Alright, I added 42 more characters. This is the real number.
Have fun.
Hmm. If Sonic were to get a move-set overhaul, what would his new moves be?
Some Sonic Battle moves for his normals and the Boost as his side special. The Spin Dash is moved to his down special. Perhaps some slower attacks or more endlag, especially on the specials, to prevent the annoying campy moveset he's become infamous for. Though, I'm not the best with competitive stuff; I'd imagine
SKX31
would have a more in-depth explanation on the competitive issues with Sonic's kit.
You called?
The main issues with Sonic in a competitive setting (
this could also apply to a casual setting if a Sonic player decides to troll / grief) is that his two primary ball moves (Spin Dash and Spin Charge) are close enough to function relatively the same... but also allow the Sonic player to decide when to commit and when not to. With either a Spin Dash / Spin Charge, the Sonic player is able to:
- Go directly for the blow, and if the opponent doesn't shield / evade get a 30 %-string.
- Turn on a dime, possibly just outside of the opponent's reach.
- Jump and follow up with a lot of other stuff, including Homing Attack.
That's a main reason why Sonic's able to manipulate most any situation, but the Up B, as
SMAASH! Puppy
mentioned, is another one. Those three specials
combined with the initial dash mean that Sonic can choose to play non-interactive at will. Non-interactivity and defense is a fine method in concept, but just as
has an infamously disjointed back-air that frequently frustrates opponents, Sonic's ability to force interactions frequently frustrate opponents and drains adrealine.*
The problem is amplified online, due to lag really hindering the opponent's reaction time. Sonic IIRC wasn't really infamous amongst the more hardcore until the pandemic hit and everyone was forced to online.
I should note: there are players who use the current Sonic moveset in an aggressive, direct manner (KEN and SupergirlKels are two rather prominent examples, KEN in particular is a contender for Japan's best SSBU player ATM), but there was a period of time where most VoDs of Sonic winning in online tournaments were met by circa 40-80% dislikes. One example
here (no offense meant to Wrath, who plays a pretty good Sonic himself).
I do like Puppy's proposed solution here of reducing his initial dash heavily since it would encourage a more commital style a la the two aformentioned pros. Currently
Sonic's initial dash is the third-fastest in the game... behind ZSS and Little Mac.
*[For that matter: in competitive settings, traditionally aggresive characters can make the opponent feel overwhelmed in some situations (
, as TerminalMontage
memed about here - loud sound warning as with any TerminalMontage video). Or the select few characters that are masters of all can do both (
). One way to approach potentially-aggravating matchups is to mentally prepare oneself and try to lessen the frustration.]
In a certain sense it was successful, but I'd argue not enough to warrant an addition into Smash Ultimate, much less as a DLC fighter. Like many fighting games, ARMS failed to hold on to a majority of its player base a few months after launch, only beingkept alive today by the odd tourney held by Nintendo. It failed to make a large enough splash to lead a DLC pass in Smash.
The truth is somewhere in the middle really:
Initially ARMS did relatively well and sold
ca. 2.38 million by New Years 2020. I'm inclined to believe however that ARMS
didn't have as strong legs as Nintendo hoped based on the fact that Nintendo
stopped hosting official tournaments between March 2018 and March 2020 (the CP6 reveal). That might be what Nintendo tried to remedy by including Min Min in Smash, to try and strenghen the game's longevity.
We'll simply have to see if that succeeds, IIRC the relative lack of modes has been commented upon as a potential hindrance (correct me if I'm wrong here), for example.