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How is Sonic's performance in the elements of Brawl?

DRaGZ

Smash Champion
Joined
Jan 5, 2008
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San Diego, CA
Okay first off, please read this:

http://www.smashboards.com/showthread.php?t=199108

Second of all, the reason I am posting this here is because I don't have set-out summaries of Sonic's performance in the elements of Brawl. So, I was wondering if you guys could do it, considering how you guys are the authorities on your own character.

Use this thread to discuss it, and then please post your results in the "Element of Brawl" thread linked above, using this format:

ZONING
  • On the ground
  • In the air
  • Off-stage

SPACING
  • Extreme long distance
  • Long distance
  • Medium distance
  • Short distance

KILLING
  • Killing power
  • Gimping potential

Thanks a bunch.
 

Browny

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Mar 22, 2008
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meh ill take a shot

ZONING

On the ground - amazing. speed, cancellable approaches, quick roll dodge.
In the air - above average. spinshot and ASC allow even more approaches from all sorts of angles and of course spring to mess up any attempted gimps / combos
Off-stage - amazing. he may not be in MKs league, but i cant think of any other character who comes close to his zoning ability off stage. HA is great here.


SPACING

Extreme long distance - amazing. You cant camp sonic at all.
Long distance - bearable
Medium distance - uncomfortable. nothing to say here, just bad.
Short distance - average. his tilts and jabs actually have very good range with decent priority, despite being on the slow-ish side.


KILLING

Killing power - terrible lol
Gimping potential - above average. Really, no one ever lands meteors in brawl except from a falco CG so you cant mark him down for not having a killer dair. but spring gimps and the ability to recover from anywhere on every stage always help.
 

DRaGZ

Smash Champion
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Messages
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His gimping power is really above average? o_O

Above average would be like Falco, with his spike and decent off-stage options while on the offensive. And gimps don't have to be just off-stage, it can refer to anything that kills an opponent significantly below their usual kill percentage, like Snake can.
 

Browny

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i look at it this way... who can KO at early %'s REGULARLY
DK, falco, DDD, luigi, MK, snake, wario (maybe). everyone else who can pretty much relies on meteors (if i had $1 for every time ive seen that happen at a tourney, id have $0). ive got far more spring and HA gimps than ive ever seen any other types of low % KO's

all imo of course
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
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Yeah, kind of.

I mean, with side-B > double jump, or homing attack, he can do the whole 'flying reach' thing without having TO fly, lol. Basically, if MK/Pit can reach it, Sonic can reach it, but for a shorter time. That 'shorter time' can be used to gimp off-stage easily.


Spring gives the smallbutnotenoughtoDItoafavorableplace knockback that can mean the difference between a failure and successful recovery on an opponent, and F-air ending 'tippers' and N-air/B-air can be used the same way.


D-air's sweetspot, if DI'd improperly, is comparable to a semispike.

Spring > U-air or Spring > airdodge bait > B-air (yes, B-air)/U-air can provide DI traps or predictive 'early star KO' kills, and there are a bunch of traps that can be done with springs to put them in that position.
 

ROOOOY!

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ZONING

On the ground - above average. Speed accounts for this. It's his speed that helps psyche the opponent out, forcing them into mistakes. All of his approaches are cancellable.
In the air - above average. spinshot and ASC allow even more approaches from all sorts of angles and of course spring to mess up any attempted gimps / combos (agreed with DJ xD)
Off-stage - amazing. Amazing recovery as he has quite a few options and each option is good. Gimping wise he's pretty good too, it's the fact he can get out there to gimp and safetly make it back to the stage that helps.


SPACING

Extreme long distance - comfortable. Sonic can't really get camped. High ground and air speed via spinshot account for this
Long distance - comfortable. It's from this kind of range Sonic can start baiting things out and forcing mistakes which he can punish using his speed.
Medium distance - uncomfortable. Sonic only really has one attack with really good range (ftilt) and it's still not really comparable to Dedede's ftilt and the like.
Short distance - bearable. A lot of Sonic's attacks have ok range, and have no where near as bad issues as all the none Sonic mains state repeatedly. http://www.smashboards.com/showthread.php?t=196148 shows how quick each attack is through frame data. His attacks aren't massively fast, but he's not exactly slow either.


KILLING

Killing power - Below average. Is pretty bad on the surface, but his killing moves aren't actually that weak. Stutter stepping the fsmash which actually increases the range to further than Marth's fsmash makes me sad when people say he can't kill ;_;
Gimping potential - above average. Pretty good. His chasing via spinshot and gimpability using all his aerial minus uair accounts for this.

If I'm understanding the grading system right, the score is 28.
 

da K.I.D.

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this is basically an edit to rooooy's post.
ground game is average, most of his moves dont really set up for anything without forcing it to with extra effort and the situational moves that are for poking/interupting arent that great either.

air game is average, despite the fact that we can find ways to make his moves hit, it doesnt change the fact that his airial are sub-par.

off stage, above average, since his airials arent the greatest it can make it slightly difficult to gimp people, but the recovery aspect makes it so that you almost never have to worry about them turning the tide on you and reversing the edgeguard. people say hes a good gimper, but that basically just boils down to mind games and bad DI, you can DI up all of sonic edge guard moves and you most likely wont die. its still really good just not amazing.

X-long dist.: bearable, he doesnt have ANY OFFENSE at this range, but its bearable only for the fact that you dont have to bear it for more than 2 seconds most likely.

long range: bearable, yes you can bait but still no offensive abilities here

medium: bearable, i personaly think this is the best baiting range. and you can do alot of dancing outside your opponents range.

short bearable, we can do a lot here but still not as much as other people.

killing power is terrible, and dont let nobody tell you otherwise. he only has 3 moves that kill below 150. 4 if you count up throw to up air. stutter step increases range but also moves your hurtbox, and takes longer.
 
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