Solharath
[ZTD] CEO
Hardly much of a point to argue about it now. Get your money in now, Wizzy, I don't know how much you'll want to stay with Sonic after the patch.
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!
The only use I've found for his down-b is a run away mechanic, so far. I've been trying to use it almost never since 2.5 though so for me it's not that big a loss. His side-b has less of an arc when used in the air and now you can't air dodge out of up-b even after an aerial. This throws me off whenever I'm trying to recover.
Oh, it works for me now lol i dont know why it didnt before.Yeah I use side-b a lot on the ground. I still like it.
I can still jump out of it in the air, just not right away. I think its about the same window as the ground side-b.
Maybe he plays a different game now. His new tools seem to lend themselves more to combo's than his old, breathe down your neck and flick your ear, pressure.
I myself am not a Sonic main, so I've really spoken in about as much depth as I can on the matter. Hopefully Sethlon or FireBallStars can get in here with some more depth.
In general try leveraging your amazing speed / DD / new Fair stats and slightly longer JC grab in the neutral game. Side-B can, afaik, still be pretty useful in the neutral game. Also play around with connecting Spin Dash hit into the Turn hit, I think there might be some potential there for setups, but I personally need to explore that more. Sorry I can't help more.
I still don't get why slow-fall dair was taken away. The move itself feels weaker as well, but I'll withhold that statement until the changelist is out.
Shell, I understand the desire to add commitment to the moveset, but while the player definitely commits to the spindash now, it's also super telegraphed. Also, I found that even if you successfully attack with it, its hit trajectory largely puts Sonic within range of the opponent's [insert aerial attack here] while it leaves him completely defenseless.
The spindash is arguably the most extreme change to Sonic, but combined with the other minor tweaks, he's really at a huge disadvantage now, at least in the context of his previous play style. Can you give us some more details on the new intentions of Sonic's play style?
I agree. His Fair spike is one of the only ways I can guarantee a kill. What do you think about his gimping?
What are people using to approach now? As someone said above, I find I have to play him more like I did in Brawl. I evade, runaway, and pester until my opponent messes up. I guess that's fine, especially since Sonic has a much better move set than he did in Brawl, but it was nice to be able to... just... Attack!
I totally forgot about footstooling. Can you combo into something else from that? Like dair or homing attack?