Rawrrr, I just wrote a wall of text, then it got deleted ='(
Marth was deemed 70:30/75:25 innacurately. The consensus was 65:35.
Fox was overall at 55:45 in fox's favor from rereading the discusson.
Snake being harder than Pikachu and Luigi wants to make me cry. Heck, Samus is harder than Snake imo. Oh welll.
but Yayyyy MK timeee.
I love facing MK. First thing that should be posted here is the link to the Anti Tornado/Shuttle Loop thread, so here:
http://www.smashboards.com/showthread.php?t=199505&page=13
We need to organize the main ideas from it though.
First of all, HA> Tornado. If the homing attack is either lined up with the tornado or anywhere above, the HA has like a 85% chance of hitting lol. Just know your HA mechanics right. Tornado doesnt move verticall nearly as well as it does horizontally, so you can easily just double jump into a Homing attack, or you could just not cancel the HA, so that it rises with the nado. Seriously, just try it. If the MK is resorting to noobish tornado spam, then resort to noobish Homing Attack spam. Strangely Enough, it is the easiest and arguable the best way to deal with nado.
If you are directly above Nado, Just spring your way to safety.
Up-Angled Fsmash will hit through, buts this is realllyyyy risky.
Same for a well placed bair(you're hitting with the foot of it).
Grounded DownB can sometimes beat it, not sure when though.
As puffball mentioned, you can use UpB right before MK reaches you as he approaches with Nado. If MK lands on the spring, he will cancel his nado, and likely accidentally perform a SideB, which you can punish sooo easily, especially from height he'd be falling from.
Your best options against Nado:
-If directly above, spring. You can also try to SDI upwards, epecially at the beginning of the nado, to escape it. Spam spring as you do this.
- If you are to the sides of nado, Use Homing attack. Just jump to a height lined up with or above the top of the nado, you will hit MK, even if hes moving away from you.
-Alternatively, use a gounded spring to cause the MK to fly up, and likely accidentally perform a SideB you can easily punish.
Shuttle loop is seriously a joke against Sonic if you know what you're doing. Invincible on the first frame it comes out(5). Otherwise its priority is lulz. Glide attack is beaten by Multi hit attacks, or at least multihit aerials. Fair and uair are both extremely effective. If you are above MK when he uses shuttle loop, or you anticipate him using it, just spring to Dair. Its too good. If MK is gliding torwards you, you can just runaway and punish his landing/post glide attack lag. Or you can just run towards him and Shield> Grab or SH fair.
Lets see what else. Your uair beats out his dair. You're one of the only character quick enough to punish MKs landing/attack lag, so make use of that. Tenki should have juicy frame data soon.
For some reason, SDR combos work exceptionally well against MK. I think his round shape allows you to combo easily or something. Just make sure you're comboing into Fair and Uair, since they are more ranged and come out uber quick.
Run/powershield grab alot, even against his aerials. MK has horrible airspeed and acceleration, so he can't really weave aerials well. They're just so darn quick.
You MUST take advantage of Sonic's running speed here. its the only way you are going to win. You're grab game becomes crucial. ASC fails against so many of MKs moves becaure of their speed and disjointedness. If you can land an ASC, then awesome, but you really shouldnt be crazy about landing ASC hits in this matchup. Make use of cancels, and punish that tiny bit of ending lag on MKs moves, with grabs.
Also, MKs shield is horrible. Keep it in the back of your mind that you want to diminish his shield, not to break it, but to poke it. If you charge up a DownB or SideB, let it go a little bit longer, so that the MK, likely to shield, holds up his shield for longer. If you land an ASC, then go for the full freakin combo on the shield lol. Usmash can also come in handy both as an approach because of invincy frames, and because it diminishes shields and shieldpokes well. Once the shield is diminished, then go happy with ftilt(which you should be using as a spacing/range tool anyways), dtilt(goes under his shield easily), fair, and usmash.
SHFFd Bairs> basically all of his standard ground movesmoves.
SDR combos really are good here. Try not cancelling ASCs, or converting them into SDRs. Or just plain old DownB charge.
Just be afraid of the dtilt... lol.