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I wish I came up with that Werehog idea, heh. It'd be cheating to retroactively add it in though.Turns out Wario Wario Wario's moveset ended up really similar to mine as far as specials go. Darn, but what can ya do.
Down B: Spindash/Roll/Drop Dash
This is a move with three variations, kind of like Steve's neutral B in our universe.
If Sonic uses this move on the ground, without moving, he will curl up into a spindash position. You simply need to hold the button to charge it up, not spam. When released, Sonic will activate what is basically his Spin Charge (side B) from Ultimate, though he cannot attack out of it after jumping-he can only dodge out of the spindash, or try and redirect himself back to the stage, or wait until the Spindash ends. The spindash itself does a lot of damage and knockback when fully charged, but uncharged it doesn't do nearly as much. The Spindash, while charging, has a constant hitbox all around it which will lock in opponents for the spindash. You can charge the Spindash for a maximum of 3 seconds, after which it will automatically release. No canceling, and his down air (which is mostly unchanged from our universe) has been given more endlag to compensate
If Sonic uses this move on the ground while in motion, it becomes much different. If he is walking and presses down B, then he will roll at a very slow speed, doing very low damage and knockback. However, Sonic can jump out of the roll and activate an aerial unlike his Spindash, so the walking Roll can lead to some good combo setups (though it is hard given the fast nature of Smash, you won't be walking much of the time). If you activate it while running, it becomes what is essentially a less powerful Spindash (even less powerful than a non-charged Spindash), however as said before, you can use aerials out of a Roll jump, which should certainly help things. The Roll is also affected by the surface you are on-so Sonic will go very fast in his Roll if activated on an incline that is high enough.
If activated in the air, Sonic will curl up and gain a little shiny thing on his ball form, like in Mania. He will gain a hitbox during this time, which lets Sonic bounce off of opponents if they are hit (and he can bounce higher and higher if he hits opponents multiple times. When he hits the ground, he will launch into the same thing as a running Roll. Sonic can cancel the Drop Dash midair with a dodge.
Side B: Light Speed Dash
As much as the Boost deserves to be a part of Sonic's moveset, I can't fathom imagining how it would work in the context of Smash, especially if we also intend to use the Spindash in his moveset in some form. Anyways, it functions exactly like in SSF2.
Neutral B: Homing Attack
Works like Ultimate, however he does a pose afterwards. Also, when charging, if the direction opposite of where Sonic was facing is held, he will come out of the move in the opposite direction, making combos much easier to perform.
Up B: Spring
Unchanged from Ultimate.
Final Smash is the same as Brawl's.
Forward air is the Sonic Eagle from Battle.
Forward Smash is unchanged, but now has his arm temporarily turn into a Werehog arm to somewhat explain the long and disjointed properties of the move.
Up tilt has Sonic bring a hand above his eyes and look up, referencing his look up animation in Sonic Advance. This slightly pops up his opponents for an aerial follow up.
Up Smash is now Blue Tornado from Sonic Heroes. When charging, Sonic does the same charging animation for his Up Smash from our universe. However, when he jumps up, he actually spins around in a circle, creating what you'd expect-a Blue Tornado. This pulls in nearby opponents with a strong windbox to get hit by the spinning Sonic. It does have a lot of startup however.
Down Smash is now the spinning kick from 06.
Finally, down tilt is the slide from the Boost games. Functions like Joker's or Cloud's from our universe.
Yes you canCan I submit a Zelda stage as well as my Pokémon stage?