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Is this Sonic's best recovery option?

Chis

Finally a legend
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Is this Sonic's best recovery?

Spin shot (goes further that B> jump cancel) → normal Homing attack (could lock if in range) → Cancel the HA diagonal momentum with up B + Uair (shorter duration than fair so you can DI and grab the ledge)

Also HA and foot stool any edgehoggers.

Finally is B> the best move to cancel you momentum when sent flying?

Discuss?
 

Tenki

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Overall, the best possible distance you can cover is side-B hop > double jump > [homing attack (if it locks or hits a ceiling, but otherwise, no)] > spring
:metaknight:
 

da K.I.D.

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if you think spinshot goes farther than JC side b, try going under final D with it
i can fall off the ledge side b jump and spring and get to the other side with out wall jumping, try that with spinshott
 

Chis

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if you think spinshot goes farther than JC side b, try going under final D with it
i can fall off the ledge side b jump and spring and get to the other side with out wall jumping, try that with spinshott
Can't do testing now, but thanks for putting me straight on that.
 

thecatinthehat

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if you think spinshot goes farther than JC side b, try going under final D with it
i can fall off the ledge side b jump and spring and get to the other side with out wall jumping, try that with spinshott
lol I used to always do that for lawlz....

I wish I recorded this: triple threat, Sonic(me 2 stocks) vs. Marth(2 stock) vs Falcon(1 stock).

Marth initiates fair holocaust on a recovering Falcon. I jump side b to get under the stage while Marth gets the kill. I up B > bair, getting the stage spike on Marth as he tries to recover.
Of course I die after this, but it was still pretty sexy.
 

darkNES386

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Well, if you don't jump right away with side/down B then you can obviously go much further than with a spin shot. Of course none of this matters since it becomes more important to recover based on what your opponent is doing. Sonic players don't really have an issue with distance.

A general rule of thumb for me is:

Low recovery: Spin Shot
High Recovery: Spin Specials
 

Chis

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Then how about the savest ( I know, spelling...) way to recover from an edge guarder/ hogger?

Spin shot for projectiles?
Homing for edge guarders ( if the jump of the stage)?
Normal for everything else?

What do you guys think?
 

ROOOOY!

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Depends.
If they go off the stage but are in close proximity to the edge you don't want to be Homing Attacking because they could just ledgeguard and with their invincy frames make you fail with it.
 

Tenki

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Are you talking about from the ledge, or like, recovering from far off-stage?
 

Tenki

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Then how about the savest ( I know, spelling...) way to recover from an edge guarder/ hogger?

Spin shot for projectiles?
Homing for edge guarders ( if the jump of the stage)?
Normal for everything else?

What do you guys think?
If you're far out of the stage and say a character like Metaknight/Kirby tries to intercept you.
"ETC": spring, walljump, homing attack, footstool, in any combination. lol.

Projectiles (midrange from edge) :
Homing Attack; drop under stage + side-B>double jump> etc

Edgeguarders (off-stage) :

If you're going towards the stage without a double jump:
Attack/airdodge while dropping low > Homing Attack (assume it will not home in, just use it to 'stall' for time or slow your fall > spring (airdodge preferred)

If you do have a double jump:
float away from the edge/DI away from them if you're in their chasing+recovery range (Falcon, Lucario, MK especially) > drop low > side-B > double jump > etc
 
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