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Sonic+ ~UPDATED OP 11/15/09~

Isatis

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Umm... ah, nevermind.

/waits for the new Ness
It's not gonna be the new Ness if people test it >_> If you look at the changelist none of it's even gone overboard like the Ness changelist

oh yeah, been meaning to ask this, but is Spring/Nair Lock still possible?
Nope
 

yami_sora

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Oh I'm sure he'll be fine, he won't be crap tier anymore and he won't be the new RC1 Ness either. As long as we test him out for a while and neither the for Sonic or against Sonic people have any bias in the testing he'll be okay.
 

goodoldganon

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LOL with the amount of people are against changes sonic will be lucky if he is even as good as VB Falcon when the meta game takes off.
No one wants Sonic to be bad so don't make us out to be bad guys who have some biasis against Sonic. Regardless of the terrible crap games he made me suffer through I want him to be usable. Quite frankly I think he is an average character. He's not amazing and he won't be a super popular tournament character, but he can still win. I can think of probably 7 characters who are worse then Sonic. He might need a tweak or two here or there (gonna test Bionic's Sonic out) but he really isn't that bad that he needs:

he needs treatment like Link and Falcon where we just sweep a thin layer of BUFF over everything.
The goal of Brawl+ isn't to make everyone top tier, it's to provide a richer, more technical game and also make every character usable at a higher level. Frankly, I think he is there.

My 2 cents.
 

yami_sora

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It's not like he's unplayable but being only 8 spots above the bottom in a game with 39 playable characters isn't really high. I'm not saying Sonic has to be top 5 or anything but I wouldn't mind actually standing a good chance with him at high level. That said, I do agree that there are other characters that are probably worse off than Sonic right now, but since I play Sonic I'll continue to focus on him. Hopefully there are other people who care about those other even worse characters that can buff them accordingly as well.

We won't really know for sure which of the characters is in the most trouble until the metagame really gets established, but even then it's not like it will be too late to tune them up. That's the beauty of Brawl+.
 

goodoldganon

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We won't really know for sure which of the characters is in the most trouble until the metagame really gets established, but even then it's not like it will be too late to tune them up. That's the beauty of Brawl+.
Truth and I'm glad you see that. Reading over Bionic's Changelist it seems like pretty reasonable tiny tweaks. Maybe I'm only seeing the bad here but it seems to me lots of sonic mains think he needs A LOT to be good, when it is really just edging out a few of his rough spots.

Either way, I want U-smash spike back. :laugh:
 

cobaltblue

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Truth and I'm glad you see that. Reading over Bionic's Changelist it seems like pretty reasonable tiny tweaks. Maybe I'm only seeing the bad here but it seems to me lots of sonic mains think he needs A LOT to be good, when it is really just edging out a few of his rough spots.

Either way, I want U-smash spike back. :laugh:
For me at least its not that he needs to be top tier material, he should just be able to put up a decent fight without his main strategy being run the clock. A simple approach that allows for safety without being abusible (re ness) is all he nees to accomplish that task.
 

Isatis

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Truth and I'm glad you see that. Reading over Bionic's Changelist it seems like pretty reasonable tiny tweaks. Maybe I'm only seeing the bad here but it seems to me lots of sonic mains think he needs A LOT to be good, when it is really just edging out a few of his rough spots.

Either way, I want U-smash spike back. :laugh:
What's wrong with dthrow? Nobody uses that to tech chase except me :(

And yeah, that's what I've been trying to do for awhile, its not really buffing moves that are already good, but a majority of moves I didn't feel like touching because they were already good.

Next PAC build will test three things: hitbox extension on Nair (size 5 to 7, actually unsure since I have yet to test 7 and 8), Blank's Dair IASA (I'm on the fence about this but the Sonic's want this in so I'm willing to try), and SDI multiplier on usmash raised from 0.2 to 0.6 because not only me but several other Sonic mains have found it's WAY too easy to DI out of it.

Changes from the previous build will be kept in because nothing's been objected to, but will also base it off of the GSH1 Sonic this time.
 

Isatis

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Sorry for double post but

http://www.mediafire.com/download.php?3zleod1nmtu

New PAC out, based off of GSH1 Sonic.

Changes (NOT from last PAC, but changes from GSH1 Sonic to now):

Usmash:
- Raised SDI multipler +0.2x for each move except last hit
- last hit dmg 3
- last hit KBG 185 (B9)
- last hit BKB 61 (3D)
Nair:
- first hit of nair has infzy frames and size increase of +3
- second hit of nair has infzy frames, and size increase of +1
- third hit of nair has no infzy frames, no size increase
Dair:
- has IASA frames
Fsmash:
- put in a frame speed change to shave off 3 frames off of the start

edit: second hit of nair having invincibility frames is only for this build, if it's successful, not a major changer, etc, I'll keep it in but I don't have a good feeling about it =/
 

Perfect Chaos

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This Sonic has a potential for being broken, I believe. Mainly because of one reason: you can spam spring into d-air, and when you get close enough to them, or if they try to hit you out of d-air, you just n-air and use the invincibility frames to go right through them. So in the hands of someone willing to totally abuse this, it'll be a really boring and stupid match. Perhaps get rid of the ability to cancel into n-air (and perhaps b-air, u-air, and f-air as well, although these other aerials don't really have a problem). It's mainly the n-air with invincibility that can lead to potential problems.
But whatever you do, I think the ability of dodging, jumping, and using specials during the IASA frames of d-air, at the very least, to stay. Hopefully, those won't make it still too good if it does get reduced to those only. But time will tell what is too much and what isn't.
 

Isatis

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This Sonic has a potential for being broken, I believe. Mainly because of one reason: you can spam spring into d-air, and when you get close enough to them, or if they try to hit you out of d-air, you just n-air and use the invincibility frames to go right through them. So in the hands of someone willing to totally abuse this, it'll be a really boring and stupid match. Perhaps get rid of the ability to cancel into n-air (and perhaps b-air, u-air, and f-air as well, although these other aerials don't really have a problem). It's mainly the n-air with invincibility that can lead to potential problems.
But whatever you do, I think the ability of dodging, jumping, and using specials during the IASA frames of d-air, at the very least, to stay. Hopefully, those won't make it still too good if it does get reduced to those only. But time will tell what is too much and what isn't.
Yeah, so far one Sonic already voiced his discontent with the Nair/Dair and as you've said the Dair canceling into aerials is definitely a stupid advantage. I'm even thinking about removing the IASA to spring as well until the end of the animation like usual.

Some possibilities I've come up too with is reducing the frames of invincibility, because on the other hand, cobalt complained about timing of the Nair. :ohwell:

I'm just experimenting around and I'm pretty sure we all can come to an agreement pretty soon about what Sonic needs though
 

Kei_Takaro

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Bionic, what do you think of a Walkable Ground Spring? (Anyone can Walk up to it, bounce up)
I don't really see why we can't experiment on it. Not much cons I think, but I think it'll open up something new.

Or can you tell me how to do such, so I may be able to experiment myself?
 

Isatis

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From what I see, you can't, although I don't have as much PSA experiment as others.

The reason is the Up-B generates an article (a spring) and I don't think I can control its placement, but I know there's no way to edit an article so any such stuff might as well be impossible.
 

yami_sora

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I think the dair into nair set-up wouldn't be such an issue if the nair didn't have i-frames for that long, I think the nair should only have i-frames for the first hitbox, if that. The reason the nair would have i-frames at all in the first place was because it was hard to hit with and made for a good approach, now that the hitbox is bigger that probably won't even be necessary. But I do like being able to cancel the dair for mind games and stuff.

I still can't get the upsmash to link very well into the last hit, especially from a running start or if they are right in front of me. Characters like Jiggly fly out like no problem, and since my boyfriend mains Jigglypuff, I definitely notice. I was thinking though, if increasing the SDI doesn't change much, maybe the linking hits just push them up too quickly, is there a way to reduce how high up the linking hits knock you up so they are at the right height to get hit by the last part? I'm not really sure I'm wording it very well, but basically just maybe the linking hits need to have something done to them, like a reduction in knockback. Did anyone else try the upsmash?
 

cobaltblue

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After trying out the new build Bionic:

Tested on lvl 9s (particulary luigi cause that mofo is cheap)

Nair: I noticed the improvement and it actually felt worth learning how to time it properly. I still think the disjoint box should be bigger but the move may be too good if that hit box kept the full knock back and invincibility frames. Nerfing the knock back if you were to go with my suggestion seems like it would be the best way to go.

Being able to shot hop approach with those modifications to me doesn't seem op as sonic's short hop speed isn't wtf crazy and the move could still be swated back by sword users or a projectile.

Fsmash: Felt good.

Usmash: Could not tell the difference but being cpus I wasn't expecting too.

Dair: I love the ability to cancel into other air moves. However like chaos said, the move is just too **** good when combined with nair's invincibility and ko power.

Glad you kept the HA as is but am still really hopping for the larger visible disjoint on nair and the trip on dtilt. If you keep going with the invincibility on nair I don't think you'll have to increase side b's invinciblity frames near as much as blank did.
 

Isatis

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Yeah, I'm removing the second hit of invincibility off of Nair, I tested with my cousin and not only was it stupidly easy to time (for me) but it's one of the broken approaches I was trying to avoid.

I'm gonna talk w/ Blank again and see if I can figure Dair IASA into side-B and down-B only, because as Perfect Chaos pointed out it had a cheap use and I figured out this build made Sonic the best recovery in the game -.-
 

cobaltblue

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Yeah, I'm removing the second hit of invincibility off of Nair, I tested with my cousin and not only was it stupidly easy to time (for me) but it's one of the broken approaches I was trying to avoid.

I'm gonna talk w/ Blank again and see if I can figure Dair IASA into side-B and down-B only, because as Perfect Chaos pointed out it had a cheap use and I figured out this build made Sonic the best recovery in the game -.-
HA + Your build = flying hedgehog.
 

shanus

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Yeah, I'm removing the second hit of invincibility off of Nair, I tested with my cousin and not only was it stupidly easy to time (for me) but it's one of the broken approaches I was trying to avoid.

I'm gonna talk w/ Blank again and see if I can figure Dair IASA into side-B and down-B only, because as Perfect Chaos pointed out it had a cheap use and I figured out this build made Sonic the best recovery in the game -.-
Change Action: 113 Req IC-Basic[1011] =/= 0
Additional req, button press: 1
Change Action: 115 Req IC-Basic[1018]<0
Additional req, button press: 1


place that at the frame you want your IASA to start

I kinda think itd be cool to dair to homing attack :)
 

Perfect Chaos

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...I'm gonna talk w/ Blank again and see if I can figure Dair IASA into side-B and down-B only...
That's too bad. At the very least, I wanted IASA into jump to stay as well.
I kinda think itd be cool to dair to homing attack :)
D-air with instant HA was sweet, since you can jump to d-air to HA to jump IASA to d-air, etc. It looks pretty nifty. :laugh:

And woah...Bio just went mod on us!
 

Dark Sonic

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I'm of the personal opinion that simply having the dair auto cancel during the latter half of the dive would be more useful than giving it IASA into B moves like what has been suggested. Most of the time that I'm using dair it's for the movement aspect of it (or sometimes the begining pause) in order to come in at an angle that's hard for the opponent to hit me from. IASA is really a roundabout way of making this safer, but really it would be even better to just be able to do "lagless" dairs from a little lower.

Can we try something like that? Coding it would basically be something along the lines of "after frame X, landing lag=2 (or whatever the default landing lag is when landing idlely)" Start with maybe half of the total duration and go from there?

Just something to consider. IASA into airdodge would net the same effect, but as you've mentioned it creates other problems <_<
 

Perfect Chaos

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Well, Bio's only making it into side-B and down-b, now, so dodging won't be an option. I actually prefer this over making it auto cancel earlier...less easy-mode this way. With the IASA into spin dashes, you can either do side-b to shield to cancel the lag or down-b to immediately attack out of it (and your double-jump gets refreshed if you cancel d-air right before landing with it). This adds more skill to it, without making it too easy. Making it auto cancel earlier just means that you can do ANYTHING out of it earlier, or do nothing and still get it to be lagless, which is actually a bigger buff than the current IASA. And if you make the auto cancel earlier but only barely earlier than regularly, then there's really no point, since then being able to manually cancel into spin dashes earlier would be more useful, anyway.
 

ChronicleX

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Small idea I thought and figured I'd mention it here.

How about in order to make Down-B more distinct from Side-B, allow the charge to be stored on a Down-B with a Shield cancel and Charged some more later or stored with max charge, like Donkey Kong can do with his Neutral B. It would give Sonic a new approach option without making him broken since vs a projectile spammer he could charge between blocking the shots with his shield.

Opinions on this?
 

Isatis

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Well, Bio's only making it into side-B and down-b, now, so dodging won't be an option. I actually prefer this over making it auto cancel earlier...less easy-mode this way. With the IASA into spin dashes, you can either do side-b to shield to cancel the lag or down-b to immediately attack out of it (and your double-jump gets refreshed if you cancel d-air right before landing with it). This adds more skill to it, without making it too easy. Making it auto cancel earlier just means that you can do ANYTHING out of it earlier, or do nothing as still get it to be lagless, which is actually a bigger buff than the current IASA. And if you make the auto cancel earlier but only barely earlier than regularly, then there's really no point, since then being able to manually cancel into spin dashes earlier would be more useful, anyway.
^ My thoughts exactly.

Small idea I thought and figured I'd mention it here.

How about in order to make Down-B more distinct from Side-B, allow the charge to be stored on a Down-B with a Shield cancel and Charged some more later or stored with max charge, like Donkey Kong can do with his Neutral B. It would give Sonic a new approach option without making him broken since vs a projectile spammer he could charge between blocking the shots with his shield.

Opinions on this?
I don't think its possible to do it with Sonic, and even if it was, I still wouldn't put it in =\
 

Dark Sonic

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Small idea I thought and figured I'd mention it here.

How about in order to make Down-B more distinct from Side-B, allow the charge to be stored on a Down-B with a Shield cancel and Charged some more later or stored with max charge, like Donkey Kong can do with his Neutral B. It would give Sonic a new approach option without making him broken since vs a projectile spammer he could charge between blocking the shots with his shield.

Opinions on this?
No

Well, Bio's only making it into side-B and down-b, now, so dodging won't be an option. I actually prefer this over making it auto cancel earlier...less easy-mode this way. With the IASA into spin dashes, you can either do side-b to shield to cancel the lag or down-b to immediately attack out of it (and your double-jump gets refreshed if you cancel d-air right before landing with it). This adds more skill to it, without making it too easy. Making it auto cancel earlier just means that you can do ANYTHING out of it earlier, or do nothing as still get it to be lagless, which is actually a bigger buff than the current IASA. And if you make the auto cancel earlier but only barely earlier than regularly, then there's really no point, since then being able to manually cancel into spin dashes earlier would be more useful, anyway.
Well, my entire point was that I wanted to take advantage of the MOVEMENT given from the dair. Canceling into down B doesn't really help you much, because of the situations where Sonic would be using dair in the first place. If you're on top of your opponent, then Down B just makes you a sitting duck in front of them. If you're far away, then you shouldn't have daired in the first place and could've just fast fell into a down B charge. Spincharge itself isn't that useful in the first place imo (throwing it out occasionally is good, but it's far from a staple), ASC is the best part of down B (imo) and it's not really useful in this situation because unless you can charge incredibly fast...it's just not gonna come out (unless you start it pretty early and give up the dair's hitbox while your still coming down). Side B has some pretty broken **** though (cancel the dair right after it hits a shield into side B, then shield cancel grab as you land. lol? It can even be used as a crossup!) Still, I kinda feel that this is trying to turn dair into a rush down offensive move, which is just kind of odd imo. That's why I suggested auto canceling instead (though I kind find ways to make either very useful, just give me a while to think of implications of it :p)


Striaght up auto canceling would allow the dair to be much more useful for simply manuvering around platforms and coming in at yet another odd angle (something Sonic does quite a lot actually). It being "easy" is of no concern to me. After all, no intelligent player is going to let you get away with spamming such a low priority move, however having that extra movement option will just make you just that much less predictable. Getting to the ground faster will also help his pursuit game.


Oh, and canceling into the spindashes does NOT refresh your jump. LANDING is what refreshes your jump (if you start the spins above ground and land during their charges your jump will not be refreshed). To get your jump back you'd want to land first, THEN cancel the ending lag into the spin.
 

Isatis

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Well, my entire point was that I wanted to take advantage of the MOVEMENT given from the dair. Canceling into down B doesn't really help you much, because of the situations where Sonic would be using dair in the first place. Down B just gives you a low priority attack along the ground. Spincharge itself isn't that useful imo, ASC is the best part of down B and it's not really useful in this situation because unless you can charge incredibly fast...it's just not gonna come out (unless you start it pretty early and give up the dair's hitbox while your still coming down). Side B has some pretty broken **** though (cancel the dair right after it hits a shield into side B, then shield cancel grab as you land. lol? It can even be used as a crossup.) Still, I kinda feel that this is trying to turn dair into a rush down offensive move, which is just kind of odd imo. That's why I suggested auto canceling instead (though I kind find ways to make either very useful, just give me a while to think of implications of it :p)


Striaght up auto canceling would allow the dair to be much more useful for simply manuvering around platforms and coming in at yet another odd angle (something Sonic does quite a lot actually). It being "easy" is of no concern to me. After all, no intelligent player is going to let you get away with spamming such a low priority move, however having that extra movement option will just make you just that much less predictable. Getting to the ground faster will also help his pursuit game.
Reading what you said I'm actually more inclined to put auto-canceling in Dair, but would it be that Dair is canceled after a certain frame? Sorry if I'm a bit tired. The reasons I chose side-B and down-B in IASA was because if a player wanted to stop his Dair with, say, a spinshot getting from offstage to behind the opponent, that would help with not only adding an extra mindgame but catching the opponent offguard. Or side-B canceling but as you said the side-B/down-B cancels probably wouldn't work in battle.

Side-note: Hey Dark Sonic, long time no see!
 

Perfect Chaos

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Oh, and canceling into the spindashes does NOT refresh your jump. LANDING is what refreshes your jump (if you start the spins above ground and land during their charges your jump will not be refreshed). To get your jump back you'd want to land first, THEN cancel the ending lag into the spin.
You can't cancel the landing lag with either of the Spin Dashes (only while in the falling down part of the d-air)... And only down-B (Spin Charge) refreshed your double-jump, and only it you land before completely entering the charging state (so if you manage to get enough height, d-air, then cancel it into a Spin Charge while significantly above the ground, you won't get your double jump, even if you wait until landing to unleash it, but if you initiate the Spin Charge right before going into the landing lag, thus landing before the first charge animation is finished, you'll get your double-jump back).
 

ChronicleX

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Spincharge itself isn't that useful in the first place imo (throwing it out occasionally is good, but it's far from a staple), ASC is the best part of down B (imo) and it's not really useful in this situation because unless you can charge incredibly fast...it's just not gonna come out (unless you start it pretty early and give up the dair's hitbox while your still coming down).
This pretty much sums up why I suggested it. Its not a great move but IF Sonic gets the chance to charge it can be a great approach move but the problem is it is impossible to charge. Side-B you can time the Inv-frames to go through projectiles for example, allowing you to charge it. Apart from the speed of the approach there is nothing good about spincharge it. Hence why it is never worth charging and mainly used for ASC like you said.

Because of the above reasons such a change would not be broken and would be alot more incline with Sonic's Concept (Speedy *******) than adding Inv-Frames to his moves.
 

Dark Sonic

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Reading what you said I'm actually more inclined to put auto-canceling in Dair, but would it be that Dair is canceled after a certain frame? Sorry if I'm a bit tired. The reasons I chose side-B and down-B in IASA was because if a player wanted to stop his Dair with, say, a spinshot getting from offstage to behind the opponent, that would help with not only adding an extra mindgame but catching the opponent offguard. Or side-B canceling but as you said the side-B/down-B cancels probably wouldn't work in battle.

Side-note: Hey Dark Sonic, long time no see!
Yeah, I've been away cause of school and stuff (and I got my hands on a few RPGs :p. I can't put those kinds of games down)

Anyway, it wouldn't really be a cancel, it would simply be "after frame X, skip dair landing animation" I'm not sure how that would translate to PSA, but if you need some kind of reference you can take a look at Ike's bair (which auto cancels long before the move actually ends) and emulate that.

Also...spinshotting out of dair is cool and all, but would probably have very little use on stage. It would pretty much ONLY help his recovery, which is an area that he really doesn't need much help in. Don't get me wrong, IASA would definitely have some nice uses, I just feel that auto canceling would be better.

You can't cancel the landing lag with either of the Spin Dashes (only while in the falling down part of the d-air)... And only down-B (Spin Charge) refreshed your double-jump, and only it you land before completely entering the charging state (so if you manage to get enough height, d-air, then cancel it into a Spin Charge while significantly above the ground, you won't get your double jump, even if you wait until landing to unleash it, but if you initiate the Spin Charge right before going into the landing lag, thus landing before the first charge animation is finished, you'll get your double-jump back).
I had forgotten that different animations of the same move won't carry over the functions of said move <_< (basically, I forgot that the IASA wouldn't carry over into the landing lag :p my bad).

Also, nice tip about landing before the first charge of down B.

This pretty much sums up why I suggested it. Its not a great move but IF Sonic gets the chance to charge it can be a great approach move but the problem is it is impossible to charge. Side-B you can time the Inv-frames to go through projectiles for example, allowing you to charge it. Apart from the speed of the approach there is nothing good about spincharge it. Hence why it is never worth charging and mainly used for ASC like you said.

Because of the above reasons such a change would not be broken and would be alot more incline with Sonic's Concept (Speedy *******) than adding Inv-Frames to his moves.
1. That would probably be EXTREMELY hard to code.

2. The problem isn't that charging it takes too long (max speed only takes 5 presses), it's that getting into the charge state itself is slow. That and the fact that it's a mid damage ground move with not so much disjointedness (so it's VERY easy to clank or beat) and limits Sonic's options while in the ball.

Your suggestion doesn't really fix the problems with it (not that it's really a move in need of fixing. It's still a decent punisher as is and it's pretty hard to punish with all of it's cancel options)
 

Isatis

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Anyway, it wouldn't really be a cancel, it would simply be "after frame X, skip dair landing animation" I'm not sure how that would translate to PSA, but if you need some kind of reference you can take a look at Ike's bair (which auto cancels long before the move actually ends) and emulate that.
lol RPGs. My friends are addicted to em.

Yeah but I'm not sure that's even in the PSA, I just looked at Ike+'s bair and it's not that different from vBrawl Ike's bair so it must be something code-wise.

IASA is the only thing I can do unfortunately, unless I can put an IASA during the dair landing animation if thats what you suggest =/ I doubt that's what you're saying though.
 

cobaltblue

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So bionic when do you think we'll actually start seeing some of these changes get put into the nightlys? One thing I've noticed about sonic throughout the B+ project is that his changes are thrown in last minute and rarely have the benefit of mass testing.
 

Isatis

If specified, this will repl[0x00000000]ce the
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Well, it was going to be released tonight, but The Cape quit working on GSH1 (and the WBR as well), and I doubt there are going to be any more nightlies.
 

JayBee

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one change ive always wanted to see was to make it less button taps (3 IMO) to reach maximum power with the down B, make it easier for ASC to get multiple hits when you hold forward (possibly by making the space in between the hits some frames shorter)and to take away frames from between the moment you release your side B, to when the move actually comes out. this way, you are not making them better persay, but you get more reward for hitting with them. I also thought that since certain moves in brawl have a special amount of hitlag, that giving the spindash specials more hit lag( as well as moves that directly follow the spins), it solidifies its purpose as a combo tool. I don't think this makes him ********, but it makes his spins more worth doing, as well as gives him a bit more garenteed damage ( which he needs more than anything if you dont intend to buff or speed up his kill moves.:)

Also, more hitstun with the nair would be nice

eidt? what about increase the time allowed to cancel the side B?
 
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