Sonic the hedgehog brawl game


















Brawl Smash Bros. Melee Smash Bros. Sonic in Super Smash Bros. Sonic the Hedgehog. Punches twice, followed by a side kick. The attack comes from Sonic the Fighters. Stands on both his hands and performs a horsekick that hits twice. The Horse Kick from Sonic the Fighters. Kicks upwards twice, similar to Captain Falcon's up smash. The Skip Kick from Sonic the Fighters. If used repeatedly, it will slowly move Sonic forward. Curls into a ball to rush at any opponent in front of him.

The attack is similar to the Spin Attack from the Sonic the Hedgehog games. Winds up his fist, then throws a punch forwards. Can be angled up or down. One of his few KO moves. Spin dashes back and forth over a short distance. The Dizzy Spin from Sonic the Fighters. Curls up into a ball and moves in several circles. The Air Spin from Sonic the Fighters. A fairly standard neutral aerial having decent startup and landing lag, as well as a long duration.

It is not very powerful however and it has high ending lag along with a poor auto-cancel window. Spins in a horizontal corkscrew, drilling with his head. The Emerald Dive from Sonic the Fighters. It is a multi hit attack with low startup and ending lag, making it a decent multi hit.

It does have high ending lag however and opponents can escape from it, limiting its use at high level play. A backwards roundhouse kick. It has high startup lag but it decent range, power and very low landing lag, making it a solid spacing and KO move overall. An upwards scissors kick. The first hit deals low knockback which links onto the second hit. The move is not super reliable but it does have a very generous auto-cancel window, which can make it completely safe on shield. Sonic stalls for a brief moment, then shoots downwards foot first.

A stall-then-fall move with a very generous late auto-cancel window and very low ending lag, making it surprisingly safe for a stall then fall. It is not very strong however. Sonic clinches his hands. His standing grab is fast but all of his grabs have short range, with his pivot grab especially having rather poor range for a pivot grab. Does a back flip while spinning and then slams on the ground, sending the opponent backwards with decent knockback.

Pins the enemy down, then Spin Dashes into them. The Double Spin from Sonic the Fighters. Gets up onto the stage with a spinball attack. This attack resembles his cliffhanger flip attack from Sonic the Hedgehog Spinball. Curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them.

However, only about half of his moveset has speed to match, none of them being killing moves. Sonic's relatively small hitboxes and lack of a projectile excluding his Spring Jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground mean that he must stay close to the opponent in order to attack, but his aforementioned speed helps this problem.

His ability to Spinshot hold Side B and release as one pushes the C-Stick downwards allows him to quickly bypass the effects of most projectile campers, and his Spin Dash has enough priority to clank and cancel out the effects of certain projectiles, such as Snake's C4.

His tremendous running speed, combined with his Spin Charge special, Spring Jump, and Down Aerial give him excellent follow up ability on pretty much every character. Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as he is nearly crippled in terms of KO power, and he has no guaranteed setups to them and he lacks an early KO move.

All of Sonic's Smash Attacks have too much start-up time to be reliable finishers. Sonic is one of the most difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery Homing Attack should an opponent be off the stage with him.

Sonic has the ability to wall jump, however, should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge.

Sonic also has surprising survivability despite being a lightweight by nature. His Spin Charge and Spin Dash serve as excellent Momentum Cancelers , which, when coupled with his ability to recover, can allow him to survive until very high percentages, not as long as the heaviest characters, but still fairly long.

Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky as well. Sonic can remain in the air indefinitely with careful use of his Neutral Special Move , Homing Attack, and with proper placement can either stage spike or gimp in this manner.

Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using Back Aerial, many opponents who focus on ledge-camping such as Pit can be caught off guard for either a kill or a tactical advantage. Sonic's speedy and long-lasting Dash Attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing. Sonic has good punishment options.

Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of the speed it pops out and the multiple ways he can go into it.

This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knockdown animation, Sonic's superior punishment comes into play. By moving closer to the opponent, then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their Floor Attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.

Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponent.

Find Jigglypuff in the Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the False Giant Diddy Kong. Alternately, after completing the Subspace Emissary, event matches can be completed. Mode matches 5 hours for four players , or playing Vs. An easy way to unlock Mewtwo is to leave a versus match overnight. Upon return, just finish the match, and the Mewtwo challenge will begin.

What is this? Players were very happy to have a new fighter in the roster. He was confirmed as a playable character on June 12th, Sonic is classified as Fighter Sonic makes his debut in the Super Smash Bros. Brawl, and was confirmed on October 10th, How to Unlock Play matches in Brawl, then defeat Lucario.

Complete the Target Test on all difficulty levels with one character this can be done on Single or Co-op Player Mode , then defeat Lucario. Amy Rose.



0コメント

  • 1000 / 1000