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I agree on that number, however you obviously won't have the oppurtunity to SHDA when we use side-b. We won't pull that out when we're at the other side of the level. It's more of a punishment move, or as a pressure move. And it's not gimping if you spike with D-air >_>U dare me to gimp a sonic? I have with dair =P. Eh, good read I guess but what about the matchup number?
I have played sonics (nowhere near the awesome Umby) but still decent sonics and Ive always found the matchup to be in our favor because of bombs + sword . And protip: Whenever u use side b we can just rang or SHDA . I say 60:40 tink.
PS- I hate ur stutter step fsmash >_>
P.S. I don't recognize Umby as an awesome Sonic anymore
Hmm. Well, I can't say too many Sonics will side B at a range that will allow them to get ***** like that, and at the least, boomerang could be nulled by the (invincibility? I forgot) frames that Spin Dash gets at the apex of its hop.And protip: Whenever u use side b we can just rang or SHDA .
Ack. I didn't mean Ryoko. ._. I was thinking about the tag you used.You know where Ryoko is from. <__<
What's the reasoning behind this? Sonic can't full hop?*most important post you will read in this thread*
I think full hops should be used for projectiles.
Eh. For boomerang maybe, but the ending lag + inaccuracy of arrows from that height don't seem viable.*most important post you will read in this thread*
I think full hops should be used for projectiles.
You've been playing Sonics on With Anyone. Grab > Spindash/chargeIt was sorta a joke. =3
No, but really. Its like: "Short hop -> bomb pull" *get hit with spin charge as you land* (I think that's what Sonic's Side-B is called)
LOLs, we still love you Umby even if you hate us all and our crusade to represent the Steak in Brawl.Goddamnit. I check the TL boards for the first time in a decade, and this steak shit shows up. Fuck you VietG.
Hmm. Well, I can't say too many Sonics will side B at a range that will allow them to get ***** like that, and at the least, boomerang could be nulled by the (invincibility? I forgot) frames that Spin Dash gets at the apex of its hop.
I don't play with anyone.You've been playing Sonics on With Anyone. Grab > Spindash/charge
Well, Toon Link needs to be at a certain distance to make use of projectiles, no?Tornado<Fsmash.
If the MK is stupid enough to get smashed.
See my point?
Spindash/charge get grabbed when they are done in a stupidly obvious fashion.
Nobody said we would try to hit T.Link's downside at the beiling blastzone. >.>Ehh Toon Link wont let you top stage kill that often dair will sufice. But yes bombs work and ibomb (what sasuke described earlier) works too.
Bombs and arrows are your best projectiles here.
Ehh I didn't say anyone did.Nobody said we would try to hit T.Link's downside at the beiling blastzone. >.>
I also kind of think Arrows are too linear to be of any use, unless you know the Sonic has no other choice but to get hit by it.
And because it has to be done.
DTilt > Sonic.
Also I can't help but be in awe of the effort put into the picture in the OP.... so fasinating...
... Okay da**** I won't lie, I'ma sucker for anime women!
You would be pretty sad too if you were in my shoes... :/
1) lolGoddamnit. I check the TL boards for the first time in a decade, and this steak shit shows up. Fuck you VietG.
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Hmm. Well, I can't say too many Sonics will side B at a range that will allow them to get ***** like that, and at the least, boomerang could be nulled by the (invincibility? I forgot) frames that Spin Dash gets at the apex of its hop.
Eh? That almost didn't make sense.T. Link's aerials beat out most of Sonics though, but T. Link only has Dair to protect him from above, so Uair is good at poking underneath (assuming the T. Link won't spam Dair at every opportunity, especially if there's a chance of getting caught on a platform) I believe Sonic's Bair can out range some of T. Link's aerials too.
If you meant his matches against ADHD's Diddy, I just watched them and paid attention.Its best use is to punish lag.
And lag as in:
[1] - predictable startup lag
[2] - ending lag
[3] - internet lag
[4] - your (reflexes are) too slow lag
[5] - (you should know this matchup) lag
So please, I hope to never see anyone try to consider that move as a ****, or even a decent direct approach ever again.
lolCons
...
- Is quite gay
this thread deliversBELIEVE IT!
...
Basically he has more apporaches better than just SDR all over the place XD ^^1) lol
2) The invincibility isn't at the apex, it's at the release.
But I did see a bunch of BS about Sonic's spindash as an approach so I know how you feel ._.;
Eh? That almost didn't make sense.
D-air hits below TL, so it doesn't protect him from above at all.
TL's U-air actually has quite a hitbox around/(possibly below?) him. I haven't played a TL in a while but I remember being rather annoyed at how I got hit from some really stupid angle by TL's U-air.
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Now my main rant.
Spindash should not be considered as a direct approach that, if you can nullify it, somehow cripples Sonic's gameplay.
Wanna know how to beat a Sonic's spindash roll (the grounded, rolling part of it)? Jab. No, throw a bomb. No wait, how about jumping backwards and doing N-air/Z-air/F-air/B-air? Shield it, and most Sonics will jump to do an aerial. That's when you shield and jump a U-air OoS to easily punish it.
Now for the side-B (spindash hop), it has invincibility frames upon release ( like how Ike has super armor frames on his Neutral B ). As a defensive move, it's perfect, since it will go through your attack and sets up for an aerial. On the ground, we can shield cancel it before it's fully charged, which is probably the most common use for it. Against shield, we can get away from any OoS movement because we're free to spring out of it at any point, unless we don't have a double jump.
And for the down-B, our aerial down-B, also known as ASC, can do multiple hits if you don't DI out of it (lol, what the direction is, beats me), but like ALL spindash moves, it's way too easy to outprioritize. It's one of Sonic's highest risk + highest reward moves, easily leading to around 30%+ damage at low-mid%'s. We can double jump out of it as long as we still have double jumps, and we can also shield cancel it, but only upon landing.
TL;DR
Spindash is a fraeking defensive move. >__>
It's really easy to outprioritize or stop.
Its best use is to punish lag.
And lag as in:
- predictable startup lag
- ending lag
- internet lag
- your (reflexes are) too slow lag
- (you should know this matchup) lag
So please, I hope to never see anyone try to consider that move as a ****, or even a decent direct approach ever again.
it's invincible SDR, not instant.Fun bonus BTW, if we manage to pull of instant-SDR, we can go right through most any attack since Sonic maintains his "transcedent" priority and nothing (AFAIK) can hit him out of it, only clank at worst. It's very noticeable on Yoshi's Isle (either one works) on the slanted parts. It's just too bad if he turns around or jumps he loses the transcendency (is that a real word?).
Let me ask this: if Sonic is approaching with his Side B spinny thing, or his Down B spinny thing, do they get beaten by arrows/boomerangs? I seem to remember arrows hitting him out of at least one of those spinny attacks, while boomerangs just clashed.
...@_@Spindash should not be considered as a direct approach that, if you can nullify it, somehow cripples Sonic's gameplay.
GD it I keep getting confused between invincible and instant, seeing as how when you do the stupid thing it is both instant and invincible anyway!it's invincible SDR, not instant.
And it doesn't have transcendent priority. It's just... invincible.