Kinzer
Mammy
I thought it was 55:45 ROB's favor.
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Originally Posted by da K.I.D.
ummmm. I dont know what specifically is giving you trouble so I guess Ill just go through a basic overview of how sonic wins the match...
1. Unless you can powershield it on command, dont attempt to shield grab the bair. and you probably shouldnt try it then either, because it is lagless and has mad range. and sonic has crap grab range.
2. learn to power shield the lazers. he has a lot of lag after he fires them, so its possible to run up and grab/dash attack him after he shoots if you are close enough. alternatively, you can spinshot over them and punish him.
3. if hes the type to try to shine as hes falling to get out of comboes, you can shield grab it.
4. DOWN TILT. work on down tilting successively and doing instant reverse down tilts, if you are good you can combo wolf from 0-about 45 and than into a grab from down tilt. most people arent fast enough to do that many reverse down tilts one after the other. so just down tilt him as much as possible to punish his moves, and when you dont think youll be able to down tilt again just grab. down tilts to 2 pummel up throw, can be around 35- 45% of free damage.
5. learn what the wolf likes to do out of down throw (its the only worth while throw wolf has) and avoid the followups. usually rolling backwards is the safest option when he down throws you.
6. Stop dying. wolfs usually start fishing for down smashes at about the 110-120 range. pay attention and learn to bait shield and punish the down smash. sometimes, if the wolf is bold he will down smash your attempt to punish his down smash. dont try to grab to punish the down smash. use down tilt if he is at low percents, or ASC/fair/ftilt/bair at high percents. note the ASC and bair will probably only work if the wolf likes down smashing multiple times in a row.
7. FSMASH! most good wolfs dont use f smash any more cus its kinda bad. ut if your wolf likes to f smash. a good way to get free damage is to stand right inside the edge of his f smash range. the wolf will probably say, he doesnt know i can hit him from here. and try to f smash you. but if you shield as soon as he starts the move. its a free shield grab/down tilt at low percents for you
8. GIMPS! Gimps are very important. as its usually necessary to gimp the wolf to win seeing as wolf clearly out classes sonic in killing power. theres 2 parts to edgeguarding wolf effectively.
a. get as far out from the stage as you can to force the wolf into making an error. standing at the ledge and doing an ISDJ is a good option here. your objective isnt necessarily to gimp him, but use long lasting moves like down air, fair, and nair to either kill him or make him airdodge. if the wolf is forced to airdodge, the battle should be almost over.
b. getting to the ledge before wolf. wolf is very reliant on the ledge for his recovery. so if you can get to the edge and outlast his recovery move with your ledge invincibility, wolf will probably die, this is why its important for you to make the wolf airdodge or shine before he attempts to get to the ledge, because wolf falls like a brick, airdodging will almost always put him below the stage and it wolf is below the stage. the ledge is pretty much his only survival option. so if you can force him to do something in phase 1, and than get to the ledge before him in phase 2, the stock should be over.
also note that i believe fair trades hits with his up b, and nair outright beats it, even the weak hit. bair beats it as well. also, the hits of his up b have essentially NO hitstun, so if you get caught in it, mash your fair or nair, and you might be able to hit him out of it while you are stuck in it.
that ended up being a lot longer than I thought. hope it helps
yes, Kinzer. Infzy frames. Wolf...I can say everything Nape said. They aren't hard, even if they are campy. They are basically smash, smash, smash, and some tilts. If they try to force you to approach with their lazars, dash like a madman and powersheild that crap, then punish accordingly. I play Wolfs all the time...I thought it was DSmash... seeing as how it's just as fast as MKs and is just as powerful...
BTW Napi, Infzy frames?![]()
I could honestly say the same thing about getting killed by Sonic's B-air, U-air, F-smash, and D-smash....cause usually I didn't DI right, didn't Up-B away when I should have, or I was playing on wifi where I kill my own spacing a lot (I think G&W sucks a lot on wifi because of this. Go figure).Every time I've eaten a G&W Upsmash, I've known it was my own fault, and felt subsequently ********. Usually I was trying to punish/outprioritize it, but you're right that it's a very safe move for G&W to use when we're trying to land. But that doesn't mean it should ever hit us. Our airspeed is fast enough and we have enough options to mix up our descent.
If we're falling towards a G&W and we haven't used spring, we're pretty safe; we spring in the worst case, which can often buy us time/unpredictability to land safely (on many stages, a spring from above the ground can allow us to lagless-Dair ledgegrab whichever side of the stage we want, lol... or land anywhere in between). Putting the spring into G&W's upsmash gives it a bit of extra hitlag (or hits him instead), which helps a bitIf we have used our Spring, we're likely coming in low from the sides (recovery), in which case the edge / walljump potential gives us more options to avoid the Usmash, and/or we can airdodge through. Alternatively, we're in a bad spot if we're just falling towards the centre of the stage from a spring, but our airspeed can still often outpace the G&W.
Sounds cool, but it shouldn't see nearly as much use in this matchup considering that G&W also KOs much earlier on most of his attacks. =/Bucket braking: we sorta have that tooSonic's down-B actually works extremely well for this. Not as crazy as bucket-braking because of its start-up lag, but the braking effect happens as soon as the down-B's released, which is quite fast.
Good G&W players only D-tilt when you have committed to an approach. If they see anything else, they will B-air or shieldcamp.Sonic's jab > G&W's Dtilt. It also comes out 1 frame faster than G&W's jab, if djbrowny's to be believed. IMO our jab helps a lot in this matchup, except we're apparently punishable from shield (I'm not sure how true this is; you sure we can't just outrun the turtle, or likely even shield-grab if you're using it on us OoS) so the jab helps us mixup our grab-punishment (since it's usually safe when they'll spotdodge). And jab doesn't help vs. aerials, but obv we wouldn't be jabbing if he's using an aerial on us.
True enough, unless of course he's Up-smashing your shield, in which case you're not getting past a -1 frame advantage. Retreating B-air is also pretty much safe from Sonic's DA.Dash Attack helps when G&W does anything laggy, and he's above low %. This includes any missed up-smashes![]()
fixed4yaI've played more G&Ws recently, and I just think its easier, so I don't think theres any point in changing the matchup numbers =/. As my spacing and pivots gets better, I find it way easier to punish G&W startup lag. You'd be really dumb to try to run into charging smashes, as its a virtually instant charge release, but otherwise statup lag is punishable via powershield+grab. Tech chases on G&W also seem easy because of his slow roll.
And no, you are unlikely to catch Sonic with an upsmash when he is returning to the ground, if the Sonic knows what he's doing. Hold shield as you land, and you airdodge into a shield. I keep on telling people that in most cases its useless to try to hit Sonic out of an autocancelling height dair, the attack needs huge vertical range and/or a long lasting hitbox in order for sonic not to be safe. Your best option is almost always to grab Sonic upon landing, as he can do very little against that except an extremely well timed spot dodge.
Ah, thanks KID.fixed4ya
10Zamusupsmashes