Sonic
Go ^_^
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Before anyone starts to flame, I main Sonic, but marth is one of my most decent other chars(I don't have a true secondary), so I at least know something about marth.Not as easy as Marths like to think, but it's a 65:35 or 70:30 on paper. For the most part you can pretty much zone out Sonic's approach, but his ground mobility and Spin Dash properties will allow him to regularly get through.
I highly recommend mixing in Fair -> Shield Breaker in this match up. A lot of Sonics like to shield dash a lot to bait reactions from you and punish accordingly. In this case, Sonic might expect a double fair, but gets a shield breaker instead.
Keep your eye on Sonic's specials. His Side B and Down B look different during their charge. The importance of knowing the difference is that Sonic can cancel out the charge on his Side B to take you out - another bait -> punish tactic. This alone effectively shuts down Counter.
Also watch out for ASC (Aerial Spin Charge). That's his Down B in the air. It's one of Sonic's better aerial approaches and can be shield canceled upon reaching the ground, easily leading to a shield grab if you were simply trying to shield the attack.
So basically, the common decent Sonic relies on fake out maneuvers vs Marth to bait and punish his attacks. However, Marth can zone out his approach with spaced fairs. It's also safe to say that fair/nair spam followed by dtilt and stop Sonic in his tracks if he tries to chase you once you've landed.
Thats not the right mindset if you are facing a sonic that knows where to find the priority. It doesn't change the matchup on paper itself, but its something you should be weary of. By now Sonics have either realized that priority is not an issue, or they have worked around the issue. What does priority matter when you can run up to your face from across a fourth of FD in 15 frames, powershield your jab or whatever grounded attack, and grab you to get a free 20+ damage after follow-ups? Sonic has the speed and grab game to make up for priority, like metaknight has amazing gimping ability to make up for his low knockback moves.(although not nerly to the same extent, lol)This 7:3 or higher in Marth favor.
Honestly, Marth's jab can out prioritize pretty much all of Sonic's move. All Marth needs to do is hide behind his sword. All of Marth's attacks shut Sonic down easily.
Pretty good idea of the match-up I'd say XD. You probably mean ftilt, which is sonic's longest forward ranged move, and has very nice range overall. It will clang with many smashes(not sure if it will with Marth's, although I think it will), comes out very quickly, is disjointed, and has a tendency to shield poke(don't powershield from close, you'll get him by the second hit). Dtilt is a nice move for setups and comes out just as quick. A tipped dtilt will knock you horizontally with a good chance of tripping, while a dtilt from close will knock you upward for many follow-ups. If a sonic is dtilting a lot against you though, just shield and grab really. it moves sonic forward, so it is really shield bait to Marth's nicely ranged and quick grab.Sonic is actually a lot more of a pain that you'd think for marth. You'd think, the only advantage sonic has is his movement speed.
Well, that alone makes this an incredibly annoying fight. Spacing is a pain in the *** here, but the good news is he doesn't have a projctile so being safe from afar and resetting your position isn't a problem.
One thing that I found ridiculously annoying whenever I fought a good sonic, his ftilt(or maybe it's his dtilt, they look the same to me) outranges Marth's dtilt. If you have a sonic with good reaction time, be wary of this. But of course, you shouldn't be spamming dtilt so much that you give em the opportunity to counteract it with his.
65:35 Marth. Marth has the obvious advantage here in many categories, just realize that it's a pain in the *** match up. I never have fun during Marth vs. good Sonic battles.
P.S. Bumper kills are humiliating. Sweetspot that **** ledge.
Yes, true...Well the real thing about "If the Sonic is good enough, he can win" is that it's been loosely translated from "Just because Sonic is much worse than this character doesn't mean that you are going to completely wreck him simply based on all your advantages on paper."
I have some disagreements with this, dependent on the skill level you face.This is most definitely in Marth's favor.
Yes, Sonic has speed, and can juggle. But remember the poor priority he has.
Marth decimates Sonic in the air, as Sonic has crap priority and Marth is one of the best combatants in the air, so every chance you get, pop Sonic into the air (throw, dancing blade, u-tilt, whatever you gotta do) every chance you get. And if you see Sonic coming down with his d-air? Counter him!
OHHHH...Dancing Blade, that's one of Sonic's banes by far. Easiest to stop him in his tracks and keep him in the air as well.
What Sonics try to do is confuse the living crap out of you by jumping, grinding, spinning, the works. I say your best move as Marth is to commit to your spaced SHFF and pull some fast n-airs. Its degrading too when you can just keep nailing Sonic no matter how hard he tries to mix it up on approaches as well.
Its true that a good Sonic can win, but don't we say that about EVERYONE? "You can win if you're good enough." I've heard that story plenty of times.
Either way, Sonic will get beaten out of his aerials by your aerials because his aerial horizontal range sucks.Your main advantages are: Aerial game, and killing prowess. Not priority. There is no real "priority" in the air, we just use the terms to simplify which hitbox is more likely to hit the others hurtbox first. In this case, marth wins, very easily. Marth Can tip basically everything, and as such can Kill Sonic much more easily than Sonic can kill Marth. Although spacing against a sonic can be quite difficult, your smashes still come out quicker than his anyways. Those are your two main advantagess, work with them.
*Ponders about this...*I have some disagreements with this, dependent on the skill level you face.
As I edited in my first post, priority in the ground at least won't be an issue for a good Sonic. Also, I don't recomend the countering of Dair, because most good Sonics will autocancel dair into a shield or shieldgrab, which means punishment for marth. He is much better off trying to grab Sonic upon landing. Counter also doesn't work well on Sonics Spindash/charge because its too quick. Sonic will often just jumproll past the counter attack once it has been activated.
Otherwise, I pretty much agreee with you. Dancing blad is hard to powershield or time invincibility against. And aerial game will shut sonic down.
I am not trying to make this seem like Sonic is good in this matchup. I just want to make sure you guys know how to deal with a decent Sonic. Sonic's face enough decent marths, marths don't face enough decent Sonics. Lack of knowledge can make you lose.
Your main advantages are: Aerial game, and killing prowess. Not priority. There is no real "priority" in the air, we just use the terms to simplify which hitbox is more likely to hit the others hurtbox first. In this case, marth wins, very easily. Marth Can tip basically everything, and as such can Kill Sonic much more easily than Sonic can kill Marth. Although spacing against a sonic can be quite difficult, your smashes still come out quicker than his anyways. Those are your two main advantagess, work with them.
Up-tilted F-tilt? Or maybe he staggered the timing to beat it out slightly after Marth attacked.*Ponders about this...*
I honestly don't get the point here about priority on the ground. I've poked and f-tilted Sonic out of his ground moves, and if they didn't beat him, they clashed and both set off neutral. Never has Sonic's attacks on the ground gone through me and hit me.
Minus that disagreement, I like the points you make there.
Quite right, thank you.^^Where does it say up tilt? He's saying that he's never seen Sonic beat his d-tilt or f-tilt before.
=/Again...
Skill level doesn`t matter, this is a character match-up discussion.
This is not about who is going to win, but who have the advantage.
Speaking of Sonic vs Marth, anyone wanna play sometime this afternoon? I actually don't play as many Marths as I'd like to.
Oh short side note.
Sonic on wifi kills marth.
I know wifi kills marth in the first place, but vs. sonic on wifi it's impossible to perform any spacing whatsoever.
Just a side note.
P.S. exaggerating a bit, but point still holds
You can, but it's shit hard to do.70/30 sounds about right
also i didnt read the first page but you can grab him out of his up-b
if some1 mentioned it already sorry
Simple analysis I made months ago in the first Marth match-up thread.Sonic - Sonic has speed and some auto combos thanks to his spin dash, but other then that you can treat him like a better verison of CF, which doesn't mean much honestly. He still loses in the match-up for the same reasons CF does. Marth is a faster attacker, with more power, more reach and loads more priority. Sonic has some neat tricks up his sleeve with his spin dashes, but alot of it is just mindgames and surprise tricks, not reliable strats or methods of gameplay. Play your usual game of zoning and punishing with Dancing Blade. Sonic can use the stutter step to increase the range of his f-smash so be aware of that. Also it's hard to gimp Sonic so don't worry about it if you can't do it. Edgeguarding vs Sonic is really just to rack up damage. If he tries to edgeguard you try to fair, counter or airdodge. Sonic has good throws to set-up for juggles or tech chasing. Always be sure to nail the tech on his d-throw at lower percents. At higher percents you can just DI away and you won't have to tech since you can land on your feet. U-throw sets up for juggle situations at lower percents so be ready to jump away or airdodge. You can DI away from his jab combo. Just hold back and you will usually be out before the 3rd hit comes out.