Vultron
Smash Apprentice
This thread is specifically for changes that you think will be instantiated in PM3.6 If you have any sort of back up for your thoughts it is best that you provide them!
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So I'll go first. I think the SideB ledge animation has returned to its 3.0 form. If you look here: (https://www.youtube.com/watch?v=dOuXKCvhTvw&feature=player_detailpage#t=55) Sonic uses SideB off the platform and continues to stay in the current animation! I am also positive that this is 3.6 as this video also shows Olimar's new Recovery.
I would love to see some change too. It's a very situational move that isn't even that rewarding.Sonic's up smash looked identical in the 3.6 trailer, which is a shame considering it's the only move I would like to be altered at the moment.
I like his upsmash, lol. It's good for styling or catching opponents off a laggy move and actually has decent power. And the SFX, mmm. So stylin'. But yeah, it's definitely his worst move. If the PMDT gave it a little bit more knockback scaling I'd be fine with that . Or just a rehaul of the move in general. But think if they gave him something like Wolf's upsmash. That'd be so broken.
He is really viable atm though.Hopefully they just make him tournament viable again
It aint bad to have some degree of risk to use this move considering how free it was in previous versions. Besides, its really safe to use homing if you input towards the stage and then activate it. If it does not lock on you go towards it and not die (plus if you angle it to sweetspot ledge it will snap on to it and you get a quick chance for another edge guard attempt)Homing attack pls, not 3.0 homing attack just some different nerf, the fact that I miss blast attack and die makes it a bad option off stage same.
Sonic's punish game is amazing in 3.5 thanks to how great his dashdance and wavedash are. I think he is tournament viable as he is now, but a few balance changes (in our favor) will never hurt.Hopefully they just make him tournament viable again
To avoid as many SD's as possible, I always make sure to turn it in the direction I want to go. The only changes I would like to see for Homing Attack are; Longer distance covered, and Blast Attack has a bit higher priority and scaled knockback on hit.Homing attack pls, not 3.0 homing attack just some different nerf, the fact that I miss blast attack and die makes it a bad option off stage same.
Im sorry, I was not referring to the selection between short or long dashdance, What I actually meant was the distance between you and the opponent, sorry for the misunderstanding.I think Sonic does well against Snake. He can get in pretty well. Sure the mines are annoying, but Sonic's mobility is so good that he can jump over them, or even drop a spring on them if the neutral becomes that stagnant. Plus, Snake's at a great weight for Sonic to combo, much like Link, and Sonic gets edgeguards pretty dang easy (as long as he is knocked out far enough I find, when Snake is close it can be difficult to get out there before he whips out his upB). Sonic slides quite a bit when he shields out of a dash, so you can get through his tranqs and grenades pretty effectively with that option alone. As for the tranqs, you can also short hop on reaction to hearing him grunt. Keeping Snake above you is also easy because of his weight and Sonic's ability to get in, and especially because of Snake's inability to manoeuver well in the air due to his low air speed and poor aerials. All he's got really are his grenades; all his other options aren't so hot against Sonic. But it is definitely a matchup which takes a little getting used to. He kills us pretty early and can have a pretty daunting neutral, and if you're not mindful of his mines, you will die, whether it be from simply the mine itself or from a pop-up to fair. I get lots of practice in this one .
@ GabPR As for his dashdancing, I agree that stretching out his length on the dashdance is a lot more useful in general than the short one. I'm still not so sure that it's very fast, but I do recognize that in combination with wavedashing, it's pretty dang good.
I just want higher Scaled Knockback so I can Blast Attack someone while offstage and get the super flashy kill (Like Wolf's SideB)Homing attack, as ive said countless times before... Is really really strong, especially blast attack. Buffing it would be detrimental considering the masive range buff on the lock on in 3.5. If you do homing attack off stage, always tilt the control stick towards the stage and if you miss the lock on you go to the stage. That means that you should never truly sd unless you go really deep with a blast/homing attack and miss the hit/lock on OR you forget to tilt the control stick, which is really simple. The actual true risk of using it is really really low, while the rewards for it are high (especially for edgeguards)
That would actually be pretty nice.I just want higher Scaled Knockback so I can Blast Attack someone while offstage and get the super flashy kill (Like Wolf's SideB)
No, In a perfect world for me, the only changes to Sonic would be:Ok, let me rephrase this... Do you really think he actually needs this? He already has one of, if not the best edgeguards in the game and a lot of utility across his moveset. He has also one of, if not the best recovery in the game. His blast attack comes out absurdly fast and can be comboed into many things, as well as his homing attack. And imagine that with even more priority and becoming a kill move that would be 100% safe on miss(even blast attack).
In the words of lunchables, if Sonic had both top accelaration speed with his top movement speed, everyone would main Sonic.Doubts on the top speed or the acceleration?
HA is a spacie killer, blast and HA to characters in mid percents set up for another aerial to kill, but Sonics edge guard game does not even depend on HA, his current great recovery doesnt either(though blast attack to snap ledge is really good for even more recovery mixups).There are still plenty of super ridiculous recoveries in PM and I don't see them going into a ridiculous special fall. Might as well make it so Jigglypuff goes into special fall after using all her jumps Lol. Just start calling it project special fall. Mario goes into special fall after using cape. Hahaha but on a serious note... Using HA/BA for edgeguarding???? Please tell me you're kidding. HA/BA sends them up. You'd be helping them to recover. It has happened to me before *cries* and using it as a kill move is pointless. They'd have to be high in the air and like at 150+% not worth considering other options are there. If the "kill potential" is the problem then just lower down that and fix it up the way I had mentioned without that special fall. At the end of the day I know it'll probably never get changed and I'm sure PMDT doesn't care about any of the none sense I speak. Its just a preference I wish was there ;-;
That might be a little much!^ Those seem pretty good actually.
Can... can we have a faster down tilt too? Pretty please?
That's why I also suggest the Lower max speed.In the words of lunchables, if Sonic had both top accelaration speed with his top movement speed, everyone would main Sonic.