• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Sonic - Brawl+: a community synopsis project.

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
Sonic tier position in Brawl plus is without a doubt different than normal Brawl. To start I'd like to state that Brawl plus at its best is played with L cancel, No Tripping, Hitstun and that's it.

Don't ***** or talk about wavedash, I don't give a **** if you can go forwards, than not forwards, and then forwards again. Wavedash code is imperfect, it slows the game down, it's awkward, and it sucks. Don't say you can do all this and that with wavedash, because you can't.

With that out of the way, let's address a topic of discussion, for my over all goal of this thread is to have a complete, knowledge based synopsis of Sonic the hedgecow.

First topic: Safety of approach - how safe is Sonic going in and making the first move?
Common approaches in regular brawl will be evaluated first:
Dash attack - unchanged.
Bair- Was always viable due to the disjointedness of the hitbox. Now slightly safer, although the lag on this move was already almost negligible.
Spincharge/dash: Unchanged
ASC: Well, it didn't get any safer, but you can do a whole lot more out of this move now if you land it at not-mid-percents.


New viable approaches:
Uair: The first hit of Uair start on Sonic's side, it's now possible to Uair (first hit only) to utilt easier. Also, you can Shffl'd Uair to grab now if they're shielding and they're not fast enough.
Fair: If they don't shield, fastfall it into a grab, if they do, retreat out of grab range, it's pretty sexy.

I encourage anyone with Brawl+ to go ahead an try the above listed, along with anything you can come up with, tell me which you find to work the best, when I feel as if this has been discussed and tested to death, I will post a new topic of discussion/testing.

:093:
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
Can you S-cancel side-B?

lol iono, I don't have Zelda D:
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
Can you S-cancel side-B?

lol iono, I don't have Zelda D:
S Cancel and L cancel are completely different things.

No one uses S cancel anymore, not unless they're too lazy to get L cancel.

L cancel = half of lag, just like Melee, slightly different timing, but same effect.

S cancel = Cancels into shield, all lag is rid of, think n64smash, but slower because you can't buffer into running animation, just unshield and than run, it sucks.

:093:
 

thecatinthehat

Smash Master
Joined
Jul 17, 2007
Messages
3,245
Location
Banned
No tenki.

Box, even if you fair a shielded char you don't have to retreat.

I think FF > spotdodge/grab/roll would be a better option.

:093:
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
No tenki.

Box, even if you fair a shielded char you don't have to retreat.

I think FF > spotdodge/grab/roll would be a better option.

:093:
Maybe it is, as stated in the OP, testing is needed to be done to say which exactly is the best/safest option.

I'll trying it next time I get to fight someone.

:093:
 

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
Wow, I would love to see some vids of Sonic +

It would be way too sexy
 

thecatinthehat

Smash Master
Joined
Jul 17, 2007
Messages
3,245
Location
Banned
Not tonight.

Tired as ****. 2 hours of sleep last night. 5 from the night before.

Tomorrow is a done deal though.

:093:
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
so ASC has noticeable hitstun for normal Brawl. I bet it's even scarier in Brawl+

In Brawl+, can you shffl aerials and juggle someone off the stage? :bee:
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
Meh, juggles, you can't really carry them off stage, the closest I got to this while actually trying to do this was on a lvl 5 cpu link with the first hit of Uair, even then, it doesn't work.

But you can still land like three Uairs if you have them at the right percent.

Like starting at 76ish on Mario? Just throwing numbers/weights out there.

:093:
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
how about N-air?


I know you're against wavedashing and all, but I just remembered you can airdodge out of VSDJ/SDJ.

you could like, chain VSDJ's together with wavedash lol.
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
I'll test that now, although my prediction will go as followed: Sonic won't be able to get to the second Nair quick enough because you have to jump up to them to get the right knockback with nair, on the opening frames.

:093:
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
eh, you don't have to hit with the first part (?) or does the rest of the N-air have noticeably less hitstun?
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
how about N-air?


I know you're against wavedashing and all, but I just remembered you can airdodge out of VSDJ/SDJ.

you could like, chain VSDJ's together with wavedash lol.
I'd rather chain two ASC's into a HA. o:

Yeah nair's a no go. Juggling isn't needed though, it's not that big of a deal. You can still juggle, just not to get them offstage.

:093:
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
eh, you don't have to hit with the first part (?) or does the rest of the N-air have noticeably less hitstun?
The way increased hitstun is implemented is very straight forward, the more hitstun the original move had, the greater the increase is.

Think of every move having 1.5 times more hitstun. Weak nair is weak, you can't do anything with it really.

Plus, the trajectory's different on a lingering frame'd nair.

:093:
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
I meant in general lol. Don't have a wii right now so I can't test stuff in normal Brawl :3
 

Napilopez

Smash Lord
Joined
Feb 16, 2008
Messages
1,775
Location
Columbia University, NY
Lolwtf? Another community thread. Just make this board into ****ing communist board.
Lololol. This is actually useful though.

I kinda wanna play brawl plus now XD. I didn't play melee competitively before, so I never truly cared about the wavedash, and with the exception of lack of hitstun, I'm fine with brawls game engine. For example, I don't like the idea of increasing gravity so it's similar to melee's because I do think a new game should have a different feel to it. So yea. But L cancel, hitstun, and no tripping(even if I don't really mind it), I'm cool with all of that XD.

Question Boxob, how is MKs hitstun power in Brawl +? Lots of his attacks are multihit, so do they have alot of hitstun or are the generally just average for hitstun? In other words, does he get as big of a boost from the increased hitstun and L cancelling as say, Ganon?

This is kinda random, but what annoys you the most about tripping?

Like, personnally I don't mind tripping like when in close range battle and stuff, because you'r invincible, and most of the time people get hit from trpping is because they dont recover correctly(although CFs trip animation is ridiculously long, and just, ridiculous). So for me if I trip into an Ike Fsmash or whatever, that was really just my fault.

But what reallyyyy annoys me, is when im going for a gimp tech chase or stage spike, and then I trip out of my dash. Thats so much more frustrating imo.

rawr.
 

darkNES386

Smash Lord
Joined
Sep 20, 2007
Messages
1,339
Location
West Lafayette, IN Downers Grove,
Um... I think Sonic would be even more terrible in Brawl +. When you think about other players like Snake/Ike/Ganon and their massive lag on aerials... there's no way Sonic is going to get any better in comparison to the rest of the cast when it comes to L canceling.

edit: maybe Sonic's fair... maybe
 

Boxob

Smash Champion
Joined
Nov 7, 2007
Messages
2,101
Location
Long Island NY.
i cant answer questions right now, but i have answers. when i ge home you will get them. but after that, i would like it if all other questions not pertaing to the main topic be asked in another thread. perhaps steak break room, even. im not letting this get off topic.

chis, dont be a dou chf uck. im not getting this closed because of you.
go somewhere else. if this thread isnt useful to you, dont post in it.

:093:
 

Jim Morrison

Smash Authority
Joined
Aug 28, 2008
Messages
15,287
Location
The Netherlands
Lol how about we report YOU for going off-topic o.O but really, Boxob is right. Anyway, I think D-air with L-cancel ***** too much. It's just like auto-cancelled spring D-air, but then... without a spring.
 

Chis

Finally a legend
Joined
Aug 26, 2008
Messages
4,797
Location
London, England
NNID
ArcadianPirate
1. I asked a question ABOUT the topic
2. I don't report people for going off topic
3. Stop acting like an idiot at times
4. It's S canceling
 

Napilopez

Smash Lord
Joined
Feb 16, 2008
Messages
1,775
Location
Columbia University, NY
4. It's S canceling
Chis, the code for L Cancelling has been out for a while now. People only used S cancelling because they hadn't figured out L cancelling yet, lolz. But now they have, and hence we have L cancelling in brawl.

Anyways, Oh snap I didn't even think of L-cancelled Dairs XD. I wish there were like, a reverse L cancel, so you cud kill startup lag instead XD. Bair would be too good. But yea.Fair will now be so much awesomer.

Um... I think Sonic would be even more terrible in Brawl +. When you think about other players like Snake/Ike/Ganon and their massive lag on aerials... there's no way Sonic is going to get any better in comparison to the rest of the cast when it comes to L canceling.

edit: maybe Sonic's fair... maybe
I don't think L cancelling will benefit Sonic as much as Hitstun will. Some of Sonic's moves seemed to already have a significant amount of hitstun in normal brawl, like his spinbased attacks, and now its just all the better I guess. I mean, the wifi combo is now a true combo, even with the Homing attacks huge startup. I'm kinda just imagining Bairs into like, guaranteed grabs... awesome. Or perhaps SHFFLd(omg I can actually include the L in SHFFL now) Fairs into grabs. Even if theyre not guaranteed combo's you're still more likely to do them because your opponent will ultimately have less time to do anything about it anyways.

What about chaining Bthrows against heavy characters? :D =P
 

MarKO X

Smash Champion
Joined
Mar 18, 2008
Messages
2,542
Location
Brooklyn
NNID
legendnumberM
3DS FC
2595-2072-2390
Switch FC
531664639998
Here's just a sample of what my mind is thinking with Brawl+ and Sonic...

Dtilt > Dtilt > Dtilt > Uair > Uair > Spring > Uair. All at the beginning of the fight.

ASC > ASC > HA, as mentioned in the other thread, would be too good.

How about Uthrow > Spring > Uair that actually... you know... works?

L-cancel will do wonders for a dair, for if it misses, it's still pretty safe, and if it hits, it pops the opponent into the air nicely for a follow up of your choosing.

But this is just my imagination. If you have Brawl+, don't be afraid to play with my probably outrageous ideas.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Question Boxob, how is MKs hitstun power in Brawl +? Lots of his attacks are multihit, so do they have alot of hitstun or are the generally just average for hitstun? In other words, does he get as big of a boost from the increased hitstun and L cancelling as say, Ganon?

This is kinda random, but what annoys you the most about tripping?

Like, personnally I don't mind tripping like when in close range battle and stuff, because you'r invincible, and most of the time people get hit from trpping is because they dont recover correctly(although CFs trip animation is ridiculously long, and just, ridiculous). So for me if I trip into an Ike Fsmash or whatever, that was really just my fault.

But what reallyyyy annoys me, is when im going for a gimp tech chase or stage spike, and then I trip out of my dash. Thats so much more frustrating imo.

rawr.
To answer your first question, MK's hitstun is pretty bad actually. He still outranges you all over the place, but he's not the combo machine that people were fearing.

And the most annoying part about tripping is (IMO), the concept itself, not the actual mechanic. The game is essentially punishing you for doing exactly what you were supposed to do. If I try to dash in and punish MK's foward smash before the starting lag is over, and trip directly into said foward smash, then is it my fault? I couldn't have waited for the smash to end and then punish...because it doesn't have enough ending lag. I couldn't have come down with a bair, because it has too much vertical range. I took the absolute best course of action at that moment....and a random number generator decided that this time (despite doing the same thing many times before) I was going to get killed instead.

That just doesn't sit well with me.

Also, brawl+ is awesome. Comboing into a sweetspotted dair (which you then L-cancel so that you can go edgeguard them) is just sexy.
 
Top Bottom