Sonic techniques- updates
In the duration of this state, you are invincible and will follow the ground until you reach the end of the platform. If you roll off a straight edge or upward slope, you will continue to float straight. If you float off a downward slope, you will fall with a normal trajectory while still invincible. Turning around (while you're still on the ground) or jumping will cancel the airdash state.
Double Spring - even though the original description is true, it's now known that the true 'double spring' is performed by having someone footstool jump Sonic as he's rising during his first up-B or during the aerial that's usually done during the spring jump.
Down-B to F-smash is more like... "Hilldash" (mentioned earlier) - jumping while going up a 45 degree or steeper slope during spindash will allow you to perform any move out of it.
Homing Stall - just a slight update, because there are still people who don't understand this move: It's done by having Homing Attack 'rise' into the ceiling as it's charging, then releasing. If noone is in range, you will follow the ceiling and slide in the direction you are facing (can control this via Turnaround B's), but if someone IS in range, it will continually try to home in on them, usually leaving you moving back and forth under the block/platform.
Infinite Side-B Jump - This is just jump-cancelling grounded side-B charges. You can actually jump out of down-B charges, too, so it's not really the technique it markets itself to be lol.
Spinshot - An alternative (for GC controllers) is to charge an aerial down-B and, while charging (and still in midair), hit the C-stick (smash/attack) sideways. Default Wii-chuck controls can also easily do spinshot by charging side-B and hitting A at the same time ("grab") input.
Up-B Distance Extension - airdodge works too. Any aerial will cancel Up-B's "stiff" rising animation and allow you to start controlling your movement so you can float further away.
And some 'move properties' that never really left the Sonic boards:
ASC (aerial spin charge) multi-hit - An aerial down-B's damage is based on how much speed you have while floating in midair. While holding forward after releasing, you will deal max damage possible (modified by stale moves) and renew the attack box for two or more hits, depending on opponent's size and DI. Also works on shields and other damageable objects like bosses and breakable stage hazards.
ASC cancel - Tap (or, easier, hold shield) as you land after releasing aerial down-B (or after rolling off a platform with either one) and you will go into a shield.
Spindash cancel - While charging side-B, hit shield to cancel the charge. You can do anything out of this that you can out of shield.
I'm not really sure if these are considered an AT's or something, but they're miscellaneous tricks that combine two previous "techniques" in the guide.
Shield out of initial dash - Out of initial dash, you can start a side-B and shield cancel it so you can shield (and shield grab)
B-reversal pivot - out of any grounded movement (initial dash, full-run, etc), you can perform a B-reversal and shield cancel it to perform any move out of shield.
Airdash is performed by initiating Side-B on a 45 degree (or steeper) surface so that the initial hop is interrupted by the ground.[Sonic]
- Air Dash (stage dependent)
How to Perform: Do a spin-dash with either Side-B or Down-B off of a sloped surface such that you are rolling when you leave the edge.
Effect: Sonic, after leaving the platform, travels perfectly horizontally until he reaches the
end of the stage.
OP/Stage List: http://www.smashboards.com/showthread.php?t=154329
Video: http://youtube.com/watch?v=IwnKvpibCXc
- Air-Dash Teleport
If Sonic touches any non-platform object during an Air Dash, he will teleport. The direction of the teleport depends on the angle at which Sonic collided with the object.
OP: http://www.smashboards.com/showthread.php?t=164690
Video: http://youtube.com/watch?v=IwnKvpibCXc
Video: http://www.youtube.com/watch?v=LvH-hwAbYP4
- Double Springing
Set a spring on the ground, land, then jump on the spring you just laid. At the top of the spring-jump, Sonic can Up-B again to soar to ridiculous heights.
- Down-B to F-Smash
How to Perform: On a stage with a large slope (Green Hill Zone, Yoshi's Island Melee, etc), perform a Down-B up-hill towards the slope. When you're on the slope, Jump to cancel the spin dash and execute an F-smash. Hard to do with the joystick, easy with the C-stick.
Effect: Sonic will go straight from a spin dash into an F-smash with no lag in between.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iI
- Homing Cancel
How to Perform: Press B to initiate a homing attack, then press B again about halfway through the rising windup.
Effect: The Homing Attack stops winding up and goes into the attack portion early.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iI
- Homing Stall
How to Perform: Do a Homing Attack against the bottom of any solid stage platform or block, where "solid" means "cannot be dropped through."
Effect: Sonic will hit the platform/block and move sideways slightly while pressed against it briefly before falling. This can be used to cross under stages or repeated continuously to stall the match.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iI
– Infinite Side-B Jump
How to Perform: Same as the Bowser Infinite Claw Jump (see above), except you must be near the ground during the beginning of the Side-B.
Effect: Same as the Bowser Infinite Claw Jump. Because his jump is higher and his aerials are quicker, he can use any aerial during the jump (except D-air) and continue to Infinite Jump.
- Spin Shotting
How to Perform: Initiate a Side-B, then jump to cancel it immediately after releasing the charge.
Effect: Sonic jumps much farther and at a lower angle than either his jump or double jump. This can be done in the air too.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iI
– Spring Stall
How to Perform: Execute a Spring Jump on the ground, then spam D-air immediately above the spring.
Effect: Sonic will hover over the spring, doing D-airs repeatedly. Other characters with D-airs similar to Sonic's can also do this on springs, but since they can't generate them, the usefulness is very limited.
- Up-B Distance Extension
How to Perform: F-air or B-air immediately after performing an Up-B.
Effect: Sonic travels slightly farther horizontally than he normally does after an Up-B.
OP/Video: http://www.youtube.com/watch?v=OsPU6nCm5iI
In the duration of this state, you are invincible and will follow the ground until you reach the end of the platform. If you roll off a straight edge or upward slope, you will continue to float straight. If you float off a downward slope, you will fall with a normal trajectory while still invincible. Turning around (while you're still on the ground) or jumping will cancel the airdash state.
Double Spring - even though the original description is true, it's now known that the true 'double spring' is performed by having someone footstool jump Sonic as he's rising during his first up-B or during the aerial that's usually done during the spring jump.
Down-B to F-smash is more like... "Hilldash" (mentioned earlier) - jumping while going up a 45 degree or steeper slope during spindash will allow you to perform any move out of it.
Homing Stall - just a slight update, because there are still people who don't understand this move: It's done by having Homing Attack 'rise' into the ceiling as it's charging, then releasing. If noone is in range, you will follow the ceiling and slide in the direction you are facing (can control this via Turnaround B's), but if someone IS in range, it will continually try to home in on them, usually leaving you moving back and forth under the block/platform.
Infinite Side-B Jump - This is just jump-cancelling grounded side-B charges. You can actually jump out of down-B charges, too, so it's not really the technique it markets itself to be lol.
Spinshot - An alternative (for GC controllers) is to charge an aerial down-B and, while charging (and still in midair), hit the C-stick (smash/attack) sideways. Default Wii-chuck controls can also easily do spinshot by charging side-B and hitting A at the same time ("grab") input.
Up-B Distance Extension - airdodge works too. Any aerial will cancel Up-B's "stiff" rising animation and allow you to start controlling your movement so you can float further away.
And some 'move properties' that never really left the Sonic boards:
ASC (aerial spin charge) multi-hit - An aerial down-B's damage is based on how much speed you have while floating in midair. While holding forward after releasing, you will deal max damage possible (modified by stale moves) and renew the attack box for two or more hits, depending on opponent's size and DI. Also works on shields and other damageable objects like bosses and breakable stage hazards.
ASC cancel - Tap (or, easier, hold shield) as you land after releasing aerial down-B (or after rolling off a platform with either one) and you will go into a shield.
Spindash cancel - While charging side-B, hit shield to cancel the charge. You can do anything out of this that you can out of shield.
I'm not really sure if these are considered an AT's or something, but they're miscellaneous tricks that combine two previous "techniques" in the guide.
Shield out of initial dash - Out of initial dash, you can start a side-B and shield cancel it so you can shield (and shield grab)
B-reversal pivot - out of any grounded movement (initial dash, full-run, etc), you can perform a B-reversal and shield cancel it to perform any move out of shield.