Yes, but if the opponent is prepared, they'd have several moments before Sonic hits the spring to retaliate.If a sonic were to dair meteor people into a grounded spring, would he get an opportunity for followups? (similarly to springtrap)
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!
Yes, but if the opponent is prepared, they'd have several moments before Sonic hits the spring to retaliate.If a sonic were to dair meteor people into a grounded spring, would he get an opportunity for followups? (similarly to springtrap)
1. u wot m8? SDI, in mah 3DS Smashes!? Blasphemy! You'll have to wait until November 1st for this to be a relevant pointI dont see greninja being a problem for us tbh. They cant use fair to cover us approaching from in from of them, 1. we can easily sdi out of their jab combos, 2. water shuriken clashes with side B, and while they can recover with hydro pump we can just run and chase them down. Imo one of our harder MUs could be rosalina and rob
Yeah, same with ftilt, seems really useful for pokes now. Utilt has lost its wtf hitbox from brawl though.Yeah, I took a peep at it. Still taking it with a grain of salt though.
Also does anyone else think Dtilt has more range? I feel like it's a lot better this game.
It still moves forward. It's just insanely minimal lol. It feels safer than brawls, but operates differently. Also, I love that n-air can combo into stuff now.I wish DTilt actually propped you forward. I sort of liked that about it. ;_;
What combo do you speak of?dtilt is infinitely better imo. sets up grabs, tech chases, and its range is a huge plus.
On a side note: Did anyone know we have a 23% true combo that kills at 116%? LOL why is Sonic so boss?
hiUthrow seems to have a bit of a stronger launch power now. Totally throwing off my followups X/
I use down B as a 'delayed dash attack' now.
RIP ASCSC.
It's not.Yea it feels like the timing to pull off a spinshot is a bit different.
o.It's not.
Yeah, and even then it's incredibly risky to use it to recover. Do not release the HA below stage level (I think): you won't be able to recover. Also, it's not a good idea to use it without a double jump because you'll end up HAVING to use a Spring right after it ends and, thus, becoming predictable on your recovery.Not sure if this is the right place to post this but here’s some questions/comments I’m having with Sm4sh sonic.
1) Homing attack as a recovery: I used to do this a LOT in brawl to recover but now it seems to send him hurtling towards the bottom of the screen way too fast. I know you only get 1 homing attack in the air now so is it safe to say that it should be saved for when sonic is closer to the stage and not used to get more horizontal recovery distance anymore?
Thanks to our increased hitbox on SDJ takeoff (I think), it's actually harder to go past the opponent with SDR and then SDJ to Bair them perfectly. It's still doable but it's not as reliable as before (unfortunately, because Bair is even more powerful this time around).3) Tricksy kills: I got a kill using the old school spring with opponent to uair trick. I haven’t succesfully pulled off a SD to bair in this game yet. Anyone know if that still works?
About Nosferatu: maybe try to bait it and cancel the SDR with SDJ->HA, dunno.4) Any advice on the Robin matchup? The main difficulty I’m having is getting Nosferatu’d out of my SD and punishing her rolls. I’m afraid to use my normal punishes on rolls because if I whiff I get a face full of sparkly double hit downsmash.