Yea, I usually only spring dair if I'm getting combo'd or juggled; it doesn't seem to do much harm. But I admit I was going a little overboard with it sometimes, mostly out of fear.
Yeah. It's good for breaking strings and the like. I'm mostly referring to you vs. GIMR since it was unforced half of the time. Luckily GIMR didn't bother punishing it half as often as he should've.
It mostly happened anytime you were above him, even if you weren't in immediate danger. Just gotta calm down a bit when that situation occurs. It probably showed up often in the Jcaeser match too, but I kinda didn't analyze that one as hard.
How come Battlefield was your pick for game five? I think that's really the only thing I was curious about. I felt like Dreamland or Yoshi's Story would've been really effective picks.
Espy, I've never seen a Brawl Sonic play, how do they (or you, specifically) get back after using spring to recover? Or, how do you get out of a combo?
Well, forgetting the fact that Brawl Sonic's spring gave more horizontal movement after the animation, he could air dodge out of it, and that it had invincibility on the center of the animation, half of the time, spring was just relatively safe.
Since those three characteristics were removed in P:M, as well as the nerf on the vertical height, I tend to linger more towards landing with spaced bair as a means of avoiding any collateral.
Combos didn't exist too much in Brawl either. Airdodging, fair, and spring were really just effective for most traps and strings that Sonic fell into. DownB, sideB, uair1, and nair were also optional choices, depending on your situation and character.
Plus, Sonic's spins in Brawl were so much more
effective. The removed invincibility on sideB allowed Sonic a means of which to travel through hitboxes if he was on or offstage, and the ability to indefinitely charge AND move downB while it was charging gave Sonic more space to work with. Not to mention that spinshot was far easier to do. The cherry on top is Sonic's seemingly slower air speed. He was one of the fastest characters as far as air movement was concerned in Brawl. In this game, it doesn't feel like it.
P:M Sonic's got it real bad as far as recovery goes. It confuses me when people say his recovery is good. In comparison to Brawl's, it's hilariously one dimensional and so far removed from Brawl's that it's just... bad.
In a nutshell though, Sonic had a ton of options in Brawl for recovery. He only really has three in P:M, and none of them are relatively safe in comparison.
Spring is still probably one of the most effective combo breakers Sonic has though. Unless P:M screwed with its startup speed, you're off the spring by frame 4.
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