Charizard isnt combomania for you though :S His nair and fair are just as quick as anything Sonic has to offer, and the rock from rocksmash comes out on frame 5 meaning it will work as a counter if sonic hits the rock. chars dair ***** Sonics uair (playing yesterday the two met many times and Char was always the victor.) Sorry guys Char has better damage output, camps better (necessity in brawl), kills earlier, and lives forever. No PT will settle for less than a 60:40 for char
Um...
I'd just like to point out that a very important aspect of frame data (that's missing for MANY characters in Brawl) is ending lag.
People can go put MK's D-smash on a pedestal all they want because it starts on frame 5, but it has a 28-30 (not sure of exact #) dead time after the front hitbox goes away. That's enough time for Sonic to
run across over half of Final Destination.
Sure, it's a nice little move to punish with. But consider how Sonic's approaches may not really
be approaches (shield cancels, dash dance pivots, etc). How committed are you to those moves if I, say, side-B and shield cancel, or ASC and shieldcancel the landing just outside of your attack range, and how punishable are you if you miss?
Does ASC break through Rock Smash at full velocity?
That thing has crazy priority against grounded moves. Someone test, I can't right now as my bro is playing Kingdom Hearts on la TV D;
It shouldn't. The shards should knock Sonic out of it. I also was under the impression that ASC has pretty crappy priority and just omnomnoms projectiles once in a while when it's transitioning to landing.
rock smash gives charizard the edge.
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comments and shiz please!
I'm just wondering what moves you land a damage (not knockback) rocksmash from. This is considering that airdodge/spotdodge isn't counted (universal). I can go ahead and put Sonic's ASC on a pedestal since it technically can be used to nail a 50 damage combo, but in all reality, Sonics will probably only go for a 20 or 30 damage counterpart instead.
You can talk about damage output from rocksmash, but are you talking about a sweetspot 43% or an 18% (?) from an 'outside' hit?
flamethrower is nice because sonic's approaches are often right in flamethrower's path, but it's too slow to rely on in this matchup. it's a solid move and makes for a pretty good approach on sonic (if you ever approach sonic lol...) but you can't use it against sonic's approaches as well as rock smash. it's more vulnerable to feints and the like. charizard's more vulnerable if you fail. flamethrower's about as useful as it usually is in matchups, which is alright.
flamethrower (and rock smash) on a sonic at the apex of the spring jump is nice though, since afaik sonic can't sweetspot the ledge on the way up.
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can sonic be grabbed out of a spindash? obviously you'll need really solid timing if it's possible, but the range on zard's grab makes me think it could be.
Flame thrower aimed at the apex of Sonic's spring is not exactly a viable move to cite, since Sonic can just airdodge, or SDI a few times (even AWAY from the stage, mind you) and spring again. Hitting Sonic with a low knockback move while he's recovering
helps him get back.
And yes, Sonic can be grabbed out of spindash. If I can standing grab Sonic out of spindash as Sonic (he has a pretty short standing grab range), then it should definitely be a viable move for Charizard.
However, spindash should be used to approach as much as Rock Smash should be used to approach. It's an amazing punisher, but it's rather ineffective (and punishable) if the opponent is in a neutral state (standing/shielding/walking/running). It's really best for punishing lag (startup, commitment, ending, and ... connection) either via cancels or sheer speed. Otherwise, Sonic's 'running' approaches are far safer and smarter to use.
lol I remember that, but I never connected the names. After reading the thread the first time, I thought the TC was just some noname scrub that'd never come back, so I didn't think it'd be worth remembering the name xD