This will change the way you play sonic... forevers...
I've worked on the idea for about two weeks now, and with that i entered a touney against high level talent eager to test it out. It will change the way you pick stages with sonic, i assure you. Italked about it before but this need to be discussed an implemented.
Description: iSDR strategy
Level: Yoshi's Island : Brawl
Location: Sonic can use the angled slopes on either side of the main platform to initiate the iSDR by using Spin Charge on them.
Note: iSDR is like a pumped up version of its original special in terms of priority. its wierd, becaues the properties of it against certain moves will dictate that it is invincible, but against others, it can and will clank. however,against the majority of the moves in the game, especially non-special moves, iSDR is godly.
The Idea is that you can abuse this by repeatedly iSDR ing from one side to the other, doing aerials in between. you can land an aerial sideB on the ramp to archive the same effect, as long as it hit the ground there.
This creates a home base where you can base your spacing game, on, using the ramp as a means to effectively stop counter attacks, and prevent camping due the inability to beat the move as it approaches.
This worked so well, that i almost won matches
on this alone.
the responce was well recorded to this idea: most opponents who believe they should beat out the spins usually try a bunch of ways to beat it via attack. when it doesn't work the opponent will try to approach from above, but if you time it well, (not hard to do) it gets stopped too. the lastly, the match becomes slowed down, as they tend to try and wait you out of something similar. i responded with a series of fakes, SDVJ, side B cancels, and even ran away from the ramp, only to run back to it when they chased me.
this move when abused controls the match almost entirely, even in the highest levels of competition. then, when you combine this with sonic's ground game and mindgame set, and add the fact that any hit with iSDR still grants you a combo on hit, and Sonic becomes nearly unstoppable.
Here is a small example list of things i know this strategy beats/does not beat. i havent remembered anything
1: Metaknights' Mach Tornado
2: Wario (beats any move he can do from what i have seen)
3: Marths moves can't kick him out either
Pika's B special can clang though
There may be a Sonic ditto vid of me verses ThunderHorse, another sonic player who has been learning from me, from this tourney once kawaii poyo puts them up sometime this weekend. it shows me spamming the move
Ive never been so certain about an idea before. you need to add this to your game there.
discuss.