The instant HA isn't too hard. It just involves skipping to the proper action. Its trajectory is still its weakness however. I'm thinking a spiking homing attack would be neat, though hitting with it will still be a pain. Landing it off-stage might still be pretty hard with its bad trajectory and priority, but it would definitely have its uses and will be decent/scary for recovery.
Anyways, I've been playing with some Sonic tweaks and heres what I've got done so far.
-Side-B Invincibility lasts 8 frames longer
This will make the move more lenient and pierce through more melee and projectile walls. Its still an easily punished move with pivot grabs catching its start-up, but used correctly there are some very practical situations this will come in use.
-Spin jump should have hitbox for first 6 frames. Hitbox size 1.25X
The spinjump hitbox used to only come out on frame 6. By this time, Sonic was basically at D3's height. There weren't very many uses for it before because his aerials were much better. I could probably still say the same but his spinjump comes out fairly fast and is an offensive escape option if you ever wish to use it that way.
-S3K Nair, invincibility for 4 frames
Hitbox was increased and he has invincibility for 4 frames. It currently has a graphic that I'm unsure whether it fits well or not. Its knockback and growth were tweaked with less KO power and to provide a few setups depending on the character and how you space it.
-Fair, Uair and Usmash are less SDI'able (6000)
Fair and Uair I think may be better off left SDI'able. At least that way, you can follow their DI and they can sort of go with the move if they're trying to survival DI. Otherwise, theres not much of a way to make them link much better as Sonic has too much momentum. They link just fine when he's slowed down or isn't doing rising fairs or something. Usmash being less SDI'able is to help with the next buff.
-Usmash Spikes at 275, should connect better
Starting hitboxes have less growth, and with the speedup (Which is too good without the spike and was MEANT to be added with the spike) will let him techchase afterwards.
-Fair angle 169 = 40
169 seems to be magic number that doesn't let certain moves lift people off the ground at low percents. This is just a small change so that Fair should lift people more often.
-Ftilt sweetspot (WIP)
I want to give Sonic an Ftilt sweetspot that kills about 30-40% later then Fsmash. This would give ftilt some use since as of now it comes out same frame as dtilt and dtilt has much better follow-ups. The sweetspot would be at the very tip of his ftilt and would reward you for making use of ftilts range over dtilts speed. It would be a great techchase KO and with it we could remove/tweak the Dsmash speedup(Which I intended to get rid of anyways since it kills only a little earlier then Fsmash with much faster start-up time) and substitute the KO power of his old nair with the S3K insta-shield invincibility. Not a bad compensation, and it rounds him out quite well imo.
The ftilt sweetspot im having trouble implementing because the hitbox refuses to show up. I'll probably be asking Thunderspam for help since i'm sort of baffled with it atm. Anyways, if anyone wants me to post the .pac file so you can give feedback just ask. I sort of missed the nightly ship.
EDIT:
http://www.megaupload.com/?d=UOBCHFQP Uploaded the Sonic.pac for Thunderspam, so anyone else can try it if they want as well.