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This is a little off topic but I would really appreciate your input on this question.I personally am on the side that Sonic is a really good character, but he is rather complex, it will take time for his metagame to develop.
And now he has a hurtbox on the move, making it surprisingly ineffective for edgeguarding many recoveries.I'm gonna go down memory lane her for a bit and talk about forward tilt. Previous to the 2.5 revamp of Sonic, his forward tilt was a variation on the brawl original - a moderate strength double hit poke whose strength was that his large foot had no hurtbox - making it surprisingly disjointed.
This is actually the part I wanted to get into. "Unquestionably toxic" is something that is being thrown around a lot these days. It's this wonderful catch-all tool I see a lot of the PMBR using, or more accurately, what I see common players whining about when they call for a nerf. I see it surrounding Spacies, Zelda, Ivysaur... While some of these can be justified, this trend needs to stop. A strong move can be just that - a strong move. Toxicity would involve an entire metagame revolving around a single move and nearly nothing else.For 2.5, the mulithit nature was called into question, and that aspect removed. A lot of other things happened at the same time, and that particular change was made without a lot of review or oversight (it honestly should have been a simple change). Following 2.5, and the sudden realization that we shipped something unquestionably toxic,
On paper this sounds like a good argument. I spent a good few days mulling over it. Yeah, why should there be a murder weapon on a character so fast with so many tricks as Sonic? Except the exception. Why is it just Falcon, the second fastest character in the game? The one who carries a long list of options that lead into this move that Sonic lacks? The ftilt is not a move that is combo'd into easily by any means at mid-high percents, not in the way Falcon can dish out. To set up a guaranteed ftilt kill would require a meteor/spike hit on a grounded opponent, requiring much more finesse than Raptor Boost/Dthrow/Uthrow/sourspot-fair. The speed coupled with Falcon's fastfaller nature also allow him to mixup his shorthop game to help get the grab he needs, something the much floatier Sonic cannot do. The Knee also can be setup anywhere - Sonic is forced to stay to the stage with his ftilt, which is also a slower move altogether. Especially when Sonic can be shieldgrabbed mercilessly due to his feet being unable to push his opponent far enough away, even under the old, Brawl shield pushback.I went back over Sonic's moveset and re-examined just about everything. I discovered that when the first hit of forward tilt was removed - the damage of the second hit was changed to match the combined damage of both and the knockback never adjusted to match. This seems fine if you don't know how hitboxes are coded. Damage is a vital factor in a move's knockback - considering that most knockback values in melee were standardized across a small band, damage is probably the most important variable. Sonic's second hit previously had low damage, and had knockback values that were higher to compensate for having such low damage. Doubling the damage made it a murder tilt that did far and away more knockback than just about any comparable tilt in the game. And at a silly low trajectory to boot. Gimp attacks generally should not have high knockback associated with them (Falcon's knee being a notable exception) and certainly ranged, disjointed tilts on a speedy character shouldn't hit like Ganon.
This is also where I wanted to stop you, and in conversation I would have as I have done many times with other smashers. An FSmash need not be stronger than an ftilt by any means. This is apples and oranges. Isn't the sweetspot on MK's utilt stronger than his USmash, after all(I haven't tested this but Ganon's sure is strong and has combo potential)? Smashes are strong by name alone, sure, but the technical aspect of a Smash, and their true strength, has come from the ability to charge them. To bait out spot dodges, to read a roll, and a great many other uses. To compare a tilt's raw power to one of the best FSmashes in the game sounds like a good argument, but that actually has no bearing on it at all. Not to mention we're talking about comparing it to the character who undeniably boasts the best dair in the game, one of the best DSpecials in the game, one of the best Neutral Specials in the game, and one of the best bairs in the game. Flub your recovery or edgeguard and you might even get spiked by his side special. And you're arguing that giving Sonic a tool that could be described as one of the best in the game is going too far? Sonic who cannot easily claim to have a best anything in this game, even speed? Sure, land speed is one thing, but he is still a slower character overall than both Fox and Falcon.Whenever someone advocates returning to 2.5 forward tilt, I honestly find it more than a little surprising. The move is probably most comparable to Ganon's or Bowser's. Solharath just compared it to one of the best fsmashes in the game. If comparing a tilt to a best in class forward smash doesn't raise alarm bells, I'm not sure what would.
Why does he justifibly need a move that can be crouchcancelled to absurd percentages against a large portion of the cast, that if shielded can be easily grabbed out of, even from behind, because of his massive feat?And why does Sonic justifiably need such a strong move?
The nerf to the already-difficult-to-sweetspot-fair is noticeable in 3.02, and I've had to focus on uair strings and hoping my opponent doesn't realize how easy it is to bat Sonic's nair away. S'good moves, but he still fails on having any type of move that forces an opponent to respect Sonic. He can still be dismantled completely by a patient swordsman or a competent rushdown character.Because he needs more kill power? I find that unlikely after 3.0's changes.
See: Crouchcancelling your face off. Also the only solid disjoint I've seen is the start of the move - you can effectively edgeguard Falco and Fox only at the point where Sonic's feet are not sticking out. Otherwise it's an ineffective and losing trade. So Sonic cannot decently poke as intended.Because he can't edgeguard? Again, I'm skeptical of such a claim. I've seen sentiment that he has trouble zoning against hitboxes (and received a decent amount of playtesting feedback to that effect), but the move already has strong disjoint and enough punch to be threatening in neutral.
Then I suppose we're all for changing Fox's USmash to have knockback similar to Falco's, then? Obviously that won't change the utility. We can both play this game and we'll both be wrong in the end should we continue to make this argument. A stronger move makes all the difference in utility. It changes how a Sonic approaches the edgeguard. It changes when he'll go in an ftilt or a grab depending on character, percentages. Stage archetecture can decide when we use ftilt even. Running off and attempting a sweetspot nair vs betting that trading the ftilt is the better option to secure the stock. It changes the utility at its core.Making it stupid powerful isn't going to change its utility - just make the reward disproportionate to the effort expenditure.
The 2.5 ftilt was a godly move, granted, but I argue that there is a middle ground here that would be better for the character in general. It has no place being as strong as it was, but the weak move it is now serves to be very situational for a character you want to stay grounded in his playstyle.This is one of those situations where I can only surmise that the call to return to 2.5 forward tilt is more out of disappointment over what was lost, rather than an honest appraisal of what would be best.
Please do then consequently explain why Sonic's ftilt stuffs recoveries like Marth/Roy/Falco/Fox at close range and trades at the most extended range. This isn't something I've tested in the lab, no, because the results were readily available to me already. It simply happens when I play, so there is absolutely no way you can so easily convince me that they do not have a hurt box. Sorcery aside, if you believe there isn't a hurtbox, and yet I continually see that Sonic ends up in a trade at ftilt's maximum range, it raises questions on what could be an oversight.Sonic's forward tilt still doesn't have feet hurtboxes, nor was the range altered in any way. You can still stuff the same exact things with it you always could. I should really just post a hitbox pic so you could see for yourself.
So... What kind of trajectory to the stars indicate? I've always wondered.The orange circles with stars are the hitboxes. The orange circle with a line in it is also a hitbox but with a set trajectory.
The star hitboxes don't really have a set trajectory, they're just open hitboxes which means the direction your opponent gets sent flying is heavily relied on by their DI.So... What kind of trajectory to the stars indicate? I've always wondered.
id like to point out that they are circles not boxesThe yellow circles are the hurtboxes. The orange circles with stars are the hitboxes. The orange circle with a line in it is also a hitbox but with a set trajectory. If you look closely you'll see the yellow hurtboxes hidden underneath the orange hitboxes, which extend all the way to sonic's white strip on his shoe.
SANIC DA BESSI'm a bit curious right now. Would you guys agree with me if I said that Sonic has the best mobility in P:M or are there better characters?
Wrell, he IS the fastest thing alive!I'm a bit curious right now. Would you guys agree with me if I said that Sonic has the best mobility in P:M or are there better characters?
Hold the button down. If you're really close and you just tap it it doesn't seem to like to grab the edge.How do side-B ledgehog consistently? I feel like I must be doing something wrong because its a lot harder for me to do it when I'm really close to the ledge, but its fine at certain distances.