c-c-c-combo breaker!
Not to mention dash -> shield is the #1 approach for like half the cast. (Also Sonic's best approach... yes, better than down-B spindash.)
Yep. Dash>Shield is his best approach ;D
- running speed screws up opponent's spacing
- shield usually sets up for a grab, and grab means Sonic has control
- beaten out by grabs, and if opponent is conditioned to do this, missed grabs are uberpunishable.
Side-B>Shield is a pretty good approach too, partly because Sonic is absolutely safe during the side-B's non-full charge, and it has this weird 'mental pressure' aspect to it.
And just to clarify something for people who don't play Sonic:
Sonic's (grounded) down-B is a
horrible approach :<
Anything that deals less than 17-20 damage can clang with and stop it, and anything greater than that (not including aerials or projectiles) will beat it out, and that number range goes down as Sonic stales it. Anyone with good timing can shieldgrab a direct grounded down-B approach, and anyone with OoS reflexes can U-air or B-air OoS to punish a spindash>aerial. I don't see why people think it's such a good approach 9__9;
Some idiot thought Ganon was too crappy and slow and tried to be all 'fast' and use a Sonic down-B approach to hit me while I (using Ganon) was charging a smash, because apparently Ganon is supposed to be really slow.
He deserved the death.
Anyway, Sonic's down-B is his most
damage-potent punisher. Against good players, it should never be used when the opponent is in a neutral state because of how easily it's destroyed, but it should be abused whenever the opponent has some predicted lag of some sort (startup, ending, landing, online [<-- lol, online Sonics overabuse it and get raepd offline because of this]).