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