see its funny because in japan snake voiced eggman.
Honestly, the similarities in his side and down Bs helps him mix up his approaches in smash 4, of which even I have dabbed in and find pretty useful.
I can dig that. I think it'd be interesting if his vBrawl side B returned but maybe on hit or at the end it would do his axe kick fair from PM.
Yeah i like that they made sonics specials better in smash 4 but making them just unpunishable is kinda silly.
Side B was always jump cancelable, since it has its own hop, which can cancel into attacks or spring, so that would be redundant. I don't know how I feel about letting it bury tho, since they have been trying to remove excess buries and stuns in the game (it's stupid, really). A damage increase might not be necessary tho, depending on how safe the attack is otherwise, and since he's a combo-based character, he isn't in dire need of attacks that do large amounts of damage. He's simply missing reliable kill options.
Can we just leave Sonic's Boost as it is? The character's fun to play and IMO isn't broken. Boost has always been one of those things I show people right away when I show them Minus. That, Waddle Control, and Warlock Punch.
If Sonic actually needs to be nerfed (and I really don't think he does) I think it would make more sense to make his weak points weaker and keep his crazy points crazy.
I'd like to hear your reasoning for why it's ridiculous in a bad way. It's certainly ridiculous. It's a lot like regular dash dancing where you can fake out an approach, but doesn't have the advantage of being able to shield at any point like a dash dance would. (Though it's also a lot faster.) Counterplay definitely exists for the technique.
This kills the hedgehog. you couldn't jump cancel grab or tilt out of it anymore, at least not well. Even it its current state, it takes a lot of timing to grab people who aren't standing still, waiting for you.One thing I thought of the other day was maybe making it so Boost on the ground would result in Sonic having to come to a screeching halt (maybe sticking both his feet forward to slow himself down while still sliding forward a bit) at the end of the move but Boost in the air wouldn't have an endlag animation or whatever.
I don't think it would kill him. He can just do a normal dash and jump, grab, and tilt out of that like the rest of the cast does and still do it faster than nearly any other character. A person shouldn't have to rely on Boost to approach on the ground that way. And yea it does take some careful timing in its current state to grab someone that way.
I think the point of Boosting on the ground should be a fast approach but not be almost completely unpunishable or take lightning quick reflexes to stop every time it's done. Maybe the stopping animation of the Boost I mentioned earlier could also be an attack. While stopping and skidding on the ground it could kick up some dust or force type hitbox or even a windbox. I don't know, I respect everyone's knowledge here and appreciate the response. Boosting in the air is where I feel like Sonic's main combo and follow up game is at. And if ground Boosting had a stop animation that could be jump canceled it would still allow Sonic to chase on the ground faster than anyone but just slow it up a bit from its current state.
I agree that people shouldn't fish with slow moves especially when they know they are fighting the fastest character in the game. It's a derp kinda thing.