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Hello, this is Kojin, and since no thread was here about this, I felt it was okay to make a thread where people could discuss the Brawl Minus Sonic, and his gameplay, as well as anything new they discovered. He is so fun to play, and is annoying to fight against at times. I’ll start off with what I know, and as this thread gets developed we can make this page better. If you have ideas/combos/strategies, let it be known here.
(If possible, if someone can get me unstaled damage values for moves or certain combos that would be nice)
Brawl Minus Sonic

Movement: Sonics strongest point is his mobility, and this has increased dramatically, in the air and ground. This change usually makes it unnecessary usually to roll to avoid attacks, when simply running away avoids a lot better. This also makes it more easy to follow up on attacks, or make it really hard for opponents to put you in most bad situations. Dash dancing quickly in varying strides in a melee-esque style is very effective for Sonic, and on many stages makes it very annoying to pin down.

Recovery: because Sonic’s recovery was great already, there is no significant change, but spring is still a decent combo interrupter as it now spikes a bit ( though too many characters can go through them with specials, so it’s not that great) , and Homing attack is a bit safer to try since it has less ending lag.

Most Significant / Important changes:

1: Homing Attack is a bit better IMO. It has less ending lag on it, and can be cancelled from your Upsmash, meaning it’s a “target combo.” This will always work. Its more legit as a way to hit players off stage due to hitstun.

2: Down Smash can be cancelled into any move which helps in mindgames, Sonic’s forte. Its good because you can almost always get something good at it now. On block, you can cancel into a running grab, or retreat, or another attack. Make sure you tilt the control stick if you wish to cancel into a tilt, and you will have to buffer a running dash if you want to run out of it, but that means Sonic can cancel a hit Down Smash, follow his stunned opponent and follow up. The sweetspot, the third hit of the smash, is very powerful and has even more knockback, meaning a spotdodge happy opponent is taking a big risk doing it. And you can still cancel afterwards and follow up. Remember that you can crouch cancel in this game, which means even if you dash out of Dsmash, you can crouch cancel into any dashing tilt or Smash, though you’ll have to practice to get it down.

3: Up Smash can only be cancelled into Homing Attack, which makes it safer to use if blocked, as it gives you a way to prevent punishment, and gives you a combo that gives you an additional followup afterward. Experiment with different timings to cancel it, and you’ll see possible guaranteed setups, as well as okizeme opportunities.
Example: you can Di an ASC (Aerial Spin Charge) as your opponent recovers and get it to hit in certain situations. At certain percents, you can bair after this, land, and follow up with this target combo again. The damage is absurd, and you could still follow up.

4: Dash Attack has enough hitstun to be chained into and makes for an annoying way for people to deal with, since its oringal purpose was to be a punisher, this is an ideal combo opener. This move was severely toned down, but although it does less damage, not only dash Attack is still to be a strong shield pressure tool, as well as a legit KO combo at high percents: Dash Attack into Bair. I believe you can go into your dash sooner at this move, so if you wish to play it safe, you can DA and run away before the opponent can punish you.

Due to these moves improvements, you are not want to be in your shield blocking these moves due to their decrease in ending lag, increase in shield lag, and his ability to cancel them. The sweetspot of the D smash makes spotdodgers pay though and with since sonic is even faster, fighting sonic in brawl minus may end up being an even bigger camp fest for your opponent, since killing is still an issue (though not as much) and many moves can still out prioritize Sonic. Sonic is still a punisher, but he can punish anything in this game and now combo off of it for lots of damage, while limiting his opponent’s ability to do the same to him. Projectile users however will give him the most trouble, since many characters have had their projectiles buffed, can combo off of them, and limit sonic’s ground game, though he is still mobile in the air.

Pit, Pikachu, and Mario are good example of characters that can make it very hard to get it in for sonic with projectiles. Sonic can get around it but a mistake will be costly. Usually. Oddly enough, Kirby with the Sonic attack is a matchup you don’t want in many cases because he becomes harder to punish, at least when I played Chudat it felt that way lol.

Note: Moves that will need to be cancelled will have a “C” after the move, so that now we have some new acronyms to use.

Down Smash Cancel: DSC
Down Smash SweetSpot ( the 3rd hit that deals more damage and knockback): DS3
UpSmash Cancelled into Homing Attack: USHA


The Throws can be treated the same way as before, except that you have more chances to combo off of them, so I won’t go into detail yet, since I have been more focused on his attacks. I will say that though most people will try to string a bunch of upairs from moves like upthrow, it is better IMO to keep them as close to the ground as possible, and you can miss out on damage sending them to the top immediately. I would try to add more USHA to your combos, since it pops sonic upwards, and then if you wish, upair them.

Some Simple Combos:
Dash Attack > Bair (good kill setup at high percents)
Up Smash > Homing Attack (USHA: target combo; possible follow up afterwards)
Dash Attack > Dash Attack (best at low percents, and helps set up more afterwards)
Down Smash Cancel > anything (very dependant on percentage and weight though, safest option is to Up Smash)
Up Throw > Up Air ( classic combo is more viable in brawl minus, but at low percents many moves are possible)

Lastly, a list of the changes of vSonic to -Sonic:

------------------
==Sonic==
------------------

==JABS/DASH ATTACK==

Jab 1 - No Changes

Jab 2 - No Changes

Jab 3 - Damage up considerably; knockback gain compensated

Dash Attack - Damage up and knockback down on strong hit. Weak hit knockback up, slips. Less IASA; can be Jump Canceled very soon after the DA hitbox

==TILTS==

Forward Tilt - Damage up, KBG compensated

Up Tilt - Damage up, KBG compensated

Down Tilt - Damage up, KBG compensated. Faster IASA.

==SMASHES==

Forward Smash - Damage WAY up, KBG compensated. Has a hitbox when sonic pulls his elbow back after the punch.

Up Smash - Damage WAY up, intangible for most of the attack instead of just when he leaves the ground, can be canceled into a homing attack by pressing B, last hit angle significantly lower, knockback up

Down Smash - Damage up. Can be canceled into anything after the second hit. 4th hit (AKA the hit you should never, ever get hit by unless something went horribly, horribly wrong) does MASSIVE DAMAGE, has a ton of hitlag, and kills super early.

==AERIALS==

Neutral Air - Damage up on all hits, KBG compensated on all hits (slightly less on weak hits, meaning that they are viable as kill options at high %s!). Angle on strong hit lower. Hitbox lasts longer.

Forward Air - Does way more damage. Landing lag speed x3.

Back Air - Damage way up. KBG compensated. Strong hitbox lasts longer; weak hitbox doesn't exist

Up Air - Damage on second hit up, KBG down

Down Air - Damage up slightly, angle to straight up

==GRABS/THROWS==

Standing Grab - No changes

Dash Grab - No changes

Pivot Grab - No changes

Pummel - Speed x3

Forward Throw - No changes

Back Throw - No changes

Up Throw - Speed x2, damage up

Down Throw - Damage up considerably

==SPECIALS==

Neutral Special - Speed, damage up

Side Special - Damage up

Up Special - Spring has a light spike to it

Down Special - Damage up, has recurring hitbox on charge

==OTHER==

Attributes - Run speed way up, aerial jump hight slightly higher.

Feel free to discuss anything new you have learned as the game develops. I hope to post small vids showing things sonic can do too. I hope you guys are enjoying Minus Sonic like I am, and I’m very interested in what different people have learned.
D-smash -> you're too slow -> grab. Sonic is win.

Does usmash still have invisibility frames and what can you use it for? I never found a good way to use it.
Up Smash - Damage WAY up, intangible for most of the attack instead of just when he leaves the ground, can be canceled into a homing attack by pressing B, last hit angle significantly lower, knockback up

this means from what i gather, that the attack is basically invincible when hes in ball form of it. that to me sounds like a perfect attack to hit with when camping a landing. I assume that if sonic does it right, he can hypehn/ Dacus towards an opponent, and hit them right as he gets into invicy frames, then cancel into HA and escape. So far, i haven't used Upsmash as an approach so I'll try it more.

I think of it this way, if i can get my opponent to block it, and the HA, then ASC or something back at them while they are still in the shield, then you have a method of putting them in a state where they dont have that many options to escape your pressure, since rolling back gives an ASC combo opportunity, and you can always shield cancel it...
(05/11/2010 08:52 AM)KojinSagara Wrote: [ -> ]invincible when hes in ball form of it. Dacus towards an opponent, and hit them right as he gets into invicy frames, then cancel into HA and escape.

This is sparta?
(05/11/2010 11:20 AM)Rkey Wrote: [ -> ]
(05/11/2010 08:52 AM)KojinSagara Wrote: [ -> ]invincible when hes in ball form of it. Dacus towards an opponent, and hit them right as he gets into invicy frames, then cancel into HA and escape.

This is sparta?

no sir. this is madness.
That Aint Ganny.
I'm attempting to upload brawl minus footage soon, hopefully tonight. It's mostly me trying to find stuff, and seeing how far i can take him. if you can, please comment on them. Smile

Edit: so, um, got some vids up, some of me practicing things, and some actual matches. if you want, comment.

[URL="http://www.youtube.com/watch?v=BWQPwgxzcas"]http://www.youtube.com/watch?v=BWQPwgxzcas[/URL]

[URL="http://www.youtube.com/watch?v=bLJmud_PgfE"]http://www.youtube.com/watch?v=bLJmud_PgfE[/URL]

[URL="http://www.youtube.com/watch?v=_EWNDwWHdKo"]http://www.youtube.com/watch?v=_EWNDwWHdKo[/URL]

[URL="http://www.youtube.com/watch?v=ur5lGmCG9TY"]http://www.youtube.com/watch?v=ur5lGmCG9TY[/URL]

[URL="http://www.youtube.com/watch?v=_oTwnMBWwuo"]http://www.youtube.com/watch?v=_oTwnMBWwuo[/URL]

[URL="http://www.youtube.com/watch?v=pERLb7tAPVY"]http://www.youtube.com/watch?v=pERLb7tAPVY[/URL]

[URL="http://www.youtube.com/watch?v=sBB9CR-RmMg"]http://www.youtube.com/watch?v=sBB9CR-RmMg[/URL]

Minus Steak.
Sonic is amazing in the new build. Spring is so good. Dash attack trip is so good. Run in Dtilt is too good. Dash dance is too good. Dsmash is too good.
sonic is so fast that he makes the game slow down when he runs.


No, Seriously, 1/10 times sonic does this
Ive Been trying to get better with the jump cancel out of a DA better. because of momentum, it gets difficult to DI back with, but after A blocked or hit Dash Attack , you should in theory be able to DI an ASC backwards to continue pressure.


I also have on occasion, cancelled the dash attack into an Up Smash. Its like a Dacus, but much more delayed in between the two attacks. I'm doing something right in between the frames when sonic is about to jump, i must be inputting the upsmash then, but since i usually play with tap jump off, it was inconsistant. with tap jump on it was more reliable to do, hold up on the joystick while taping up on the C stick, i think.

Thoughts?
That would be a jump cancel usmash, AKA hyphen smash.
Just throwing this out there, but I personally think that when Sonic's forward smash deals more damage than a vanilla Falcon Punch (and almost as much as a Falcon Punch-), it's a little too strong.

Also, since I wasn't really active during the development of Brawl-, is there any way to get rid of Sonic's ability to stall under the stage with his neutral special (or whichever one it is)? Maybe a limit to how many times you can do it in a row before it's unavailable for use?
the answer to stop this is easy. Homing Attack must be able to lock on in order to stall. getting out of its range, or being in some sort of invincibility state (sidestepping, grabbing the legde) makes HA stalling with sonic useless. Its nothing gayer then what vMetaknight does on a regular basis anyways.\

Edit: im really liking these crouch cancelled dashes for sonic. ive been using it to go into tilts and smashes outside of my opponents range, since people tend to throw aerials out there when you approach hoping it hits. Seriously, once you realize that most people can't even anticipate whether -sonic is actually attacking or not, it gets a lot easier to dictate the flow of the match. I've dashed around the stage for 10 seconds at a time before deciding to even attack, watching them try to pin me down, only to smack them with a super quick dash attack and start a combo, or even dash attack and escape before they can counter me. lovely.

I've also been able to grab an opponent after the first hit of my d smash has been blocked, which was sexy as hell.
If Sonic's HA gets sped up, its needs a slight damage and knockback nerf, otherwise Sonic will just be ridiculous. His neutral jab could still be faster though.
it does seem more reliable due to its speed, but i don't know if it really is that bad. it has less ending lag so it is less punishable tho. can't you still out prioritize it? maybe jabs could be faster becuase its sonic, but i would rather them have less ending lag or make it cancelable into other moves, like on the third hit, instead of the usual, you can opt for a tilt or something...
to add to the last post i made, sonic is not going to in all match in minus, so the jabs as is are not the problem, you are going to be lookign for punishment opportunites just like in vBrawl. it should be easier to set that up though in minus.

And IMO, though FSmash is powerful, it has less range and isn't out nearly as long as Falcon punch. I think actually that Falcon Punch is more useful over teh course of the match than Fsmash, but Sonic has so much speed that if you are trying to get in, with like a jiggs and he see it, then darts away and crouch cancels an fsmash back at you, its gonna work. even blocked you are now in a situation that sonic can capitolize. That's what makes Minus Sonic high tier IMO: Its very hard to get the opening move to capitolize on sonic, but even if you block he can get the upperhand, and sidestepping is a bad idea because of DS3. And his smashes hit like a truck!

Sonic is high tier
Can someone find out how many dairs sonic could get on an opponent as a combo? the new dair sends them stright up basically, and even with DI, it should be possible to string a bunch together. With platforms, it may be possible to "ladder" opponents to the top, then Upair UpB Upair and end the combo and maybe KO them.

Thx for the help
Also, if you have any sonic matches, please feel free to link them here as well.
is sonic getting nerfed? i really like him the way it is now i just think the Homing attck should be able to hit more often..
i saw nothing wrong with giving Sonic a HA canceled nair, which they didn't put in. I think Sonic is really good if you are a good sonic player. He requires skill, but dont see a need to nerf anything. people didn't think sonic was great even when i was showing vids anyway, so the damage nerf seems hypocritical.


I think if they are not gonna give him any enhancements to the moves, then at least make him move even faster. I think they need to push that part of him more if you want to make him "minusy." that, and make his spring last longer, like for two hits on the ground when its bouncing. they dont have to do anything else. At least i'd want them to try it.
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