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The Sonic Boards Community Guide (Reformat) - General/Moveset

Browny

Smash Hater
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Thanks Browny. Is it possible to make them a little smaller though? :O
Can I ask that you excuse my condescension... I actually dont know how it is possible that you dont know how to resize a picture?

I can make them any size you want.
 

Browny

Smash Hater
Joined
Mar 22, 2008
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All blogs are broken... have been for a while.

Seems all new ones, and all old ones past a certain date dont work. It'll be fixed eventually, this has happened before :/
 

BSP

Smash Legend
Joined
May 23, 2009
Messages
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Thanks Browny. Is it possible to make them a little smaller though? :O

Write ups are good Kinzer.

Might as well continue with the homing attack discussion. It’s not terribly important to keep things in order anyways.

Homing attack just flat out sucks. It’s so easy to see coming and to punish afterwards. If the opponent sees you trying to use it to recover all they have to do is side step to screw you over. Or if they’re recovering and you’re trying to gimp them with it, attack you out of it or air dodge. All it’s good for is gimping on the rare occasion and stalling high above the stage when you need more time.
Pretty much this. NEVER use homing attack when an opponent is coming out to edgegaurd you, there's like a 90% chance you're going to get hit, and the HA will probably miss anyway. I would only use HA to punish opponents when they commit to an action, or you can predict what they do next (and even then, use it seldomly, since you are EXTREMELY vulnerable on startup).
 

Chis

Finally a legend
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I don't know which frame it locks the target on. I wonder if Espy can find the frame data for it...

And the final thing I have to say about the HA is that it may be useful for gimping if the opponent is in the top corner of the screen.

Can I ask that you excuse my condescension... I actually dont know how it is possible that you dont know how to resize a picture?

I can make them any size you want.
Not on SWF.

Around the same size as the picture below. Maybe a little bit bigger. :bee:

 
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The only legit setup for a HA that i've found to work well is spindash footstool buffer'd HA. been practicing it for quite sometime and the move seems to land 95% of the time. spin charge though is alittle bit harder to pull it off with though :S.
 

BSP

Smash Legend
Joined
May 23, 2009
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Remember that ASC to HA works pretty well too, but I don't see it used very much.
 

Chis

Finally a legend
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Man, I typed so much for such a bad move :/

Well the HA write up is in the OP...moving on to Ftilt.
 

Tesh

Smash Hero
Joined
Oct 28, 2008
Messages
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TX
Minor issue, could you please note that you can shorten homing attack with A and B (I just use cstick to shorten it)?
 

Chis

Finally a legend
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Done.

Ftilt

-Shield pokes
-Good range and decent damage
-Useful for spacing
-Can be tilted upwards and downwards
-Close up it hits for 4, 7%. At the tip of the shoes you just hit for 7%
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
sonics game doesnt really rely on spacing much, so its not very easy to implement into his game.

move combos from moves with low knockback tho. like weak hit nair.
 

Browny

Smash Hater
Joined
Mar 22, 2008
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Ill do the attack screenshots on friday (saturday for the people who are too slow 16 hours behind me :p)

Do you think you could elborate 1 sentence for each of those points chis? I mean theres really not much to say about ftilt, just join all those points together for 3-4 sentences and maybe add something about it being his safest ground move that isnt dash attack? (Im pretty sure it is, when used at max range of course). I could do it... but I dont wanna be doing all of these :p
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
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Rochester, NY
wow...

no wonder its so hard to play sonic.

all of his ground moves are terribly punishable to the point of being unusable.

also explains why I f smash so much.

Its clearly the only move that even comes close to any kind of safety, and you have to charge it to do even that.
 

Chis

Finally a legend
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Forward Tilt

Damage: Close up - 4,7% (11%) Tip of Sonic’s shoes - 7%
Range: Good
Frame data: Frame 6 and frame 8 (lasts 34 frames)
hitbox duration (1st hit): 1 frame
hitbox duration (2nd hit) : frames 8-12 (5 frames)

Description: Sonic’s safest ground move after his dash attack. Close up ftilt hits twice for 4% and 7% (11%). However it’ll only hit once if you strike with the tip of his shoes (7%). Ftilt has decent shield poking potential when used close up partly due to hitting twice. It lacks the coming out speed of the jab but makes up for it with superior range and damage making it the better option up close. It can be used for spacing although being out classed by Bair.

Can be chained from low knock back moves at low percetages such as Dtilt and the weak hit box of Nair. Like forward smash, ftilt can be tilted up or down by tilting forward+upwards/downwards on the control stick. This is kind of pointless as it has minimal effect on the trajectory.

Done. I think it's alright. Too much? :O
 

Kinzer

Mammy
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If I recall, his shoes are the hitbox that has the 7%, whereas the one close to his torso is 4%, but I could very well have that backwards myself...

Other than that, yeah I don't really think there's much to say about FTilt.
 

Trent

Smash Champion
Joined
Apr 26, 2007
Messages
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Location
New York, NY
I thought it looked funny, didn't know for a fact though.

I just couldn't imagine hitting with the tip of my FTilt and only doing 4%, why even bother if that was the case. :dizzy:
 

Chis

Finally a legend
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Fixed and added. I might do the up tilt write up later.

Now the dash attack.
 

Trent

Smash Champion
Joined
Apr 26, 2007
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New York, NY
You can get punished for landing Dash Attack, depending on the opponent's %.

Which is stupid. :(
 

BSP

Smash Legend
Joined
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DA does 6% on the initial hitbox, and 4% i think on the later hitbox.

It comes out really fast, even from a standstill if you use the Control stick and the Cstick downwards.

I'm not sure on the frame data, but DA should be able to punish nearly any move that hits Sonic's shield, plus the low knockback from it makes followups easy. The late hit combos into Utilt extremely well, even at high percent, although it is pretty hard to land. You can also set up a spring under the opponent if you hit them with the weak hit, or just run back under them if you pop them up with the late hit.

So basically, use it to punish any laggy attack, but be careful at low percent since some characters can hit you with a bair before you can shield at certain percents.
 

Kinzer

Mammy
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Do it at the edge of the platform for extra points vulnerability frames.

I wonder how (un)safe it is if you connect with the first frame(s) of the hitbox. I think it also depends on where you hit the opponent. Or at least right I'm thinking of how it is on block. Let's assume that you hit the opponent while running from the left side. If you hit the shield from the right, the opponent will be sent towards the left and make it harder to punish because you are carrying momentum to the right side and he's being pushed towards the left. Flip it around vice-versa and it certainly makes their job easier because they get sent the same way you're going, not to mention that your momentum get's halted a bit.

Now I don't know how much later on, but eventually if DA connects at a certain %age and with a certain part of its hitbox, it will link into other attacks. Mainly UTilt or FTilt. Perhaps DTilt on spacies/fast-fallers. Could very well be that the opponent never DIs but then again DA comes out fast enough that they can't predict it.

...If they did, why did they get hit again? Lol?

The sad thing is that the strong hit does 6%. I don't even want to know how much the weak hit(s?) do. :/
 

BSP

Smash Legend
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You may even want to avoid using DA at low percents. Doing 6% and taking 14%-10% isn't cool.
 

da K.I.D.

Smash Hero
Joined
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dash attack is a move that you want to be more aware of who your fighting when you use it. MK and snake can punish you for it. characters like rob and zss cant really as well.

also. light hit can at certain percents set up for a turn around grab. somebody should do some testing to figure out when it is and isnt safe on hit.
 

Kinzer

Mammy
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Oh, I didn't even get into DASC. I would assume that it should at least get some kind of mention when talking about Dash Attack, but just a small one. I don't think it'd be a good idea to overwhelm people with possible/probable set-ups/follow-ups until we actually get into that.

Still, quite a fancy thing to pull off when I use DA at the edge, hit my opponents shield, and have them drop it only to get hit by a DJ Bair.

Also @KID:

Do you have any dummy in particular or should I just go ahead and use a duplicate Sonic as the dummy should I actually investigate your query?
 

Tesh

Smash Hero
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Use someone with a fast back air and down air, not sonic.
 

Kinzer

Mammy
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Kinzer
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...

*Blink.*

...

You know, I've always used Sonic as my dummy, just because he seems to be the dead-center of midweight. I know in this case he may not be the best character to use becasue his Bair is slow, and if I used Fair, it doesn't have the range that other aerials may have to be able to punish the strong hit of DA. I can see the weak-hit, but aside from that...

...

But who could I use specifically? That's why I asked. I really don't know too much about the specific frame-data of other characters.
 

Kinzer

Mammy
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*Ahem.*

Sonic is the only thing that matters to me in this game!

/fanboy.

Fine fine, I'll look into Meta Knight. For some reason though, his Bair doesn't feel threatening...
 

da K.I.D.

Smash Hero
Joined
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you have to test it on every character individually since every character has different weights (how high they get hit by the dash attack) fall speeds (how fast the fall back to the ground after they get hit) and attack properties (bairs or dairs that may be able to counter attack us after they get hit. And you have to test the strong and weak hits of the move.

also, metas bair can be pretty devastating, since unfinished bair combos into down smash, strong nair, grab, and grounded up b.
 

Kinzer

Mammy
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you have to test it on every character individually since every character has different weights (how high they get hit by the dash attack) fall speeds (how fast the fall back to the ground after they get hit) and attack properties (bairs or dairs that may be able to counter attack us after they get hit. And you have to test the strong and weak hits of the move.

also, metas bair can be pretty devastating, since unfinished bair combos into down smash, strong nair, grab, and grounded up b.
That'd be way too time-consuming for the moment. I suppose maybe I can do something over Christmas break (maybe), but right now I am not in the mood to do anything except maybe one character (Which I suppose will be MK). Literally, Smash, talking wit-

Wait a minute, I forgot that this is a forum. Nevermind.

And since this is off-topic, but still makes me curious, I just wanna ask this once:

Can't you (S)DI MK's Bair so that it doesn't link directly into DSmash?
 

Tesh

Smash Hero
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Messages
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That'd be way too time-consuming for the moment. I suppose maybe I can do something over Christmas break (maybe), but right now I am not in the mood to do anything except maybe one character (Which I suppose will be MK). Literally, Smash, talking wit-

Wait a minute, I forgot that this is a forum. Nevermind.

And since this is off-topic, but still makes me curious, I just wanna ask this once:

Can't you (S)DI MK's Bair so that it doesn't link directly into DSmash?
Well you can SDI pretty much everything, so I'm pretty sure you can get away from MK and avoid dsmash, but he should still have enough of a frame advantage to get something else in if he sees it coming. Assuming you are both at low percents, dash grab would be the best option anyway.
 

Browny

Smash Hater
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http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/jab1.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/jab2.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/jab3.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/dtilt.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/ftilt.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/utilt.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/dattack.jpg

http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/fsmash.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/dsmash.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/usmash.jpg

http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/nair.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/uair1.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/uair2.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/fair.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/bair.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/dair.jpg

http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/grab.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/pummel.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/dthrow.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/uthrow.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/bthrow.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/fthrow.jpg

http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/homing.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/upb.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/downb.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/sideb.jpg

http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/getup1.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/getup2.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/getup99.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/getup101.jpg

http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/froll.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/broll.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/adodge.jpg
http://i746.photobucket.com/albums/xx102/dan88albums/Brawl - Sonic/sdodge.jpg

I think I'll get another picture for airdodge; I dont like that one I got today. I'll edit it tomorrow.
 

Chis

Finally a legend
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Good job Browny. I’ve added that Dsmash write up you did a while ago and my up tilt one. So who’s willing to do the dash attack write up?
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
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Location
Rochester, NY
somebody else can do the write up, but Im actually going to do the testing for all these percents Im probably going to make a thread for it.
 

B.A.M.

Smash Lord
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Mar 13, 2008
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Fullerton, CA
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Bambatta
u can SDI then DJ away during ff MK bair. Anyways KID i am eager for your findings. DA does dumb damage, however its like the easiest move to hit with. You can land camp with it like no tomorrow ( owns that 3 frames of landing lag) so it would be nice to know when a ftilt, utilt, dtilt,etc would be good options (especially ftilt because people always DI that move after DA stupidly and give free tech chases).
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
better idea, how about sdiing it up aned than hitting with first hit falling up air? that leads into lots of follow ups, but i think up tilt is the only one that will work consistently versus mk

and since im in myrtle beach for the next 10 days, Ill have plenty of free time to do this testing.
 

B.A.M.

Smash Lord
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Fullerton, CA
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Bambatta
Sounds good. We need more testing these days, alot of our data is seriously old. Theres alot of stuff we have figured out since then that need some conformation.

SDI ing up? perfect. yeah and utilt is good enough. 14% goodness and puts him up in the air for more silly uair traps. We need to confirm traps out of uair too. or at least what situations do we have a large advantage after a whiffed uair. Also frame advantage on AC uair. Oh and KID i have found a way there it isnt too situational to utilize this frame advantage.

1) Edgehogging to ff ledgehop uair.
2) run off spinshot uair
3 ) oh and because of the wonderful cancel KID we get free frame traps if we do uair out SH at the appropiate time. we should have ample time to use whatever.


So KID, go ahead and test that Dash attack stuff. Im going to see what i can do with these uair shenanigans. Still would love someone to help me find perfect AC uair frame advantage. (anyone?)
 
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