dsmash is bad smash
only use it to camp landing lag of characters who cant do anything about it like maybe DK, diddy... any character with bad aerial movement/big hurtbox + bad fairs for landing with.
Dsmash, as bad as you think it is, is faster than fsmash on start up. but yeah, you still have to do work to get it to hit. oh wells.
looking at teh next person so do analysis of... Espy!!!
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I decided to re-look at an old friend's style and see if i could find any improvement. maybe this can help the steaklings as well.
Some of the things I noticed last time...
Puffball/Espy no Style: This is a good example of an agressive Sonic that extends the damage off of mistake as much as he can. He is solid in all forms of followups, tech chasing, and edgegaurding tactics to ensure maximum damage off of one error. This hyper aggressive mindset has a tendency to backfire often ( and it has at times) but he still does it every time; clearly the reward is worth the risk. To combat this he has developed his durability to make up for any mistakes that would normally kill a Sonic, meaning that comeback wins are very plausible.
Ground movement is superb and polished,.. His use of DDP gives him even more ability to do that, and when used multiple times, his sonic looks even faster than average. As for attacking, this sonic in particular loves his F-Smash,..He isn't looking for grab setups as often as Malcolm or myself, but that's because he loves dtilts as his primary setup... his skill with this part of his game allows him to use FSmash more often in early and mid game because the move is quickly replenished. add that to his normally aggro playstyle, and he barely notices the degeneraion.
His air game, revolves around his Bair, in a similar all-purpose method to the FSmash... Bair is used more as a spacing tool, but when it connects he follows up well... It may be a bit overused though.
His edgegame is IMO one of his more polished ponts... but even if the opponent is good, he has the potential to live near the 150%-200% range easily
If there was one weakpoint in his offense, it would be his throws. This Sonic looks for throws often, but is not nearly as diverse as Malcolm and almost exclusively sticks with DThrow. This can be very dangerous, due to the probability of a close tech...
Style Verdict: Combo/Ground/Edge
Immediate results from observing vids: tilt usage, more aggressive edge tactics
Style Analysis 2: Espy
New Additions: There is a lot more spin dash cancels this and i like it. unpredictablity has improved from teh last time i looked at his style. To me, it shows off sonic's strengths in the basics of advanced brawl tactics, and even though the sonic boards in general feel that this is too basic for good players to fall for over the corase of several matches it proves to still be useful enough. thinking back, this may be what the SBR saw in sonic's potential to boost him to C tier, (barely) and even when i search internet articles on sonic in brawl, unpredictability is a primary point they like to make. This basic part of sonic's game can probably be extended a bit further, and id like to see espy add more to his game, as it seems to even up bad matchups like Marth much better than DDP imo.
He also got a bit more innovative. His tech chasing got a LOT better. once again, we know that sonic is really good at this. but what many may lose sight of is how little technical skill this really is: most of what you need to do is simply run, and because of his ground speed, you dont have to be as close as you thing you may need to.
His style also shifts between an offencive spin based style, and a run based style multiple times in a match. brilliant. what it shows me, is that the spin style is more viable than people thought. remember that months back there was an emphasis by many sonics (including me) on DDP and dashdancing? this is good to know, but in honesty, you wont be using it too much as it can take enough concentration from you to mess up a tech chase or something. He still does DDP, but i feel that his limited usage of it shows not only his technical skill, but his feel for when to break out tactics. empty hops have also been added to fake attack attemps on falling opponents. nice.
the mobiliy is very good. in fact, this is his best aspect now. I dont think any character in the game can conrner this sonic at this point. and the spin cancels and SDVJ for retreats are good because they can shift to attacks at any random time. LOOK AT THIS
http://www.youtube.com/watch?v=nXnqatrnUu0 1:18 - 1:26. HOTNESS. if you aren't doing this, you need to work on it then.
lastly, his edgegaurding added very well timed spring gimp attempts that i was happy with. he is a lot more creative off stage, and goes very far out to punish off stage recoveries. He's the best ive seen utilizing spring in his edgegaurd game now.
He uses all throws in his game now. I see more upthrow in his game too, one of the things I harped on before.
good **** Puffball.
Overall, there is clear improvement in every noticible category,
I remember telling Speed to look out for my style, and i was working on it to be focused on the basics. But honestly, If i told him to look at espy in recent matches he would get the idea of how i am going to play. combined with extensive matchup knowledge, he's got a very complete sonic now...
that was quick...