Sonic Orochi
Smash Ace
Okay, post your findings.
Color coded just 'cause:
(Smash Run)
(FREAKING TERRIBLE video and yet there are TWO matches with Sonic. I even downloaded this in order to rotate the video but the cameraman shakes so much is makes me nauseous.. Uuuughhhhhhhhh)
(to be continued...)
Color coded just 'cause:
- Tilts and Running Attack
- Smashes
- Throws
- Aerials
- Homing Attack
- Spindash-related moves
- Spring
- Other stuff
- 5:59 - Dtilt doesn't move Sonic forward at all, apparently;
- 6:04 - flopped Fair landing;
- 6:20 - fake out running doesn't move Sonic forward at all as well;
- 6:31 - another flopped Fair landing;
- 6:41 - Homing Attack cancel.
- (This was Smash Run so... take this with a grain of salt.)
- 0:54 - Jared says a little about Sonic's FS.
- 0:44 - Spin Charge actually hits Marth twice. Hopefully this is a new feature with proper programming, otherwise decay's gonna kill our % racking even MORE. The SDR seemed way too slow after the hits as well;
- 0:56 - Ftilt hitting only once now and dealing 11%;
- 1:00 - SDR going slower after the hit = easier SDJ hitting afterwards. Can you say SC to SDR to SDJ to Bair? F-ing awesome;
- 1:18 - FSmash hitting 15% uncharged. I really don't remember Brawl's % so...;
- 1:22 - Grab+pummel+Bthrow. Pummels hit 2%, 3%. Bthrow for 7%;
- 1:29 - Grab+pummel+Uthrow. Pummels hit 2%, 1%. Uthrow for 7% (1+6);
- 1:34 - SC to SDR again. Utilt: 8% (2+6);
- 1:49 - Final Smash;
- 2:07 - New DSmash;
- 2:10 - I love the new Spring animation;
- 2:13 - Aerial SD's trajectory seems weird now but FAST. Almost mistook it for a HA trajectory, really;
- 2:23 - Ftilt: now it looks like it's two hits: 4+7. USmash for 15% (7+2+1+5);
- 2:28 - Aerial SD. Hits both Pikachus for 4% each;
- 2:30 - Can't really tell, but either this is a SC->SDR->SDJ->Nair combo or simply a SC->Nair, in which case the Nair is hitting 13%;
- 2:33 - The new Uair. Side hits for 3%;
- 2:48 - New SC charging sound.
- Running attack is now MULTIHIT;
- Looked like you can cancel the HA.. like, really cancel it. It was close to two other characters but it didn't follow any of them, just hitting the ground as if there was no target nearby at all.
- 7:51 - HA hitting the ground. Way cooler. Way faster;
- 7:53 - Running grab. Seems the same (hopefully the range is improved);
- 8:06 - Ground HA. It's that fast. Also, it seems you only get that long recovery if you don't hit anything at all (opponents, shields or the ground and possibly walls. If you do hit something, you won't have to wait was long to recover);
- 8:46 - Dash fake out doesn't move you as much now;
- 9:02 - HA was used 10 "squares" from Little Mac and it did not lock on him at all. Compared to the HA at 8:06, I think the distance was almost the same. MAYBE he was just borderline past the HA's range limit but PERHAPS you can actually cancel the HA targetting altogether..;
- 29:51 - Running to shield;
- 30:07 - HA trajectory;
- 30:14 - Hyphen Smash (though not from a full run, it seems);
- 30:27 - Same;
- 31:13 - Dair... still not the sweetspot!
- 0:53 - New running attack. Lol Dtilt doesn't hit Villager (iframes during his Neutral B?);
- 1:25 - Fair seems faster;
- 1:28 - New DSmash;
- 1:32 - Weird.. Looks like an aerial SD but moves and looks like a brand new attack;
- 1:55 - Some USmash priority;
- 2:02 - They've fixed HA's trajectory, it seems (well, at least it works correctly against Pit now). Now hits for a solid 12% (I think it was less than 10% in Brawl). I don't like how there's a huge graphic showing when you actually release the HA though..
- 2:59 - New Sonic palettes;
- 3:49 - FASTER HA;
- 3:51 - Flopped Bair landing. Looks really bad now;
- 4:07 - the new glorious ground SD;
- 4:09 - Flopped Uair landing. Looks like the same but hard to actually see it;
- 4:18 - Dair actually sends Kirby flying upwards..;
- 5:12 - Just to show you how the new priority is good: I actually lost track of Sonic because I'd thought he would be knocked alongside the other characters instead of actually hitting someone with Dair.
- HA hitting the ground seemed to cause damage to nearby opponents;
- SDR near the edge seemed to stay in place for a few moments;
- Using the Spring will make you auto-cling if you're near an edge;
- SD goes downward WAY TOO FAST for you to use it as a recovery option;
- Sonic used HA outside the stage and fell to his doom;
- Sonic's horizontal recovery looks pretty bad now.
- 1:19 - Non-cancelled Dair landing lag;
- 1:40 - Dair sending Mario diagonally up;
- Many times during the match: HA hitting the ground has a new, cooler and faster animation :D
- 0:07 - SD shield cancelling;
- 0:10 - ASC to SDR to a hit and then a full stop. Maybe charges are actually more important now in order to keep the SD going? Utilt hitting for 8% (4+4);
- 0:14 - ASC hitting a measly 2% Footstool after SDJ;
- 0:16 - Spring hitting 4%. Practically zero landing lag from a cancelled Dair;
- 0:30 - SDR/SDJ really seems to slow down a lot after a hit;
- 0:32 - Simple dash to a stop to a screech stop (?);
- 0:36 - Sub 100% ledge getup animation looks the same;
- 1:11 - SC to Bair.
- 0:00 - New tech, it seems: apparently you can do a VSDJ while still charging the SD;
- 0:07 - SDVSDJ to VSDJ;
- 0:10 - VSDJ to shield;
- 0:57 - Apparently, you can still use SD to improve your horizontal momentum, but you'll surely have to jump cancel out of it way earlier now;
- 1:12 - HA for recovery doesn't seem as viable as before. After using it you start falling like a F-ING ROCK. Also, auto edge clinging after Spring.
- 0:55 - New DSmash used a few times;
- 1:13 - Fair lasting less time means you can use it at low heights and avoid the landing lag;
- 1:17 - Using SD for recovering will send you to the bottom of the screen and FAST;
- 2:17 - Fthrow for 7%.
- 9:04 - HA still goes at a very low height after it hits a shield;
- 9:16 - SD to a full stop after hitting a shield;
- 9:22 - SDJ landing to a pivot;
- 9:30 - Aerial SD to SD (self destruct lols);
- 9:41 - Jump cancel out of a SDR/SDJ. Looks like you can cancel almost all horizontal momentum now;
- 10:44 - whiffed HA's recovery is as bad as ever;
- 45:25 - Uair's landing lag;
- 46:15 - Delayed running attack;
- 46:32 - SDR to SDJ to Fair combo.
- 21:55 - SDJ's hitbox seem to last longer now;
- 22:26 - Looks like running off a ledge will make you spin instead of simply falling;
- 23:19 - SDJ setting Kirby up for a perfect followup. Nair landing lag;
- 23:25 - USmash hits Mario through his shield;
- 23:30 - Running attack's last hit sends Kirby flying at 68% (last hit is 3%);
- 23:37 - New DSmash's trajectory. Looks totally viable;
- 23:39 - Hyphen Smashing;
- 23:41 - New tech: you can now do a low SDJ apparently!
- 16:43 - Looks like a pivot SDVJ (from facing right to left) to SD;
- 16:53 - New FSmash shouting sounds pretty good;
- 16:55 - Dammit low priority during SDR;
- 16:59 - Doesn't look like SD charging hits opponents at all;
- 17:26 - Dtilt not moving Sonic forward;
- 18:12 - SDR turnaround. Can't see it that well though;
- 18:33 - I've seen quite some SDing with SDR off ledges. Hopefully it's just because these people suck at using Sonic;
- 18:39 - Looks like opponents can actually get launched alongside with Sonic when he uses the Spring in midair;
- 18:49 - Derp.
- 0:14 - Uthrow to Uair. Seems legit;
- 0:18 - SDR turnaround looks faster now;
- 0:26 - SC release seems a lot faster. Also, the hitbox after the SDR turnaround seems to reappear faster as well;
- 0:36 - HA for recovery seems less and less viable;
- 0:39 - Two Dtilts and Sonic doesn't move forward at all;
- 1:10 - Screech stop after SDR looks the same;
- 1:39 - HA actually targeted someone who was FARTHER than Mario. Maybe now you do have more control over it after all?;
- 2:09 - IS THAT IFRAMES DURING SPRING STARTUP I SEE?;
- 2:41 - SDR to HA. I am so proud.
- 0:38 - Jump cancelled Bair from SDJ actually reaches top platform in Battlefield. I don't think it could do that in Brawl;
- 0:49 - Backwards jump cancel after SDJ still makes you jump straight up, it seems. You'll grab the ledge even if you Spring up while facing away from the stage!;
- 0:58 - Dat HA trajectory actually hitting people now.. ALSO, no laggy recovery from that height!;
- 1:20 - Sub 100% ledge getup attack. Seems even faster now!;
- 1:22 - SD iframes?;
- 1:28 - Can't tell if HA was targetting Marth or Rosalina... If it was Marth, the trajectory is kinda improved, but if it was Rosalina... the trajectory is HUGELY improved (it was probably Marth, though);
- 1:46 - Utilt improved hitbox;
- 2:09 - Here we can see how long the SD lasts during the air. Looks like you can actually cancel the SDJ and fall normally much quicker than before (either that or it simply autocancels itself);
- 2:18 - HA trajectory. Awesome;
- 2:28 - Sub 100% getup attack: looks the same but with more range, maybe?
- 4:27 - USmash actually killing Greninja at 91% -> 106% (I think);
- 7:36 - More USmash kills;
- I did NOT bother trying to watch this more than once. If anyone's able to stabilize the video, I might give it another go. Seriously, this is headache inducing.
- 1:00 - The Spring works like Mega Man's Rush Coil: you'll actually go farther if you use an already placed Spring;
- 1:22 - Hitting both Uair hits seems a lot easier now;
- 1:27 - ASC;
- 2:06 - The new ASD trajectory;
- 2:41 - A look at how fast you can VSDJ from SC (I think. If it was SD it would probably have that weird new aura around Sonic).
(to be continued...)
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