da K.I.D.
Smash Hero
So this is pretty much, just like my KID AT thread, just another list of stuff that I do.
As most of you know, I dont own a Wii so the time that I get to play Brawl is very limited, and as such, there are many times that i lose games because I legitamately cant remember every single thing that my character is capable of. Therefore Im making this thread to list all of sonics possible approaches, so that way, I can come back anytime i need to to see the available options that I have. I am going to list all the mindgames available that I use as well
Also, Ive realised that just about every sonic has a few person specific comboes that they like to employ that they dont even think about. This thread is to make those things known to every one, because if we pool all of our stuff together we all get better.
A good example of this would be a combo I used to see espy do a lot.
SC to SDJ to fair. and than after the fair, he would double jump fair again to bait an airdodge, and punish the AD with a fastfalled up air.
Also, as most of you know, in the sonic xat, I sometimes get into arguements with certain people about situations in the game and how to approach said situations. People say mindgames cant be factored into matchup discussion, although I dont know how you can have an actual matchup discussion in a xat room. but anyways, Im also using this thread as a Q and A for all of you to ask me questions about situations you find yourselves in and how to deal with them. similar to tenkis recent pressure thread but more expansive.
So me thinks this is gonna be a pretty big thread, and once again, KID thread rules apply, if you arent contributing or being positive, dont bother posting. This is mainly just an informational thread so i can keep all my thoughts in one place.
Approaches!
SH fair
Boxob up airs.
Approaching bair spam.
Walking f tilt
SH nair
Empty SH
SHAD
Running grab
Running shieldgrab
SC from across the stage.
SC from half of FD away.
SC next to your opponent.
SD in the above 3 situations
Uncanceled HA
Canceled HA
Down Tilt Spam (it moves you forward, and may go under falco double lasers)
Hyphen Smash
Spring dair.
ASC (May be shield canceled, double jumped, or rolled through)
ASD (must be rolled through)
Spinshot:
a. Spinshot bair
b. CiTH combo
c. HA
d. nair
e. ASC
f. empty landing
g. SD:
i: released/canceled
ii: airial/grounded
iii: backwards/forwards
ISDJ
a. ghetto CiTH combo
b. fast fall up air
c. fast fall bair.
d. empty landing
Run behind their shield into skid stop into whatever the hell you want. best option is f smash.
Walk behind their shields into whatever floats your boat. again, best option is proly f smash
Player Specific Comboes/Mindgames:
KID:
Any move that knocks a character off of a BF platform to Jab Lock
Bair to running grab (works from about 10-25, and again around 70. Note that at the 70% variety, hyphen smash may be substituted for running grab, and for the low percent version, run behind SH bair may possibly be substituted for a regrab)
Both players being near the edge of a stage, down throw in toward the middle of the stage. since they are in the middle of the stage, and you are at the end, they will most likely roll away from you. which if you start running immediately, will setup up for a pivot grab back throw on the other end of the stage. As I recall, i do this in the 65-90% range
From a tutorial vid from way way back. as a form of edgeguarding, offstage ASC single hit, to HA
VSDJ to dair. not a combo but a mindgame to get around shields if you get caught stuck in your spin charging.
KID Combo:
SDH to up air (to up air) to spring through their body, to down air.
and now introducing..
KID combo 2:
empty landing behind opponent to turn around grab.
^^no joke, this is **** and mindgames at the same time.^^ very similar mechanics to the BTAG
up throw to ISDJ, to jump backwards back air. Works at about 10-20% below regular up throw spring up air percentages, and only works if they spotdodge.
If you go for up throw up air KO and they DI correctly:
reverse up b to lagless down air, to hyphen smash.
3rd hit of down smash to up smash/grab/dash attack. DI and damage dependant.
at about 150-170% (people love to stay in their shields at these %s)
run behind, to skid stop to reverse f smash.
Just thought of this and i will try it next time i play.
ground GR to jump behind bair/KID combo 2
Espy: Yea, im stealin your shiz, whatre you gonna do about it.
SDR to SDJ to fair, to double jump whiffed fair (opponent ADs) to fast fall up air.
down throw to walk forward to f smash (works at kill % because they love to roll into you for some reason.)
HYPNO SMASH:
when the opponent is on the ledge at kill %s, stand outside of their ledgehopped airial range and charge f smash, 7 times out of 10 they will whiff their ledgehop attack right into your f smash
When you need a kill.
Fsmash spam. (caution, will work more than it should.)
Memphischains:
Walk behind opponent to f smash. (super lulzy with sonic.)
Ayaz:
ASC double hit into grab from 0%.
Will add more as I see fit, feel free to ask me about any in game situation for any character, or add in your own personal combos.
Needs more ASC
As most of you know, I dont own a Wii so the time that I get to play Brawl is very limited, and as such, there are many times that i lose games because I legitamately cant remember every single thing that my character is capable of. Therefore Im making this thread to list all of sonics possible approaches, so that way, I can come back anytime i need to to see the available options that I have. I am going to list all the mindgames available that I use as well
Also, Ive realised that just about every sonic has a few person specific comboes that they like to employ that they dont even think about. This thread is to make those things known to every one, because if we pool all of our stuff together we all get better.
A good example of this would be a combo I used to see espy do a lot.
SC to SDJ to fair. and than after the fair, he would double jump fair again to bait an airdodge, and punish the AD with a fastfalled up air.
Also, as most of you know, in the sonic xat, I sometimes get into arguements with certain people about situations in the game and how to approach said situations. People say mindgames cant be factored into matchup discussion, although I dont know how you can have an actual matchup discussion in a xat room. but anyways, Im also using this thread as a Q and A for all of you to ask me questions about situations you find yourselves in and how to deal with them. similar to tenkis recent pressure thread but more expansive.
So me thinks this is gonna be a pretty big thread, and once again, KID thread rules apply, if you arent contributing or being positive, dont bother posting. This is mainly just an informational thread so i can keep all my thoughts in one place.
Approaches!
SH fair
Boxob up airs.
Approaching bair spam.
Walking f tilt
SH nair
Empty SH
SHAD
Running grab
Running shieldgrab
SC from across the stage.
SC from half of FD away.
SC next to your opponent.
SD in the above 3 situations
Uncanceled HA
Canceled HA
Down Tilt Spam (it moves you forward, and may go under falco double lasers)
Hyphen Smash
Spring dair.
ASC (May be shield canceled, double jumped, or rolled through)
ASD (must be rolled through)
Spinshot:
a. Spinshot bair
b. CiTH combo
c. HA
d. nair
e. ASC
f. empty landing
g. SD:
i: released/canceled
ii: airial/grounded
iii: backwards/forwards
ISDJ
a. ghetto CiTH combo
b. fast fall up air
c. fast fall bair.
d. empty landing
Run behind their shield into skid stop into whatever the hell you want. best option is f smash.
Walk behind their shields into whatever floats your boat. again, best option is proly f smash
Player Specific Comboes/Mindgames:
KID:
Any move that knocks a character off of a BF platform to Jab Lock
Bair to running grab (works from about 10-25, and again around 70. Note that at the 70% variety, hyphen smash may be substituted for running grab, and for the low percent version, run behind SH bair may possibly be substituted for a regrab)
Both players being near the edge of a stage, down throw in toward the middle of the stage. since they are in the middle of the stage, and you are at the end, they will most likely roll away from you. which if you start running immediately, will setup up for a pivot grab back throw on the other end of the stage. As I recall, i do this in the 65-90% range
From a tutorial vid from way way back. as a form of edgeguarding, offstage ASC single hit, to HA
VSDJ to dair. not a combo but a mindgame to get around shields if you get caught stuck in your spin charging.
KID Combo:
SDH to up air (to up air) to spring through their body, to down air.
and now introducing..
KID combo 2:
empty landing behind opponent to turn around grab.
^^no joke, this is **** and mindgames at the same time.^^ very similar mechanics to the BTAG
up throw to ISDJ, to jump backwards back air. Works at about 10-20% below regular up throw spring up air percentages, and only works if they spotdodge.
If you go for up throw up air KO and they DI correctly:
reverse up b to lagless down air, to hyphen smash.
3rd hit of down smash to up smash/grab/dash attack. DI and damage dependant.
at about 150-170% (people love to stay in their shields at these %s)
run behind, to skid stop to reverse f smash.
Just thought of this and i will try it next time i play.
ground GR to jump behind bair/KID combo 2
Espy: Yea, im stealin your shiz, whatre you gonna do about it.
SDR to SDJ to fair, to double jump whiffed fair (opponent ADs) to fast fall up air.
down throw to walk forward to f smash (works at kill % because they love to roll into you for some reason.)
HYPNO SMASH:
when the opponent is on the ledge at kill %s, stand outside of their ledgehopped airial range and charge f smash, 7 times out of 10 they will whiff their ledgehop attack right into your f smash
When you need a kill.
Fsmash spam. (caution, will work more than it should.)
Memphischains:
Walk behind opponent to f smash. (super lulzy with sonic.)
Ayaz:
ASC double hit into grab from 0%.
Will add more as I see fit, feel free to ask me about any in game situation for any character, or add in your own personal combos.
Needs more ASC