least I watched one video where they tried (vs a Rosalina) and were not able to connect that hit to do anything in the air.Also, does anyone know if his Bounce Attack custom move can spike? Be interesting if you could Spring off the ground and Bounce Attack someone into it for more follow-ups.
Idk i was using bair basically just like i used to and it didn't feel like it got hit with a big nerf. Like i stated before as long as you land the move either with it actually hitting the opponent or hitting shield your basically safe. And offstage the move hits pretty hard for solid edgegaurding. Just Rosalina... her recovery made it difficult to consecutively edge guard her, that and magicant + white luma = a pain to distinguish from the background with 3D off. -__-It's interesting how much changed from the demo. I remember Sonic's bair being a solid KO option whereas Uair got nerfed...
All in all, it sounds like overall we definitely won with the buffs. The new spring tech is amazing! But the biggest nerf I will have the worst time getting used to is bair...
I USE BAIR FOR EVERYTHING AND NOW I CAN'T
The landing lag though.Idk i was using bair basically just like i used to and it didn't feel like it got hit with a big nerf. Like i stated before as long as you land the move either with it actually hitting the opponent or hitting shield your basically safe. And offstage the move hits pretty hard for solid edgegaurding. Just Rosalina... her recovery made it difficult to consecutively edge guard her, that and magicant + white luma = a pain to distinguish from the background with 3D off. -__-
Why would you, or anyone, consider Auto Spin Charge?If custom moves are legal i'll probably run the fire spin dash, quick homing attack, auto spin charge and his normal spring. Alternating with his Bounce attack like HA and double spring.
because you're 7 years old and think sonic is really cool!Why would you, or anyone, consider Auto Spin Charge?