DireDrop
Smash Journeyman
In my experience, the Sonic who spins in the right place at the right time first wins. Sonic can't handle his own pressure, and he can't punish wiffed spin attacks very well either.We need to talk about sonic dittos
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!
In my experience, the Sonic who spins in the right place at the right time first wins. Sonic can't handle his own pressure, and he can't punish wiffed spin attacks very well either.We need to talk about sonic dittos
That, plus whoever has a better punish game.In my experience, the Sonic who spins in the right place at the right time first wins. Sonic can't handle his own pressure, and he can't punish wiffed spin attacks very well either.
I Think its fixed because when i tried t just now i still had a double jumpYou know, in 3.0 the changelist stated that Sonic would no longer double-jump out of Spin Jump if you used C-stick up, and I never checked this/don't remember if this was true, but in 3.02 Sonic will double jump if you C-stick up during Spin Jump.
I hope this gets fixed... again?
Well that's not exactly what I'm saying. The idea here is that if you use Down-B on the ground and jump and press C-stick during it, Sonic will jump instead of performing a uair out of the move. I believe this still happens if you simply press up during it as well, despite tap-jump off. It's a very odd mechanic, and gets in the way more often than not.I Think its fixed because when i tried t just now i still had a double jump
Oh I Understand more clearly than yes it still works its weird thoughWell that's not exactly what I'm saying. The idea here is that if you use Down-B on the ground and jump and press C-stick during it, Sonic will jump instead of performing a uair out of the move. I believe this still happens if you simply press up during it as well, despite tap-jump off. It's a very odd mechanic, and gets in the way more often than not.
I think this is a bug or a mix of multiple elements of the engine. I tested this out and sometimes sonic would do the u-air and sometimes do the DJ, it made no sense and there was no consistency in one of them happening so I hope it gets fixed to just one, preferably u-air.Well that's not exactly what I'm saying. The idea here is that if you use Down-B on the ground and jump and press C-stick during it, Sonic will jump instead of performing a uair out of the move. I believe this still happens if you simply press up during it as well, despite tap-jump off. It's a very odd mechanic, and gets in the way more often than not.
THAT'S bad. I hope that gets fixed soon. I agree Uair is the better option for it to default to. It also makes more sense, because doing an aerial is what Sonic does for the other 3 directions.there was no consistency
I think I will play at least a Mario this Summer time to learn the match upGo Link.
Against Mario is a difficult matchup, but if you keep to 45 degrees above him and bait out a reaction, using side-b to escape if Mario doesn't do anything that you can find punishable. I generally look to utilt firepills from a far distance, or go for footdive falls to cancel them out(shorthop dair repeatedly and without mercy. L_Cancel everything or get bodied). Sonic has some good stuff against Mario, but that's really if you nail him off stage, where you can make use of your varied option to take him down for good.
I hope to be playing our resident Mario's next weekend, L_Cancel and Zinoto, so I'll try to give more info then, but otherwise if you sense a cape, go for a homing attack and watch yourself fly. Between dair and your specials, you should always be able to come home against Mario if you're above him. If you're below,... eh, well, start planning your next stock.
Dang, glad to know it wasn't just me sucking at that particular MU and it's actually just legit hard for Sonic on stage. I've fought Squeak and Plank on multiple occasions in tournament, both of which play MK, and I know MK is supposed to be a hard MU and all but Mario felt a whole lot tougher with moves that cut through all of my balls and the added bonus of a great projectile. Maybe when I fight an MK of Plups caliber I'll discover how bad that MU can be x.xGo Link.
Against Mario is a difficult matchup, but if you keep to 45 degrees above him and bait out a reaction, using side-b to escape if Mario doesn't do anything that you can find punishable. I generally look to utilt firepills from a far distance, or go for footdive falls to cancel them out(shorthop dair repeatedly and without mercy. L_Cancel everything or get bodied). Sonic has some good stuff against Mario, but that's really if you nail him off stage, where you can make use of your varied option to take him down for good.
I hope to be playing our resident Mario's next weekend, L_Cancel and Zinoto, so I'll try to give more info then, but otherwise if you sense a cape, go for a homing attack and watch yourself fly. Between dair and your specials, you should always be able to come home against Mario if you're above him. If you're below,... eh, well, start planning your next stock.
Nair goes through arrows
You can also crouch cancel arrows if you're having trouble shielding or Nairing it.
Nair goes through arrows
But if you are staling you nair its harder to killIt has its uses
It is not. Stale moves only have less damage output. Knockback is unchanged.But if you are staling you nair its harder to kill
Dude, use the edit button.Sonic's nair also go through Mario's pills/fireballs which makes the match up a little easier but the Match up is still in Mario's favor