Eh, while this topic is here...
Moves that I personally think need to be re-worked:
Jab - Not even close to a useful utility that other characters can claim. Can only really setup good situations if your opponent really fails to react, which after sets against Zhime and Sethlon, is not something that happens against high level opponents.
Ftilt - [see: Giant post in GD]
Side B - Wall-Jump cancel. Allows for deeper edge game and situational recovery option.
Some wishful thinking:
Up-B - 2.5 style. To be frank the sideB buff would be more than enough but the loss of the ability to air dodge is sadly noticeable, especially when compared to the parts of the cast that can act out of their recovery options.
DSmash - woefully weaker and shorter than many comparable DSmashes, but it can catch some spotdodges. Could use a little extra strength.
USmash - [see: not a much older post in GD] But seriously, it was refuted by a PMBR representative, but I'd argue Sonic would find a much better use of his DACUS with a Brawl-styled utilt as his PM USmash.
And to balance things out:
Fair - Weaker flub hit. Stronger sweetspot. Stronger meteor. (Actually suggested to me by my opponents)
FSmash - Weaker elbow hit. Should send up and behind at a ~330* angle. (Always wierds me out to see how powerful this hit is)
FSmash - Lower horizontal trajectory on fist.
Something to note:
SideB - Tends to send Sonic back a small ways before shooting him forward. Often can end up killing off the side when near boundaries despite its momentum cancelling properties.
SpinDashJump - This is more of a 'where is the active hitboxes' question. Sometimes I knock someone up while I'm in this form of the move, other times its just a flashy looking jump. When does the hitbox on this end?
Yeah, looks like a lot, but not all of it is hyper-important. Just some things I think are very important mixed with some things I find would help enhance the character and give him more oomph. Honestly the only truly important goals I care about are ftilt, SideB Walljump cancel, and someone else to look into Sonic's Side-B pushing him out of bounds and killing him when using it near the edge of the boundaries to recover. And here's something I'd like you guys to test for the fun of it...
One Flew Over The Cuckoo's Nest:
GnW styled Up-B. Allow DJ/SideB after spring, do not return spring on hit.