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Sonic on the ledge

Jim Morrison

Smash Authority
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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
 

Tenki

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so what about ledge drop > (optional) double jump (away or towards the stage) > spring?
 

Kinetik07

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You forgot instant wall jump. Although kinda tough to do, it is a valid option on the ledge.

first post.
 

Tenki

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If you hit away from the wall and hit jump at just about the same time, you'll wall jump off the edge.

It takes away your double jump for some reason, but it makes for retreating B-airs away from the stage, or F-airs going away from it. I'm still not sure as to why anyone would do that instead of side-B drop away from ledge + double jump.
 

infomon

Smash Scientist
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I don't think it's that fail. I just never remember to try and use it, lol.

Except for when it happens by accident >.>

and welcome, Kinetik.
 

Kinetik07

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Thanks. That was a bad first impression though. Let me redeem myself.

When you drop off the ledge, I've seen people spinshot back on with an immediate attack or an immediate airdodge. The attack after spinshot gets more horizontal distance than simply double jump into Fair. And the airdodge safely gets you behind your opponent.
 

Espy Rose

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I know these two are more situational, but:

When your opponent is hanging on the ledge, and your standing on it:

-Short hop to nair if he tries to get up, or jump from the ledge. The nair will bump them gently off of the level. I find it a very neat little way to tack on damage/pressure.

-Grab them off of the ledge. It only works if they're too stupid to let their invincibility frames wear off, but it does work. Works against Ness, Lucas, Olimar, Meta Knight...test out for the rest.

Both situational, but they work.
 

SonicX580

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Also I know this is easy but you can edgehog Lucario while taking almost no damage due to exterme speed's no damage ablilty but he could use his regular attacks.
 

Tenki

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He can't use attacks during ES though.


Also, the "ease of edgehog/gimp" is strongly overrated.

I messed around with Lucario's wallcling and recovery ability. If he saves his double jump until after he uses ES, he can do things like wall cling under the rock in battle field via ES, walljump, then double jump back over the edge.
 

SonicX580

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I thought I should bring that up because Lucario is probably the only character in the roster that his up B doesn't do any damage.
 

Tenki

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I tried that recently and I get ground camped too easily =(
Of course, that's what you have to deal with, but for people with slow movement just changing directions as they go to your original projected spot is a throwoff. Even reverse spring, float left, and D-air facing right can work lol.

I thought I should bring that up because Lucario is probably the only character in the roster that his up B doesn't do any damage.
xD Lucario is also really floaty so a low% edgehog gimp won't really work if there are either:

1) walls nearby
2) you try to attack with an aerial that he can DI upwards (hint: all of Sonic's aerials >_>).
 

Jim Morrison

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Because Gf2tw quickly made this in class and will update this today.

Also I know this is easy but you can edgehog Lucario while taking almost no damage due to exterme speed's no damage ablilty but he could use his regular attacks.
This is about Sonic on the ledge and what he can do against all characters, not character specific. It would be too big
 

Rickerdy-doo-da-day

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I know several times when I've been fighting Sonic's, when on the ledge, some of them like to use Side B, then immediatly jump out and hit the opponent with a Bair. The first time it happened to me I never saw it coming and got hit :(

Just watch you don't accidently do a spinshot :laugh:
 

Kinetik07

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For #9, when the opponent is just hanging, after you SC off the stage hoping ASC will hit him, try dropping a spring as soon as you're off the edge. I've gotten the spring to stage spike a couple times. You go up and they go down; it looks awesome, although I can't guarantee that it'll work a lot as people aren't usually stupid enough to stay hanging on the edge and fall for an easy kill.
 

da K.I.D.

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sorry if i got your other thread closed brah.

theres a trick to jumping roll specials in place.

with down b, you have to hold down to keep from moving, so if you hold down and hit x/y you will jump vertically

with side b, you have to hold b to keep from moving so if you push up on the control stick you will jump vertically
 

Jim Morrison

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KID, is that in air or on the ground. Cause in the air it doesn't matter what you push (I press A), and the same goes for ground.
 
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