iSpiN
Smash Journeyman
There really isn't much wrong with Dtilt other than floaties can easily get out of it. I am calling it very unnecessary.
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Pretty much disappear until next use, only grounded springs of course. Not only would it be a neat trap, but he could pretty much go twice the height and edgeguard twice as far. The possibilities for it would just have to be looked into.D-tilt is really good. Sonic needs more moves as useful as D-tilt <3
Edit: I really like the idea of time removed on grounded spring staying out. I assume it would vanish when you Up-B again, right? It would make for some neat set ups, and traps. It's my favorite NEW idea for Sonic.
Double Edit: Lol, HA spike would be so hawt/broken
Yeah I figured the lack of lag after a spring jump might lessen some of the traps, but at the very least it sets them in a bad position, and Sonic can also Dair the spring himself and have no lag on it also. I'm sure there would be some uses for it.Yeah, it would give Sonic a neat stage control similar to the way Snake controls the stage with explosives. The only problem with that though, is that someone landing on the grounded spring suffers from no lag on the way up. When Sonic Up-B's, he's stuck in the creepy smile animation until he reaches the top of the jump. When Sonic, or his opponent jump on a grounded spring, they're free to throw out an attack at any point.
D-tilt with less ending lag would set up combos easier on the floaties. It is a good move though already. I wish other moves had as much use though. F-tilt is a move that wants to be good, but is stuck being mediocre. Would it hurt to give it more KB power, or damage?
Check the list, its one of the things we can't do.Double Edit: Lol, HA spike would be so hawt/broken
This is the reasoning why I don't want it to be buffed. I mean, we haven't even discussed how many frames would be removed or anything. But its not lacking by any means, its just a few certain characters.D-tilt with less ending lag would set up combos easier on the floaties. It is a good move though already.
Meh, Sonic doesn't necessarily need it, but if we found some good reasons too then sure.I wish other moves had as much use though. F-tilt is a move that wants to be good, but is stuck being mediocre. Would it hurt to give it more KB power, or damage?
I agree with Neko on this one. We don't need to do anything to Ftilt and imo Dtilt. Ftilt can just stay the way it is and Dtilt can remain great, but not amazing. If you wanted to do anything with Dtilt, I would consider changing the trajectory, not the frame speed, imo.Blank, there's no need to have every single move be useful. Take, for example, Marth's ftilt/bthrow or Jigg's dtilt. I'm not pushing a buff for jigg's dtilt because she's a **** good character without it, and I doubt anyone will push for any buffs at all to Marth for obvious reasons. You guys are apparently giving Sonic a lot of buffs, so why not just leave ftilt alone? The less changes, the less general *****ing from the community.
Yeah, rest would have probably hit Pikachu at that range. I seriously couldn't believe how close I came to Pikachu on that SCJ. *sigh*Wow, that hitbox is absolutely pathetic. o_o;
Fricking Rest would've almost connected on Pikachu from that distance. xP
Sonic's spin moves/tricks are a lot of his metagame in vBrawl, and they're synonymous with his character. As such, having his spin moves actually have something that resembles a decent hitbox has my full support.
25% is fine with me.
Sonic doesn't need to have any of his tilts messed with anymore. They are all usable in some form or fashion and if thats the case then we're doing better than some of the cast.I've actually found ftilt pretty useful for setting up techchases at certain percentages (accounting for fall speed, of course). If I'm not mistaken, it also has a slight disjoint and pretty good range for a tilt.
If you want to buff it, reduce the cool down. Still don't think it's needed. >.>
That made me laugh, lol.Spinning ball of doom is INSIDE PIKACHU'S SKULL and it still doesn't hit him...xD
Thanks, I wouldn't dare thinking of going below 25%. I'm kinda afraid to do anything around 50%. Can you imagine all the Down B spammers? XDI'll go as high as 100% if it's needed good work iSpin
Agreed.Sonic doesn't need to have any of his tilts messed with anymore. They are all usable in some form or fashion and if thats the case then we're doing better than some of the cast.
I would like HA to be useful, but he doesn't need it and we can't mess with it enough to make it useful and still punishable. Just leave it how it is so HA kills can still be hilarious.That made me laugh, lol.
We need to decide if we want to edit Homing Attack, Usmash, or Nair. I'm sure we still want the Usmash spike, but what do we want for it?
Usmash- I don't want it straight down, nor a killing spike. I want it 1-2 character lengths in front of behind Sonic. I think Neko already covered the options you have if that happened. I'm sure everyone will not want it to be in front of Sonic, so it would have to be behind him, either way is fine with me.I would like HA to be useful, but he doesn't need it and we can't mess with it enough to make it useful and still punishable. Just leave it how it is so HA kills can still be hilarious.
Nair, I'm fine with now. Buffing its kill power will get no objections from me, however.
Usmash spike I would really like to return. Usmash is by no means a bad move, but it basically has the same utility as his utilt with more knockback and more startup/cooldown.
The angle should send straight down at Sonic's feet so it can't actually spike without horrible DI though. Sonic's already got good edgeguarding options and such a high priority spike would just be ridiculous.
Hey, when someone mentions the move I mention potential fixes. Honestly, I don't expect every change to be made.Blank, there's no need to have every single move be useful. Take, for example, Marth's ftilt/bthrow or Jigg's dtilt. I'm not pushing a buff for jigg's dtilt because she's a **** good character without it, and I doubt anyone will push for any buffs at all to Marth for obvious reasons. You guys are apparently giving Sonic a lot of buffs, so why not just leave ftilt alone? The less changes, the less general *****ing from the community.
Well, the Doc Nair is out... Why would we make it have less landing frames? It barely has any now. I mean, how many does it have now?Nair is decent with the current change it has as far as killing is concerned, but not so sure about the combo potential. It could be better if we gave it less landing lag for follow-ups, and its range as a kill move wouldn't make it too spammable. Actually I haven't tested killing percentages, but if anyone else feels it could both kill and combo better then speak up.
Agreed.Usmash spike is my main want. I think its fine spiking behind, but I'm thinking it may need a speedup and also for the second to last hitbox to spike also. Multi-hit moves truly just become less and less of a problem when people learn to DI, and theres no doubt they will. Instead of modifying every hitbox we could speed the hitbox frames up entirely and just increase startup time, though its already pretty long. Combined with more frames that spike, the actual techchase would be worth way more then the damage a few Usmash frames could do.
Don't worry, I put the link by the buff.The 25% hitbox enlargement for ASC sounds reasonable, just keep those pics handy to justify it to curious people.
Sounds reasonable to me. Objections?...
anyway, iSpiN told me something on the sonic xat about some talk about keeping spring for an unlimited amount of time.
Don't do it.
Even Snake's explosives don't stay out forever. Spring currently lasts 4 seconds I think. If you really want to push it up, 10 seconds would be the upper limit that I'd set on it.
Why do we even need to do anything with Fair?Well in that case did you have any ideas for the fair?
Wat. Since when was I GHNeko.I agree with Neko on this one. We don't need to do anything to Ftilt and imo Dtilt. Ftilt can just stay the way it is and Dtilt can remain great, but not amazing. If you wanted to do anything with Dtilt, I would consider changing the trajectory, not the frame speed, imo.
Not a bad idea, I suppose. With that though, I see a lot of Sonic players u-smashing at the edge in hopes to set up for a gimp. And unless the spike is pretty pathetic, it could actually kill a Bowser or DK without a second jump.Usmash- I don't want it straight down, nor a killing spike. I want it 1-2 character lengths in front of behind Sonic. I think Neko already covered the options you have if that happened. I'm sure everyone will not want it to be in front of Sonic, so it would have to be behind him, either way is fine with me.
Homing attack- We have options out for HA due to more hitstun, but it still can be a risky move. It currently does 8% and has very poor priority. All I want to do is maybe give it 3% more damage to balance the risk/reward.
Nair- I dunno, I guess it can be fine as is, I just imagined more. I guess we can just keep it as is unless someone can actually come up with someone logical for it.
Also the list is updated: [List]
goodoldganon, I put the frame data for Bair on the list if you are looking for it.
Not completely but VERY close to it. Right now it has very few options to combo out of DownB/SideB.Quite honestly, you'd have to give it way more damage to actually "balance" the risk/reward. All it takes is an AD, spotdodge, or even grabbing the edge to dodge and completely throw off any potential use it has as a recovery. The move is almost completely useless.
Since I saw the :VWat. Since when was I GHNeko.
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Well yeah, but uair can hit out of those as well. And it combos better, and can kill better.Not completely but VERY close to it. Right now it has very few options to combo out of DownB/SideB.
I agree with all of this.Why would you want to change Sonic's U-air? It already has amazing range, and combo potential. I rather see Brawl+ stay away from looking like Smash64 as much as possible, and making moves less DI-able would not be a step in that direction. You should have to predict, and follow your opponent. Not close your eyes, and do set combos without hesitation.
On the topic of HA. HA will always be an awful move. If it was good, it would be broken. I don't see there being any reasonable buff to making this move worth using. The risk is always too much.
Also, the more I think of a grounded spring staying out, the dumber it sounds to me. I don't really see any purpose for it. It would just make matches take longer.