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Rate your play style

aeghrur

Smash Champion
Joined
Jun 7, 2008
Messages
2,513
Location
Minnesota
That's cuz DJ Browny follows the American metagame and knows more about the matchups than those who follow the Australian metagame?

Match-up knowledge>Disadvantage.
 

Kinzer

Mammy
Joined
Jun 2, 2008
Messages
10,397
Location
Las Vegas, NV
NNID
Kinzer
3DS FC
2251-6533-0581
If DJ bought the inported version of Brawl, then he's probably like months ahead of everybody else down in Hedgehogland.
 

Browny

Smash Hater
Joined
Mar 22, 2008
Messages
10,416
Location
Video Games
lolwut.

yeah i bought the imported version but ive only had it for like 8 months vs every else 5, and all the serious gamers imported anyway, many had the japanese version way before me.

Although i dont think theres a whole different US and AU metagame. I attribute my success to watching a ton of tourney videos and reading guides on every single character. its not like aus isnt focused on camping, whoring priority or anything its all pretty much the same, just less people know about it i guess.
 

Kitsune Inferno

Smash Rookie
Joined
Feb 9, 2008
Messages
22
Location
New Mexico
Speed~ My game practically revolves around speed. My gameplay philosophy: You can't get beat if you can't get touched. Sonic's spped is awesome, plain and simple. And people should use it to its full advantage, IMO

Offence~ My approach is either Hyphen Smash or a lowly Dash Attack. Spam a few to throw the opponent off guard, but then dash cancel into a shield grab, up throw, juggle with Uair. Of course, when that stops working, hit and run tactics come into play. I prefer an aerial game, but I can toss a mean ground game out too (well, for my skill level, which is amateur at best)

Defence~ Stay out of the way of powerful attacks. I try to analyze the opponent's habits and play to break through those habits. Sonic is easy to play defensive with, but it is not a core part of my gameplay, unless I'm down to one stock with 200% health. o_O

Mind games~ I'm alright with them. Nothing fancy. I'll trick the opponent into thinking I am charging, but fall back. Do it about 5 or 6 times and actually attack to mix things up. When I am on the defensive, I try to force my opponent into using powerful moves that they are spamming, and then punish them after I dodge/shield it. It all depends on the opponent. I can usually read them, but it can get hairy. o_O

Grab game~ My gameplay thrives on grab game. Uthrow. Bthrow. Dthrow. Grabs are the most difficult to block attacks in the game since you can grab out of shields, so I do my best to implement them into my gameplay.

Recovery ~ I tend to use the spring jump too much, but I use Spinshots for horizontal recoveries. :) I rarely fall to my death, though. :)


Gimping~ No. I like to get fast and furious, dealing lots of damage, and then finish with an Fsmash or a Bair from the center of the stage. :D


Finally which seven categories are your strongest from best to 3rd best.
1. Speed
2. Grab game
3. Offense

I suck at this game, but yeah... THese are my high points. :)
 

Joshkip

Smash Journeyman
Joined
Nov 3, 2008
Messages
352
Location
Louisville, Ky
NNID
Joshkip
3DS FC
0447-5552-4282
Speed~i most definently use sonic's run game a lot i hardly ever walk and his speed is a big importance to my attacks like when i down smash someone across the stage i immediately charge after them and dash attack to a hopeful success at a fsmash.....wait is that bad?

Offence~well my aggression is way way better then my punishment that is probably the reason why i have so much trouble with g&w as the others said in the self improvement threads cause i like to fight up close then run away a bit and i usually approach others by playing mind games with the opponent i sometimes i'll run right through them with my dash, others i will run to a forward B to make them shield then release when they think there safe or i'll short hop to a spin charge. i will even through in a neutral a combo in there some times

Defence~ its horrible its something i need major work in.

Mind games~ i posted some of the mind games i do in the offense portion and then some times i will even do stutter steps and on occasions i will shield grab after a falling spin charge

How good are you at reading? Are you usually successful at it?
hahaha ummm not really

Grab game~ How do you normally follow up your throws? How do you rate your grab game.
Forward: use it for a fair combo when i do this throw
Back: dont really use it at all
Down: i use this one a lot to follow up with combos and hopefully a couple of smashs
Up: i am using this one a lot in luigi's mansion cause if you get it just right you can get the punch lock in on them easily

Recovery ~ i usually save my jump for when i need it like when i do my spin dash cancel to get some good distance toward the stage and if i am under the stage i will use the spring to a fair to get the opponent away from the ledge or just hit him multiple times or if he follows me in the air after i do my spring i just use dair.


Gimping~ i will usually edgeguard until they get close enough then drop to a basic sonic combo the bair or i'll jump off there heads if i have the timing down right then spring.


Finally which seven categories are your strongest from best to 3rd best.
1. Speed
2. Offense
3. Mind Games or recovery *not sure*
 

-Blue-

Smash Journeyman
Joined
Jul 28, 2008
Messages
265
Location
Woodbridge, NJ
First off, OMG awsome thread, Chris!!! Im not so much the type to do post on the sonic boards but i couldn't resist.

Name: Blue
Region/State: atlantic north, NJ
Main: Sonic
Secondary: Toon Link

Speed:Im beyond the slowest sonic mainer to date. I Do know as any other sonic mainer, Speed is your top advantage. I just believe it's how you manipulate that advantage to make it unbeatable and hard to catch on and read. My speed ability is used for the purpose of catching others in a mistake and using my speed to exploit that mistake quickly and effectively dealing the most damage possible then retreat back to my normal slow speed. I move with caution watching mine and my opponents moves making them play at my pace. being able to force your opponent to play at your speed also gives you the upper hand bc you are more relaxed than pressured allowing you to think properly with a less ratio for mess-up's

Offence:My offense is rather slow as well. My moves and unique technique in fighting style is smoothe and percise. I dont throw out a barrage of attacks but look closely at what my opponents reactions to my moves and then tech chase occordingly. My style is all about reading moves then, using speed, punish the mistake. my offense isn't much of a pressuring offense which in return has it's up's and down's allowing my opponent to think also.

Defense:My defense, is excellent, imo. I developed ways to properly counter attacks. making it easier to play MK, marths and lucario's. this in turn, is my specialty and would like to share some tips. I, for one, Fair, A LOT!!! but i became so defensive that i learned to back up my own attacks with still a defensive manuvoir and style. Example: when playing a dedede, i love to Fair just a little above his head to avoid the blast ridding chaingrab. Most experienced brawlers know how to shieldgrab or Shield counter attack. I stop that with a Fair footstool. i can retreat away if a failed attempt or to be a lil more fancy Fair and if missed again footstool Dair. it is a 100% hit bc of the lag from the footstool. One other example is a simple counter attack. i play MK's alot bc of where i live like M2K and more others. i have beaten M2K's MK in a friendly but it was accomplished XD, but shield tilting. meta knight has about the same range as sonic's Ftilt. it forces my opponent away to avoid being pressured. Which also has decent knockback imo. I love my defensive style and yet to find another who shares my vision of using your head above using speed to do your dirty work lol.

Mind Games:That's a tough one because i think a lot when i play and so very defensive that mindgames is all in it's own of my style, meaning it's a mindgame by itself when you play defensive. countering your opponent constantly makes them second guess yours and thier own moves to avoid the same result. staying calm in a match is always a mindgame. you dont show weakness or fustration to a combo you can't stop or avoid. you dont make things you are vulnerable to or even excel in noticable. you are a mystery to your opponent when playing defensive bc you are sure to see them or force your opponent to make a vital mistake. You would, without force, push your opponent into their own pressure. So for mindgames my answer to it is i dont forcefully play mindgames. i dont have any in my style like spin cancel. i more so use that if it was a failed spindash attempt protecting me or stoping on a dime while almost running into a smash attack. none is done to mess with my opponents mind. not a strong point in my style.

Grab Game:Well this is a common thing that has been asked. It was, "What grab can sonic combo with?" The answer to that is imo NONE. All of sonic gabs are out of his range to combo. but because he has the top speed tech chasing is your only option which is a 50/50 depending on your opponents reaction. The grab that is used most in my style is a down throw. it send your opponent the same distanceand easy to continue a tech chase. My other grab i used just as much as the down throw is the grab release. Why? It does wonders for a kill. examples of my grab releases: if my opp. is at a high percent like 160% normal for a sonic in result for quickly dealing the damage, i Grab release the into a Ftilt killing most characters without a decent horizontal recovery. that's about a good amount of the roster. Another is a grab release Fsmash. there are 2 ways to pull this off making it a 50% chance and that would be directly after a grab release (C-sticking would be most effective bc of the time it takes to get your fingers in place) the other is a simi-charged smash attack. If done a lot most would spot dodge so you hold it just long enough to catch the end of the spot dodge pulling off a Fsmash. The other is a simple dash attack why bc sometime they may roll dodge but sonic can dash attack almost immediately after the starting dash tap. The other grabs Bthrow UPthrow Fthrow is used equally for a changing gameplay throwing off a patteren your opponent may be used to and follow up with a punisher based on my opponents reaction to a different approach in throws.

Recovery:DI is adverage on my style. when recovering i use a side spindash immediately after my launch saving my second jump. if no second jump as available i would immediately spring Fair allowing me time to think and recover. if falling over the stage while recovering i would Dair if at proper distance without a lag landing. but mix it up eachtime depending on the situation such as a Dair turned into a Bair Nair or air dodge. you fall at an extremely fast rate most of the time unable to be read or countered. other recoveries would be a Dair for a fast fall and grabing the ledge (know and time the distance for a successful attempt) Recovery is an easy thing probably a strong point in my style.

Gimping:Gimping to me is like a must have trait when your character has limited kill moves and needs to be saved for a final hit. So i more likely Chain Fair's off the ledge even using my second jump while off the ledge to continue and finishing off with a homing attack. That's a simple gimp. One that is used most often is a run off Fair while opponent is just below the ledge. im able to drag them further down and about 90% of the time not catching the final part of the Fair allowing me to immediately use my second jump to Bair stage spike. not sure if that is along the lines of a gimp but it's definately useful.

My best attributes of the 7, in top order, would be:
1: Defense
2: Grab Game
3: Recovery


 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
That wall of blue was kind of soothing to the eyes lol.

First off, OMG awsome thread, Chris!!! Im not so much the type to do post on the sonic boards but i couldn't resist.

Name: Blue
Region/State: atlantic north, NJ
Main: Sonic
Secondary: Toon Link

Grab Game:Well this is a common thing that has been asked. It was, "What grab can sonic combo with?" The answer to that is imo NONE. All of sonic gabs are out of his range to combo. but because he has the top speed tech chasing is your only option which is a 50/50 depending on your opponents reaction. The grab that is used most in my style is a down throw. it send your opponent the same distanceand easy to continue a tech chase. My other grab i used just as much as the down throw is the grab release. Why? It does wonders for a kill. examples of my grab releases: if my opp. is at a high percent like 160% normal for a sonic in result for quickly dealing the damage, i Grab release the into a Ftilt killing most characters without a decent horizontal recovery. that's about a good amount of the roster. Another is a grab release Fsmash. there are 2 ways to pull this off making it a 50% chance and that would be directly after a grab release (C-sticking would be most effective bc of the time it takes to get your fingers in place) the other is a simi-charged smash attack. If done a lot most would spot dodge so you hold it just long enough to catch the end of the spot dodge pulling off a Fsmash. The other is a simple dash attack why bc sometime they may roll dodge but sonic can dash attack almost immediately after the starting dash tap. The other grabs Bthrow UPthrow Fthrow is used equally for a changing gameplay throwing off a patteren your opponent may be used to and follow up with a punisher based on my opponents reaction to a different approach in throws.
You should have seen the Pop Quiz thread when it was alive lol.

Peoples' followups are interesting.

D-throw doesn't do a set amount of knockback, and it doesn't always necessarily set up for a true "tech chase" because upwards DI lets them escape.

Grabrelease gives a set amount of knockback depending on character, but it's pretty awesome off the edge :bee:
 

ROOOOY!

Smash Master
Joined
Dec 24, 2006
Messages
3,118
Location
Lincolnshire, England.
NNID
Gengite
3DS FC
5456-0280-5804
I was going to comment on that.

Without his grab game or the Spring, Sonic would be the worst character in Brawl.
 

aeghrur

Smash Champion
Joined
Jun 7, 2008
Messages
2,513
Location
Minnesota
Lol, no one mentioned the fact that it was Chis no Chris?
Ohhhh, that scrub Chis ain't gonna be happy about that.
Jk Chis, Jk. xD

:093:
 

Chis

Finally a legend
Joined
Aug 26, 2008
Messages
4,797
Location
London, England
NNID
ArcadianPirate
It's okay. Blue you should visit here more often. Now this place is well moderated so you don't have to fear too much spam and stuff any more. And you seem to know your stuff as well.
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
Yeah Blue, why don't you hang around for a bit? Maybe you'll learn something, or teach us something new.

:093:
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
Working on Omni-Style


Im glad you decided to stop by, Im working on my Omni-style, and my Blue style could use some work...

Speed:Im beyond the slowest sonic mainer to date. I Do know as any other sonic mainer, Speed is your top advantage. I just believe it's how you manipulate that advantage to make it unbeatable and hard to catch on and read. My speed ability is used for the purpose of catching others in a mistake and using my speed to exploit that mistake quickly and effectively dealing the most damage possible then retreat back to my normal slow speed. I move with caution watching mine and my opponents moves making them play at my pace. being able to force your opponent to play at your speed also gives you the upper hand bc you are more relaxed than pressured allowing you to think properly with a less ratio for mess-up's

Offence:My offense is rather slow as well. My moves and unique technique in fighting style is smoothe and percise. I dont throw out a barrage of attacks but look closely at what my opponents reactions to my moves and then tech chase occordingly. My style is all about reading moves then, using speed, punish the mistake. my offense isn't much of a pressuring offense which in return has it's up's and down's allowing my opponent to think also.

Defense:My defense, is excellent, imo. I developed ways to properly counter attacks. making it easier to play MK, marths and lucario's. this in turn, is my specialty and would like to share some tips. Please do.
I, for one, Fair, A LOT!!!
So Im NOT the only one.
but i became so defensive that i learned to back up my own attacks with still a defensive manuvoir and style. Example: when playing a dedede, i love to Fair just a little above his head to avoid the blast ridding chaingrab. Most experienced brawlers know how to shieldgrab or Shield counter attack. I stop that with a Fair footstool.
is this full jump or short hop, cus i didnt know you could double jump out of a SF f-air.
i can retreat away if a failed attempt or to be a lil more fancy Fair and if missed again footstool Dair. it is a 100% hit bc of the lag from the footstool. One other example is a simple counter attack.
...sexy.
i play MK's alot bc of where i live like M2K and more others. i have beaten M2K's MK in a friendly but it was accomplished XD, but shield tilting. meta knight has about the same range as sonic's Ftilt. it forces my opponent away to avoid being pressured. Which also has decent knockback imo. I love my defensive style and yet to find another who shares my vision of using your head above using speed to do your dirty work lol.
I used to say that the only moves that were worth doing against MK were f-tilt and up smash...

Mind Games:That's a tough one because i think a lot when i play and so very defensive that mindgames is all in it's own of my style, meaning it's a mindgame by itself when you play defensive. countering your opponent constantly makes them second guess yours and thier own moves to avoid the same result. staying calm in a match is always a mindgame. you dont show weakness or fustration to a combo you can't stop or avoid. you dont make things you are vulnerable to or even excel in noticable. you are a mystery to your opponent when playing defensive bc you are sure to see them or force your opponent to make a vital mistake. You would, without force, push your opponent into their own pressure. So for mindgames my answer to it is i dont forcefully play mindgames. i dont have any in my style like spin cancel. i more so use that if it was a failed spindash attempt protecting me or stoping on a dime while almost running into a smash attack. none is done to mess with my opponents mind. not a strong point in my style.
just like with any sonic, its good to deviate from your usual style every now and than, throwing some feignts and being agressive sparringly can really be beneficial for you in throwing your opponents off their game.

Grab Game:Well this is a common thing that has been asked. It was, "What grab can sonic combo with?" The answer to that is imo NONE. All of sonic gabs are out of his range to combo. but because he has the top speed tech chasing is your only option which is a 50/50 depending on your opponents reaction. The grab that is used most in my style is a down throw. it send your opponent the same distanceand easy to continue a tech chase. My other grab i used just as much as the down throw is the grab release. Why? It does wonders for a kill. examples of my grab releases: if my opp. is at a high percent like 160% normal for a sonic in result for quickly dealing the damage, i Grab release the into a Ftilt killing most characters without a decent horizontal recovery.
i wonder if this is a combo, cause we havent done much testing with the grab releases outside of figuring out we can chain ness
that's about a good amount of the roster. Another is a grab release Fsmash. there are 2 ways to pull this off making it a 50% chance and that would be directly after a grab release (C-sticking would be most effective bc of the time it takes to get your fingers in place) the other is a simi-charged smash attack. If done a lot most would spot dodge so you hold it just long enough to catch the end of the spot dodge pulling off a Fsmash.
lol ive done this on pure reaction a couple times but ive never done it on purpose
The other is a simple dash attack why bc sometime they may roll dodge but sonic can dash attack almost immediately after the starting dash tap.
never thought of this
The other grabs Bthrow UPthrow Fthrow is used equally for a changing gameplay throwing off a patteren your opponent may be used to and follow up with a punisher based on my opponents reaction to a different approach in throws.
i think you should experiment more with your different throws, it will help in your mindgames department
Recovery:DI is adverage on my style. when recovering i use a side spindash immediately after my launch saving my second jump. if no second jump as available i would immediately spring Fair allowing me time to think and recover. if falling over the stage while recovering i would Dair if at proper distance without a lag landing. but mix it up eachtime depending on the situation such as a Dair turned into a Bair Nair or air dodge. you fall at an extremely fast rate most of the time unable to be read or countered. other recoveries would be a Dair for a fast fall and grabing the ledge (know and time the distance for a successful attempt) Recovery is an easy thing probably a strong point in my style.
before your other options, weve discovered that its optimall to use a forward air as soon as you get hit, and than right after that, do your down/side b

Gimping:Gimping to me is like a must have trait when your character has limited kill moves and needs to be saved for a final hit. So i more likely Chain Fair's off the ledge even using my second jump while off the ledge to continue and finishing off with a homing attack. That's a simple gimp. One that is used most often is a run off Fair while opponent is just below the ledge. im able to drag them further down and about 90% of the time not catching the final part of the Fair allowing me to immediately use my second jump to Bair stage spike. not sure if that is along the lines of a gimp but it's definately useful.
its counts as a gimp, and its pretty sexy when you pull it off. Everyone, learn from M2K and blue, sonic, has awesome recovery, use it to the fullest, and go allllll the way out there to gimp the opponent if need be

My best attributes of the 7, in top order, would be:
1: Defense
2: Grab Game
3: Recovery


im glad you decided to contribute, i learned a few things that i will be putting into action at my tourney tomarrow.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
im glad you decided to contribute, i learned a few things that i will be putting into action at my tourney tomarrow.
crap, responding in a quote makes it like, hard to quote your response.

- anyway, yeah, rising SH F-air finishes before you can land. one of the "boxcancel" techs was to start side-B before you land from F-air. Using a grounded footstool (?) to prevent a counterattack sounds pretty hardcore, but there's still a slight deadtime after Sonic's F-air.

- Me and Phoenix Dark have messed around with grab-release followups. Most non-Earthbound characters will be able to shield at the same time you can start to move, but you can catch alot of people off-guard out of a grabrelease with buffered D-tilt. Some characters, like Ike for example, will be too far to reach, and you'll only be able to hit them if they try to move towards you or attack with something slow.

What's cool about doing buffered D-tilts from grabrelease is that you can get your opponent accustomed to it, and you can start doing really evil things out of it, like if they like to shield, then you can just buffer a dashgrab and regrab, like you would to chaingrab Ness. If they like to spotdodge, you can go for a slight-charge F-smash. If they like to roll, you can go for a reverse/chasing F-smash, or even a D-smash.

Some characters like Peach can usually jab you before you can do an attack though. So ifthey start attacking, then shield ASAP and punish OoS.
 

-Blue-

Smash Journeyman
Joined
Jul 28, 2008
Messages
265
Location
Woodbridge, NJ
crap, responding in a quote makes it like, hard to quote your response.

- anyway, yeah, rising SH F-air finishes before you can land. one of the "boxcancel" techs was to start side-B before you land from F-air. Using a grounded footstool (?) to prevent a counterattack sounds pretty hardcore, but there's still a slight deadtime after Sonic's F-air.

- Me and Phoenix Dark have messed around with grab-release followups. Most non-Earthbound characters will be able to shield at the same time you can start to move, but you can catch alot of people off-guard out of a grabrelease with buffered D-tilt. Some characters, like Ike for example, will be too far to reach, and you'll only be able to hit them if they try to move towards you or attack with something slow.

What's cool about doing buffered D-tilts from grabrelease is that you can get your opponent accustomed to it, and you can start doing really evil things out of it, like if they like to shield, then you can just buffer a dashgrab and regrab, like you would to chaingrab Ness. If they like to spotdodge, you can go for a slight-charge F-smash. If they like to roll, you can go for a reverse/chasing F-smash, or even a D-smash.

Some characters like Peach can usually jab you before you can do an attack though. So ifthey start attacking, then shield ASAP and punish OoS.
sounds good. i too have a tourney tomorrow. so i'll use it and report back with info. also i, glad to get a great response to further betr our individual style. you Temki and Da K.I.D. have given me for the first time excellent feed back. i'll be sure to post more on the sonic boards.
 

dark_Illusion_hokage

Smash Apprentice
Joined
Dec 17, 2007
Messages
125
Location
Jacksonville, FL
Speed~My Sonic's speed is about average, He doesn't run around in circles but is more of a showoff if anything. I usually change my Sonics speed after failed attempts to attack or approach. I use ASPC, dash dance (even though brawls kind of sucks), etc. so that slows me down a bit. Now I have added pivot walking into the mix so now it's a bit different, but in the end my Sonic has an average speed.

Offense~ I mostly use aggression against opponents that can't keep up with Sonic, but if I am fighting a Snake or ROB then I usually depend on punishment because of there laggy moves. I think that punishing is more important because when using Sonic aggression comes naturally, so punishing makes it even. My most useful approach is Bair or something like a spin-shot into an aireal .

defense~I use my defense game very well, whether it's a one on one fight or against a item spamming toon link, with Sonic's defense I focus on timing. When should I make an offensive move or a proper shield grab that won't leave me wide open to an Fsmash. I rarely fall for peoples mindgames, I do a lot of research on different characters and see what they could use to set up a Sonic. I DI very well, thanks to the C-stick I can even survive up to 150% from a smash attack, I know how to avoid attacks very well, it's all about the timing.


Mind games~ I focus my Sonic around mindgames, even Blue knows that. Me and him SDC'd throughout our whole matches once I fought him and showed him how to use it for a different uses. As for mindgames I use every single trick in the book, like ASC>spin-shot>spring>Dair. Sometimes I will even bait myself by doing the same thing for a bit then switch it up and go for a kill, sure it's risky but I always take the chance. I am also starting to use pivot walk now that i have just about mastered it, I think that people only get tricked because there amazed im doing it in the first place.
When I first started playing brawl I got ran over because attacks just kept coming at me and I didn't know how to counter them. After a while I learned that you need to wait your enemy sometimes, not yourself, once you play a character a couple of times you can kind of see a default "pattern" for a characters attack. I am usually successful with reading and hardly ever set myself up for attacks.


Grab game~ Grabs are the best :chuckle:


  • Forward: there are more uses for this throw then most people think, I usually use it for mind games. For example you throw them SH and they think you will attack, so i will just fast fall back down wait for the right moment and go for another grab or Fsmash.

    Back: for back throws they really don't help you unless your getting them off the stage, with certain characters with high jump Like Ness you could just wait for them to jump and get a free homing attack.

    Down: For down throws I don't really tech chase, I wait for them to make a move then continue on.

    Up: with up throw I see this as an opportunity for the opponent to leave themselves wide open for an attack after there air dodge or a laggy attack. Otherwise I will just for an attack depending on the situation.
Recovery ~ When I recover I think about the character and who's using them, do they know about the Sonic grab trick, or know that sonic can wall tech from spin dash etc. I usually recover with spinshot, homing attack, or wall jump. With edge guards I usually see what angle there coming from if its in range i will HA to counter there attack and possibly kill my opponent. Otherwise i will just wait until i get low enough near the ledge, air dodge and land without them being able to grab me or attack (sometimes I get the air trip glitch). I don't have a pattern to recovery, its random? I haven't got gimped in a long time, so I not very much.


Gimping~I will saying that gimping is about 1/2 of my play style depending on the character, edge guarding is a must in my style, it's more of an addiction if anything xD. I am usually successful about 1/4 of the time i could say, I use the "wedge" tech, spinshot, footstool, Dair spike, and of course my #1 gimper, the Spring!

Finally which seven categories are your strongest from best to 3rd best.
1. Mindgames
2. Defense
3. Grab game


@-Blue-
Long time no see, you should enjoy these boards, a lot better than the other one.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
I'm in a survey mood and I never really answered this thread.

Speed~How do you use Sonic's speed within your game? Do you run, walk and what effect do you think this has? Pivots? Delayed DAC? Fox trot?

Walking is nice for spacing, and running is nice for punishing. But generally, if I run towards my opponent, it's probably to bait something.

I used to mess around ALOT with pivots and stuff, but recently, not so much.

Offence~ Do you feel punishment game better then you aggression game or the other way round and which do you think is more important? What is you're most common way of approaching?
My most common approach is punishment! :o

Otherwise, my most common approaches have to do with baiting an attack, or running in and shielding. Running slightly inside or out of my opponent's range and charging side-B, doing stuff without the intent to really approach.

My most common direct approach (not reliant on opponent movement) offline is probably a shieldgrab.

Online, it's probably spindash lol.

Defence~ How would you rate your defence game? Do you fall for other peoples mind games, DI well and know how to avoid attacks?

I can usually see when I fall for opponents' traps. Hindsight is pretty good vision lol. I have amazing DI, even letting myself get star KO'd by Sonic's F-air.

But really, I suck when I don't have the momentum.

Mind games~ The meaning of mind games: Doing something which you know how the opponent will react to it and taking advantage accordingly.
My game is basically reliant on baiting and punishing - the core and purpose of mindgaming opponents. I'm still really inconsistent/indecisive sometimes, which sucks :<

I can read bad people pretty well, but I haven't played against enough good people to have a general feel for their habits yet.

Grab game~ How do you normally follow up your throws? How do you rate your grab game.
I grab alot. I follow up D-throws with spin charge, especially if they don't know the matchup, but I'll vary my followups depending on my opponent's reactions. As for the other throws, I usually just B-air/F-air after a B-throw, and B-air against U-throws, and regrab/F-air against F-throws.

Recovery ~ How do you normally recover defensively and normally? How do you deal with edge guards and how successful are you at recovering? Your pattens? Do you get gimped?
side-B > double jump recoveries. Good players usually get me from my ledge actions, but it's meh. If I get gimped, it's all my fault.

Gimping~How much of a part those gimping characters play apart in your game? How success are you normally and what methods do you use?
I used to D-air off-stage alot, but I find people airdodge that quite a bit, so I kind of went on to early F-airs or B-airs.

Finally which seven categories are your strongest from best to 3rd best.
1. Mindgame/reading
2. Offense (combined with above :< )
3. Grab game.

Wow, I suck.
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
dark_Illusion_hokage: hmm, glad to hear you put Sonic's throw game to good use.... and ASC, spinshot, etc....... but I really wanna see you actually use pivot walking for stuff lol, I'm still a bit skeptical of how that can be used...... (mostly cuz I haven't taken the time to learn how to do it lol)

black text is hard to read, yo

also your sig is hilarious
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
^^ hmm, glad to hear you put Sonic's throw game to good use.... and ASC, spinshot, etc....... but I really wanna see you actually use pivot walking for stuff lol, I'm still a bit skeptical of how that can be used...... (mostly cuz I haven't taken the time to learn how to do it lol)

black text is hard to read, yo

also your sig is hilarious
Why thank you.

10you'retooslows
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
lol dammit Tenki, you even caught me before I had time to quickly fix the ^^ in my post LOL.

Stop being too fast!!!! Sonic is liek so cheap omg
 

dark_Illusion_hokage

Smash Apprentice
Joined
Dec 17, 2007
Messages
125
Location
Jacksonville, FL
dark_Illusion_hokage: hmm, glad to hear you put Sonic's throw game to good use.... and ASC, spinshot, etc....... but I really wanna see you actually use pivot walking for stuff lol, I'm still a bit skeptical of how that can be used...... (mostly cuz I haven't taken the time to learn how to do it lol)

black text is hard to read, yo

also your sig is hilarious
Well when I use pivoting its mostly for mindgames, but it's can really confuse someone when you rub then pivot walk then walk into a run. It was hard for me to use it at first, but i made my L button attack so say after I bair my opponent I hold be a pivot a bit.

I will Edit that lost post, I didn't even think about it at first, and yeah memphis freaking owned me xP.
 
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