• 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!

Social Sonic Says: Ultimate

ChikoLad

Purple Boi
Joined
Jan 11, 2014
Messages
23,084
Moderating at its finest! :p Jk

But seriously Spike Death Hills Zone Act 3 + Death Boss

Sonic episode 1 was cool I thought. Mad gear was intense and exciting. The casino zone was fun and cool. Running on the cards was exciting. I must be missing something? Really the only thing I was a little upset with was the length.
OK I'll give you the card level. That was pretty cool.

I just wish it was in a game with much more polish.
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
That's Espy's universal advice.

:093:
 

Ixisnaugus

Smash Journeyman
Joined
Mar 22, 2007
Messages
316
Location
UK, London
NNID
IxisNaugus
Can I ask what you all think of Spin Dash and Spin Charge as individual moves and, specifically, what you guys personally look for when executing these moves in a neutral environment. What do you hope to accomplish, is what I'm asking. I understand that the goal may vary, but I want to focus on your answers to why you turn to these moves in a neutral situation, where neither you nor your opponent has frame advantage.

I ask because, as I watch footage of Sonic players, I often struggle to find a pattern to how they use these moves, and that makes it difficult to discern whether their success with them is based on reading or anticipating their opponents actions, if they're getting lucky hits or avoiding punishment and loss of space due to their opponents ignorance. Similarly, it's hard to tell whether their failure is due to the inverse.
 

kj22

Smash Lord
Joined
Mar 10, 2008
Messages
1,025
Location
Texas
NNID
openupyourworld
Can I ask what you all think of Spin Dash and Spin Charge as individual moves and, specifically, what you guys personally look for when executing these moves in a neutral environment. What do you hope to accomplish, is what I'm asking. I understand that the goal may vary, but I want to focus on your answers to why you turn to these moves in a neutral situation, where neither you nor your opponent has frame advantage.

I ask because, as I watch footage of Sonic players, I often struggle to find a pattern to how they use these moves, and that makes it difficult to discern whether their success with them is based on reading or anticipating their opponents actions, if they're getting lucky hits or avoiding punishment and loss of space due to their opponents ignorance. Similarly, it's hard to tell whether their failure is due to the inverse.
Its all about the timing. SD/SC get beaten by *alot of moves*, I'm pretty sure any aerial will beat it/trade at worst while low percent ground moves will clash. The key is to not meet your opponents moves head on, but when they're not attacking. In other words, an opening.
Shield cancelling spindash, dash dancing, dashing forward then rolling back are all ways of trying to create that opening. Sonic has the speed to easily capitalize on mistakes. His strength lies in his ability to force a reaction due to sheer speed.
The general consensus seems to be that SD is better than SC especially because you can shield cancel it and you get invincibility at the startup. I tend to use ASC as I'm recovering instead of SC so I can potentially save my jump.

There's no formula for being good with sonic besides being a good player. Many characters you can get away with flowcharting, against better players you won't be able to do that with sonic. Having solid mixups will take you really, really far, as well as being able to read the opponent. Sure against lesser players you can spam SD and win, but against better ones who know how to stop/punish SD, youre ****ed because your main (and for some sonics, their only) way of approaching is gone. Knowing when to SD comes with experience. The fact that sonic can choose when to release it is scary enough, let alone being able to shield, jump, roll, spotdodge(?), spinshot, and now jump and hold that charge with it. Sonic's design practically screams mix-ups, hell I can't count the number of times people have said x sonic player spammed that "dumb ball move" over and over, lmao sonic has like 5 "ball" moves.

Unfortunately many people don't have any clue on how to fight sonic and end up doing dumb, laggy moves/shielding too much, so some of sonic's success is just people being bad.

...but wait lemme actually answer your questions haha

From neutral...I hope to bait a reaction, or to punish. It shouldnt be used as a hail mary/oh well might as well because that simply doesnt work against competent opponents, as they will stop/punish you for spindashing. You can also spindash at them as a "sniff test", and see how they react. Did they shield it? try to beat it? roll away? get hit? based on that I'll plan my next move accordingly.

I find it hilarious when I fight someone as sonic and they have certain habits conditioned into them by other sonics. Most common ones by far is jumping and doing an aerial the minute they shield my spindash and I jump (countered by springing after SD or jumping later or not jumping at all and just turning around) and spotdodging when I run at them because they don't wanna get grabbed.

good stuff VVV

I try to think of sonics neutral game similar to melee marth. lots of moving in and out of their zone, hoping to cause a a reaction. Our actual attacks in neutral are pretty unsafe but once we're in, we're golden.
Treat raw aprroaches as a mixup. Sonic forces a reaction, thats what makes him scary. Then you start punishing/baiting to the best of your ability.

Your opponent should feel flustered and panicked basically, BEFORE you start commiting to stuff. after they start panicking in their head, trying to shield or dodge everything, is when you start hittin em with the whoopdywop
 

Espy Rose

Dumb horse.
Joined
May 31, 2006
Messages
30,577
Location
Texas
NNID
EspyRose
Can I ask what you all think of Spin Dash and Spin Charge as individual moves
They're good.

and, specifically, what you guys personally look for when executing these moves in a neutral environment.
The opponent.

What do you hope to accomplish, is what I'm asking. I understand that the goal may vary, but I want to focus on your answers to why you turn to these moves in a neutral situation, where neither you nor your opponent has frame advantage.
We hope to hit people.

:applejack:
 
Last edited:

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
Can I ask what you all think of Spin Dash and Spin Charge as individual moves and, specifically, what you guys personally look for when executing these moves in a neutral environment. What do you hope to accomplish, is what I'm asking. I understand that the goal may vary, but I want to focus on your answers to why you turn to these moves in a neutral situation, where neither you nor your opponent has frame advantage.

I ask because, as I watch footage of Sonic players, I often struggle to find a pattern to how they use these moves, and that makes it difficult to discern whether their success with them is based on reading or anticipating their opponents actions, if they're getting lucky hits or avoiding punishment and loss of space due to their opponents ignorance. Similarly, it's hard to tell whether their failure is due to the inverse.
Sounds weird for me to give advice to you lol...but we're looking to bait them into doing a thing. Namely a thing we can punish them for. I also tend to use SDSC for spacing.
 

kataridragon

Smash Ace
Joined
Sep 23, 2008
Messages
673
Location
TEJAS
I think each move has its individual uses ranging from fake out, to punish, to pressure. I just go for all at once and use the move that best exploits my opponent or situation.

I'm open to whatever.
 

Kirby Phelps (PK)

Smash Journeyman
Joined
Apr 29, 2008
Messages
253
Location
Onett, Ohio
NNID
PKGaming
3DS FC
0989-1762-3370
Can anyone link me to a video that shows off how Sonic plays competitively? I don't mean a tournament match or anything like that, I mean a video tutorial on how to properly use Sonic, his kill moves, combos, etc. It's much easier for me to pick it up visually than read what to do.
Also, I have two controls schemes. One where c-stick is smash attacks and one where it's tilts. Which do you think is better suited for Sonic? I know using c-stick as a tilt helps his aerial movement, but it also makes it harder to run and up smash.
 
Last edited:

Ixisnaugus

Smash Journeyman
Joined
Mar 22, 2007
Messages
316
Location
UK, London
NNID
IxisNaugus
I'm not looking for advice per se, I'm just trying to understand the logic, if any, that other Sonic players run in their minds that makes them choose to use Spin Dash or Spin Charge in a neutral environment, because I'm finding it difficult to see consistent patterns in the use of these moves watching various Sonic footage. It's difficult to tell what is an intentional bait or a pre-emptive release in anticipation of an abusable action from the opponent when amongst what I watch I see players needlessly overcommit, put themselves in disadvantaged situations, give up space, put themselves in the bug-stance, etc. Of course even slight differences in neutral situations can alter ones judgement of when Spin Dash or Spin Charge are worth using or not, and this is why I ask what you each individually think when considering using these moves.

...but wait lemme actually answer your questions haha

From neutral...I hope to bait a reaction, or to punish. It shouldnt be used as a hail mary/oh well might as well because that simply doesnt work against competent opponents, as they will stop/punish you for spindashing. You can also spindash at them as a "sniff test", and see how they react. Did they shield it? try to beat it? roll away? get hit? based on that I'll plan my next move accordingly.

I find it hilarious when I fight someone as sonic and they have certain habits conditioned into them by other sonics. Most common ones by far is jumping and doing an aerial the minute they shield my spindash and I jump (countered by springing after SD or jumping later or not jumping at all and just turning around) and spotdodging when I run at them because they don't wanna get grabbed.
This sounds reasonable, and makes the most sense to me. Understand how your opponent react to the threat of SD/SC, and commit to the use of these moves accordingly. Are they going to whiff attacks? Spotdodge? Jump? Shield? Do nothing? I believe realizing how the opponent responds to SD/SC completely changes when, and for what purpose these moves should be used in neutral.
 

Funkermonster

The Clown
Joined
May 19, 2013
Messages
1,460
Location
Mesa, Arizona
NNID
Funkermonster
3DS FC
3308-4834-0412
Headin' to a tournament tomorrow and casuals tonight, definitely gonna keep using Sonic. Wish me good luck!
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
so like, back from the dead, I impulsively decided to join a Smash Wii U tourney today, got 3rd out of... 36? - lost my steak to a Greninja <_>

I only have the 3ds version and mostly just play casually in For-Glory, but it was really fun and I kinda wanna get back into it again. Haven't really been keeping up with the developments here, haha.

During the tournament, I...
- learned about the rage system
- learned a bunch of matchups that I was playing for the first time (ex: lose first round, make it up in the other two). 2slow for learning Greninja, unfortunately.
- hypno-smashed almost everyone, except Greninja :(
- (A)SC looped (..? wtf did we call it before?) someone like 3 times in a row - SC > footstool > SC tech chase > footstool...
- had a sonic ditto with Auroura (sp)? not sure if he posts, but it was fun :3 I grab released him out of spring jump but it wasn't instant death. Awesome to see that was fixed! Still hate the fact ASC has been destroyed though.
- started to really feel the differences between Wii U and Brawl Sonic :( Delphino isn't the friend it used to be to me
- got $5 profit: +15 from winnings and -10 because I paid for my brother's entry fee and mine lol.

might hang around a bit more often, since they want the placers back next month with free entry.

I'll post in Tourney Results later if I can find the info needed.
:093:
 
Last edited:

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
so like, back from the dead, I impulsively decided to join a Smash Wii U tourney today, got 3rd out of... 36? - lost my steak to a Greninja <_>

I only have the 3ds version and mostly just play casually in For-Glory, but it was really fun and I kinda wanna get back into it again. Haven't really been keeping up with the developments here, haha.
Welcome back, you beautiful *******.
- (A)SC looped (..? wtf did we call it before?) someone like 3 times in a row - SC > footstool > SC tech chase > footstool...
- had a sonic ditto with Auroura (sp)? not sure if he posts, but it was fun :3 I grab released him out of spring jump but it wasn't instant death. Awesome to see that was fixed! Still hate the fact ASC has been destroyed though.
RIP ASC

We definitely had an absurd name for it, but I can't remember right now. I feel like it did involve loop or shuttle loop in some way, though.

Also, I was having a debate with Wedge over what exactly the "Skydragon combo" consists of. Can anyone (@ Espy Rose Espy Rose ) clear this up?
:093:
 

Espy Rose

Dumb horse.
Joined
May 31, 2006
Messages
30,577
Location
Texas
NNID
EspyRose
Skydragon was one of two things:

1: Uair string to Spring > Uair KO
2: Placing a spring under a falling opponent, launching both of you into the air, and doing uair to KO them.

I wanna say it was the latter. I still have the picture somewhere... :applejack:
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
I thought the skydragon was the second one? the first one is fairly normal business soo..

You know what I miss from brawl sonic more than anything? The really weak hit on the end of his old dash attack. Landing weakDA, doing a grounded spring to bring them up and doing a uair was the sickest **** ever. I pulled it off in tournament once. good times.
 

Espy Rose

Dumb horse.
Joined
May 31, 2006
Messages
30,577
Location
Texas
NNID
EspyRose
That's the joke, GP. :applejack:
The Skydragon is a joke. It could really be either or.
 
Last edited:

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
I thought the planted spring was the Anthinus combo?

We had so many unnecessary names for ****.

Best combo is still the CitH combo.

:093:
 

kataridragon

Smash Ace
Joined
Sep 23, 2008
Messages
673
Location
TEJAS
I think the planted spring was made up by Mr. 3000? Seriously.

Camalange in the House?
 
Last edited:

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
Welp
10Welps
Mystery solved.

EDIT: lmao Mr. 3000. What an enigma.

EDIT 2:
Camalange in the House?
Just saw this.

It actually stands for Cat in the Hat combo, named after @thecatinthehat himself. According to Smashboards, he was last logged in on my birthday. How poetic.

Now, if you want to see The Camalange Combo...


:093:
 
Last edited:

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
Bombs away!
Shake and Steak
Spike the punch bowl
G~P combo

:093:
 

Heartstring

Smash Legend
Joined
Jun 12, 2009
Messages
11,129
Location
England
Bombs away!
Shake and Steak
Spike the punch bowl
G~P combo

:093:
Vanity is telling me to vote for the G~P combo.
But 'Choke > T.O Johns' is the G~P combo already.

The UMvC3 combo
Hidden missiles

all I can think of is foot dive puns im sorry
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
Vanity is telling me to vote for the G~P combo.
But 'Choke > T.O Johns' is the G~P combo already.
looool
all I can think of is foot dive puns im sorry
Yeah, it's really just a divekick.

How about "when's marvel"

:093:
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
That one doesn't have a very good ring to it...

:093:
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
Are these still for Dthrow > Dair or is this just fun ways to describe Dair?
Unsubbing from this board. Cyall never. :applejack:
Are you upset because we didn't like your suggestion?

:093:
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
I'm fairly sure mods are supposed to stop posts like this instead of join in, butt **** the police
I think you forget that I'm no ordinary moderator.

Also this is the social thread so it's really a non-issue. Plus it's still relating to Sonic.

:093:
 
Top Bottom