Jim Morrison
Smash Authority
So, welcome to my first Sonic thread. This thread is definitly not complete and I'll need input of you all. Also if anyone wants to add this to their Sonic guide to make it more complete, please do. Credit me
I also would like pictures, but they're not particulalry important.
As you know, Sonic isn't awfully comfortably on the ledge, however, he doesn't suck. Just avoid staying near the edge and play on the stage.
Sonic's ledge options
Hanging on the ledge
1- Keep hanging; wait for an action
2- Edge attack; Not the best option, but a quick attack move. Watch out for shieldgrabs, this is a very punishable move
3- Let go of the edge; Puts you in the 'dropping by ledge position'
4- Side-B (away from the stage), jump (straight up), B-air; This is super-win and will be a good option.
5- Ledge jump; Often overlook. You can Spinshot or just ASC to get back on the stage and away from your opponent for some room
6- Climb on the edge; Quickest option to get on the stage. Use this when the opponent isn't near the edge (Exception on Sonic opponent)
7- Ledge Roll; An option used by novice/beginner players a lot. Seems safe, but is very punishable. Don't try roll behind your opponent. A new D-smash will take you down. First few frames and last few frames of the roll are NOT invincible
8- Instant walljump; Technically, this would be in the drop from ledge-section, but I find this too instant, and is done only from the ledge. It has almost the same properties of Side-B off the ledge, except you jump up a bit higher, and you jump away from the ledge. You can do a B-air out of it. However, I don't understand why you would do this instead of Side-B drop. Done by dropping of the ledge and immedeatly hitting jump (?).
Standing on the ledge, opponent hanging on it
Your best bet will be standing on the place where he will roll.
9- Opponent keeps hanging; You do nothing, he can't hang forever, or SC of the stage (The ASC will hit him). Optional: Drop a spring immedeatly when SC'ing off the stage for a stage spike.
10- Opponent edge attack; You're out of his roll range, so the attack won't hit you. If you are in his attack range, by all means, shield grab.
11- Opponent lets go off the edge; Run off and B-air stage spike (Won't always work), or Homing Attack Cancel to hit them. They'll usually use an aerial to get back on the stage, so he won't dodge your HAC (won't always work either)
12- Opponent ledge jump; Too many options. A good one is a simple U-air, he can double jump though. A favorite of mine: Empty double or single jump (baiting a airdode), F-smash/D-smash/U-smash at landing. Be creative.
13- Opponent gets on ledge; If you are at a decent distant, he might choose this option. YOU'RE TOO FAST. Run up to him and do a Hyphen Smash or dashgrab!
14- Opponent rolls on stage; D-smash. Just do it!
Dropped from the edge
Not your safest place, but better than the edge
15- Double jump to F-air; Relatively good, if not blocked. If done incorrectly, has ending lag. Also, see 3.
16- Drop away, (optional) double jump (away or towards the stage) > spring; Good to get back on the stage, however it leaves you in the tumle state. You can still dodge and attack, but not jump. If done at correct height, D-air can be auto-cancelled.
17- Spinshot on to stage; To do this do NOT double jump. You need a double jump to Spinshot on stage. This is useful to do aerials close to the ground and get you back to the center of the stage at running speed. Learn here to Spinshot Here
This is what I got now, I would appreciate any contributions. Hating on this thread is allowed, spamming on it is allowed, you'll get infractions, I just repost this.
Discuss edge options and help me!
Also
STEAK
I also would like pictures, but they're not particulalry important.
As you know, Sonic isn't awfully comfortably on the ledge, however, he doesn't suck. Just avoid staying near the edge and play on the stage.
Sonic's ledge options
Hanging on the ledge
1- Keep hanging; wait for an action
2- Edge attack; Not the best option, but a quick attack move. Watch out for shieldgrabs, this is a very punishable move
3- Let go of the edge; Puts you in the 'dropping by ledge position'
4- Side-B (away from the stage), jump (straight up), B-air; This is super-win and will be a good option.
5- Ledge jump; Often overlook. You can Spinshot or just ASC to get back on the stage and away from your opponent for some room
6- Climb on the edge; Quickest option to get on the stage. Use this when the opponent isn't near the edge (Exception on Sonic opponent)
7- Ledge Roll; An option used by novice/beginner players a lot. Seems safe, but is very punishable. Don't try roll behind your opponent. A new D-smash will take you down. First few frames and last few frames of the roll are NOT invincible
8- Instant walljump; Technically, this would be in the drop from ledge-section, but I find this too instant, and is done only from the ledge. It has almost the same properties of Side-B off the ledge, except you jump up a bit higher, and you jump away from the ledge. You can do a B-air out of it. However, I don't understand why you would do this instead of Side-B drop. Done by dropping of the ledge and immedeatly hitting jump (?).
Standing on the ledge, opponent hanging on it
Your best bet will be standing on the place where he will roll.
9- Opponent keeps hanging; You do nothing, he can't hang forever, or SC of the stage (The ASC will hit him). Optional: Drop a spring immedeatly when SC'ing off the stage for a stage spike.
10- Opponent edge attack; You're out of his roll range, so the attack won't hit you. If you are in his attack range, by all means, shield grab.
11- Opponent lets go off the edge; Run off and B-air stage spike (Won't always work), or Homing Attack Cancel to hit them. They'll usually use an aerial to get back on the stage, so he won't dodge your HAC (won't always work either)
12- Opponent ledge jump; Too many options. A good one is a simple U-air, he can double jump though. A favorite of mine: Empty double or single jump (baiting a airdode), F-smash/D-smash/U-smash at landing. Be creative.
13- Opponent gets on ledge; If you are at a decent distant, he might choose this option. YOU'RE TOO FAST. Run up to him and do a Hyphen Smash or dashgrab!
14- Opponent rolls on stage; D-smash. Just do it!
Dropped from the edge
Not your safest place, but better than the edge
15- Double jump to F-air; Relatively good, if not blocked. If done incorrectly, has ending lag. Also, see 3.
16- Drop away, (optional) double jump (away or towards the stage) > spring; Good to get back on the stage, however it leaves you in the tumle state. You can still dodge and attack, but not jump. If done at correct height, D-air can be auto-cancelled.
17- Spinshot on to stage; To do this do NOT double jump. You need a double jump to Spinshot on stage. This is useful to do aerials close to the ground and get you back to the center of the stage at running speed. Learn here to Spinshot Here
This is what I got now, I would appreciate any contributions. Hating on this thread is allowed, spamming on it is allowed, you'll get infractions, I just repost this.
Discuss edge options and help me!
Also
STEAK