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How do you guys feel about Sonic vs Pac-Man? I feel like it's the latter's worst for sure. He basically can't do anything without getting punished :\The amount of character boards who think Sonic is their worst match-up is simply adorable.
The Yoshi boards believes that Sheik is Yoshi's worst MU, not Sanic.My friend keeps trying to tell me Sonic is Yoshi's worst MU. Isn't it 50/50? Apparently the entire Yoshi boards think Sonic is the worst MU.
Still seems like an over exaggeration.Well idk about the other characters but Sonic is definitely Ness' hardest match up.
Not true at all.My friend keeps trying to tell me Sonic is Yoshi's worst MU. Isn't it 50/50? Apparently the entire Yoshi boards think Sonic is the worst MU.
Rosaluma seems like a pretty hard counter to Pac... Not that I've played very many Pac-Men, but Sonic probably handles it pretty well. Pac just doesn't seem very safe.How do you guys feel about Sonic vs Pac-Man? I feel like it's the latter's worst for sure. He basically can't do anything without getting punished :\
If it's in Sonic's favor, I'd have to agree that it's only barely so. Yoshi is so much safer in this game and his KO set-ups/power are so much better than Sonic's.The Yoshi boards believes that Sheik is Yoshi's worst MU, not Sanic.
It's probably 55/45 or something like that in Sonic's favor.
It's not "free" but it's pretty hard for Ness.Still seems like an over exaggeration.
Like, pretty sure Sheik would still handle Ness better. Sonic has certain advantages but it's not like Ness is free.
Rosalina isn't half as bad as Sonic. Pac-Man has answers to GP spam and he forces the duo to approach.Rosaluma seems like a pretty hard counter to Pac... Not that I've played very many Pac-Men, but Sonic probably handles it pretty well. Pac just doesn't seem very safe.
Why do you need range to punish Sonic? Sure it helps as Sonic has a hard time with characters who wall him out, but it's not like Sonic is is putting up walls either (because he can't).It's not "free" but it's pretty hard for Ness.
Ness' neutral game is garbage (a weakness that many people doesn't explore), he just doesn't have range to punish Sonic lol.
Sheik is also not easy but at least we can hit her with some Nairs and she dies pretty early if she whiffs.
Have you noticed that the keyword keeps coming down to punish?Rosalina isn't half as bad as Sonic. Pac-Man has answers to GP spam and he forces the duo to approach.
He has no way to contain Sonic's speed though. Pac-Man's usual containment tools are punishable by Sonic, and Pac-Man's neutral game in the MU comes down to hard reads to even land a hit on the guy. Sonic's speed + Pac-Man's grab + his ability to punish trampoline = shield being even more effective than usual vs. Pac-Man. It's so frustrating.
Oh, and he can outrun all of the bonus fruits. It's so bad man.
Regarding safety, Pac-Man's actually pretty safe vs. most characters. His up B is un-punishable for most of the cast, but Sonic's got HA and spin dash to mess him up for every miss unless Pac-Man grabs a ledge (and then he's on the ledge...)
Using this match as reference: https://www.youtube.com/watch?v=kAEQ1BmnGa0 ; it's online, but still...Have you noticed that the keyword keeps coming down to punish?
Try changing your game. You can't play this match-up like every other match-up.
Sonic will punish you if you make bad decisions. Get used to that.
Bman uses at a mixup, not in neutral or anything. @1:48 is a perfect example. I attempt to punish the spin dash jump when he starts a HA immediately, and I get hit. If I try to respond to a HA at that level, I miss/get hit if he does anything else. If I do manage to get a trampoline on the ground so he's forced to approach from the air, he can use it as a stall, like you said. I can beat it with Utilt/Uair/Usmash if I'm gutsy, but he can switch between the quick HA or the full one and hit me if I try to anticipate the other.HA is pretty bad and is only used to stall/punish. So if you're getting hit by it often, you're doing something wrong. If you spotdodge in time, Sonic is completely vulnerable from a whiffed HA. Sonic can't Spring > Uair chase against Pac-Man because of Hydrant, so keep that in mind.
What do you suggest I do? Never hit anything? The smart way to play against Pac-Man as Sonic is to rush him constantly (unless you've stolen his fruit, that's a different story...even then, I would still recommend rushing him down), and if he's doing that, I don't have a chance to change anything.Regardless of if it's a hard match-up or not, I think so many people just try to play Sonic like they do every other character so they get mad that they just can't press all of the buttons at any given point because Sonic can punish you for it. No one is willing to adapt their playstyle in that sense.
When is Sonic not doing the punishing? With the way Bman plays, I'm constantly on the defensive whether I like it or not. I have to press buttons eventually, or I'll never win. When I press buttons and miss, I'm most likely getting hit. Neutral comes down to straight up guessing on my part.I know people have a really hard time getting this through their brains, but when Sonic's not the one doing the punishing, he's really unsafe.
Again, at this point I'm not even arguing match-ups or not. It's just really stupid when character boards come in here saying things like "Spin Dash and HA punish everything" and it's like okay maybe you're just bad? Sorry I can't help you there.
Try walking more and less jumping/dashing.Using this match as reference: https://www.youtube.com/watch?v=kAEQ1BmnGa0 ; it's online, but still...
Attempting to punish is all I can do. Bman doesn't give me any breathing room. I can't change my game if he never gives me a chance to.
When I do try to mount an offense / throw out more hitboxes, here's the problem: All of my strikes lose to shield, and I have, for all intents and purposes, a non-functional grab in neutral. My only consistent answer to shield is trampoline, which Sonic is uniquely capable of punishing 95% of the time. The other 5% is when I grab a ledge.
When I do clank with Sonic, his jab beats mine if we're right on top of each other. Any farther apart, I've been consistently beat out by his forward tilt. If I shield, I'm not offering any pressure and I can't shieldgrab. If he shields, whatever I go for gets shield grabbed, and he knows I can't do the same. Case in Point: clanking more often than not ends in his favor, or a reset to neutral, which is bad for me.
I get punished when I make any decision in this MU. What decision is good for Pac-Man?
Bman uses at a mixup, not in neutral or anything. @1:48 is a perfect example. I attempt to punish the spin dash jump when he starts a HA immediately, and I get hit. If I try to respond to a HA at that level, I miss/get hit if he does anything else. If I do manage to get a trampoline on the ground so he's forced to approach from the air, he can use it as a stall, like you said. I can beat it with Utilt/Uair/Usmash if I'm gutsy, but he can switch between the quick HA or the full one and hit me if I try to anticipate the other.
I am capable of punishing whatever he does, but I have to guess at it before he does so. That's quite difficult when there are so many things he can do out of the SDR. If I fail, he gets off free and we're back at square zero, or worse if I jumped to try to punish something.
Sonic can still chase me with Spring -> Uair. It clanks with the hydrant, so he's safe. He can also Bair hydrant if he sees it coming, which launches it immediately. In the air in general, well spaced Sonic Bair > anything Pac-Man has in the air. The best Pac-Man can do is try to trade with his own Bair, which is in Sonic's favor.
What do you suggest I do? Never hit anything? The smart way to play against Pac-Man as Sonic is to rush him constantly (unless you've stolen his fruit, that's a different story...even then, I would still recommend rushing him down), and if he's doing that, I don't have a chance to change anything.
The only option I can see for Pac-Man to not get demolished is to use Trampoline by the ledge and run away constantly. He can't compete with Sonic consistently in neutral.
When is Sonic not doing the punishing? With the way Bman plays, I'm constantly on the defensive whether I like it or not. I have to press buttons eventually, or I'll never win. When I press buttons and miss, I'm most likely getting hit. Neutral comes down to straight up guessing on my part.
I understand this might be Pac-Man specific, but how am I supposed to go offensive in this MU? Assuming Sonic doesn't abuse Pac-Man's weaknesses and rush him down, my only consistent answer to him shielding ends in 1 of 2 scenarios: I'm on the ledge, or I've eaten 20% and I'm in the air.
Watch my matches against Bman1K and see what happens in neutral. Spin Dash, though good, isn't the biggest problem, and HA is far from it: Sonic's run speed is the issue, as I have no consistent answer to it. This may be Pac-Man specific, but the combination of his running speed, shield, and grab alone make neutral a nightmare. Most other character boards at least have a decent grab, but Pac-Man doesn't have that luxury.
The only way I see it being better for Pac-Man is if he camps the ledge with trampolines constantly. I don't know how it'd work in practice, but that may be what it comes down to.
guys i'm getting punished because i'm doing unsafe thingsTry walking more and less jumping/dashing.
Don't throw out unsafe moves in neutral.
Learn to read his approach
Ok @ the walking.Try walking more and less jumping/dashing.
Don't throw out unsafe moves in neutral.
Learn to read his approach
When throwing out anything is an over-commitment, it sounds like a bad MU to me.Still sounds a lot like johns to me.
If you're overcommitting, then that's a problem.
Sonic's not unstoppable, but vs. Pac-Man the game is in his favor for sure. Pac-Man can't consistently handle all of his options. I'm trying to explain why Sonic is Pac-Man's worst MU, not ranting about spin dash/charge and his running in general. I'm sure other characters have consistent answers to his shenanigans, but Pac-Man doesn't.You act like just because Sonic has multiple options that he's this unstoppable force. For every spin there's a sound, visual cue, and set rule to each outcome that can be reacted to, punished, etc. You just need to learn what they are and how to appropriately deal with them.
OK, but that's no progress for me either.In almost any and all situations, if we just shield cancel the Spin Dash, we're still in neutral, so you're safe… It's just baiting a reaction.
Holding shield saves me from getting hit by spin dash directly, but it doesn't mean I'll make any progress on hitting Sonic by a long shot.If we release the spin, you can pretty much just hold shield and see what happens and react. If you're trying press buttons while we're charging spins, you should realize we're literally just watching you to see what you do and then release.
I know Sonic's spins decently well, but I don't think the answers to him as Pac-Man are as simple as you guys seem to be suggesting. Pac-Man can't contain his running game, nor does he have a reliable answer to it or spin dash / charge.Annoying? Yes. Is that the character? Yes. Broken? No. Learn it.
Also, lol Wifi.
You started the match with a bad fruit throw and a ridiculously telegraphed grab attempt afterwards. You are also (for whatever reason) approaching the Sonic almost the entire time. When the Sonic hits you in the air, half the time he's sitting on the ground waiting for you because he realizes that you keep falling TOWARDS him and trying to land these insanely unsafe/telegraphed aerials, and you fall right into a blatant shield grab punish.When throwing out anything is an over-commitment, it sounds like a bad MU to me.
There's a Pac player in my area, and I watched him play this matchup. Pacman is a zoner, therefore the entire idea of Pacman is creating walls or situations that stuff approaches (fruits, hydrant, etc). When he saw the Sonic approaching with spindash, he would either throw a fruit, drop a hydrant, or time the trampoline so Sonic would bounce.Sonics not unstoppable, but vs. Pac-Man the game is in his favor for sure. Pac-Man can't consistently handle all of his options. I'm trying to explain why Sonic is Pac-Man's worst MU, not ranting about spin dash/charge and his running in general. I'm sure other characters have consistent answers to his shenanigans, but Pac-Man doesn't.
You don't have to shield spindash and constantly have to read every option the Sonic has, sometimes just getting away unscathed is the better option, especially for a character like Pacman who thrives off of zoning.I understand the spins well enough to say in a nutshell, as long as Sonic doesn't start them in the air, he can do pretty much anything out of them except return to standing or use grounded moves. If he hits my shield, he has a bunch of options all requiring different reads for me to punish as Pac-Man. I can't read every single move, sorry.
Isn't the idea of holding shield....to save you from getting hit? It's not supposed to give you this magical plethora of frame advantage all the time, it's supposed to keep you from taking damage. Shield spindash, take the least amount of damage possible and set up hydrant and fruit so the Sonic will have to mix up his approach.Holding shield saves me from getting hit by spin dash directly, but it doesn't mean I'll make any progress on hitting Sonic by a long shot.
Pressing buttons while he's charging is generally a bad idea, yes. Like I said though, Pac-Man's punishes for the move and Sonic's running game come down to hard reads. I have to try to get something.
Thank you, sir.You started the match with a bad fruit throw and a ridiculously telegraphed grab attempt afterwards. You are also (for whatever reason) approaching the Sonic almost the entire time. When the Sonic hits you in the air, half the time he's sitting on the ground waiting for you because he realizes that you keep falling TOWARDS him and trying to land these insanely unsafe/telegraphed aerials, and you fall right into a blatant shield grab punish.
The reason why "everything" seems to be an over-commitment, is because you ARE over committing. This doesn't mean Pacman has zero options, it means YOU are over-committing. Multiple times you would either charge or throw a fruit while standing right next to the sonic, you also did these insanely unsafe and aggressive fair approaches where you whiff like 2 or 3 fairs and would get punished. It got to a point where the Sonic was so confident, that he was waiting for you to approach and would simply react to whatever unsafe thing you did next. There were times he would let off the pressure, run away and charge spindash because you were just pressing the A button every which way you could.
If anyone was zoning in that video, it was the Sonic. And that just doesn't seem right.
There's a Pac player in my area, and I watched him play this matchup. Pacman is a zoner, therefore the entire idea of Pacman is creating walls or situations that stuff approaches (fruits, hydrant, etc). When he saw the Sonic approaching with spindash, he would either throw a fruit, drop a hydrant, or time the trampoline so Sonic would bounce.
When he shielded spindash, he would upb OoS (for example) or simply run away to start creating another wall situation.
You don't have to shield spindash and constantly have to read every option the Sonic has, sometimes just getting away unscathed is the better option, especially for a character like Pacman who thrives off of zoning.
Isn't the idea of holding shield....to save you from getting hit? It's not supposed to give you this magical plethora of frame advantage all the time, it's supposed to keep you from taking damage. Shield spindash, take the least amount of damage possible and set up hydrant and fruit so the Sonic will have to mix up his approach.
In that video you were just way too aggressive, constantly running at him and throwing out random aerials hoping one of them would land. Sit back, have the Sonic approach (even if he has the life lead) and use Pacman's tools. Pacman isn't a rushdown character, yet you're playing him like he's supposed to be the aggressor or the one approaching and that seems to be the issue here.
The matchup may be in Sonic's favor (That's up for you guys to discuss), but Pacman certainly has options. You're just not using those options...
This wasn't the first match in the set. I was trying different things because nothing was turning up decent results. He usually ran right up to me and did something at the start of the match, so I thought the cherry had a chance at hitting. When it didn't, I thought he would try to take it, hence the grab (yeah, bad, should've up B instead).You started the match with a bad fruit throw and a ridiculously telegraphed grab attempt afterwards. You are also (for whatever reason) approaching the Sonic almost the entire time. When the Sonic hits you in the air, half the time he's sitting on the ground waiting for you because he realizes that you keep falling TOWARDS him and trying to land these insanely unsafe/telegraphed aerials, and you fall right into a blatant shield grab punish.
I can't set up my zoning options safely. Placing a hydrant isn't safe, nor is trampoline unless Pac-Man grabs a ledge (giving up all stage control). Like I said, I was trying something different because I had experienced what happened when I did try to set up a zone.The reason why "everything" seems to be an over-commitment, is because you ARE over committing. This doesn't mean Pacman has zero options, it means YOU are over-committing. Multiple times you would either charge or throw a fruit while standing right next to the sonic, you also did these insanely unsafe and aggressive fair approaches where you whiff like 2 or 3 fairs and would get punished. It got to a point where the Sonic was so confident, that he was waiting for you to approach and would simply react to whatever unsafe thing you did next. There were times he would let off the pressure, run away and charge spindash because you were just pressing the A button every which way you could.
Seemed like rushdown to me, but ok.If anyone was zoning in that video, it was the Sonic. And that just doesn't seem right.
All of which Sonic can easily bypass.There's a Pac player in my area, and I watched him play this matchup. Pacman is a zoner, therefore the entire idea of Pacman is creating walls or situations that stuff approaches (fruits, hydrant, etc).
Which will clank unless it's key, or possibly get stolen if Sonic has his double jump, jumps out of the spin, and goes to take it. Plus there goes whatever charge progress you had. If not getting hit by spin dash is all I wanted, I'd shield it.When he saw the Sonic approaching with spindash, he would either throw a fruit,
Which isn't safe from Sonic running -> fair or spin dashing at it and launching it before Pac-Man can move. As I said, Sonic can run through grounded hydrants, so they don't contain his running in any way.drop a hydrant,
To which Sonic can also react to and start another spin dash to punish Pac-Man's landing lag, unless he grabs a ledge.or time the trampoline so Sonic would bounce.
I've been told up B OoS will hit Sonic out of the spin dash, but I've had mixed results. As for the walls, Sonic can be back on Pac-Man in about a second, but I see what you're saying. I don't see what progress Pac-Man makes out of this though. He can get a key...then what? Sonic can outrun keys, and then you're still dealing with his entire game.When he shielded spindash, he would upb OoS (for example) or simply run away to start creating another wall situation.
I know, but if I'm not hitting him, I'm not making progress.You don't have to shield spindash and constantly have to read every option the Sonic has, sometimes just getting away unscathed is the better option, especially for a character like Pacman who thrives off of zoning.
OK, I'm overrating shield. You're right.Isn't the idea of holding shield....to save you from getting hit? It's not supposed to give you this magical plethora of frame advantage all the time, it's supposed to keep you from taking damage. Shield spindash, take the least amount of damage possible and set up hydrant and fruit so the Sonic will have to mix up his approach.
I admit, I haven't tried a 100% ledge camp trampoline strategy. I will try that next time. At that point in the sets, I was trying different things, like I said. Nothing was really working.In that video you were just way too aggressive, constantly running at him and throwing out random aerials hoping one of them would land. Sit back, have the Sonic approach (even if he has the life lead) and use Pacman's tools. Pacman isn't a rushdown character, yet you're playing him like he's supposed to be the aggressor or the one approaching and that seems to be the issue here.
Because I've tried and they are easily broken through or punished.The matchup may be in Sonic's favor (That's up for you guys to discuss), but Pacman certainly has options. You're just not using those options...
Dead wrong because Sonic can run right through it like it's not there. If anything, I've given up one of my only landing mixups.For example, I can tell you right now that if you're Pac, standing behind a hydrant, and charging a fruit, that he already limits Sonic's options. Plain and simple. That's already an answer unique to your character that you can learn to abuse and perfect that not every other character has access to.
Bold claim, and I'm skeptical to believe that until I see. I doubt the skill of the Sonic too because it's not hard to realize how to get around Pac-Man's stuff with him, or to psyche him out with running. @Brawlman1000 is a pretty good Sonic player. Doesn't travel much, but did take a set from Denti at a tournament a while back.Everything I mentioned worked for the Pac I watched, and he played a much better Sonic player than the one showcased in the video. The difference is, he knows when to use his moves and when not to, he's not "trying things because they didn't work", he adapted and timed his hydrants and fruits so Sonic would CLANK and not run through them.
But I guess whining is easier than practicing the matchup or adapting to what your opponent does. Whining seemed to work when the balance patch came around, maybe they'll nerf Sonic again so you can win the matchup?
Because the game hasn't even been out for a year? One of them apparently didn't know Sonic can run through fire hydrants (although he did admit he didn't have much Pac-Man EXP), why should I assume they know more about the MU than me? If you're referring to Brawl, I mained Sonic in Brawl for ~3 years, which is why I don't think these guys are giving enough credit to Sonic's mixup potential. As far as I know, neither or them use Pac-Man either, so they don't understand how much of a problem he has dealing with the guy. They don't seem to understand how the fastest character in the game could have large advantage vs a guy with 2/4 of his special moves based on zoning and the second (I say first) worst grab in the game.Why would you not trust people who have been playing Sonic in-depth for potentially years instead of what sounds like frustration with the matchup? We're telling you our weaknesses and even your own options but the only thing you're really giving us is why our character is bull****, which we would already know if true since, y'know... we play him. I'm going to have to agree w/ these two that it's just your mindset man. You've already given up.
Smart move. This is a Q&A not a "this matchup is hopeless" thread.Let me not derail this thread further though.
Yeah, you're right. I don't seem to understand that.They don't seem to understand how the fastest character in the game could have large advantage vs a guy with 2/4 of his special moves based on zoning
So uh, ignoring all of that bit of mess up there, I've got a really basic question. How do you cancel the landing lag from Dair, unless it was answered earlier in the thread and I just glossed over it.
Q: Can Sonic L-Cancel his Down Air (Dair)?
A: No. Sonic used to be able to autocancel his Dair (Down Air) from the max height of his Spring, but this is no longer the case. However, if you're at the approximate distance of a jump plus the max height of a spring and then dair, it will autocancel. There's no way to shorten the lag. It just has an increased autocancel distance.
And general consensus on the R.O.B. matchup? Admittledly the few ones I play I use Lucario(since he's my main and his neutral is a bit better than Sonic's) but that damn spinning top gives me a headache.
I feel #blessed to have so much material to refer back to.I'm still not sure who this match-up favors as I would need to play it more, but I think regardless of whose favor it is in, it's pretty negligible.
There are things Sonic has against ROB that he can abuse the hell out of, but the same can be said about ROB against Sonic.
If you let Sonic get in and have his way with you, you're going to get utterly mopped. Sonic's can combo ROB very easily due to his giant hurtbox and difficulty protecting himself from below. Uair strings are incredibly effective, and comboing into Uthrow>Spring>Uair or just Uair follow-ups/KOs in general are quite easy. When Sonic gets his momentum, it's some of the most fun I have playing this game.
On the flip side, however, when ROB zones the way he's supposed to, it's some of the least fun I have playing this game. My sets with GwJ are incredibly varied. I either bop him, he bops me, or it's janky overall.
Sonic has a pretty safe time edgeguarding ROB, but gimping is heavily reliant on stage spiking which can be teched. Otherwise, we'll just take our free damage and call it a day (Dropping springs, etc.) Even then though, ROB isn't completely helpless. The hardest thing for ROB trying to recover is that he can't attack WHILE using fuel, so Sonic can stuff that... ROB has to play very preemptively here, but I feel like that's how ROB has to play in general. Sonic will rely mostly on Uair, Bthrow, and Bair kills in this match-up I'd say, as smash attacks against ROB are so much more of a commitment that he would have an easier time dealing with.
The reason why ROB can do so well against Sonic though, is that Sonic's approaches are really awful. Our best approach in this match-up (and almost all match-ups) is shield... Yup. Against characters that don't have great zoning options, this isn't too bad for Sonic because of his plethora of mix-up tools... But against ROB, they can be rendered pretty useless if you just stay away from us. If we don't apply the pressure quickly, then it's a complete headache. ROB's gyros and lasers are effective, but outside of that, his tilts have good reach and his Nair surrounds him in hitboxes which really effectively cover Spin Dash/Spin Charge Rolls and Spin Dash/Spin Charge Jumps. It covers all our angles if we commit to a spin too much.
ROB's Uair also saves him imo. The fact that it's a kill move now is so good for him because Sonic's landing options are his other weakness outside of bad approaches. Catching/baiting/punishing our landing options is really easy for ROB since he can pressure you by putting gyros on ledges, pressuring from afar with lasers, and all that annoying stuff, so forcing us into bad positions is really easy and ROB can capitalize hard on that. Our landing options are far and few between, and if Sonic tries to land with Dair one too many times you can just Uair/Usmash us for a KO.
So basically, ROBs goal is to shut down Sonic before he can get too crazy. Sonic's approaches are only intimidating if you don't know how he works or what mix-up we're going for, but otherwise, are all easily outprioritized and really easy to camp out. However, if you make a bad call or leave yourself open, Sonic will completely hound you.
What I discovered across a 20 game span against a fairly decent ZSS main is that the MU became very different for me when I made one vital adaptation: don't ever stay in the same place after you shield something. ALWAYS escape. Moves like nair or down b would hit my shield and I could run away in time (or shield grab depending on what you block) and ZSS just couldn't catch up to me. It almost felt like if I didn't want to get hit, I wouldn't. That being said, keep up the usual punish game that makes Sonic top tier of course. But yeah, when I unshielded and stayed within the same area or when I held my shield, I would get punished HARD. I talking kill options or getting hit by big boy combos. This sort of contributes to my theory that defensive play is the truest way to play the top tier MUs. I asked Camalange about this on his ask.fm, and he says that he and 6WX agree that you can only play aggressive if you FULLY understand the char.I feel Mega Man only has a slight advantage in the MU vs Sonic. (if BSD wasn't nerfed we would have some advantage D': ).
And yea i agree that ZSS is one of our more difficult MUs not because we can't KO her but because of how hard it is for us to hit her. Her overall superior mobility from ground to air is what makes the MU annoying. Though shield is out friend and worst enemy given that we usually abuse shield anyway for SDSC's which helps us bait out moves but also makes us susceptible to grabs which lead to uair juggles and potential up-b's. It's by no means unwinnable but definitely up there on the list of hard MUs next to fox (curse you having such powerful tools in neutral) and sheik (curse you having obnoxiously safe aerials) imo.
I just played against a ROB for like an hour. At first I was like....this sucks but he's pretty light. I was getting kills at like 90 percent with upsmash which isn't too hard to land. I believe it's a true punish on shielded Dsmash, great for punishing his roll. Just don't go too crazy when the top is on the field. He controls that space fairly well. It was mostly about learning his hitboxes and timings. Once I got that down it was pretty easy to plow through melee range with side b. Basically the same as you'd do to Luigi. ROB has to commit a LOT on a ton of things, his timing is just different so it'll throw you off if you play against him like he's most other characters.I feel #blessed to have so much material to refer back to.
Hope this helps. If you need more specifics, I can elaborate.
A lot of Sonics seem to dislike ROB… I was raised on this match-up so I've grown jaded to it.
"knowing they tried"(sheds a tear knowing they tried to buff utilts combo potential by reducing it's knockback but forgot to reduce its cooldown).
People just hate him because of his camp game. Sonic match-ups are always stressful when they have good projectiles and force us to approach.I just played against a ROB for like an hour. At first I was like....this sucks but he's pretty light. I was getting kills at like 90 percent with upsmash which isn't too hard to land. I believe it's a true punish on shielded Dsmash, great for punishing his roll. Just don't go too crazy when the top is on the field. He controls that space fairly well. It was mostly about learning his hitboxes and timings. Once I got that down it was pretty easy to plow through melee range with side b. Basically the same as you'd do to Luigi. ROB has to commit a LOT on a ton of things, his timing is just different so it'll throw you off if you play against him like he's most other characters.
I think you'll find that GaW is a lot more manageable. His lingering hitboxes aren't as ******** as they used to be. Bair and Fsmash (especially Fsmash) have been nerfed and I feel like even Dsmash is easier to avoid.You know who I've grown to dislike? GaW. I was pretty used to how his hitboxes linger and stuff in Brawl and I'm not sure if that's changed but I feel it has. I'll wait to punish and he'll recover fast enough to attack again. Really got to get around to practicing that match...I guess. He's not too common.
That's what I've been wondering this whole time.If the zss player is good, theres no way to get out.
Di ing down and towards just makes you not die from the last hit of the up b at thw top of the screen