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slow sonic down i cant tell you how many times i have killed myself
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slow sonic down i cant tell you how many times i have killed myself
I've always used his upthrow to start combos. To be honest I think his grabs and throws were perfectly fine. His uptilt should change though, I could never find use for it, unlike his dtilt and ftilt. Maybe it could be changed to an electric shield, he hops in the air with a little spark, making the sound effect from Sonic 3. His dtilt is great for getting the opponent off the ground, and don't hold me to this, but I think back in the Sonic trailer in October it seemed strengthened. I can't confirm this, but I think it knocked Luigi in the air a bit higher than it did in Brawl. We haven't seen his ftilt as far I'm aware, so I can't say anything regarding that, but I thought the move was fine, if anything needed a slight buff.We have hardly discussed Sonic's throws and tilt attacks. What are your favorite ways of using these two mechanics for combo setups and finishers? And in what ways do you guys hope that they will improve for Smash 4?
I suppose. He still felt kind of tacked on at the last second. A lot of his moves didn't feel "Sonic" enough.Griffith's already been changed to Roger Craig Smith, judging from Sonic's trailer. And you do know a good chunk of his moveset is inspired by Sonic the Fighters and Virtura Fighter, right?
Exactly, and he felt like it too. His throws and recovery are innovative enough, but I STILL don't know the difference between his side b and down b other than that one can be charged, and again, his standards are sort of copy pasted hybrids of other fighters.He was literally tacked on at the last second, though.
There are many differences between them, but it's true they could have fused the best of both attacks to make one single bigger and badder spindash.Exactly, and he felt like it too. His throws and recovery are innovative enough, but I STILL don't know the difference between his side b and down b other than that one can be charged, and again, his standards are sort of copy pasted hybrids of other fighters.
I haven't even had the chance to try Project M Sonic yet. Curse you PAL!Project M Sonic made me feel things about hedgehogs I never felt before.
All of this.Sonic's PM moveset is less stylized and unique...
I would make a video of him being falcon punched constantly.be honest gais and gallies
we would all main sonic the werehog
and finish it with a KO Punch.I would make a video of him being falcon punched constantly.
What's Sonic's Up Tilt in Brawl? I haven't played in Brawl in the long time.
I guess you can say that Sonic was the one who stepped it up.
Oh, yeah, that was one of my favorite moves.
It has to much ending lag though which is unfortunate. Hoping that they removed that.Oh, yeah, that was one of my favorite moves.
As much as I appreciate you writing this, I'll have to get back to you in 2 days when I finally finish reading/understanding most of it.There's a nice TL;DR at the bottom of this post.
Where to start...
First thing's first, for the sake of ease, downB is the spin charge (SC), and sideB is the spin dash (SD). if I squeeze an "A/a" into the phrases, that means "aerial." A "C/c" means "cancel."
While on the ground, SC and SD differ on a very basic level. SC requires multiple inputs of B to increase its speed, while SD only requires the B button to be held down. SD pulls Sonic back a bit (useful to avoid attacks in the same way that fsmash does) until a fixed point at the apex of the charge. SD, upon release, creates a tiny hop that has its own hitbox before hitting the ground. This hop animation makes Sonic almost completely invincible, allowing him to cut through an incredibly large majority of opponent attacks. Fully charged, max aura Lucario spheres can even be passed through with complete immunity with this spin because of this property, and it's something that's entirely unique to SD.
When SD hits the ground from landing, it turns into SC, retaining all properties that a SC has upon release.
SD and SC also share the same stale move counter, so landing a SC will cause SD to lose damage/knockback if it connects upon landing at any point in time.
SC's charge differs from SD in that you can release it any time after you've input a single charge, and the box will be out immediately. SD CANNOT be instantly released as fast as SC can, which makes SC a faster tool for catching an opponent during an attack's cooldown frames. Since it also doesn't include the slow hop from the beginning, it covers ground much faster than a SD can, which only further enunciates my previous point.
SC cannot be pivoted on the ground or in the air. SD can.
SC also cannot be shield cancelled on the ground. SD can. This gives SD another layer of protection. Atop the invincibility you gain from the hop, you can cancel the spin into shield any time before it's fully charged in order to cancel the animation and put Sonic in his shield. This allows for easy powershields, baits and switches, and mixup opportunities that make Sonic such a fierce character.
Anecdotal evidence from personal experience: SDC > shield drop > dash > grab. You'd be surprised how effective this is.
A vertical SC is when you jump during the charging time for the SC. You retain your hitbox while jumping straight up into the air. Good for anti air against approaching opponents from above, as well as an extra means to cancel out the spin and get into the air asap. It also retains your second jump (which is very important with spin management, as I will explain below in a short aside:
There is a bug in Brawl that doesn't give Sonic back his double jump after doing a spin unless he resets it with another jump. This means that if you double jump, spin, and land without jumping, the next time you jump, your double jump is still technically gone, eliminating a proper option in any given scenario.
SC and SD can both be vertical'd, but the SC retains a hitbox, while the SD just goes into a regular jump animation.
One final quip about grounded SD: If you do it on an upward slope, you retain the hop invincibility while moving on the ground as a SC, meaning that you have a top of priority. Disjoints and certain damaging moves are the only things that can hurt Sonic out of this. If the slope ends without a ground to spin on, Sonic spins in a straight line in the air at the height of the apex of the ledge you spun off of. Hitting anything while airborne makes you warp.
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In the air, oh man...
SD in the air still has invincibility on hop, as well as the hop's hitbox, but doesn't regain a hitbox until it lands and turns into a SC.
SC in the air resets its hitbox constantly. Holding forward on a SC in the air and on the ground allows you to land multiple hits on character or their shield, leading into high damage combos.
Both can be DI'd in the air after release, allowing you to pull back after the initial firing of the spins.
While charging SC in the air, you can actually willingly move around left and right during the charge by holding a diagonal downward direction. It's a neat trick, and handy for positioning a spin back on stage.
Momentum canceling is an excellent tool for surviving in Brawl, and Sonic's spins both cancel all of his momentum upon release. Even then, they share a bit of differences:
ASD takes 2 frames longer to release than ASC, and upon the initial hop, pulls Sonic back a tad if he has backwards momentum, meaning you can easily get sucked into a blast zone if you just hit SD. However, all you have to do is do the SD and let go of the B button, and Sonic will spin as soon as he's available.
ASC requires a single input of B, and requires player knowledge and timing on when to release it at the first possible frame after the charge. It starts earlier than ASD, and does not pull Sonic back at all, effectively making this a stronger version of G&W's bucket braking (or would, if it was also one frame). It's the better of the two for surviving, but relies solely on how good the player is at the timing of the spins. Far more reserves for Sonic vets.
There's an AT (P:M Sonic has it too) called spinshotting that launches Sonic super far in his double jump by carrying over his momentum from a spin's launch. This is done by jumping immediately after a release of either ASC, or ASD.
ASC is easier to do, as all it takes is a single charge, plus hitting down on the c-stick to launch. ASD requires you to either time the attack or jump actions at the moment of its release. As long as a player can do one of these consistently, there's no real difference. The only tiny difference is that you can pivot spinshot with ASD over ASC.
The BIGGEST difference however, is that ASC can be shield cancelled on landing. ASD cannot. ASD must land first to become a SC, then must fall off a platform again before being able to be shield cancelled (since it'll be a SC after that point, giving it that property). This gives Sonic incredible mixup options from the air against opponents. ASCC > grab upon landing is a classic Sonic tactic.
This part applies for both ASCC and SDC. With fast enough reaction times, you can jump, roll, spotdodge, grab, or even usmash (it has invincibility on startup too!) fast enough for the shield to never visibly pop up, meaning that Sonic will instantly cancel his spin into the animation you wish.
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There's a few more mechanics that I didn't bother mentioning, since those are heavily negligible or trivial (canceling all momentum from spins on the ground from an edge), but there's also a few that I just don't have the patience at the moment to explain (dropping through platforms with spin cancels, combo strings from both SC and SD).
Just see all of the above. That should be plenty of evidence for why the designs for Spin Charge and Spin Dash are so goddamn brilliant.
This is also a perfect example for why Sonic's P:M spins are so much **** by comparison. The PMBR could only dream of creating a working system of spins so detailed and awesome.
If you want nice pictures and stuff, go here: http://smashboards.com/threads/offi...nic-have-a-quick-question-ask-it-here.201103/
It's the very first question asked, and answered in a much more structured format than the above.
I KNEW I wasn't crazy when I told fellow Sonic fans that what people call "rolling", it was actually called spindash, and what everyone considered spindash... well, I read somewhere it was actually called the SUPER Spindash (but now it's apparently spin charge).Echi, you need to reread the old Sonic manuals for Sonic 1.
Sonic's Spin Dash is the run + press down from Sonic 1.
Spin Charge has always been down + tap jump.
I'm pretty sure the roll from Sonic 1 was just "spin attack" actuallyEchi, you need to reread the old Sonic manuals for Sonic 1.
Sonic's Spin Dash is the run + press down from Sonic 1.
Spin Charge has always been down + tap jump.
Seems like you need to actually...Echi, you need to reread the old Sonic manuals for Sonic 1.
Sonic's Spin Dash is the run + press down from Sonic 1.
Spin Charge has always been down + tap jump.
woohoo!!Aside from the forward bounce on initiation can you tell me what exactly is the vast difference between down and side b?
I'm hoping for an actual mechanical feature, not "cuz mind games" because that doesn't count as the moves literally being very different from one another.
I ask this out of complete earnest curiosity.