DJ Browny no Style:
Sonic with his speed can be used well as a punishment character. To do that, you need to have an understanding of the opposing characters options, quickly determine which one they will rely on, then counter with the right attack. Granted, by now there are Sonic's that understand this concept, but haven't fully mastered it yet. . Djbrowny is a good example of
an good Sonic player that some of the tools, but, gets stopped short of being a great sonic due to something that sonic's must constantly be wary of: predictability.
His ground game is spin dash based. he knows how to follow up when it connects, and jumps away when it is blocked, springing at times to ensure he gets down safer. If he does run, it is usually a shield grab attempt. the primary finisher for him is F-Smash.
Throw game is balanced in terms of use. However the followups need work at times.For example, he makes an attempt to chase the opponent after throws, and even though he gets follow ups at times, I feel that he van get a lot more. He usually goes a Spin Charge, after D-throw. it works, but sometimes, a simple run will do. He also needs to anticipate the airdodges more during his up throw follow ups, which are primarily bair.
Most opponents air dodge or attempt a counter attack at the slightest movement towards them from sonic after the up or forward throw, for example, because, well, he's that fast. trick them by staying on the ground and running around where you think they will most likely land, shield grabbing falling counterattacks, and by delaying aerials like upair . that mixed with your usual looks... I smell the steak cooking already...
Try it, especially early in the game, where there is no reference to your tendencies, and where the knockback gives them even less time to make a decision. This shouldn't be too hard for him to implement, because he knows the basic idea, he knows about KIDcgs, he but just needs practice to tighten the spacing up.
Most of his air game results off of him jumping from out of spin dashes, or upthrow chase attempts. upairs are common from his upthrows, and spindash combo attempts usually end in fair. if he is caught in the air he will often times spring and dair to reach the ground quickly.
The edge game needs to be more aggressive. He doesn't seem to leave the stage , and sometimes it looks like he's not even trying. He is good at surviving though, i don't really see much to point out recovery-wise.
Weaknesses:
- He tends to always jump after connecting with an opponent, hit or block. this is very bad, because if your opponent notices this, then they can simply wait for spins and hit u with an aerial as you pass (your brother Ant, for example knows this all too well). This also means that..
-your approaches need to be more diverse, allowing that spin game you like so much to flourish.
-Do more approach fakes and spin fakes to make this happen.
this will also give you more chances to throw and work on your followups.
-Your over reliance on spring > dair as an escape tactic will get you punished, its not as safe
as the primary tactic in the air.
- Look at Malcolm's running tactics and incorporate those to start off the match. you spin too much.
-Lastly, you aren't that diverse in your KO methods. I watched a good portion of your vids. I saw one aggressive edgegaurd attempt. The rest: F-smash kills.
Style Verdict: Ground/Grapple/Air
Hope i wasn't too harsh, because you are a good sonic. just be more unpredictable, okay?
also noticing that these write ups are getting bigger...