warriorman222
Smash Ace
Only at high percents like 100+, even then CPUs can and will mash out, and humans are well beyond kill percent already.Does Sing lead into Rest setups at least or is that mashable?
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Only at high percents like 100+, even then CPUs can and will mash out, and humans are well beyond kill percent already.Does Sing lead into Rest setups at least or is that mashable?
Not really, at least not on the initial hitbox.Does Sing lead into Rest setups at least or is that mashable?
Real talk though, is there anyone at this point who doesn't know the tree can kill?Reflect Barrier is a solid enough move to nearly shut whole characters down (Villager for sure and possibly Mega Man, I don't have experience using him to say though). Regular Timber is, as Thinkaman said, a very strong move in and of itself. If you're not aware of the kill power the move possesses, you'll be caught by surprise occasionally, especially in areas where custom moves aren't allowed.
Probably not. They might not all know how big and how long the hit boxes last, though (read: stupidly long).Real talk though, is there anyone at this point who doesn't know the tree can kill?
What do you think is the best move?It's not just the tree as a hitbox, but also the dynamics of the Villager being able to hide behind the 30HP tree with the option intact. It's a different playstyle than the 15HP Counter Tree that poses much less threat, but blocks off options.
And of course, giving villager an extremely fast 14% aerial kill move is also a big matchup changer.
Don't get me wrong, I still think Counter Tree is overall optimal in every matchup. But I think Counter Tree is the 2nd best move in the game. Villager-with-normal-Tree is a VERY different character with unique strengths, and worth knowing how to cope with.
Hammer Spin DashWhat do you think is the best move?
Honestly I think it would be more useful to get rid of purple and put in something to denote a step between red and yellow. Purple being the obvious choice is functionally no different than a green with 2 reds. In the cases you mentioned where there may be a few edge cases validating another option, that could be represented with the new color that's 1 step above red. This way green is the standard and there is more clarity overall.For the record I think this format (the one you are using) is pretty solid.
I like to read it as:
Purple - Dominant - Used in 90-100% of 1v1 matchups
Green - Superior - Used in 66-89% of 1v1 matchups
Yellow - Viable - Used in 1-65% of 1v1 matchups
Red - Non-Viable - Used in 0% of 1v1 matchups
I agree that there should only be one Purple or Green per character. This simplicity is critical for the purpose of this list.
I do think there are some circumstances where it is reasonable to have a Purple option and still have a Yellow--where a move really is dominant, but an alternative is still important in highly specific matchups. I think this combination accurately tells a new player looking at this thread casually what they need to know: "The purple move is best, but be aware that the yellow one exists."
Otherwise, why have Purple as a separate color? Green and Red would already show simple dominance.
We should be responsible though, and usually only allow this in cases where the yellow move really does deserve to be used in some matchups--not just a "runner up that is still an okay move". It has to be a move that people are legitimately going to use.
In my mind there are exactly two exceptions: (default) Timber and Reflect Barrier. Imo, Timber Counter and Super Speed really should be used in every matchup. However, those two original defaults are still both very strong moves and extremely different from their superior alternatives. Players should still have a full understanding of and be able to deal with both moves, the same way they should learn how to deal with a low-tier character, even if no one is currently expected to use them. (Keyword: expected)
And *why* is Hammer Spin Dash so good?Hammer Spin Dash
Hi!
Neutral:
2 Thunder+
3 Speed Thunder
1 Thunder: A meh middle ground.
Side:
1 Arcfire Most useful overall, suitable for most situations.
3 Fire Wall Faster, good as a quick zoning tool. Also can impact the ground pretty far below Robin.
2 Arcfire+: Slow, unimpressive knockback, overall booty.
Up:
1 Elwind
2 Gliding Elwind
3 Soaring Elwind
Down:
1 Nosferatu
3 Goetia
2 Distant Nosferatu
You are making Hammer Spring Dash sound easier to use than it actually is. The grounding is very helpful, and the movement at the start of the dash is confusing if you haven't dealt with it before, but tbh once you get the hand of it you can guard it easily and, like I said, once it hits a shield the lag it produces before you can get back on your feet is terrible. Characters like Yoshi and Fox can easily wreck you after that, and the best situation for Sonic is for the opponent to land as very little hits to you as possible considering how frail he can be and his lack of any horizontal projectile to fend them off. The standard side b is better because you have insane control over the things you can do either during the attack or afterwards with the follow-up combos. I placed Hammer in yellow because it IS viable but you need vast knowledge of how Sonic works, what his matchups are and which situations are best or worst for him, unlike purple ones that are supposed to be a no-brainer.Hammer Spin Dash as anything but purple is insane. The move moves at pretty much the best trajectory ever (like the direction Sonic moves; it's extremely hard for most characters to deal with), it can bury opponents for trivial combos into whatever Sonic wants including usmash which kills shockingly early in this game, and it's more or less always safe because you can jump cancel it which is also true for the other variants but the point is that safety isn't a differentiator on them because this is an extraordinarily safe move anyway. It honestly doesn't even matter what Sonic's other side specials do to get down to it; this is the best one and probably the single best move in the game.
I also find Double Spring Jump a very useful move. Springs don't exactly do anything on hit anyway, but having two of them is twice as disruptive. Being able to divide up special in two is just so much raw movement versatility on a character who was already great at mixing up his movement. I can see a real argument for default since default really helps Sonic take advantage of juggle situations better, but Double Spring Jump is better in neutral and they're pretty similar in off-stage merit really (Sonic's not getting gimped often at all either way honestly). I think there are strong arguments both ways on this move and that any Sonic main should spend a very significant amount of time with both.
By "guard" you seem to mean block, but that doesn't really bother Sonic. Like I said, you can jump cancel the move over a very huge window up until about the moment you hit the ground (so after you hit their shield you can still jump cancel), and even if not, it passes through shields with lots of movement control remaining for Sonic after that point. Unless Sonic makes a technical mistake by hitting the very front of a shield and then just doesn't jump cancel for some reason, no character (including Yoshi or Fox) can punish it on block which means blocking it isn't really a deterrence at all to Sonic using it. Normal Spin Dash has similar mechanics so it too is pretty much always safe on block, but the normal Spin Dash moves at a low angle most characters can easily challenge by attacking. Normal Spin Dash itself also doesn't do as much on hit, just combo into other quick options, while Hammer Spin Dash combos into literally Sonic's entire moveset except at very low percent of course, but since you can jump cancel it immediately after hitting, it's the highest frame advantage grounding move in the game. Hammer Spin Dash's high angle is extremely hard to beat with attacks for most of the cast if Sonic uses it intelligently; you have to hit at a really high angle but not straight up which is not exactly the easiest attacking angle in the world to cover especially since the move has surprisingly not awful priority to boot, and Sonic can toy with his spacing to alter the very particular direction you have to try to protect which makes life even harder for Sonic's foes. It's not about being confusing; it's about what angles characters can cover well versus poorly and how most of the cast just finds Hammer Spin Dash hard to stop.You are making Hammer Spring Dash sound easier to use than it actually is. The grounding is very helpful, and the movement at the start of the dash is confusing if you haven't dealt with it before, but tbh once you get the hand of it you can guard it easily and, like I said, once it hits a shield the lag it produces before you can get back on your feet is terrible. Characters like Yoshi and Fox can easily wreck you after that, and the best situation for Sonic is for the opponent to land as very little hits to you as possible considering how frail he can be and his lack of any horizontal projectile to fend them off. The standard side b is better because you have insane control over the things you can do either during the attack or afterwards with the follow-up combos. I placed Hammer in yellow because it IS viable but you need vast knowledge of how Sonic works, what his matchups are and which situations are best or worst for him, unlike purple ones that are supposed to be a no-brainer.
Double spring also has little use. Most uses of Sonic's up b uses involve him being in the air; the ground advantage that the DS gives you is not that relevant in perspective. Besides, taking all horizontal movement, however little, affects a lot the recovery of any character. The normal spring itself is insane in how it can save your life. You can literally be at the edge of the screen and spring jump back to safety. You are also sacrificing potential edgeguarding with the spring projectile for even more height when Sonic clearly does not need it.
?????but tbh once you get the hand of it you can guard it easily and, like I said, once it hits a shield the lag it produces before you can get back on your feet is terrible.
In my opinion, it's more like:
Neutral
1 Hero's Bow
2 Fire Arrow
3 Piercing Arrow
Side
1 Boomerang
2 Floating Boomerang
3 High-Speed Boomerang
Up
1 Spin Attack
2 Sliding Spin Attack
3 Flying Spin Attack
Down
1 Bomb
2 Time Bomb
3 Short-Fuse Bomb
Interested to hear why you'd put floating rang over default rang.In my opinion, it's more like:
Neutral
1 Hero's Bow
2 Fire Arrow
3 Piercing Arrow
Side
1 Boomerang
2 Floating Boomerang
3 High-Speed Boomerang
Up
1 Spin Attack
2 Sliding Spin Attack
3 Flying Spin Attack
Since the floating boomerang sticks around and follows you longer it can be very helpful for hitting the opponent when they're comboing you or you're otherwise in trouble. Even better if the opponent is inexperienced with TL's custom moves and doesn't expect the boomerang to stick around as long as it does. I can't say I've had the normal boomerang do the same nearly as often.Interested to hear why you'd put floating rang over default rang.
You sir have changed my mind about Hammer Dash. My problem with it during my practice was that characters (particularly Yoshi) were able to block the thing rather easily and follow up with really damaging aerials. However, I've been testing the move once again and I think it's a solid green alongside the standard one; like in the case of Stomp v.s Surprise Attack, it depends on how aggro and risky you like to play Sonic.By "guard" you seem to mean block, but that doesn't really bother Sonic. Like I said, you can jump cancel the move over a very huge window up until about the moment you hit the ground (so after you hit their shield you can still jump cancel), and even if not, it passes through shields with lots of movement control remaining for Sonic after that point. Unless Sonic makes a technical mistake by hitting the very front of a shield and then just doesn't jump cancel for some reason, no character (including Yoshi or Fox) can punish it on block which means blocking it isn't really a deterrence at all to Sonic using it. Normal Spin Dash has similar mechanics so it too is pretty much always safe on block, but the normal Spin Dash moves at a low angle most characters can easily challenge by attacking. Normal Spin Dash itself also doesn't do as much on hit, just combo into other quick options, while Hammer Spin Dash combos into literally Sonic's entire moveset except at very low percent of course, but since you can jump cancel it immediately after hitting, it's the highest frame advantage grounding move in the game. Hammer Spin Dash's high angle is extremely hard to beat with attacks for most of the cast if Sonic uses it intelligently; you have to hit at a really high angle but not straight up which is not exactly the easiest attacking angle in the world to cover especially since the move has surprisingly not awful priority to boot, and Sonic can toy with his spacing to alter the very particular direction you have to try to protect which makes life even harder for Sonic's foes. It's not about being confusing; it's about what angles characters can cover well versus poorly and how most of the cast just finds Hammer Spin Dash hard to stop.
In terms of ease of use, we have to clarify a few points. One is that I believe it's way more service to teach players what options will let them learn and grow best, not what options may or may not pay off more if they really don't know what they're doing. Just like I wouldn't tell anyone to use Effortless Blade on Marth, I wouldn't tell anyone to use any custom special that's main point is ease of use. The other major point is that you have to look at the context of Sonic. Sonic is a highly technical high reward character. He's so blatantly top tier, but his speed is very hard to control while he also demands a high degree of precision. Everyone who wants an easy secondary speed character will pick Greninja or Sheik; we can expect anyone picking Sonic to be prepared to put some hours in and to expect a huge pay-off afterwards so here it's more about pointing them where to start on that road. On that point, things like dealing with projectiles are just... not problems for Sonic. Sonic runs faster than just about any projectile moves, and with a powerful move like Hammer Spin Dash that leaps over projectiles and punishes with a grounding effect, Sonic is the character you pick to shut projectile gameplay down not worry about it. Sonic isn't really frail; he has average weight, and he has a very good recovery with either viable up special (and amazingly, Hammer Spin Dash is a very useful recovery move too!). Sonic's up smash is actually a good kill move too and many of Sonic's moves do high damage so Sonic often wins in the trading hits game. Sonic has just so much crazy stuff going for him and so few downsides. What an incredible character.
I can frame Double Spring's usefulness in this basic match situation. You've just jump canceled your side special in some neutral situation. This happens a lot. You want to move up higher for whatever likely practical reason, but you can't just jump since the jump cancel consumed your double jump. You need to up special. Default isn't terrible here since it will hurl you somewhere probably safe, but the lower Double Spring lets you keep pressure up while still having another jump left if you need it and also the option to be further obstructive with a second spring. Off-stage, Sonic should probably mostly be relying on bair for gimps anyway (Sonic's movement is great and bair is a very good aerial; you can challenge them off-stage); the weaker spring isn't a big deal to me especially since if I do want to use springs I have the option of covering twice as much space at least. Yes, default is overall a better recovery but it's purely diagonal. If you space your Double Springs really wide it's actually a better horizontal recovery than default, and if you need to go straight up and burn both Double Springs at the same time it's about the same. The only problem is if you're specifically really far at a low angle (that bottom corner) which isn't a very common situation really but I suppose does happen sometimes. So off-stage Double Spring is a small downgrade for Sonic, but on-stage which is a place Sonic will up special an awful lot if not even more often, it's about whether you want more versatile movement in the neutral game as provided by Double Spring or whether you want the stronger juggle chases from default both of which are highly compelling. I don't think Double Spring is obviously correct like Hammer Spin Dash is so I wouldn't tell a Sonic not to pick default, but I think it's a strongly viable option that any Sonic has to very carefully consider since it's a major shift to his basic gameplan with significant pros and cons. There are also really hilarious niche cases too like Sonic using Double Spring to bait counters from Shulk (it just looks hilarious when it works but actually is very helpful) with the main point there being that I'm sure these exist on both sides so it's more reason that Sonic players should really learn both.
Sorry to carry on so much about Sonic and the importance of these two moves. I just think this character is destined for top tier so he's one of the characters people really need to know about, and I think Hammer Spin Dash is hugely important to pushing Sonic as far as he can go and is honestly a strong contender for the best move in the game (it's certainly the best offensive move and is staring down Timber Counter's incredible defensive prowess for best overall). Up special I feel strongly is a huge choice as well warranting very major consideration, and I'm not really convinced what Sonic picks for the other two makes much of a difference so I'm not worried about those moves.
I insist that I'd place both Hammer and standard side b as green. Hammer is for people that like to be super aggro from the very beginning while standard is for people that wait for openings before they can perform their combos. They are both super viable in their own way; it's up to the player and how they accommodate using Sonic.Is there a character limit on posts I'm unaware of that is causing this issue?
Hammer Spin Dash stays purple, Double Spring Jump stays red, for now. Most of the uses for double spring jump sound pretty advanced and don't need to be learned from the getgo. It's not like whenever you fight character's XYZ you definitely need to slot Double Spring Jump.
I can agree they are both viable. I don't personally like Fire Shot as much though since I feel like I can't net as much damage off of it, and I can't override stale moves as fast with it.I think Fire Shot is as good as Fire Breath if not better, because it can get opponents to approach you and let you play defense. Using Fire breath in neutral gives me lackluster results, but short hop retreating fire shot will get mostly shielded and only deal 4% but will convince the other guy to approach.
I guess Flying Slam can be dropped down to yellow then. Maybe Dash Slash to red since Bowsercide is so potent.Dashing command grabs and dashing super armor attacks are really good, so I don't think side B1 can compete with that. On FD you're getting only a slight improvement on how fast you can kill versus backthrow.
Up B2 bowsercides a lot easier, and two stock is a pretty popular tournament format right now, so about half the time that counts as a kill move.
Side B1 is really stupid with platforms though. It depends a lot on what kind of stagelists people are gonna run. At my last tournament I had to strike Prism Tower and suffer Battlefield against Bowser.
Follow-up potential is better with Whirling Fortress than Sliding Fortress because it has a bit less endlag and your opponent doesn't get launched as far and only at the end of the attack. I think Whirling Fortress is better for approaching, especially when approaching via dodge cancel. Sliding Fortress is better than Whirling Fortress for escaping and recovering though.Sliding Fortress seems like a purple to me. There's no downside. 5% damage difference, yeah, but only if you hit with every single hit, which won't be the case if you don't hit with the first hitbox, or your opponent spotdodges it, or your opponent smash DIs.
Sliding Fortress has such great horizontal movement that reduces your opponents safe-on-block list, you can up B out of shield and slide far enough to undo the shieldpush on an aerial and get all the way to your opponent before they've recovered. It's also safer when used in a scenario where you're not sure it will connect, because if you miss you can drift it all the way across the stage and either be free and clear or only suffer a dash attack punishment. It's reminiscent of a certain other rotational move that allows its user to move a great distance during its performance.
I can't see any perceptible loss of vertical recovery. Maybe they forgot to reduce the vertical you get from mashing B for sliding fortress, maybe there's a little bit less that I'm missing, but it's not a concern.
Okay. Woah woah woah.Red means you shouldn't really use the move. Never say never but never use this move. Some red moves see some use, but only from experts in the character with specific matchup knowledge.
Neutral
1 Warlock Punch
2 Warlock Blade
3 Warlock Thrust
Side
1 Flame Choke
2 Flame Wave
3 Flame Chain
Up
1 Dark Dive
2 Dark Fists
3 Dark Vault
Down
1 Wizard's Foot
2 Wizard's Dropkick
3 Wizard's Assault