Nazo
Smash Journeyman
By the time you notice "a spark" for sonic blast attack, you would have already been hit by it.
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It's not about the opponent's lack of knowledge, it's about the USER'S lack of knowledge. The game does not teach the player that the attack is possible, which it really should. I fully believe that every game should be able to teach all of it's mechanics to a player without any sort of outside teaching, and ideally without a tutorial. Smash is usually very elegant about this, but things like the blast attack are allowing that elegance to fade. If something can be made more intuitive, it should be.If the opponent doesn't know about second inputs for attacks, that's their fault for not knowing the MU properly and reading up on the character. There's no need to plaster warning signs on characters attacks just because of the opponent's lack of knowledge. I sure as hell don't get a warning when Snake decides to throw out the second input for his Fsmash.
Just like the saying goes:
Fool me once, shame on me... Fool me twice, I need to learn the MU.
the best pressure i've figured out is probably just dair out of spindash. Not much else.but what i miss from 2.5 was being able to spindash through a shield, Reverse B BA then repeat a second time. that put a lot of pressure on my opponent!
i need another good pressure tech to use while spinning!
bait and punish tips are useful but i prefer to pressure my opponents up close! (except peach)
also what throws are good to follow up with a gattling combo?
So you think the indicator should be the same across all characters? Maybe even a flash of color similar to how characters flash white when you L-Cancel? That makes sense, and I doubt that would be hard to implement. Maybe you could send them an email or whatever. However, like I said above, I'm sure they'll update the character pages after a big release. Those will have all those hidden inputs written out, and I'm positive there will be plenty of players who will read them and learn from them.
Also, should I know who Wes' crew is? I've only just started trying to break into the competitive scene and I really have no idea who's who or where they are, except for the big names like Dr. PeePee, M2K and Armada.
You guys ever use the spin brake for anything (pressing Z)?
I don't think it's much faster at stopping than jumping out of spin and l-canceling a dair. I prefer having it over nothing, but it's no wavedash!You guys ever use the spin brake for anything (pressing Z)?
A strong pressure game is what Sonic lost in the 2.5 to 2.6 nerf. We just don't have the tools necessary to do it anymore. I'd try using more side b (remember to wavedash out of it) with the occasional down b mixed in. But really, baiting and punishing is Sonic's forte. He's REALLY good at it, even in 2.6.Hi i am looking for some tips for sonic 2.6
so far i got the gattling combo down.
I typically stomp out of a spindash (with L cancel of course).
running -> down -> c-stick punch is always awesome
This combo still works:
up-tilt -> slightly move forward -> up-tilt -> short hop -> N-Air -> up-tilt -> jump -> sour f-air -> jump -> meteor f-air (hopefully they will be off edge by this point)
but what i miss from 2.5 was being able to spindash through a shield, Reverse B BA then repeat a second time. that put a lot of pressure on my opponent!
i need another good pressure tech to use while spinning!
bait and punish tips are useful but i prefer to pressure my opponents up close! (except peach)
also what throws are good to follow up with a gattling combo?
Greetings everyone. I am indeed new to the site and would first like to say hello. It is an honor to see such high class names here that garner much respect in my eyes, as I have watched many of your videos. I am constantly in awe of the skill demonstrated. An wish to show my respect to all. As such I came across this forum and found myself drawn to it. I am a Sonic main and have been since the moment I got brawl, and the second project m gave him true life.
I am constantly trying to better my game. My number one philosophy is that a loss is not the characters fault, it is my own lack of adaptation or skill. Simple as that. Though now I find myself rather stumped. 2.5 was indeed my favorite version of Sonic. Due mostly in part because I felt like he was complete, I felt like the fastest character alive, which rightfully is Sonic's title. I felt a Sonic character had options, speed, and good recovery. Your whole goal was to pressure and combo, letting your instinct and reflexes speak for you.
I did indeed felt powerful, but nowhere at all invincible or broken, because many other characters, (when played with skill) seemed to have the edge on me. Donkey Kong's reach, between his jab and anti-air were combos. He was batting me away like a fly. Ike's well placed forward smash and spacing game, still seemed to out muscle me at every turn. An worst of all Mario could very well cripple all my approaches with his fire ball, and his higher priority moves (which are rather similar to Sonic's) made it near impossible to even spindash him or homing attack him to recover, especially when the cape shot me out. All in all I could deal with it with sharp focus and dedication, yet now I find myself sorely limited and underpowered.
I understand where balance comes into play, and that such is necessary so all may feel the game is fair and enjoy a good fight, but what I do not understand is where you lose everything and gain virtually nothing at all. Sonic now is tied to a spindash that anyone can see coming a mile away, it's much weaker and far to stiff to really be of use anymore. As well as the recovery options for it being near useless now, even forward B is rather pointless as well. His power has been drastically reduced, neutral air is a shadow of its former self and all other smashes seem to have weakened and gotten slower. Combined with Sonic's poor reach this is quite hard to get around without being punished. The only thing I really see truly improved is his colors. Sure the new colors are nice, but a paint job does not make up for ripping out a perfectly good engine, and putting in a bike chain and pedals instead. An what makes it truly hard to understand is that it seems all other characters got buffs, while Sonic was just stomped on and rolled under the rug.
I guess I feel like I'm returning to brawl status while everyone else has gone to become more complete. I mean Ganon's up tilt is now actually very useful and a good gimp all around. An Ness feels like someone shoved steroids down his throat and let him loose on a unsuspecting world. So I am wondering what would be a good suggestion as to how to evolve my game to deal with this new change. Because so far my efforts to keep up have felt rather disheartening. I am open to all suggestions, and please, if I am in the wrong or missing something I would be grateful to be pointed in the right direction.
I do apologize for bothering everyone with my rather long comment. Thank you very much for your time.
It really is no Wavedash and I kinda wish you can just shield into it instead of stopping like that, but I guess that's what we got...I haven't found many good uses for it as it has some lag. Ive used it Only as a mix up once in a while.
Sonic lost a lot because he had too much. Way too much! Think about how ridiculously good down b was for a second. You could approach with it, you could pressure with it, you could combo with it, you could kill with it, and you could even camp with it! And Sonic's 2.5 recovery? With homing attack AND slow fall dair!? He could fling himself off-stage, attack (usually killing) his opponent, and still make it back without putting himself in danger.I understand where balance comes into play, and that such is necessary so all may feel the game is fair and enjoy a good fight, but what I do not understand is where you lose everything and gain virtually nothing at all. Sonic now is tied to a spindash that anyone can see coming a mile away, it's much weaker and far to stiff to really be of use anymore. As well as the recovery options for it being near useless now, even forward B is rather pointless as well. His power has been drastically reduced, neutral air is a shadow of its former self and all other smashes seem to have weakened and gotten slower. Combined with Sonic's poor reach this is quite hard to get around without being punished. The only thing I really see truly improved is his colors. Sure the new colors are nice, but a paint job does not make up for ripping out a perfectly good engine, and putting in a bike chain and pedals instead. An what makes it truly hard to understand is that it seems all other characters got buffs, while Sonic was just stomped on and rolled under the rug.
Sonic is still good. Its just that he has more of a neutral game now instead of relying on his specials so much. Dash-dancing, moon-walking, and wave-dash can all be still be used effectively as either approaching, baiting, or mind-gaming the opponent. Spring knockback may have gotten nerfed but it leaves enough time to catch up and gimp the opponent. I also love the fact that side-b still has wave-dash and a good tech-chaser.
Sonic is still good. Its just that he has more of a neutral game now instead of relying on his specials so much. Dash-dancing, moon-walking, and wave-dash can all be still be used effectively as either approaching, baiting, or mind-gaming the opponent. Spring knockback may have gotten nerfed but it leaves enough time to catch up and gimp the opponent. I also love the fact that side-b still has wave-dash and a good tech-chaser.
Moonwalking is a gimmick it has no real uses.
Never ever use the word "mindgam(e/ing)" again, thanks.
Sonic sucks now. We should all play another character...
Also, what's the gattling combo? Is it what you described above?
Point of order, moonwalking actually gives you full-speed reverse momentum out of an initial dash. This allows you to back-jump with the momentum of a running forward jump. Full-speed reverse momentum can be achieved out of a full run with RAR, but to my knowledge the RAR input during an initial dash will result in a pivot back jump, and will lose run momentum. Thus moonwalking is the fastest, and least space-costly way to achieve full-speed reverse momentum on a back-jump.Moonwalking is a gimmick it has no real uses.
Never ever use the word "mindgam(e/ing)" again, thanks.
Sonic sucks now. We should all play another character...
Sonic should not get WD out of spindash back. It was way too useful and I was happy to see it go.
Sonic should get the ability to HA immediately after leaving the ground out of spin dash. I would also like to see the return of slowfall dair or a stronger hitbox on bair/dair(non-sweetspot) so you can actually use them off stage at understandable percentages.
Good DI should not guarantee living past 150% after being hit with the strong hitbox of bair from the side of the stage. I just do not see Sonic with the tools to perform at high levels of play right now. He's... what we have right now is a good base to start, but he's super-rough with his specials. The timing when you're allowed to act out of Side-B and Blast Attack have nothing about them that lets the player know they can act again. A flash or something(A different animation for a successful Blast Attack?) to let the player know that they can move would be appreciated than just choosing a spot where you're generally sure you can act out of.
If we have the ability to make a marker to help a player play the character better without changing the way they're actually played, I'm all for it. Right now Sonic's feels full of gunk and needs to be more fine tuned. He's not a lot of fun to play, he's just who I play best because he still acts the same, I just get pretty lackluster results from most strings that would have left my opponent dead in 2.5, and that's ignoring Spin Shenanigans.
...Also the hitboxes for uair is a mess. It's a good mess, just... weird.