Get my bby will in here plz <3
I'll rundown how I feel the matchup should be played from sonic's side in a bit. Doing world history hw atm.
I'm all over this Wedge bby <3 thanks for the shoutout.
Alright, I wrote an essay on this matchup (with DK bias obv) but I think it will be really useful to post here for you guys. As far as stages go btw, take DK to FD if he doesn't ban it, otherwise Pictochat/Yoshi's bc Sonic's spin priority is nuts with that ledge glitch. (Pleeeeease take me to Yoshi's ^_^) Ban Brinstar.
Here's the essay:
"Haha this is perfect! I just came back from 8 hours of training with Wes and Bum last night, so I can tell you anything you would want to know about the DK vs Sonic matchup =)
Oh and Cable, in all honesty I think the matchup is close to even just because of how fast Sonic is compared to DK, so you have that part right- that DK has trouble. But DK definitely does not lose to Sonic, he has all the tools and KO power to take him out and can survive to over 200% each stock if played correctly. You do have to space very well though to avoid being comboed, because when Sonic hits you- you will be comboed.
In general, here is my take on the DK vs Sonic matchup:
- In terms of approaches, your safest bet is to space retreating b-airs to disrupt Sonic's approaches, or to approach him with grounded up-b. Grounded up-b will either clash or beat spin dash, and is an excellent approach against Sonic at any given time.
- I agree with Demp, disrupting his spin dash is key since that is his most predictable, yet effective approach. If you see him charging a spin dash, depending on the distance between you and Sonic, you can space a down b. More than likely if he knows he will not be able to avoid running into it, he will stop charging it and cancel into a stationary position. If you are relatively far away from Sonic and can see his spin dash approach coming, I would suggest running away (thus baiting his approach) and buffering a down-b. If he has already committed to his approach, the hitboxes behind DK will beat the spin dash if you time it correctly. Also, jab and d-tilt can disrupt the spin dash but they are very hard to time. Do not try to f-tilt the spin dash because it is too slow and you will mostly likely be punished since he can wait for the lag afterward to come in and hit you.
- In close combat, jab is your best friend. If you ever find an opening, jab to jab combo works very well, as well as jab to grab if you tipper the first jab. D-tilt to down b still works great against him if you ever find yourself behind his shield, thus in the position to use d-tilts. When I grab Sonic, I almost always back throw to get him into the air to allow for juggling with b-airs and u-airs. If you are at the edge though, I've found that cargo d-throw, to instant ledge grab, to falling b-air from the ledge can work very well. If your b-air is fresh enough or if Sonic is at a high enough percent, this is a legitimate way of killing him if you catch him off guard.
- Sonic's up-b--> very annoying, I agree. Watch out for the spring off stage as it can steal your double jump and end up gimping you completely. Do your best to avoid it, although you can utilize the invincibility frame during DK's up-b to get through it without a problem. At all costs avoid the up-b to u-air , since this is Sonic's best way of killing DK at low percents. Other than that he is not going to kill you unless you try to challenge an f-smash, fall into a d-smash, or are baited into a b-air.
- If you are still grounded and he has used up-b, try foxtrotting around to bait the d-air. If you are able to time it extremely well, up smash beats it (though not recommended) but it is easiest if he has d-aired into a platform right above you. You can also run past the d-air and pivot grab, or just shield and grab him out of it. Also, when sonic has run out of jumps, has stopped using homing attacks and is forced to up-b from under the stage, you can instant ledge grab to force him right above you. This gets you a free u-air and is a good way of killing him or dealing sure damage. If you can read his up-b missing the edge and going onto the stage, you can space a charged d-smash since Sonic is COMPLETELY vulnerable toward the end of his up-b. This is probably one of the more satisfying ways to KO him =) You can also simply grab him out of his up-b, and if you allow for an air release by not pummeling or throwing him, he will fall off of the stage, unable to recover.
- SA punch beats everything Sonic can throw at you, the difficulty is landing one on him. The most effective ways I have landed sure punches are when Sonic is charging an f smash when you are holding onto the edge (they seem to like doing that lol). Ledge hop punch is a valid punish given you DI it onto the stage, also I have discovered that ledge hop headbutt punishes this as well (into d-smash/f-smash/punch)
Ok, well maybe this is more specific than what I thought it would be lol. If you guys have any more questions I will be glad to assist, get at me on aim: smartguy41112. If I remember anything else I will def post it up."