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they're just numbers though. it doesnt mean OMG OMG unwinnable if its just 40:60Quick question. Are these match up ratios updated? I was trying to look for Links, but I the link to the Link discussion took me to a post made back in '08.
Has anything changed in that, or any other match up, for that matter? And more importantly, are these updated discussions linked in the first post or not?
I'm just curious.
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Also, all of these odd numbers is just obnoxious. Why can't we just use whole numbers? 4:6, 5:5, 6:4, 7:3, and 3:7 are the only numbers we'd need, and write ups would only require a bit of explanation as to why.
Rather than have something at 45:55, maybe changing it to 6:4 or 5:5, along with a writeup that explains how it can sway to those from 45:55 would be better?
I dunno.
Just sayin' this because I'm starting to get more interested in our match up ratios.
I'd gladly somehow pick up the slack if people get interested in this again. *shrugs*
what you see as, Mk gets destroyed by grabs, and ASC, i see as Mk ***** me and the only usable moves I have are grab and ASCI agree with ICs, I agree with Wario. I however cannot agree with Meta Knight and Snake. Meta Knight imo has to be an even matchup. Because as gay as he can be, that fgt MK gets destroyed by ASCs, our grabs, and fair thru his drill is too good. Although iunno. Maybe it's just easy for me because I'm in NJ reppin this 'hog against a state full of MKs (oh and drama. Can't forget drama. And more MKs.)
And snake... I just don't see how that's that bad. I admit that it's not in Sonic's favor, but Snake is easy to juggle and uthrow sets up for alot. Like a uthrow uair to juggling, utilt at low % or even uthrow usmash. he is hard to kill but his recovery is mad gimpable. And if you're smart and don't get tech chased like crazy and don't spin or roll into his stupid, OP, disjointed tilts... you should be able to win. Their weight gets them in this matchup. If a sonic player can correctly use the power of his weight and **** recovery against him, the player can win.
I guess your forgetting DDD lives quite awhile, and Dair isnt always the aerial we rely on. Its bair and the grabs. Bthrow hurts alot, and is also a kill move. So if i grab you out of a mis placed spin dash your going over board with a bthrow. Yea sonic does have the tools to juggle D3, however keep in mind with proper DI/spacing and reads it'll be much tougher to touch a good DDD. As for edge guarding...thats a interesting topic related to the MU and can go either way depending on where the opponent is launched + the map they're playing on. What makes sonic tricky to gimp is the almost immediate boost in vertical height from his up b, plus he has other spin dash methods to get back, so the DDD would have to read these and punish accordingly. On the flip side i cant see sonic being able to very easily gimp DDD and his jumps, but i can see him harassing DDD with springs, possible fair/bair harassment or using them for stage meteors-- basically what you want is to make the DDD use his up+b to recover. Once you do that you basically can really rack damage on him and send him back out again to reset the situation. There is a possibility it could be 55:45 on some maps that favor sonic more than DDD[platforms, maybe YIB?], but for places like final d where theres no where to hide and lots of room to CG + being able to survive longer, it'd look more like 40:60. If it were map dependent then you'd have to make your bans/strikes count and know the MU on that particular stage., the DDD matchup has been bothering me as well. Taking Malcom's advice from awhile back, is just too good in this matchup, add the fact we juggle DDD almost as good DK, Edgeguarding him is probably one of the easiest of the Top tier imo, and his dair is a big commitment (something of great importance when youre juggling an opponent) along with his fair being not being fast enough given the distance you should be at once u begin the juggle. It just seems its a near even matchup. We can gimp/kill offstage fairly easily in this match up. Sure he chaingrabs us to hell, but we make up the same damage with ALMOST the same ease during edgeugarding attempts/ juggles. Again this is a matchup i see as a 55:45 D3.
But iono im just stating my two cents. Hope it made some sense.
theres nothing that you can do thats safe against them.
except maybe spring dropping, that hits one of them and knocks them away.
Killing is the least of the problems. Nana is pretty predictable desynched. Just pressure the hell out of her. You can kill one Icie. Especially one that has the mentality of a radish. DON'T go after Popo. Like ever. He can react and sadly enough outrange/prioritize us until Nana comes running back. Go RIGHT AFTER NANA. Not only can we rack up damage safely Popo can't get to us to stop it. We can punish Popo for trying to save Nana FAIRLY easily. You have to turn into a game of Save Nana's stupid *** bros. Brawl. I suggest that everyone...ever plays Icies. At least for a bit. It becomes much easier to dissect them. You don't need to be able to chaingrab to really see their weaknesses.
Don't even mention Dair, its easily Sonic's WORST aerial by far. not only due to the range and priority, but also becaus eof how it works.People also never really take the time to discuss non-desynched/chaingrab aspects of the matchup. Utilt can catch us out of PRETTY much anything and leads into a grab/SHUair. Speaking of the Uair that thing is an *******. SOOO underrated. Against characters like Sonic I won't even go for the grab. I'll zone with Ice Blocks and Blizzards and interrupt with Uair and Utilt. Grabs are more of a bonus in this matchup. I believe their Nair can **** us up out of PRETTY much anything. Like..if we fair at them they can just nair. Due to 6 frame lag between the two you might knock ONE away but you'll get hit too and be unable to follow. Dair loses to Uair. Our best option is to take advantage of our Bair. It beats theirs like every time and is great for us to follow up. In fact Bair beats their Nair I think. Bair and Uair are the only really safe options in the air from THEIR front. Their backs in the air are the weak spot. Even their Dair can be a problem if you air chase. So... yeah. Basically NEVER Dair near them. Like even lagless Dair. Good Icies either grab you or know it'll be lagless and Uair through it. Bair like a madman and don't use Fair as an approach if they have time to nair. It's great for keeping them seperated though.
lolol I loooooove doing this, because ppl never know as well as I do, how high they're gonna go when I up-throw them... So in the first stock or two you've attempted Uthrow > Uairs (perhaps successfully, perhaps just to get it in their head), then last stock they're at mid-ish %s and you Uthrow them and they "know" you're gonna spring > Uair so they use their Dair as you've sprung past them and you just Dair them lololOne of my favorite juggle mixups is to upair someone high into the air, spring past them (usually making them air dodge), and dairing into them from above.
It isn't safe to use for getting to the ground unless the opponet isn the air with you as well.umad if you calling sonics dair his worst aerial
theres more to attacks than simply hitting with them you know... Its servers a much greater purpose as an anti-juggle, way to switch up your recovery and a safe, quick way to get to ground before the enemy after an attempted spring follow up. Oh and it can also KO at low %'s if people get hit by the sweetspot offstage.
Combo' from side B and down B at least.nairs got nothing on that lol
not trash, but that it is his worst aerial.Saying that Sonic's dair is a bad move isn't far from the truth, but that doesn't means it's trash either.
*Uairs you in response*One of my favorite juggle mixups is to upair someone high into the air, spring past them (usually making them air dodge), and dairing into them from above.
Its a bad move.You'd be surprised by how often this works for me. And if the opponent isn't named Wario, you STILL get to the ground faster without getting touched; not to mention another opportunity to punish because now, you have ground control.
Never said it wasn't.not trash, but that it is his worst aerial.
When did I say to use upB as a projectile?*Uairs you in response*
Screw that the spring is a TERRIBLE projectile.
Its a bad move.
You're placing yourself above the opponent and then using a move with high start up and predictable trajectory.
Its the vertical version of Fox's side B.
Its disjointe, has less lag time when NOT autocanceled, and releases an airblast upon landing.G&W's Keyblade is just as punishable as Sonic's Dair.
Ganon's Stomp at least does 23% @#$%ing percent. That move alone does more than Sonic's fully-charged FSmash for God's sake.
Its not a good dive because its just, well, bad.Dair isn't just an attack, its how sonic moves around as well. Between spinshotting and dashing for horizontal speed and spring/dair for vertical speed, its as if sonic can quickly renew his assault from a new angle at any time.
From high enough above the stage you can use the momentum with other moves, it kills off the top and the sides. It also has a bit of a disjoint at least, unlike nair. So it will actually beat some stuff.
I love nair, but its just an attack. I don't feel sonic's mobility would be complete without a dive attack, though I would rather have ganons or gnw.
So we agree.Never said it wasn't.
Didnt you say you spring past them to force the air dodge? I am probably making an error in the situation I am imagining.When did I say to use upB as a projectile?
Um.I really don't think you really don't know what you're talking about, honestly. It's all good though, you don't play Sonic in tournaments, so you lack proper application.
Why would they?Of course it's not going to work when you're trying it a billion times in a set. Like it or not, SL, people do air dodge, especially in response to Sonic's upB chases in midair.
yeah. They are both bad.It's not viable in many situations, and it's not incredibly reliable, but it works when you use it just right.
It's more or less like Sonic's nair in terms of usage.