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Sonic 
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you could win by pressing sideb and a and a direction of your choice and nothing else

i'm sorry if you miss it but we need to balance our game

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Fri Aug 15, 2014 10:10 am
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That's quite possibly true. Heh. Although, I do have a thought for how that old version of the Light Speed Dash could be balanced:
— low damage (like 3% uncharged, 11% full charge)
— Hitstun depends on charge level. Uncharged, it basically just flinches them slightly like a jab (you could even let Sonic jab reset with it, though it obviously wouldn't work for combos because endlag). Fully charged, it sends them into tumble with weak-ish launch at a weird diagonal angle that's pretty much the closest possible thing to tumbling in place (especially vs. fast-fallers), and leaves them ripe for follow-up despite endlag.
— Startup happens before it starts charging. That is, when you release the charge it goes off with no delay.
— Have the charge not release automatically anymore.
— If used on the ground, have it not go off the edge of a platform if that platform grabbable ledges. He'd still do the full animation, though, rather than cancelling Light Speed Dash into teetering on the edge. That would be abuseable.
— Have the hitbox not be present if Sonic is not moving. For example, if Sonic Light Speed Dashes to the edge of a platform, he would have no damaging hitbox while locked on the edge.
— Endlag. Have Sonic go into that 3-point-landing animation when he ends the grounded version. In the air, give him very a slight boost of vertical momentum when he comes out of it, to make it take longer for him to land from helpless.
— Moderately high hitlag without a corresponding amount of shield-stun. This way, the foe can shield-grab him out of it.

Now it can be a good recovery option, and also a solid move with combo potential when fully- or (at higher percents) partially-charged, but it's still punishable if blocked or whiffed. You could use it to not-edgeguard people. That is, set up a Light Speed Dash charge and hit them when they get back on-stage so they can't dodge it. And of course, they can still just easily whack you out of it with a disjointed hitbox.

But yeah, new SideB's sweetspot could stand to hit harder.


Fri Aug 15, 2014 12:39 pm

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the new light dash they made isnt very good it almost seems useless


Sat Aug 16, 2014 2:05 pm
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Good. Sonic needs some useless moves. It's good for recovery though.

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Wed Aug 20, 2014 9:23 am

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Nguz95 wrote:
Good. Sonic needs some useless moves. It's good for recovery though.

No move should EVER be useless. Inferior in many situations, perhaps, but then that just means the one situation in which it is not inferior, it is really good.

Edit: And no, recovery does not particularly counter as a "use" here.


Wed Aug 20, 2014 9:38 am
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The only change that needs to be made to Light Dash, in my opinion, is increasing the knock back on the sweet spot a tad. Currently Sonic lacks reliable KO moves and it turns into death of a thousand cuts against most characters. Perhaps also being able to change the angle more downwards as well.

Besides that Sonic has plenty of options besides using side special over and over. If you want that, move to Ichigo.

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Unknown to Community, nor known to the World
Have withstood pain to perfect my technique
Yet this speed will never be remembered
My whole life was Sonic the Hedgehog.


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Wed Aug 20, 2014 11:36 am

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Sonic is my main but what i dont like is his side b and his speed. The light dash is angled UP now. I liked it when it was straight. You can add some end lag if you dont want to make it spammable. Also sonic is kinda... slow. "Gotta go fast!" yeah right. IS THIS SONIC LABYRINTH 2?!


Wed Aug 20, 2014 8:09 pm
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IMO if the sweetspot was buffed it would be fine. I think a situational KO move or combo finisher is a good niche for that move to fill.

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Thu Aug 21, 2014 12:58 pm
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FlameUser64 wrote:
That's quite possibly true. Heh. Although, I do have a thought for how that old version of the Light Speed Dash could be balanced:
— low damage (like 3% uncharged, 11% full charge)
— Hitstun depends on charge level. Uncharged, it basically just flinches them slightly like a jab (you could even let Sonic jab reset with it, though it obviously wouldn't work for combos because endlag). Fully charged, it sends them into tumble with weak-ish launch at a weird diagonal angle that's pretty much the closest possible thing to tumbling in place (especially vs. fast-fallers), and leaves them ripe for follow-up despite endlag.
— Startup happens before it starts charging. That is, when you release the charge it goes off with no delay.
— Have the charge not release automatically anymore.
— If used on the ground, have it not go off the edge of a platform if that platform grabbable ledges. He'd still do the full animation, though, rather than cancelling Light Speed Dash into teetering on the edge. That would be abuseable.
— Have the hitbox not be present if Sonic is not moving. For example, if Sonic Light Speed Dashes to the edge of a platform, he would have no damaging hitbox while locked on the edge.
— Endlag. Have Sonic go into that 3-point-landing animation when he ends the grounded version. In the air, give him very a slight boost of vertical momentum when he comes out of it, to make it take longer for him to land from helpless.
— Moderately high hitlag without a corresponding amount of shield-stun. This way, the foe can shield-grab him out of it.

Now it can be a good recovery option, and also a solid move with combo potential when fully- or (at higher percents) partially-charged, but it's still punishable if blocked or whiffed. You could use it to not-edgeguard people. That is, set up a Light Speed Dash charge and hit them when they get back on-stage so they can't dodge it. And of course, they can still just easily whack you out of it with a disjointed hitbox.

But yeah, new SideB's sweetspot could stand to hit harder.



Whoa dude, that's overthinkin' a bit much. And I should know, that's my job :hmph:

If you really think about it, the move really needed to be nerfed. Perhaps they could've done it in a different way, but hey that doesn't give us the right to complain if it isn't broken.



sonicflare wrote:
the new light dash they made isnt very good it almost seems useless



I think you mean "the new light dash they made is so good it almost seems useless"

:wee:

AfroWarrior wrote:
The only change that needs to be made to Light Dash, in my opinion, is increasing the knock back on the sweet spot a tad. Currently Sonic lacks reliable KO moves and it turns into death of a thousand cuts against most characters. Perhaps also being able to change the angle more downwards as well.

Besides that Sonic has plenty of options besides using side special over and over. If you want that, move to Ichigo.


Quite right, you should try pressuring an over defensive opponent with SHFF bairs.
His options are pretty versatile considering the type of character he is. Specials may be nerfed but at least it encourages players to get around his high learning curve.


On a side note, sideb isn't useless guys. Sure I believe the risk/reward isn't worth it, but that doesn't stop it's usefulness.
Try hitting ppls while they're on platforms, works pretty much everytime if spaced properly. Plus, they don't expect it. 8-)

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Sat Aug 23, 2014 11:19 am
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Sonic is still good ppl need to stop whineing over his b side being change I'm glad they did it BC it needed to happen. I still play sonic from time to time and his b side yes his new one helps his sideways recovery out alot and I sad this once and I'll say it again the sonic in this game its killing the one in brawl

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Tue Aug 26, 2014 4:22 am

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Okay. The lingering hit-box on bouncing springs is incredible-dumb. Sonic can quickly do Up-special > Dair > Up-special and camp around the spring projectiles, making him really difficult to approach.

Sonic's recovery is also pretty bad. Not really justifiable by his on-stage game, which is average.

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Fri Aug 29, 2014 10:40 am
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He can only have only 2 at a time out, along with him having absolutely no way of attacking you from a distance. Recovery is centered around Homing Attack > Up Spec or Side Spec, depending on which you need more of at the time/if you want a surprise. Works fairly well.

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Unknown to Community, nor known to the World
Have withstood pain to perfect my technique
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My whole life was Sonic the Hedgehog.


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Fri Aug 29, 2014 11:15 am

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But that's all he needs. The springs make a good wall that separates him and his opponent.

And you can mess-up Homing-Attack recovery options. An opponent can run off-stage, forcing the attack to go downward. It goes farther when it locks-on, so the other player doesn't need to be far below the ledge to make Homing-Attack aim below it. It's a a good mix-up on Sonic's recovery. And in a way, his opponent has a bit more control over Sonic's recovery options then he does. Plus, Homing-Attack in general is a pretty slow move, and not that hard to beat-off.

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Fri Aug 29, 2014 11:37 am
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Oh dear lord no Sonic should never use Homing Attack as recovery when it's anywhere near the opponent. I think of it more as a last resort than anything or if you're far away enough to allow it to not lock on.

I don't think the springs are that terrible. Mildly annoying yes, but the bounce range is small and can easily be hopped over or walked under depending on character. It's just a minor form of stage control Sonic has that I feel he somewhat needs given his small options for KOs and general lack of range on moves in general. It's also decent for edge guarding if timed appropriately.

I could be biased since I main Sonic but I've yet to fight one that used Springs in any meaningful way regardless. Opinion could change in that regard.

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I am the foot of my shoes
Speed is my body and Wind is my blood
I have ran over a thousand miles
Unknown to Community, nor known to the World
Have withstood pain to perfect my technique
Yet this speed will never be remembered
My whole life was Sonic the Hedgehog.


Mains: :sonic: :bomberman:


Fri Aug 29, 2014 2:23 pm
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It's a good gimping tool and a good OoS option for escaping pressure, as well as a fun thing to camp on certain stages if you're playing a CPU :P

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Fri Aug 29, 2014 7:48 pm
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