Napilopez
Smash Lord
Guys, can we drop the argument? I'm kind of getting tired of this arguing with other boards all the time. We need to know our opponents if we actualyl want to learn something. To Fino: I understand your beliefs that Oli has the advantage, but the reason some of us react aggressively is that we are very tired of people coming into this board with misconceptions about how Sonic plays and his abilities. This however, is very understandable, as there are very few of us Sonics that take really make use of Sonic's lesser known abilities. Not to mention that most of us either have great knowledge of Sonic's abilities, but less technical skill as a smasher, or the other way around, unlike so many other character boards. I myself only started played smash seriously since brawls release, so I'm still a scrub.
I do agree with Roo010030000YY!!!! That you haven't presented enough straight facts, however Fino. Perhaps someone with knowledge of this mtchup should play you on WiFi to at least get an idea of the matchup better from both sides? I would do it, because I myself need experience against Oli, but I can't play during the weekdays D:
Oh and no one answered Finos question of what ASC shield cancel is. ASC is an aerial spin charge(DownB), which has decent, although very sporadic priority, combo's very well. Just holding forward automatically gets you 18% damage unstaled, and it combos very easily into another aerial for 30+. And its not hard to pull of either. The perfect ASC combo can yield up to about 50 damage, although I have never seen anyone pull this off in an actual match except for on a shield, which diminishes it well. Furthermore, ASC is a great feint, because you can continue to hold forward and go into an SDR(Spin Dash Roll) or hold down shield upon landing in order to cancel the ASC with a shield. This is what cat was talking about as a viable approach against oli, since oli I believe is relatively weak against diagonal approaches if he's on the ground(which Is where most oli's will usually be, if I'm not mistaken), and ASC is just that. If you attempt to shield the ASC, Sonic could cancel the ASC into a shield and grab you instead. Once Sonic grabs you, he can begin to take control of the match. Fast fall bairs also work well in this matchup becuse it's hitbox stays out for a nice time, and its quite disjointed.
However, some fundamental properties about oli still stand. He's short, thus his hurtbox is smaller, and its more more difficult to land a kill. However he's also light, which comes to Sonic's aid. Sonic can't rely on his grab game as much as he can in other matchups, but once he does get a grab, through an ASC or however, then he can take control.
About Sonic gimping olimar:
But more than anything, its the simple fact of how good Sonic's recovery is. Sonic can go very far out to catch olimar. If sonic can hit olimar just once offstage, something that Sonic can do quite easily, chances are he will be able to gimp olimar without risking getting killed himself.
EDIT:
Wow that was long. Also, aerial priority is always annoying to talk about. I play a pretty good airgame, though. Since aerial priority is determined by hitbox vs hurtbox only, this is a weird issue. Oli's Nair comes out more quickly, so in that case it will hit the Bair. If the bair is timed so that it comes out at the same time as olis Nair, and the characters are close enough, then they will trade hits. However, if the Sonic spaces the bair well enough, because of its disjointedness, the bair will beat out the nair.
And I agree as well about the grab point, although it depends highly on the varying style of the Sonic. Ground based and SDR based Sonic's will be totally destroyed by Oli's grab. it has TLs range, on average, but it stays out forever and can be used over and over again. Now Sonic can approach from the air with an ASC, but thats just once safe approach. Sonic basically is limited to fewer safe approaches against Oli, which include ASC and a well spaced Bairs. Even my beloved spinshot(a long range jump about half of FD that has a speed near Sonics running speed) can be punished easily by oli, which is something rare because of how versatile it is. I find it funny how Sonic really doesn't have trouble with projectile spammers, but he does tremendously against Oli's grab.
I do agree with Roo010030000YY!!!! That you haven't presented enough straight facts, however Fino. Perhaps someone with knowledge of this mtchup should play you on WiFi to at least get an idea of the matchup better from both sides? I would do it, because I myself need experience against Oli, but I can't play during the weekdays D:
Oh and no one answered Finos question of what ASC shield cancel is. ASC is an aerial spin charge(DownB), which has decent, although very sporadic priority, combo's very well. Just holding forward automatically gets you 18% damage unstaled, and it combos very easily into another aerial for 30+. And its not hard to pull of either. The perfect ASC combo can yield up to about 50 damage, although I have never seen anyone pull this off in an actual match except for on a shield, which diminishes it well. Furthermore, ASC is a great feint, because you can continue to hold forward and go into an SDR(Spin Dash Roll) or hold down shield upon landing in order to cancel the ASC with a shield. This is what cat was talking about as a viable approach against oli, since oli I believe is relatively weak against diagonal approaches if he's on the ground(which Is where most oli's will usually be, if I'm not mistaken), and ASC is just that. If you attempt to shield the ASC, Sonic could cancel the ASC into a shield and grab you instead. Once Sonic grabs you, he can begin to take control of the match. Fast fall bairs also work well in this matchup becuse it's hitbox stays out for a nice time, and its quite disjointed.
However, some fundamental properties about oli still stand. He's short, thus his hurtbox is smaller, and its more more difficult to land a kill. However he's also light, which comes to Sonic's aid. Sonic can't rely on his grab game as much as he can in other matchups, but once he does get a grab, through an ASC or however, then he can take control.
About Sonic gimping olimar:
i am well aware of those tools Olimar has, but those are just tools. They are not specific properties of the character that make him so invulnerable to gimps. Sonic can gimp people easily and safely with a spring. If olimar is hanging from the edge by any chance, a simple spring bomb could be his doom, and it comes out quick. Spring also has invincibility frames for a full jumps height, so Olimar is unlikely to hit Sonic out of it. Also, you can't use fair and bair for stage spike examples, when Sonic can stage spike you with Fair, Bair, Dair, Nair, and even spring(the most likely of these being Bair). As I believe I said before, like all tether recovery characters, Olimar is succeptable to bair stage spikes. This is not a specific thing about the character matchup, however Sonic can cover alot of ground, really quickly, and a bair stage spike is very viable with Sonic because of his speed. He covers a fourth of FD in less than 15 frames, he could get off stage to bair you in less time than it takes for his usmash to come out.1). How so? I haven't seen sonic with incredible ledge game, so I wouldn't know. Whistle, fair/bair stage spikes, Uairs, purple pikmin, and tether spike threat are all things in olimar's arsenal to get back on stage.
But more than anything, its the simple fact of how good Sonic's recovery is. Sonic can go very far out to catch olimar. If sonic can hit olimar just once offstage, something that Sonic can do quite easily, chances are he will be able to gimp olimar without risking getting killed himself.
EDIT:
Wow that was long. Also, aerial priority is always annoying to talk about. I play a pretty good airgame, though. Since aerial priority is determined by hitbox vs hurtbox only, this is a weird issue. Oli's Nair comes out more quickly, so in that case it will hit the Bair. If the bair is timed so that it comes out at the same time as olis Nair, and the characters are close enough, then they will trade hits. However, if the Sonic spaces the bair well enough, because of its disjointedness, the bair will beat out the nair.
And I agree as well about the grab point, although it depends highly on the varying style of the Sonic. Ground based and SDR based Sonic's will be totally destroyed by Oli's grab. it has TLs range, on average, but it stays out forever and can be used over and over again. Now Sonic can approach from the air with an ASC, but thats just once safe approach. Sonic basically is limited to fewer safe approaches against Oli, which include ASC and a well spaced Bairs. Even my beloved spinshot(a long range jump about half of FD that has a speed near Sonics running speed) can be punished easily by oli, which is something rare because of how versatile it is. I find it funny how Sonic really doesn't have trouble with projectile spammers, but he does tremendously against Oli's grab.