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Can't say this enough.Deadly accurate post.
Worst idea ever. Sonic can't succeed without spindash. It's a well-known fact.
Plus how the hell would he recover? Lol
Perhaps Espy was just getting in on the act, but why not try proofreading?Or rack up damage?
Or fake out an approach?
Or have a guaranteed counterpick?
Or have a potential KO setup?
Or approach Falco?
Some characters do not have the luxury of a good recovery. In which case, practice your DI so you don't get sent so far offstage. Or how about reserving that second jump? When something good is taken away from you, you tend to improvise.I wouldn't expect to win, but the goal is to see how much damage you can do.
Well, usually it's "which move do I want to follow up with?", since the habit for most people is to buffer / do the move immediately after SDR hits.hi im pretty new to sawnic.
i picked him up because hes just so much fun to play and pretty much the contrast of a character compared to my main.
im lurking here around for some days now , but couldnt find an answer to my question.
how do you decide wich areal you use to combo into, after SDJ ?
do you consider, at what spacing you hit your enemy?
is it the %?
do you read the DI?
oder react to it?
is it character dependent?
Are you really talking about Sonic's Utilt? its ending lag is terribly punishable, and its horizontal range is dismal. It's good for anti-air e.g. against a low-flying peach, but in general I find that our jab combo (if it finishes) does enough knockback that it's worthwhile as a gtfo and it will hit more reliably (frame 3 vs. frame 6), and isn't really as punishable.I just started playing Brawl for the first time since I got off for winter vacation, and while I was playing CPUs, I realized I still have a certain habit I do a lot with friends: Utilting when I'm in close quarters. The motion is so automatic to me that I don't even realize I've done it until Sonic starts doing the second kick.
How viable of an option of this at close quarters? It's fast, it can reliably get the opponent away from me as opposed to the Jab combo it has fairly decent knockback if only to get the opponent out of my face, it does 14-11% most of the time, I just think it's reliable. Or would Dash Attack and grabs be more reliable options?
That's just to throw people off. Usually a jab1 is followed with either the full jab combo or a delayed tilt or grab. Running away is something unexpected and throw off their chain of thought/prediction.Don't U tilt unless you're sure it's going to hit, or you're getting punished.
I've noticed Sonics have been doing jab 1, then running away. Any specific reason for it? My guess is that you don't think it'll link, and you'll get punished.
my Sonic is a beginner Sonic that toally sucks ._. I don't have the follow-ups down yet up upair OoS is broken as hell![]()