I have since amended that aspect of my gameplay by fthrowing first and THEN charging Usmash, eliminating the chance of grab breaking.
Please stop talking about who mashes what. Given that if I were doing everything technically correct (which I noted I fixed), mashing speed won't matter during and finishing a CG.
If they mash out on a charge, you're doing it wrong. In the video, I was doing it wrong. The method listed previously is the correct way of doing it.
Note: Technically you aren't buffering a CG to eliminate frames of mashing. You're buffering out of the IASA of the throwing climber. It makes it so the throwing climber doesn't move on the directional input. If you try to buffer directly out of a grab on some characters, you'll actually throw too fast for the regrab. Again, see Guest's chart for exact details.
I'll watch it all and give my 2 cents later. But even though you said not to say it. You really should just pivotgrab everything. Like. You can force his approach with projectiles, and if you just wait for it the matchup is free imo. Your new ICs have a lot of potential, but in this particular mu, I think they are unnecessary. Oldschool method is simple and effective. But I'll give better analysis for YOUR ICs probably tomorrow.
Thanks for the on point thoughts.
I disagree (sort of) with the notion of just pivot grab everything. That strategy works fine if you play from ahead during the matchup and they are forced to chase you. If you're playing from behind and the opponent is disciplined AND knows the matchup, then no amount of IBs is going to force them approach.
So again, I was testing two things:
1. A option limiting strategy that was more aggro in getting grabs than being defensive and pivot grabbing approaches
2. Seeing if LD1 could handle the speed of anti-sonic utility.
Based on the videos, both of those tests came out in favor of what I was looking for.
Sonic mains all do stuff in a pattern. It's insanely hard to pick up on, they usually start doing it when they're under pressure or "in the heat of battle". I saw this with X. and once you know what they do. take advantage of it. Sometimes it'd take me over a few minutes to get him to do it, but usually it was an ensured grab.
X is incredible. I had the fortunate opportunity to play him in a friendly. However, he was much easier for me to grab than KG was. AND he was the first legit sonic I've ever played outside of wifi. SO rather than CGing him to death, I practiced a CG startup transfer and then let him go. Like a dozen times. He won the friendly, but I got more experience out of it by losing than I would have by CGing him to death 3 times.
blizz wall is good, but don't over use it. tilts are good against him.
when they're on the ledge. SND is pretty good, if they try to punish you with a fair or nair, you can land a fsmash on them. it's a little give and take.
I feel like good sonics are too mobile for a blizzard wall. If you have time to setup for an SND, then you have time to setup for an LD1 or LD2 grabsetup. So then instead of punishing with Fsmash, you can punish with grab.
if you're attempting to fair spike them, follow up with falling off and bairing and having nana or yourself grabbing the ledge, if he gets on the stage, just get the grab.
This is bad advice. Don't fair spike sonic. Don't fair spike anyone if you can adequately CG them.
get to know your players. which is obvious. if you know what makes them tick, do it. bug them mentally if you know what bothers them. this has won me multiple games. anything that can get you that advantage, use it.
EX.
Out of state, i found out some players hated when i'd tap my foot because it vibrated the floor. So i used it against them.
use psychological factors guys, it makes a massive impact.
I am not going to use outside factors of the game to affect results. Especially in a friendly where I'm trying to test different strategies on people. Doing this makes us no better than someone that screams at us to try to make us drop a CG. That in itself is unsportsmanlike.