Forward Side-B sweet-spots the ledge in an ok fashion. I was kinda disappointed that Downward Side-B doesn't sweet-spot on stages such as Battlefield and FD.. Haven't tested any more than that, though.
Sonic's spritework and animations are alive and beautiful and amazing to look at.
It makes me feel less of "About time." but "What a blessed time."
This is the most interested character for me personally-he had many changes and this felt like an overall buff for him. Let's get to discussing, shall we?
First impressions that may/may not change about
:
To be honest, I'm still a bit skeptical of Sonic's viability, however it has certainly improved.
The crappy Spindash we now have (It kinda sucked in 9B too but hey, Spinshots and advanced techs were fun and still are),
his 'true' combo game,
and things such as his grab game, make me think this.
His grab-box is pretty deceptive..
It's better when dashing though-which is probably the main way you'd grab as Sonic anyway.
Only useful throws I find are B-Throw and D-Throw-everything else feels like garbage with little to no followups...
F-Throw can barely mixup to Side-B or run up aerials. U-Throw is plain bad at mid-to-high percents.
His tilts are meh. I find little use with either F-tilt or U-tilt. D-Tilt might actually combo into other moves so that's really the only tilt I use.
I think the aerials are the best part of Sonic in this iteration. All of his aerials are at least decent, and n-air is his best combo tool.
n-air's a f*** beast, bro. Just cause of its existence probably made match-ups completely different.
Same as f-air. It's SO satisfying: both the sweet-spot and sour-spot are menacing as hell. You can end a stock in mere seconds if you land a f-air offstage, and even if it doesn't kill, it usually lands the opponent in an unfavorable position of recovery.
b-air is a mixed bag to me. I think it's worse than the previous demo, but it's still alright. The startup is ok, but the endlag is very noticeably bad. However, full-hop b-air to n-air would pretty much end that problem entirely. The hitbox is alright, I guess.
u-air is fun but unfortunately has little followups to it from what I've played.
From what I've seen so far, n-air and f-air are gonna be his bread-and-butter. Versus fast-fallers will be interesting since either he's combo food or they are.
Light characters will likely give him trouble-but still, n-air and f-air are great to the point you don't need to combo to kill them when both these moves come in and out fast and can really mess up the opponent quick.
u-air looks meh as usual, but some combo potential arises from scooping ppl up with it.
d-air is really fun to use with the little lag it as and edge-canceling. Doesn't really combo into much but is fun nonetheless.
His Side-B is still not that useful to me, besides recovering.
It has gained some utility recovery-wise since last demo, since you can now aim and charge it for a slight distance increase.
It's pretty cool if you ever get a 'confirm' into it-which is probably f-throw to lighter opponents and nair to heavier ones.
Up-B's pretty much the same.
I know this is day one, but hey.
Might as well enter Sonic-osophy early on.