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Listen to him.I say test out iSpin's bair. Him and DS are like the only ones messing around with stats. :V
The Sonic mains no longer care for Brawl+ as I see it. But why more ending lag? It seems fine as is to me.I'm arguing for Sonic's upsmash spike to be put back in. It should have more ending lag than we had originally (what was I thinking? Jab resets on missed techs?!?! Bad idea)
This sounds like a very ideal threesome and has piqued my arousal. I believe we could easily (re)produce an intense character.You want to fix sonic, yea. Start tinkering. I suggest, iSpin, Blank, and Dark Sonic get together and start figuring out things. :V
In private.
This being another reason that I agree on this trio.No way, you can't include me in the trio. I'll only give stupid ideas like making Sonic's grounded spring only disappear on next use. :S
Thats an amazing idea btw.
Oh no, you should've heard my real idea. Making it a throwable item.This being another reason that I agree on this trio.
That idea is frickin' awesome.
I've always just replaced two lines with the Bair code.If you guys want to test out the Bair you need to modify the first line of the speed mod data code. Count the amount of lines minus the first line, multiply it by 8, then convert to hex. Whatever that number is should be at the end of the first line.
Because Sonic can land the Bair and have followups. Making the end sooner would be pointless when you could just land it onstage anyways. Offstage you don't have to worry about that as much cause you're a beast offstage anyways. And DK's comes out on frame 7.@iSpin: About Sonic's Bair, why not make it end sooner? Like DK's?
IIRC, Dark, Blank, and iSpin want Usmash to spike again. :VWhy do people disagree about buffing the hitbox of his nair? Is there some problem with it or do people just find it broken? Also, is there anything you can do with Sonic's usmash? I'm not asking you to buff it or anything I'm just asking gameplay wise I haven't found too many good uses for it as of right now in B+.
Well its just that his Uair already can serve a similar purpose, having nair could just negate that. I'm not outright against it yet though, but having it have be better in kill power would definitely fit better with his Usmash spike. That way he could techchase with it pretty safely.Why do people disagree about buffing the hitbox of his nair? Is there some problem with it or do people just find it broken? Also, is there anything you can do with Sonic's usmash? I'm not asking you to buff it or anything I'm just asking gameplay wise I haven't found too many good uses for it as of right now in B+.
Besides techchase nair, a speedup to bair may be considered. Not sure, haven't talked to Dark Sonic much on this yet.I see, I guess that would be fair. So usmash excluded are there any other plans to improve his ground game or are most of his kills gonna be by the air through edge guards and things like that?
Actually, the speedup would be at the start.Same cool down, but the move ends 2 frames sooner.
I've been saying to put it in front of Sonic all this time. Neko likes to take words out of my mouth apparently. I've been wanting to edit the direction it sends for a while now, I hope we can test this idea of yours.IIRC, Dark, Blank, and iSpin want Usmash to spike again. :V
Also, have you guys ever though of having Usmash spike at a 25-30 degree angle on the final hitbox? And have all the hitboxes carry the opponent around his usmash for it always finish infront of sonic?
That would be awesome imo, because you could DAC or Hyphen Smash and have the momentum/lack of friction carry you to the ledge and it would spike off the ledge.
Weaken the growth, and make it a meteor, so the spike wouldnt negate average WITH edgehoging recoveries until 90%+ percent. Having it spike infront of him would set up for tech chases better than the old Usmash spike. Stutter step fsmash would take care of rolls behind sonic, and rolls forward can be easily tech chased with sonic's pure speed and short init dash. Dsmash can own get ups too.
Usmash spikes off the ledge prior to 90% can lead to stage spike follow ups and/or spring gimps.
Give usmash a resonable amount of lag and ideal KB and the idea is balanced and golden.
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I've considered weakening Nair and buffing the hitbox so it can be used as a landing move that has very good followups. And when I say weakening I mean the KB but keep the damage. Food for thought.Well its just that his Uair already can serve a similar purpose, having nair could just negate that. I'm not outright against it yet though, but having it have be better in kill power would definitely fit better with his Usmash spike. That way he could techchase with it pretty safely.
No threesome after all?Me and Dark Sonic will talk about the Usmash spike
But you wanted to have homing attack to spike? I'm guessing by HA's properties the HA would miss to a recovering opponent so it would even out? I'm just wondering where the thought process was when we were considering making a HA spike, but when we discuss a Usmash spike we don't want it to be used as a kill move cause I think I missed that train completely.but im not sure we want it to really be used as a literal spike off the stage, just a techchase setup. Having it spike off the stage would most likely only be due to bad DI.
FixedSame cool down, but the moveendsstarts 2 frames sooner.
Intriguing idea there Dark Sonic. By ASC for those who do not know is just an Aerial Spin Charge or A1 Steak Charge. So I doubt we can just up the properties of this move for only in the air so we would also be buffing the hitbox for Spin Charge on the ground as well. Either way, DownB isn't that great of a move and a larger hitbox will be a great benefit. I don't know how I didn't think of it first when I heard we can edit hitboxes *shakes fist*.What I REALLY want to do is make ASC have a bigger hitbox (and by bigger I mean, sex kick big), or make the turn around of SDR be jump cancel able (or shield cancel able). It'd be cool to play more into Sonic's cancel game.
ASC could also have less startup lag as an alternative to a bigger hitbox (bigger hitbox would be more beneficial of course). Plenty of ideas, but not sure how many would get in/be feasible.
Debatable, elaborate more for us why 6 (iirc) frames is 2 slow.I think the Dtilt could end a little sooner, to be one of his best combo setups as floaties seem to just nair out of all my follow-ups to it.
Look inside your heart and you will find the answer.I honestly can't see a faster Bair helping much in terms of combos. It being slightly faster wouldn't really help much in terms of reliable kill power either, but if there was one aerial that deserved a speed-up I would say its Bair.
Depends, we may have to change the KBG and angle for follow-ups. I'm not sure changing its hitbox without a graphic would be wise. How big were you thinking of a change? I think if we buffed its kill power a little more so its a viable techchaser would be good, since Dsmash isn't looking too great of one right now. Also, ASC seems to be a candidate for hitbox increase so just think about that too.I've considered weakening Nair and buffing the hitbox so it can be used as a landing move that has very good followups. And when I say weakening I mean the KB but keep the damage. Food for thought.
Homing attack is even more useless then Usmash. Anyways me and Dark_Sonic toyed with the idea of a pillaring Sonic long ago. Homing attack wouldn't just spike, it would be faster. Its uses would extend to more then just off-stage, it would setup for plenty of things on-stage too and maybe even be combo'd into. It was a completely radical idea that never was implemented because Homing attack can't be modified that way.But you wanted to have homing attack to spike? I'm guessing by HA's properties the HA would miss to a recovering opponent so it would even out? I'm just wondering where the thought process was when we were considering making a HA spike, but when we discuss a Usmash spike we don't want it to be used as a kill move cause I think I missed that train completely.
Would this change the Down-B Spinshot and Spinjump hitboxes as well? I always wished they could get more use, canonball attack lol.Intriguing idea there Dark Sonic. By ASC for those who do not know is just an Aerial Spin Charge or A1 Steak Charge. So I doubt we can just up the properties of this move for only in the air so we would also be buffing the hitbox for Spin Charge on the ground as well. Either way, DownB isn't that great of a move and a larger hitbox will be a great benefit. I don't know how I didn't think of it first when I heard we can edit hitboxes *shakes fist*.
6 frames for the whole move, or just for the hitbox to come out? I'm talking its endlag not the entirety of the move. Just so it has follow-ups on floaties.Debatable, elaborate more for us why 6 (iirc) frames is 2 slow.
It could be a useful trap or setup, even though the opponent can react to it right away its still sets them up in a good position for an uair kill. Not only that, but having it always be there gives him more options for say, double spring jumps, or some insanely far edgeguarding. Spindashing or dairing twice off-stage and living for example. Im sure there are more applications, they just come into play with practice.With you 3 behind the helm I can tell that Sonic is in good hands. Also a question about leaving the spring out from a little while back, how exactly would that benefit Sonic's game?
How come?Depends, we may have to change the KBG and angle for follow-ups. I'm not sure changing its hitbox without a graphic would be wise.
Ball Parking 15-25% LargerHow big were you thinking of a change?
This works too and I will keep that in mind.I think if we buffed its kill power a little more so its a viable techchaser would be good, since Dsmash isn't looking too great of one right now. Also, ASC seems to be a candidate for hitbox increase so just think about that too.
I see, while we are on topic about HA, can we buff the damage? It does 8% iirc.Homing attack is even more useless then Usmash. Anyways me and Dark_Sonic toyed with the idea of a pillaring Sonic long ago. Homing attack wouldn't just spike, it would be faster. Its uses would extend to more then just off-stage, it would setup for plenty of things on-stage too and maybe even be combo'd into. It was a completely radical idea that never was implemented because Homing attack can't be modified that way.
How about we implement Neko's idea and just make it a meteor? I assume you are saying we can't have both?I'm just not sure about the Usmash really being an edgeguard or kill in that way. Maybe you and Dark_Sonic can talk about this one. If its not well-recieved by others I would really just be happy with the techchase.
Would this change the Down-B Spinshot and Spinjump hitboxes as well? I always wished they could get more use, canonball attack lol.I would assume so, but we would have to test it to see. I'm not sure if those moves are regarded as SpinCharge or as a whole different move. I would assume it was indeed the same move.
I was referring to startup, sorry. I do not have the rest of the frame data due to its being worked on for the Sonic boards. We have two different guides and Dtilt is only done for one of them. I'll post more for later.6 frames for the whole move, or just for the hitbox to come out? I'm talking its endlag not the entirety of the move. Just so it has follow-ups on floaties.
I was saying 2-5 and shanus gave me -2 frames. I assumed he would not go above that but if a 9 frame Bair isn't asking to much then by all means do it.Also, how about 4 frames shaved off of Bair startup? That would be the amount of time it takes for Metaknights Dsmash to come out, pretty good?
Also for the sake of this thread and on topic of Nair I will quote from the Sonic boards:
NAIR
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It is not that disjointed at all lol. Its just because Sonic doesnt spin on a stationary axis, the axis rotates the same way hes spinning. Imagine a CD rotating about a tiny point located inside the inner circle. The range you can see here only exists in 1 direction at any given point of the attacks while the remainder of the hitbox is more or less directly attached to Sonic's body. He spins about this smaller axis about 2 times in a single nair.
No, having the spike would give us both. I'm just not sure whether its really necessary. I think the meteor idea is fine though considering it only leaves them in a bad position, but not so sure how much DI will affect this idea.How about we implement Neko's idea and just make it a meteor? I assume you are saying we can't have both?
At one point in time we considered making it like the insta-shield from Sonic 3, which would be a pretty big hitbox to leave without a graphic to see lol.How come?
Thats why we have nightly builds isn't it?No, having the spike would give us both. I'm just not sure whether its really necessary. I think the meteor idea is fine though considering it only leaves them in a bad position, but not so sure how much DI will affect this idea.
Oh I see...So no Snakifying Sonic.At one point in time we considered making it like the insta-shield from Sonic 3, which would be a pretty big hitbox to leave without a graphic to see lol.
Me and a few other Sonic mains had the invincibility frame idea a while back, but that was swatted down due to it being too good.Actually, giving nair invincibility on certain frames would be better than a move with KB like Snake's nair.
At least in terms of versatility.