We have various threads all over the boards analyzing sonic's individual moves. I think it would be a good idea to make one thread, where we have each move, and the "things to know" about said move. We could also link each move to the thread that is already on sonic boards that is dedicated to discussing it. But in this thread we can discuss specific situations that are good for using each move and list them after the move.
essentially a quick list of points for each move, a link to a thread. so that if anyone needs to know about any move, they can just come to one place to get everythign about it.
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||Grounded Spin dash:|| (this is the thing that comes after side-b, down-b, and ASC)
-***** big characters
-good for damage
-after the enemy learns it.. it becomes useless unless the opponent is in the air, or caught by suprise
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||Spin Charge:|| (down-B)
-executes faster than side-b
-starts at a faster movement speed than down-b
-goes under some projectiles, most notably pits arrows (provided they arent moved down at the right time)
-executing this move after air jump has been used causes "air-tripping" (ball form for 2 seconds unless you land)
-When this is done in the air it turns into ASC, which is not the same as side-b's air execution
Related Threads:
-Tenki's Side-b and Down-b Explained!
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||Spin Dash:|| (Side-B)
-one of the few moves in the game with invulnerability frames on startup
-cancels all horizontal momentum regardless if grounded or in the air.
-cancels a full dash instantly
-can be cnecelled by sheild as long as it is not fully charged
-full run dash into side b is a great approach. sheild grab, invulnerable attack that can be jump cancelled into aerials
-executing this move after air jump has been used causes "air-tripping" (ball form for 2 seconds unless you land)
Related Threads:
-Tenki's Side-b and Down-b Explained!
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||ASC:|| Aerial Spin Charge (down-B only)
-great approach for any opponent
-great for getting near projectile spammers
-not good to spam because loss of priority seems to be A LOT
-sheild cancelling is advised mroe often then not, to keep the move fresh and too keep sonic safe.
-destroys big characters, as it can hit 3 times (possibly 4, swear i have hit d3 and char 4 times)
Related Threads:
-Tenki's Side-b and Down-b Explained!
-ASC discussion thread
Good Against:
-Olimar(Tether Grab)
-Charizard(Big character)
-King DDD (Big character
-Donkey (Big character)
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||Fsmash||
-spacing, mind games
-please use with skid stop and turnaround cancels
-please charge and bait, it becomes probobly sonics' lowest percent killer besides gimps if fully charged
-angling the move is commen sense, jsut aim toward ur opponent.
-sometimes u can get kills by down angling a ledged opponents.
Related Threads:
-Tenki's Foxtrot and Pivot moves discussion thread
Good Against:
-Metaknight (counters tornado, CAN beat out glide attack if timed correctly)
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||Dsmash||
-great kill move
-mind games, sounds and looks similar to a charging spin
-please use with skid stop and turnaround cancels
-main applications are similar to fsmash, i choose to use less frequently to keepf resh for kills
Related Threads:
-Dsmash Iasa frames thread
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||Homing Attack||
-go after that snake, knocks him off cypher when u are below
-learn the homing box on this move, its considerably bigger than u or UR ENEMY might think
-this move CAN go further than up-b vertically,if an opponent is there, and plus u can up- after it
-always up-b after it if your close the ground, if u hit the ground after this, u get insane post lag
-great mind game in many situations
-using the slower version is as good as the faster version, use both (mind games)
-Edge guard charaters with mutiple jumps
-Recovery
-Looks like a Up smash when actived at first (mind game)
-reversable by pressing the directional stick immidiated after releasing b
Related Threads:
-Homing Attack Reversal Thread
Good Against:
-Snake (use when snake goes high cypher recovery, it can knock him off cypher to his doom)
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||Bair||
-learn it well, its an amazing move
-learn to hit with ur face, it can be suprising
-learn to time it fro RARing enemies that are on the ground
-most other characters have faster bairs, but if u time urs right u can probly beat theirs
-can be used with spin shotting, spin dashing, uthrow, chasing and after FAIR very effectively
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||Fair||
-dont use before u land, use right after you jump, or while high in the air
-comes out fast, combined with sonics movement speed, it is a good suprise attack with decent priority
-good damager for ending spin dashes and ASC's. not much knock back can often be followed up.
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||Spring|| (up-b)
-dont do this close to the edge, u can get grabbed out of it and gimped in a snake-esque way
-one of the easiest ways for sonic to avoid getting hit by just about anything
-usually breaks sonic out of multiple hit attacks, such as foxes grab
-spring bombing cna be used to deal 4% damage, gimp, or avoid getting dominated
-if you have used this and u are floating down toward a defending enemy, i recommand air dodge, bair, or stool
-one of the only up-b's in the game that allows A moves after execution
-can change direction sonic is facing by tilting control stick in desired direction during execution
-you CAN stool hop people after this up-b, so dont die to ladge hoggers, most of the time u can stool em
-this move can (very situationally) be executed more than once without touching the ground
(this trick involves getting stool hopped during the "dodge frames" of this move)
Related Threads:
-Double Spring Thread
Good Against:
-Marth(gimpable)
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(this is obviously incomplete right now, give me some time to revise and add to this list, and please feel free to tell me to take away or add any nice tips for any move in sonic's arsenal)
essentially a quick list of points for each move, a link to a thread. so that if anyone needs to know about any move, they can just come to one place to get everythign about it.
-----------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------
||Grounded Spin dash:|| (this is the thing that comes after side-b, down-b, and ASC)
-***** big characters
-good for damage
-after the enemy learns it.. it becomes useless unless the opponent is in the air, or caught by suprise
-----------------------------------------------------------------------------------------
||Spin Charge:|| (down-B)
-executes faster than side-b
-starts at a faster movement speed than down-b
-goes under some projectiles, most notably pits arrows (provided they arent moved down at the right time)
-executing this move after air jump has been used causes "air-tripping" (ball form for 2 seconds unless you land)
-When this is done in the air it turns into ASC, which is not the same as side-b's air execution
Related Threads:
-Tenki's Side-b and Down-b Explained!
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||Spin Dash:|| (Side-B)
-one of the few moves in the game with invulnerability frames on startup
-cancels all horizontal momentum regardless if grounded or in the air.
-cancels a full dash instantly
-can be cnecelled by sheild as long as it is not fully charged
-full run dash into side b is a great approach. sheild grab, invulnerable attack that can be jump cancelled into aerials
-executing this move after air jump has been used causes "air-tripping" (ball form for 2 seconds unless you land)
Related Threads:
-Tenki's Side-b and Down-b Explained!
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||ASC:|| Aerial Spin Charge (down-B only)
-great approach for any opponent
-great for getting near projectile spammers
-not good to spam because loss of priority seems to be A LOT
-sheild cancelling is advised mroe often then not, to keep the move fresh and too keep sonic safe.
-destroys big characters, as it can hit 3 times (possibly 4, swear i have hit d3 and char 4 times)
Related Threads:
-Tenki's Side-b and Down-b Explained!
-ASC discussion thread
Good Against:
-Olimar(Tether Grab)
-Charizard(Big character)
-King DDD (Big character
-Donkey (Big character)
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||Fsmash||
-spacing, mind games
-please use with skid stop and turnaround cancels
-please charge and bait, it becomes probobly sonics' lowest percent killer besides gimps if fully charged
-angling the move is commen sense, jsut aim toward ur opponent.
-sometimes u can get kills by down angling a ledged opponents.
Related Threads:
-Tenki's Foxtrot and Pivot moves discussion thread
Good Against:
-Metaknight (counters tornado, CAN beat out glide attack if timed correctly)
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||Dsmash||
-great kill move
-mind games, sounds and looks similar to a charging spin
-please use with skid stop and turnaround cancels
-main applications are similar to fsmash, i choose to use less frequently to keepf resh for kills
Related Threads:
-Dsmash Iasa frames thread
-----------------------------------------------------------------------------------------
||Homing Attack||
-go after that snake, knocks him off cypher when u are below
-learn the homing box on this move, its considerably bigger than u or UR ENEMY might think
-this move CAN go further than up-b vertically,if an opponent is there, and plus u can up- after it
-always up-b after it if your close the ground, if u hit the ground after this, u get insane post lag
-great mind game in many situations
-using the slower version is as good as the faster version, use both (mind games)
-Edge guard charaters with mutiple jumps
-Recovery
-Looks like a Up smash when actived at first (mind game)
-reversable by pressing the directional stick immidiated after releasing b
Related Threads:
-Homing Attack Reversal Thread
Good Against:
-Snake (use when snake goes high cypher recovery, it can knock him off cypher to his doom)
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||Bair||
-learn it well, its an amazing move
-learn to hit with ur face, it can be suprising
-learn to time it fro RARing enemies that are on the ground
-most other characters have faster bairs, but if u time urs right u can probly beat theirs
-can be used with spin shotting, spin dashing, uthrow, chasing and after FAIR very effectively
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||Fair||
-dont use before u land, use right after you jump, or while high in the air
-comes out fast, combined with sonics movement speed, it is a good suprise attack with decent priority
-good damager for ending spin dashes and ASC's. not much knock back can often be followed up.
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||Spring|| (up-b)
-dont do this close to the edge, u can get grabbed out of it and gimped in a snake-esque way
-one of the easiest ways for sonic to avoid getting hit by just about anything
-usually breaks sonic out of multiple hit attacks, such as foxes grab
-spring bombing cna be used to deal 4% damage, gimp, or avoid getting dominated
-if you have used this and u are floating down toward a defending enemy, i recommand air dodge, bair, or stool
-one of the only up-b's in the game that allows A moves after execution
-can change direction sonic is facing by tilting control stick in desired direction during execution
-you CAN stool hop people after this up-b, so dont die to ladge hoggers, most of the time u can stool em
-this move can (very situationally) be executed more than once without touching the ground
(this trick involves getting stool hopped during the "dodge frames" of this move)
Related Threads:
-Double Spring Thread
Good Against:
-Marth(gimpable)
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(this is obviously incomplete right now, give me some time to revise and add to this list, and please feel free to tell me to take away or add any nice tips for any move in sonic's arsenal)