B.A.M.
Smash Lord
does anyone know how to SDI shield grab properly? I need work on that ish. grabbing MK's tilts is too fun.
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Do you mean bdacus in particular, or would you apply that to running-upsmash (is that what's called a hyphen smash?) as well?also, b dacus only has two uses.
after a down throw.
after a grab air release.
Watching Speed time out an MK on Norfair at MLG Columbus was pretty lulzy. Spin shotting between the two top ledges is pretty campy.Heyo, Sonic mains!
I was wondering if you guys could discuss Sonic on Norfair with me, more specifically, how he does on the stage in a general sense and against some characters, as well as what are his safe ways of stalling on this stage? Does the stage complement him? Does he do well against a good amount of the cast? Can he safely stall or run away with little risk of being intercepted? If so, what are the best techniques?
Thanks in advance.![]()
Norfair is one of Sonic's best stages IMO. There's no iSDR, sure, but the lava helps a ton in racking damage and getting kills (one of Sonic's big issues) and spinshot lets you get nearly anywhere on the stage very efficiently.Heyo, Sonic mains!
I was wondering if you guys could discuss Sonic on Norfair with me, more specifically, how he does on the stage in a general sense and against some characters, as well as what are his safe ways of stalling on this stage? Does the stage complement him? Does he do well against a good amount of the cast? Can he safely stall or run away with little risk of being intercepted? If so, what are the best techniques?
Thanks in advance.![]()
This is my fault for not putting the blasted info in the guide, but if you're talking about Spni Charge, you're only allowed three different states of "power." Four if you wan to get technical and consider a dead charge worth anyway.Pressing B adds charges to the down-B spindash up to a maximum of I think 5 charges. Yes it makes Sonic go faster -- when the spindash is rolling on the ground (we call that SDR here). The charge amount does nothing when you're in the air. But even if you add charges while in the air + release, then when it lands on the ground it will know how many it has and go at that speed.
iirc the spindash is released once you let go of holding Down. I don't think any button-inputs let the spindash loose. So just let go of down (by pressing forward, presumably).
You have to do it when you're in shieldstun. It may also help to think of it as platform drop-throughs. Too hard on the input, and you will spotdodge. Too soft and you will not do anything but stay in your shield.does anyone know how to SDI shield grab properly? I need work on that ish. grabbing MK's tilts is too fun.
You basically release your opponent into the air, either from a force jumpbreak or the opponent intentionally jumped out in cases which jumpbreaks cannot be forced.@daKID What is Grab air release?
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I hope someone else can help you. I have no information regarding this at all.Thanks guys!
So to recap on the stalling portion, it's not so much that Sonic has this repetitive pattern that makes him hard to hit, like a scrooging technique or an air camping technique, so much as he can use the general layout of the stage along with Sonic's quick and varied movements to improvise paths and out-speed his opponent on the fly?
Also, do you guys have any videos of Sonic on Norfair, by any chance (since Speed vs. random MK on MLG Columbus doesn't exist :/)?
Don't forget about your game against ESAM.I have a vid of me vs. Dakpo back at MLG Dallas, but I didn't really abuse the stage in that game.
The ice section doesnt make it harder for ICs to grab. They have perfect traction on ice and its the one transformation that is good for them.B.A.M. just some advice if you ever play someone using ICs CP PS2 the sliding ice just causes problem for them to initiate CGs and the flying section allows you to camp them out in the air. the treadmills also force them to stay in the center.
IMO RC is a good stage to CP agaisnt some of the higher tiers including to an extent MK depending on how they play. Only because it forces your opponent to keep moving so i'd really only CP it against campy characters like the star fox crew, IC's diddy kong, any Links maybe snake depends. Just figured i throw my 2 cents into the matter. :S
Trying to strictly look at it from an unbiased perspective, it's the fundamentals.Not to break up the thread, but I have a quick question. I know I don't post much, but I frequent the boards and SSBWiki multiple times a day.
I did miss something though, hence a question.
What ultimately made the Sonic/Lucario matchup a -3? I remember it being talked about as a 40/60 back in the day (at least from the perceptive of Lucario mains, so 60/40 for them) due to Lucario's jab, FTilt, FAir, etc or possibly a 35/65 matchup, but what has been discovered that makes this match up nearly impossible?
Any help is appreciated!