- Joined
- May 12, 2008
- Messages
- 9,420
- Location
- Seattle
- NNID
- Camalange
- 3DS FC
- 1160-9836-5007
- Switch FC
- SW-4197-1438-9208
~Welcome~
This thread is meant for discussion and analysis of each Smash stage and how Sonic performs on them. This includes Sonic's overall performance on the stage (things such as platform control/multiple recovery options/etc) as well as where to take certain characters. That's right, this thread is also (in the works of) becoming a Counterpick discussion. This way you'll know to BAN BRINSTAR AGAINST WARIO/DONKEY KONG ALL THE TIME<3 Please, if you have any disagreements with what is posted, feel free to oppose and comment. If someone makes a comment you disagree with, please just take it into consideration. No need for dumb arguments. One last note, the stages I have information filled out on are NOT complete. Each stage is always up for debate and critiquing. I would like to keep this as professional as possible, any and all input is welcome.
Please continue to read the rest of the OP before posting.
(Also keep in mind I'm reformating this thread so everything here is tentative)
(Also keep in mind I'm reformating this thread so everything here is tentative)
~Categories~
[Each stage summary will be broken up into the following individual categories.]
~Platforms - This, obviously, means the stage has platform(s). This section will break down the formation of the platforms and how well Sonic can control them. This of course is tentative to the character he is facing, but this part of the thread is just overall sumaries of what Sonic as a character can do on each stage. Let's move on.
~Recovery Options + Walljump Locations - This will break down all the possible ways Sonic can recover on this stage. If you see a stage labeled with the "+Walljump Locations" that means there are spots where Sonic can walljump. Some may be more obvious than others.
~Killing Potential - This will cover how much harder/easier it is for Sonic to kill based on the stages blastzones. Some stages such as Green Greens makes killing very easy for Sonic due to it's close horizontal blast zones. Other stages are far more difficult. This is important to know because as all devoted Sonic mains know, his biggest flaw is lack of KO potential.
~Hazards - Very simple, just covers any possible hazards the stage creates, such as the canons on Halberd. Sonic has some weird properties with his attacks that can allow him to manipulate some hazards certain ways. All of those kind of things will be touched on here.
---
Well, I think that covers everything! Let's get on to the stages! We'll work our way down, starting with the neutrals. Once we cover all neutrals and counterpick stages and the thread is complete, then we can discuss banned stages if we'd like.
DEBATABLE
Neutral Stages:
~Battlefield~
~Platforms - The most obvious thing about this stage are the 3 platforms. One on the left, one on the right, and one right in the middle, elevated higher than the other two. Most of your time will be spent on the left and right platforms. Sonic can buffer runs to go from platform>ground>platform with ease and agility. Buffering runs is essential on the stage for best utility! Throwing people on to platforms and abusing Fairs/Uairs for juggling works very well, and Sonic doesn't have to worry about getting caught himself too much simply because of how fast he can get around the stage. You will want to try and take control of the center area and two platforms, then work your opponent offstage for edgeguarding where Sonic excels.
~Recovery Options + Walljump Locations - Sonic can SideB across the bottom of the stage, jump cancel, and spring to the other side! If you look closely, there is a diamond like structure jutting from the bottom of the stage. A cool trick making a pattern of SideBing to the other side of the stage, and then psyching your opponent out by SideBing into the diamond, wall jumping, and regrabbing the edge you were just at! Sonic can also wall jump on both edges.
~Killing Potential - (Sonic can perform the secret reverse Dthrow kill on the right edge on DDD here) Overall, the stage is a pretty average size considering to that off the blastzones. Any character can kill at average percents here, so Sonic's killing ability really isn't effected.
~Cool Trick - Sonic can place a spring on the top of the middle platform when opponents respawn! They get caught on the spring and lose their invincibility~
Stage Synopsis: Battlefield is a solid stage. It's not too big and not to small, so no character really gets an extra boost in KO potential. This stage focuses more on Sonic air game. You must focus on getting the grab to get your opponents in the air/on platforms and juggling. The platforms make for great mix ups. Sonic can simply just buffer runs on and off the platforms to give him great agility and control. Taking advantage of Sonic's grab and air game will do you wonders on the stage and it's also very good against campy characters. Certain characters like Luigi and Math will have an easier time controlling the stage against you, but all in all this can still make for a crafty CP when your opponents just ban FD on instinct.
Overall Rating: 4./5
Overall Rating: 4./5
~Final Destination~
DEBATABLE
Stage Synopsis: At first look, this may seem like Sonic's greatest stage. He can run a lot and charge straight into his opponent, and there's enough air space to set up ASC's much easier. Well this sounds nice but let's break it down for a second. No platforms. Good? Not always. Characters like ROB or Falco can camp you way too easily here. There's no place for Sonic to really go except forward, backward, or jump. Let's face it, Sonic isn't very offensive, he can be aggressive, but in front of a laser spammer, not so much. The stage is big, so Sonic can live longer, but that means so can everyone else, and Sonic is hard enough to kill with in the first place. As a matter of fact it's even harder for Sonic to gimp here. Now, Final Destination is not a terrible stage. Against other characters Sonic can still be aggressive if played wisely. The rest of the cast can get stuck under the edge when recovering, but Sonic can still wall jump after a spring. Now, this should be used very sparingly for he can be gimped easily since Sonic doesn't really go anywhere afterwards and needs the edge. He can footstool jump too, but most smart players won't be on the edge that long and will time it to get the need invincibility frames. The lack of platforms doesn't allow Sonic to mix up his approaches a lot so you always have to be on top of your game to do well here.
Overall Rating: 4/5
Overall Rating: 4/5
~Smashville~
DEBATABLE
Stage Synopsis This stage is as neutral as neutral could possibly get. There's no major advantages or disadvantages for Sonic, expect maybe for a random balloon messing up spring or HA approaches (almost never happens). It's a very small stage so it makes killing fairly easier and theres a single moving platform. There's no worries of getting "caught" on it because it moves, no more fear of platform campers. Sonic can use just about every tool of his effectively here, but he has no real advantages. Another thing to keep in mind is dairing off the stage for a "spike" could be risky because the stage is so small, you might just eat a self destruct.
Overall Rating: 3.5/5
Overall Rating: 3.5/5
~Yoshi's Island~
DEBATABLE
Stage Synopsis: Yet again, we find that this is a solid stage for Sonic. The shape of the stage is big, but the strange center platform will force you to use more aerials. Sonic's spin charge can be hop canceled on both of the edges (if charged at the very end of each edge). This gives Sonic extreme speed without the slow hop animation. An angled Forward Smash can hit before people can grab the ledge, and Down Smash at the ledge can throw people off because of Sonic's movement. Another little trick to keep in mind is that if the platform is at the right angle, you can perform the Sonic spin charge glide glitch (ISDR = Invincible Spin Dash Roll), which could be used to trick your opponents and gives you complete invincibility untill it's either jump cancelled or loses its charge. Because of the stage not having a bottom, and just a wall that extends to the blast points, you can use the wall jumps or HA to spice up recovery options. This also strengthens Sonic's gimp game. As you can see, Sonic now has some additional tricks to add to his sleeves here, but it's not enough to make it anything incredible.
Overall Rating: 3/5
Counter Picks:
~Brinstar~
DEBATABLE
Stage Synopsis:
You can use the lava here to cook steak. This stage has a low ceiling and makes vertical kills much easier, making Uthrow a viable kill option around 140-160% damage. Not only that, the side blastzones are pretty close, and breaking the goo bridge makes the stage seperate in half, bringing those blastzones even closer. After a kill, place a spring on the top platform. When the opponent spawns, it's almost guaranteed to catch and wears out their invincibility frames (spawn camping). It works really well on floaty characters like Lolimar (Sonic hates him right?). The side platforms have a "goo stem" that holds them down to the stage, and hitting them refreshes moves. If you break those stems, the platforms can set up Sonic's invincible Air Dash. Invincible approach from both sides? I like it. Also, the strange goo bridge can be broken slighty to set up "traps". The goo can come at a strange angle and interupt dashes or dash attacks and replaces it with the "Ah! I struck a wall!" stun and sets up for kills. Overall, this can be a great wild card stage for Sonic if you know how to play your cards right.Overall Rating: 4.5/5
Castle Siege:
DEBATABLE
~Corneria~
DEBATABLE
Stage Synopsis:Corneria, be happy this stage made it back from Melee. Sonic can kill with Usmash, Utilt, and Uthrow at pretty moderate percent damage, especially at the top of the fin. His gimp game isn’t very good here, but you honestly won’t really need it. BThrow kills off the left and right side of the stage (easier on left side) and vertical kills are all too easy. The fact that TWO of Sonic’s throws are a legit kill move makes this stage pretty awesome. However, it has its drawbacks. DO NOT take characters like King Dedede here who have really good chaingrabs. You might find yourself getting caught in a wall infinite. A couple tricks that work here are Sonic’s airdash (SideB charge on the slope of the fin) and you can cancel your spindashes with an Utilt when dashing up the fin (remember Utilt can kill really easy at the top of the fin?). Overall, this stage can be your ace in the hole, or an infinite nightmare.
Overall Rating: 4/5
Delfino Plaza:
DEBATABLE *UPDATED*
~Frigate Orpheon~
DEBATABLE *UPDATED*
Stage Synopsis:
A strange addition to Brawl, comes the stage based off of the infamous Metroid series. The thing that makes this stage strange is that in the middle of battle, it will randomly flip to a different version of the stage (view pic). Sonic as we all know is a very adaptable character who barely has to worry about recovering (Sonic should always recover...always...seriously) The flip can mess up recoveries, so using this as a counterpick against characters who have poor recoveries. Another thing to add to that is you can't grab certain ledges, again aiding you in gimping. The stage is rather small so there it's much easier to close gaps between projectile spammers, yet enough space to take advantage of Sonic's speed. It's nothing special, but can be used as a wild card at a tournament.
Overal Rating: 3.5/5
Halberd:
~Jungle Japes~
Stage Synopsis:
Overal Rating: ?.?/5
Luigi’s Mansion:
Lylat Cruise:
Onett:
Pictochat:
Pirate Ship:
Pokémon Stadium 1:
Pokémon Stadium 2:
Rainbow Cruise:
~Extra~
~Green Greens~
BOXOBAIRED
Stage Synopsis: Sonic for me is all about pressure. To pressure, one needs to eliminate options of the opponent by either overwhelming them with speed, box[ob] them into a corner or wall, create situations where you are in control and they are unable to perform A and B. Green Greens is a magical place that lets you do all three of those at the same time with minimal amounts of thinking and effort. The barriers are really, really small, KO's are no longer a problem by any means. In fact, they're too easy. the fact that there are walls everywhere, coupled with the existence of the spinshot make this stage a combo *****'s wet dream. It's green, twice. Sonic is amazing with items. OH LOOK AT THAT. This place is so amazing, it makes Sonic godly. This is Sonic's best stage. The end.
Overall Rating:
Overall Rating:
*related links under work*