SONIC REALLY FREQUENTLY ASKED QUESTIONS!
- a true FAQ, not a guide.
Did you come here looking for a real guide? Click here to see a list of guides and useful threads!
Contents:
S - teak?
1 - What is the difference between side-B and down-B?
2 - What is ASC?
3 - What is Spinshot?
4 - What do all those acronyms and letters mean!?
5 - Does Sonic have bad priority???
6 - RATS?
S - teak?
1 - What is the difference between side-B and down-B !??
In a sense, side-B and down-B ARE the same move. They share the same stale move counter, and the roll/jump are the same for both attacks. Even though this is true, there are some aspects about them that really set their usage apart.
For more information, details, and discussion on these moves, please read this thread:
Side-B and Down-B Mechanics: EXPLAINED! + moar
2 - What is ASC?
ASC is the Aerial Spin Charge. Sakurai named the down-B the Spin Charge, so... an Aerial Spin Charge is... a down-B performed in the air! Tada. That's all it is. If you read the first question, you can shield cancel it by holding shield as you land, and if you hold forward, you can deal more damage with it (max 11 damage first hit), and even multiple hits (usually 7-10 damage), as long as your opponent is still in front of you. It's a pretty useful move that you can use to fake people out, and it's also Sonic's best damager, hands down.
For more information, details, and discussion on these moves, please read this thread:
Side-B and Down-B Mechanics: EXPLAINED! + moar > Aerial Spin Charge: This move is too good.
3 - What is Spinshot? spin shot
Spinshot is an AT that lets Sonic jump through the air at running speed! In essence, it is an instant double jump, and it's done by almost immediately inputting [Jump] or [Attack] as soon as you release side-B or down-B in the air. Side-B starts with a hop, so you're sent in the air regardless of where you are, but if you're trying to do it from down-B, you have to be in the air first.
"Regular input", GC controller:
Easy shortcuts:
- ASC spinshot (GC controller, default settings):
Video, for those having trouble understanding what a Spinshot looks like:
http://www.youtube.com/watch?v=2XPazo3otHo
For more information, details, and discussion on these moves, please read this thread:
Side-B and Down-B Mechanics: EXPLAINED! + moar
4 - What do all those acronyms and letters mean!?
SD = Spin Dash (Hop) (Side-B)
SC = Spin Charge (Down-B)
ASC = Aerial Spin Charge (air Down-B)
SDR = Spin Dash Roll (the grounded rolling attack)
SDJ = Spin Dash Jump (jump attack that can be done out of a SDR)
FSJ = Footstool jump; gfsj is a grounded footstool (done on a grounded opponent)
IASA = Interruptible-as-soon-as (it's lame, and I didn't come up with it - basically frames where you can attack before the animation is over)
SDSC = Spin Dash shield cancel (hitting shield to cancel a side-B's charge)
DJ = Double jump
FT = Foxtrot
DD = Dashdance
DDP = Dashdance pivot
ONN = omnomnom frames (existence pending...)
==============
But you know, it's all too weird to memorize it all, so here's the system:
Prefixes:
A- - aerial
G- - grounded
i- - invincible/instant
V - Vertical
----
SD is spin dash. Usually refers to side-B, but if followed by other letters, can refer to moves.
SC is spin charge. Usually refers to down-B. Can also refer to shield cancel, but think it through and just use the one that works better in context.
suffixes:
-J - jump.
-R - roll.
==============
Examples:
SDR = Spindash Roll.
VSDJ = Vertical Spin Dash Jump.
See? It's not too bad =D
5 - Does Sonic have bad priority???
In short, yes.
However, this is thrown around so much, that people have a really weird misconception of it.
With grounded moves, the priority system works like this:
- If two attacks deal within 10% of each other, they will clang and both attacks will cancel
- If one attack deals more than 10% than the other attack, the weaker move will get cancelled, and the stronger move will continue on.
With aerial moves, it tends to work more like this:
- If one "attack box" overlaps the opponent's "hurt box" first, it will win.
- If both characters' attacks reach each others' 'hurtboxes' at the same time, they will trade hits.
- Aerial [A] attacks will never clang or cancel.
- - - Special states (some special attacks, MK's glide attack, destructible projectiles) follow the 10% rule, except instead of 'stopping', their damage/attack box will get neutralized. So if you attack Snake's mortar with something that deals within 10% of its damage, you can break through it. If you F-air into MK's glide attack, the first hit will neutralize the glide attack and the followup hits will hit MK.
So in general, 'aerial priority' is about having your attack out first, or hitting behind your opponent's attack.
Many of Sonic's attacks are multiple-hit and each hit deals small amounts of damage. This makes it relatively easier for some characters to completely defeat Sonic's moves with their grounded moves. Most ground moves, however, are still within his ability to 'neutralize'. Aerially, his U-air is disjointed (its attack box extends past his hurtbox/graphics), so he can reach through some characters' attacks. But for the most part, his hitboxes are very close to his attackboxes so he tends to be hit out of his moves alot easier.
6 - HAVE YOU HEARD OF THIS JAPANESE PLAYER NAMED RATS???//
TL;DR: yes.
________________________________________
Questions (of course), comments, and corrections are welcome.
More to be added as I findannoying reoccurring noobs nightmares posts and questions
- a true FAQ, not a guide.
Did you come here looking for a real guide? Click here to see a list of guides and useful threads!
Contents:
S - teak?
1 - What is the difference between side-B and down-B?
2 - What is ASC?
3 - What is Spinshot?
4 - What do all those acronyms and letters mean!?
5 - Does Sonic have bad priority???
6 - RATS?
S - teak?
So, what are we going to do about sonic not being in trouneys then? I say everyone from the smash boards or sonic section at least should go to trouney, and prove them wrong about sonic. We can go on and on about how much he sucks, but let's try to do something about it. Let's not cry, but pick sonic up and go on an owning steak with him.
I'm tempted to Photoshop a picture of Sonic standing on a steak.
And it began.I'm tempted to beg you until you do.
The steak needs a first place ribbon too. How else would we know it's a winning steak?
1 - What is the difference between side-B and down-B !??
In a sense, side-B and down-B ARE the same move. They share the same stale move counter, and the roll/jump are the same for both attacks. Even though this is true, there are some aspects about them that really set their usage apart.
Charge: Side-B can cancel into shield on the ground before it's fully charged. Damage for the roll is based on how long you hold it. Down-B's charge doesn't shield cancel, and its damage is based on the rate/amount of taps you're pressing B.
Air: Side-B has a hop, and its attack box deals 6 damage (charge doesn't matter) and only lasts until you pass the starting height. Down-B's damage lasts as long as you're moving fast enough, and deals more damage if you're holding a direction. It also does multiple hits as long as your opponent is in range to BE hit, and if you hold shield while landing, it will cancel.
Ground!: lulz, they're the same.
Air: Side-B has a hop, and its attack box deals 6 damage (charge doesn't matter) and only lasts until you pass the starting height. Down-B's damage lasts as long as you're moving fast enough, and deals more damage if you're holding a direction. It also does multiple hits as long as your opponent is in range to BE hit, and if you hold shield while landing, it will cancel.
Ground!: lulz, they're the same.
For more information, details, and discussion on these moves, please read this thread:
Side-B and Down-B Mechanics: EXPLAINED! + moar
2 - What is ASC?
ASC is the Aerial Spin Charge. Sakurai named the down-B the Spin Charge, so... an Aerial Spin Charge is... a down-B performed in the air! Tada. That's all it is. If you read the first question, you can shield cancel it by holding shield as you land, and if you hold forward, you can deal more damage with it (max 11 damage first hit), and even multiple hits (usually 7-10 damage), as long as your opponent is still in front of you. It's a pretty useful move that you can use to fake people out, and it's also Sonic's best damager, hands down.
For more information, details, and discussion on these moves, please read this thread:
Side-B and Down-B Mechanics: EXPLAINED! + moar > Aerial Spin Charge: This move is too good.
3 - What is Spinshot? spin shot
Spinshot is an AT that lets Sonic jump through the air at running speed! In essence, it is an instant double jump, and it's done by almost immediately inputting [Jump] or [Attack] as soon as you release side-B or down-B in the air. Side-B starts with a hop, so you're sent in the air regardless of where you are, but if you're trying to do it from down-B, you have to be in the air first.
"Regular input", GC controller:
[Hold side-B]> [Release B and quickly hit A or jump]
*I prefer sliding from B to A.Easy shortcuts:
- ASC spinshot (GC controller, default settings):
(air) [Down]+[B, B, B...] > [C-stick Left/Right]
- Side-B spinshot (Wiimote+Nunchuck, B for special, A for Attack):[Side+B]>[hit A while holding B]
Video, for those having trouble understanding what a Spinshot looks like:
http://www.youtube.com/watch?v=2XPazo3otHo
For more information, details, and discussion on these moves, please read this thread:
Side-B and Down-B Mechanics: EXPLAINED! + moar
4 - What do all those acronyms and letters mean!?
SD = Spin Dash (Hop) (Side-B)
SC = Spin Charge (Down-B)
ASC = Aerial Spin Charge (air Down-B)
SDR = Spin Dash Roll (the grounded rolling attack)
SDJ = Spin Dash Jump (jump attack that can be done out of a SDR)
FSJ = Footstool jump; gfsj is a grounded footstool (done on a grounded opponent)
IASA = Interruptible-as-soon-as (it's lame, and I didn't come up with it - basically frames where you can attack before the animation is over)
SDSC = Spin Dash shield cancel (hitting shield to cancel a side-B's charge)
DJ = Double jump
FT = Foxtrot
DD = Dashdance
DDP = Dashdance pivot
ONN = omnomnom frames (existence pending...)
==============
But you know, it's all too weird to memorize it all, so here's the system:
Prefixes:
A- - aerial
G- - grounded
i- - invincible/instant
V - Vertical
----
SD is spin dash. Usually refers to side-B, but if followed by other letters, can refer to moves.
SC is spin charge. Usually refers to down-B. Can also refer to shield cancel, but think it through and just use the one that works better in context.
suffixes:
-J - jump.
-R - roll.
==============
Examples:
SDR = Spindash Roll.
VSDJ = Vertical Spin Dash Jump.
See? It's not too bad =D
5 - Does Sonic have bad priority???
In short, yes.
However, this is thrown around so much, that people have a really weird misconception of it.
With grounded moves, the priority system works like this:
- If two attacks deal within 10% of each other, they will clang and both attacks will cancel
- If one attack deals more than 10% than the other attack, the weaker move will get cancelled, and the stronger move will continue on.
With aerial moves, it tends to work more like this:
- If one "attack box" overlaps the opponent's "hurt box" first, it will win.
- If both characters' attacks reach each others' 'hurtboxes' at the same time, they will trade hits.
- Aerial [A] attacks will never clang or cancel.
- - - Special states (some special attacks, MK's glide attack, destructible projectiles) follow the 10% rule, except instead of 'stopping', their damage/attack box will get neutralized. So if you attack Snake's mortar with something that deals within 10% of its damage, you can break through it. If you F-air into MK's glide attack, the first hit will neutralize the glide attack and the followup hits will hit MK.
So in general, 'aerial priority' is about having your attack out first, or hitting behind your opponent's attack.
Many of Sonic's attacks are multiple-hit and each hit deals small amounts of damage. This makes it relatively easier for some characters to completely defeat Sonic's moves with their grounded moves. Most ground moves, however, are still within his ability to 'neutralize'. Aerially, his U-air is disjointed (its attack box extends past his hurtbox/graphics), so he can reach through some characters' attacks. But for the most part, his hitboxes are very close to his attackboxes so he tends to be hit out of his moves alot easier.
6 - HAVE YOU HEARD OF THIS JAPANESE PLAYER NAMED RATS???//
TL;DR: yes.
________________________________________
Questions (of course), comments, and corrections are welcome.
More to be added as I find