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*UPDATED* Sonic Stage/Counterpick Discussion *Discuss PS1 + New BF Rewrite*

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Sonic Stage/Counterpick




~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)​

~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.

Neutral Stages:​

~Battlefield~​
DEBATABLE


~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

~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

~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

~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:

~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:

~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: :093:


*related links under work*
 

IceDX

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Awesome Idea!! but we should NOT be discussing banned stages....

We Can continue the CORNERIA Chat here... i find it to be the best Counterpick stage 4 sonic bc as i said befor the fins slope gives sonic´s SD a speed up and the stage allows sonic to get Kills at lower Damage bc of the narrow boundaries, and u can actually use sonic´s side b glitch´s here....
 

Camalange

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Awesome Idea!! but we shoult be discussing banned stages....

We Can continue the CORNERIA Chat here... i find it to be the best Counterpick stage 4 sonic bc as i said befor the fins slope gives sonic´s SD a speed up and the stage allows sonic to get Kills at lower Damage bc of the narrow boundaries, and u can actually use sonic´s side b glitch´s here....
Thanks, so banned stages should be up for debate? Alright, I'll add the list of banned stages as well. Also...maybe we don't have to do each stage in order, but it would be nice if we discussed one stage at a time. Maybe Corneria first? We'll see how this goes.
 

IceDX

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Thanks, so banned stages should be up for debate? Alright, I'll add the list of banned stages as well. Also...maybe we don't have to do each stage in order, but it would be nice if we discussed one stage at a time. Maybe Corneria first? We'll see how this goes.
Sorry i misspelled :psycho:(please check my above post again) i was talking bout Pkmn S. 2 and Onett..etc are there any areas that actually use those on tournament level play??:confused:

Also you should chnge the name to ¨Official Sonic Stage Examination¨ ; )
 

ROOOOY!

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I'm in favour of this. Are we going through one at a time, or are we just going to randomly throw ideas out there about any stages and they'll be put into the OP?
 

Camalange

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Sorry i misspelled :psycho:(please check my above post again) i was talking bout Pkmn S. 2 and Onett..etc are there any areas that actually use those on tournament level play??:confused:

Also you should chnge the name to ¨Official Sonic Stage Examination¨ ; )
Oh, haha okay I see. You make a good point. alright, now I'll just eliminate the banned part, hah.

I'm in favour of this. Are we going through one at a time, or are we just going to randomly throw ideas out there about any stages and they'll be put into the OP?
Well there's been talk of Corneria, but I think it would be nice if we started off with Battlefield and worked our way down the list. Sound good?
 

IceDX

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sound good to me...

Battlefield from my experience brawling on this stage doest seem all that good for sonic mainly bc of the multiple platform formation doesnt allow sonic to attack opponents from above as much as one would like and it gives characters such as marth and Mk a big advantage over sonic, but to sum things up quickly i would not put this as a bad stage 4 sonic just neutral overall...
 

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I don't know, I found battlefield also has some good advantages. I sometimes enjoy the platforms because I can go from a spindash, fall off a platform, shield cancel, and grab. It's pretty beautiful. Also easy stage to set up stage spikes.
 

IceDX

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I don't know, I found battlefield also has some good advantages. I sometimes enjoy the platforms because I can go from a spindash, fall off a platform, shield cancel, and grab. It's pretty beautiful. Also easy stage to set up stage spikes.
yeah that its pretty sweet but the advantages it gives other characters is just not a good thing, and sonic just works better without platforms blocking his air game
 

Camalange

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yeah that its pretty sweet but the advantages it gives other characters is just not a good thing, and sonic just works better without platforms blocking his air game
True, it also ruins spring to dair cancel...
 

ROOOOY!

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It's personally my least favourite neutral stage.
There are advantages to this stage. It's easy to harass characters stood on platfoms from below with a nair/uair/fair. The top platform makes it easier for Sonic to get vertikills. It's also quite a long stage (obviously not as long as Final Destination) so you've got a chance to utilize ground approaches.
Bad things. Approaching from the air is difficult because platforms get in the way so you may be stranded on one and just get *****. The main problem I have with it is that it gives some of the characters you find more frequently in tournaments a much bigger advantage than you (SNAKE).
 

Tenki

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Well, Battlefield is a relatively small level, so it means the edge is closer, and it generally makes the gimp game easier to access. Remember F-air and U-air's good for "sharking" through platforms and poking through shields. Keep in mind that airdodges are hindered by platforms, so if they try to airdodge your aerials, you'll either catch them in landing lag, or hit their shield. At the most, it delays their return down.

If you MUST use spring/D-air on BF, there are select places where you can do ground-spring>D-air to go through the holes. It's very limiting for that strategy, but keep in mind that you shouldn't really be using it too much to begin with, so it helps iron out that bad habit.

IMO it really helps to be very comfortable with Sonic's ground game, since it will help if you can remain under your opponents.
 

Camalange

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Yeah, utilizing Sonic's ground game is definitely important for this stage. I also find the platforms good to get around projectile spam. Of course, I guess you could always play FD and just spinshot. Overall it seems that this stage works really well against certain characters, and not so well against others.
 

Tenki

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Wanna also add a list of characters that it sucks to be against?

For example, Metaknight will rule Battlefield.
Marth may be problematic, Falcon can U-air juggle through platforms pretty well, etc.
 

Camalange

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Wanna also add a list of characters that it sucks to be against?

For example, Metaknight will rule Battlefield.
Marth may be problematic, Falcon can U-air juggle through platforms pretty well, etc.
Sounds like a plan. We could throw that into discussion for each stage, so we know which stages to look out for against certain characters. Good thinkin! We could probably include Luigi as well for Battlefield, seeing as how the platforms increase his ****..
 

IceDX

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about battlefield´s look out characters we shouldnt be adding captain falcon there instead we should worry more about commonly used characters, the Captains advantages aret that great , instead we should be adding wolf bc battlefield is one of hes best stages if not the best.

since we already have sumed up info on Battlefield we should be moving on to:

----------------------------------- Final Destination ------------------------------------------

I belive everyone has to agree that Final Dest. is Over all the Best Neutral stage for Sonic
but we have yet to discuss character especifics:bluejump:
 

Camalange

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I mostly put Captain Falcon because of Tenki. I don't have much experience against good Falcons so I just took what he said. Yeah, battlefield seems pretty summed up unless anyone has any objections. Final Destination shouldn't be too hard since we all seem to love that stage here.
 

Camalange

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Am I the only Sonic that likes stages with platforms like BF and Lylat?
No, I enjoy them as well, I'm just posting overal summaries for stages for a basic Sonic player. Most Sonic's don't like platforms.
 

R4ZE

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well.. i dont really mind platforms.... theye are fun. but i do tend to do better on FD.
 

Camalange

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well.. i dont really mind platforms.... theye are fun. but i do tend to do better on FD.
But WHY do you do better on FD? Hmmm?
It's for the good of this thread.
 

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Well, when I wanted us to talk about all of the stages, I didn't mean add a thread for each stage thats "legal".
Well, I figured the ones that are legal are the most important. We can discuss the banned stages once the legal ones are done.
 

darkNES386

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Shouldn't we discuss which stages fully utilize sonic's skills? Why let the average Sonic user decide what stages are "good":

Yay memphischains. Personally every neutral stage is awesome for Sonic. I've become a very big fan of lylat... especially when facing MKs and I'm picking up little things about yoshi's (brawl) that make this stage also very good for Sonic.

I would say we should start with a general idea first about what stage themes are good for Sonic:
1+A definite stage floor -No true bottom of stage
2+Platforms -Lack/no platforms
3+Fall off -Can't fall off stage

1:Sonic can't utilize his groundspeed if there is no "ground" to run across the stage on.
2:The amazing combo abilities and groundspeed of Sonic allows for him to punish opponents on platforms.
3:Sonic can gimp (Kill at low percent) many opponents on stages where KOs can be earned by falling. Later a better analysis can include stages where walk off deaths are plausible (GreenHillZone/Yoshi (pipes)/etc)

Starter
Battlefield 1,2,3
Final Destination1,3,2
Smashville1,2,3
Yoshi's Island1,2,3

You can quickly see how with the Starter stages alone, Sonic is in his own element. Some other strong stages for Sonic include Lylat Cruise, Pokemon Stadium and the travel stages: Delfino and Halberd.
 

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We should get onto with the topic(F.D.) but i think most sonic mains will agrree with me that Sonic´s best stages are Final Dest., Smashville, Halberd and Corneria not counting banned stages....
 

Greenstreet

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i would aslo recommend deflino as its platforms are at perfect height to own from below.
 

R4ZE

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I have said these reasons a million times already I'm sure, but what the hell.

-FD is big, flat and no platforms. the flatness allows me to fully abuse sonics speed, it makes it reletively easy for me to use attacks like ASC appropriately, often times it allows me room to get away from opponents and attacks that i need to get away from.

I can list a few problems with platforms. any character on a platform is usually vulnerable, expecially to things coming from below. Sonic even moreso because his dair is a straight down drop kick, WITH DELAY and it gets stopped by platforms.. so being under a platform renders any opponent essentially invulnerable to sonic.

further more if a character is ON a platform, sonic CAN attack form above, but its very difficult because a lot of sonic's approaches somtimes are dpendant on sonic having ground room to breathe , go in and out essentially. Imagine getting stuck ina roll/dodge match on a platform, it lessons the paths of escape for sonic. of course sonic does have the same advatage as every other character when attacking from under a platform, but not so much in the sense that his u-tilt, usmash, and uair do not kill most of the time. so if your going for a kill and the opponent is on a platform the only move you got to get the job done is bair.

Another thing about going up and down platforms is that sonic's air dodge is kinda weak, and sonic doesent have any moves he can pull out instantly after landing except sheild.

ASC has to be used more carefully here because u have to stay under the platforms. HA can still be used ABOUT the same, but on FD u can hit an HA from literally like accross the stage whereas in a platform level it could just hit into the platform and give sonic a HUGE delay.


Basicly what it comes down to. I think sonic is fantastic on the ground and really good in the air as well, but i think he sucks at making the transition from air to ground. 2 of his airiels have BAD landing delay, landing in spindash can cause air trips, HA also has bad landing delay.

But like everyone said, playing on platforms and playing without them are two completely different things. and aside from learning different characters, i am also learning this as well.. Maybe what it truly comes down to is that my non-platform playstyle is just further and better developed than my platform playstyle.
 

da K.I.D.

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I really dont like FD for the same reason most sonics dont like BF...
Because the things that sonic can do good on the stage, other characters can do much better. playing against a falco, ROB or snake on FD should illustrate my point about projectiles. since ive made this point many times
however i wont deny it as a solid sonic stage and i would give it the same score as BF 3/5
 

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I really dont like FD for the same reason most sonics dont like BF...
Because the things that sonic can do good on the stage, other characters can do much better. playing against a falco, ROB or snake on FD should illustrate my point about projectiles. since ive made this point many times
however i wont deny it as a solid sonic stage and i would give it the same score as BF 3/5
Well, a lot of characters do most everything better than Sonic, so I don't think it's fair to put that into consideration, or else every stage would get a 3 or less. I would say maybe a 4/5 for FD. It's definitley a solid stage for Sonic, like you said, but it's probably his best neutral.
 

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Oh, and I was thinking..maybe for each stage, we only have a select few major characters to fear...cuz Sonic's gonna be fearing MK on almost any stage so...Discuss.
 

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Sonic was built for FD IMO, as he can use, abuse, and reuse his speed, has plenty of space to hit aerials, anything involving the spring jump allows Sonic to control the air without much of a problem if your opponent just happens to be vulnerable like that, and... well, it's an epic stage. (really biased, I know) da K.I.D. however does bring up a good point about playing against projectile users on FD, as they can easily control the ground with a press of the B button, but I think this is mostly a problem against the "higher tier" projectile users, as while Falco, ROB, and Snake would pose issues, the Links, the Mario Bros., and Shiek/Zelda, just to name a few, don't pose quite that much of a threat. (maybe Shiek's needles if you aren't careful, but that's it)

So my new question is this... if you believe that FD is Sonic's best stage and perform the best with Sonic on that stage, do you counterpick a projectile ***** by not picking FD?

Edit: How does Sonic not fear MK? From the moment you start a MK fight as Sonic, you have a small opponent (problem for Sonic) with more range (problem for Sonic) and great priority (problem for Sonic)> Not saying that Sonic shouldn't fear Wario or G&W, but MK is without a doubt a problem for Sonic.
 

R4ZE

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any sonic who fears mk just doesent know how to play... its liek when i used to get wrecked by wolf, i just didnt know how to play against him.. all im saying is once u realize that mk isnt all that great, and u avoid his powerful stupid moves... he is perfectly beatable and its really not that hard.


projectile spam is the same story, i used to main roy in melee, and i always had to deal with ur nosense projectile spam.. but really i dont see how BF's platforms really help against projectiles tha much.

if you know how to short hop, spot dodge, full hop, and sheild correctly, SONIC of all characters should really have no problems avoiding projectiles on ANY stage. FD still FEELS the most open for me, so its the best for avoiding projectiles for me. the only REAL projectile i have trouble avoiding is an accurate pit who controls the arrows to hit you even if you jump.

plus sonic has ASC and HA... HA really can hit pretty much accros FD in a split second... whcih does help against certain projectile spammers, and obviously not like... EVERY TIME they start spamming, but u can use it a couple times a round, and ASC... and then other than that just know how to spot dodge, SD/SC and which projectiles get beat and dont get beat by what.


Sonic jumps higher than a lot of the cast, so platforms really just allow the spammer to gain a little more leverage
against sonics jumps.


****my answer: I always pick FD regardless because i perform best on FD.
 

IceDX

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any sonic who fears mk just doesent know how to play... its liek when i used to get wrecked by wolf, i just didnt know how to play against him.. all im saying is once u realize that mk isnt all that great, and u avoid his powerful stupid moves... he is perfectly beatable and its really not that hard.


projectile spam is the same story, i used to main roy in melee, and i always had to deal with ur nosense projectile spam.. but really i dont see how BF's platforms really help against projectiles tha much.

if you know how to short hop, spot dodge, full hop, and sheild correctly, SONIC of all characters should really have no problems avoiding projectiles on ANY stage. FD still FEELS the most open for me, so its the best for avoiding projectiles for me. the only REAL projectile i have trouble avoiding is an accurate pit who controls the arrows to hit you even if you jump.

plus sonic has ASC and HA... HA really can hit pretty much accros FD in a split second... whcih does help against certain projectile spammers, and obviously not like... EVERY TIME they start spamming, but u can use it a couple times a round, and ASC... and then other than that just know how to spot dodge, SD/SC and which projectiles get beat and dont get beat by what.


Sonic jumps higher than a lot of the cast, so platforms really just allow the spammer to gain a little more leverage
against sonics jumps.


****my answer: I always pick FD regardless because i perform best on FD.
you obviously havent faced a half decent :metaknight: ... but i agree with the rest, is pretty accurate.
 

R4ZE

Smash Ace
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Messages
721
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there is no such thing as a decent mk

the ones who win tournaments are spammers. and i beat them just fine.
 

IceDX

Smash Ace
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there is no such thing as a decent mk

the ones who win tournaments are spammers. and i beat them just fine.
OK i find it pointless to continue this argument .....


But i think we should get into the characters to lookout for on FD bc the level is clearly at least a 4.5/5 for sonic..

now only characters that gets a decent amount stage especidfic advantage here agaist sonic is DD kong:diddy: and Lucario :lucario: .......

now let me clear something up before i start getting flamed, Im not saying that only those two can beat sonic on FD...what i meant is that the stage makes the matchup agaist Luc and DDK much harder...
 
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