Villi
Smash Lord
Sonic is tall enough on the ground to be hit by Zelda's rising fair and bair, both. He dies at around 112 with no DI from an up tilt, and dtilt (5 frames) sets up for it. Training mode registers them as consecutive hits, so good luck reacting to it if it's not a true combo. Dtilt locks Sonic somewhere around 40%, and if it happens near the edge, down smash (4 frames) kills Sonic at earlier percents than up tilt. If it doesn't kill him, it sends him low enough to set him up for a spike (which can sweet spot) or a nair to send him too far to recover without his double jump.
Sonic's up throw doesn't lead into up b to up airs if you know to DI behind him. Sonic's down throw doesn't lead into tech chases if you know you can just DI up and cover your *** with an LK/air dodge. Fthrow and bthrow don't really have too many follow ups. Being grabbed by Sonic is the least of my worries as all of his throw animations last long enough for me to decide which DI is best to use.
I don't recall having to recover with Zelda's up b very often against Sonic. Most/all of Sonic's attacks send at an upward trajectory without the help of good DI and since Zelda is floaty anyway, I can often reach the edge or stage with just a double jump. Occasionally I'll use FW to warp passed a follow up I see coming.
If Zelda predicts Sonic correctly while he's in the air, he's as good as up smashed, nair'd, or killed under 100% by up air. Ground approaches can be out prioritized by fsmash, which has some start up but very little cooldown. She can cover herself with a shield; downtilt, which comes out in 5 frames, clanks with Sonic's ground approaches and has nearly no lag; or Naryu's Love which has invincibility from frames 4-12 and can be JC'd out of shield. Her jab comes out in 11 frames, but is disjointed and has no lag so it can also be ued to stop Sonic's approaches while being difficult to punish. If Zelda remains on the ground and uses attacks with little lag, Sonic is going to have a hard time pressuring her without being punished.
Usually Sonic kills me by pissing me off. >.> Most of Zelda's aerials can be punished before she hits the ground. Tricking me into a fresh fsmash usually costs me a stock. Otherwise, I don't die very often until very high percents from a fair, bair, or some other attack near the blast zone. Up airs usually only hit me at low percents, and at higher percents are easy to avoid.
Spin dash trickery is probably Sonic's most used approach. It's hard to attempt to stop it from coming without just being hit when Sonic is in good spacing, but after shielding it you have opportunities to punish. Figuring out how Sonic likes to get away with spindashes is a lot like learning an opponent's projectile pattern -- you just have find the openings you can capitalize on. You can bait Sonic into bad spacing to make him easier to punish or just stop him entirely, or you can gradually approach him as he runs around you... doin stuff. Sonic's tilts are pretty good.
I think the matchup is 50-50. While Sonic can lay on the shield pressure pretty thick, Zelda can make it as hard for him to hit her as he can make it hard for her to hit him. What Zelda lacks in approach, she makes up for in defense and killing power.
Sonic's up throw doesn't lead into up b to up airs if you know to DI behind him. Sonic's down throw doesn't lead into tech chases if you know you can just DI up and cover your *** with an LK/air dodge. Fthrow and bthrow don't really have too many follow ups. Being grabbed by Sonic is the least of my worries as all of his throw animations last long enough for me to decide which DI is best to use.
I don't recall having to recover with Zelda's up b very often against Sonic. Most/all of Sonic's attacks send at an upward trajectory without the help of good DI and since Zelda is floaty anyway, I can often reach the edge or stage with just a double jump. Occasionally I'll use FW to warp passed a follow up I see coming.
If Zelda predicts Sonic correctly while he's in the air, he's as good as up smashed, nair'd, or killed under 100% by up air. Ground approaches can be out prioritized by fsmash, which has some start up but very little cooldown. She can cover herself with a shield; downtilt, which comes out in 5 frames, clanks with Sonic's ground approaches and has nearly no lag; or Naryu's Love which has invincibility from frames 4-12 and can be JC'd out of shield. Her jab comes out in 11 frames, but is disjointed and has no lag so it can also be ued to stop Sonic's approaches while being difficult to punish. If Zelda remains on the ground and uses attacks with little lag, Sonic is going to have a hard time pressuring her without being punished.
Usually Sonic kills me by pissing me off. >.> Most of Zelda's aerials can be punished before she hits the ground. Tricking me into a fresh fsmash usually costs me a stock. Otherwise, I don't die very often until very high percents from a fair, bair, or some other attack near the blast zone. Up airs usually only hit me at low percents, and at higher percents are easy to avoid.
Spin dash trickery is probably Sonic's most used approach. It's hard to attempt to stop it from coming without just being hit when Sonic is in good spacing, but after shielding it you have opportunities to punish. Figuring out how Sonic likes to get away with spindashes is a lot like learning an opponent's projectile pattern -- you just have find the openings you can capitalize on. You can bait Sonic into bad spacing to make him easier to punish or just stop him entirely, or you can gradually approach him as he runs around you... doin stuff. Sonic's tilts are pretty good.
I think the matchup is 50-50. While Sonic can lay on the shield pressure pretty thick, Zelda can make it as hard for him to hit her as he can make it hard for her to hit him. What Zelda lacks in approach, she makes up for in defense and killing power.