_____ ___ ___ _______ ______ _______ / __ \ | | | | | __ \ | __ \ | __ \ | | \/ | | | | | |__| | | | \| | |__| | \ \_ | | | | | _____/ | \ | _ _/ \ \ | | | | | | | / | | \ \ /\_| | \ \__/ / | | | |__/| | | \ \ \____/ \____/ |_| |_____/ |_| \/ _____ ___ _____ _ _ / __ \ |\ /| / \ / __ \ | | | | | | \/ | \ / | | /\ | | | \/ | | | | \ \_ | \/ | | |__| | \ \_ | |__| | \ \ | \ / | | __ | \ \ | | | | /\_| | | |\/| | | | | | /\_| | | | | | \____/ | | | | |_| |_| \____/ |_| |_| _______ _______ _____ _____ | __ \ | __ \ /| | \ / __ \ | |__| | | |__| | / | | \ | | \/ | _____/ | _ _/ / | | \ \ \_ | __ \ | | \ \ \__| |____/ \ \ __ | |__| | | | \ \ \ | | / /\_| | | | |______/ |_| \/ \|_|__/ \____/ |__| _______ _______ ___ _ | __ \ | __ \ / \ | | | | | | | |__| | | |__| | | /\ | | |/\| | | | | _____/ | _ _/ | |__| | | / \ | | | | __ \ | | \ \ | __ | | /\ | | | | |__| | | | \ \ | | | | | / \ | | |____ |______/ |_| \/ |_| |_| |/ \| |______| --------------------------------------------------------- Sonic Statistics and Strategems --------------------------------------------------------- Copyright 2008 Cezar Postolache. _________________________________________________________ Legal Stuff (Let's get it out of the way first) _________________________________________________________ This guide is to be used by GameFAQs.com, Neoseeker.com, GamesRadar.com, CheatPlanet.com, and SuperCheats.com only, at the moment. Do not take information from here without giving credit to me, aehetag. All numbers, strategies, etc. were found by my own time and research. And ofcourse Nintendo owns all rights to this game and its characters (though not technically for Sonic). Super Smash Brothers Brawl is Copyright 2008 Nintendo. I will give credit in the future, as it is due, if corrections/omitions are pointed out. UPDATE: Thanks for the comments! Keep them coming! If you want to contact me about anything, my email is aehetag@hotmail.com Corrections, omissions, questions, praise, hate, what-have-you... Don't hesistate. _________________________________________________________ Table of Contents _________________________________________________________ 1. Character Intro ........................................ [charintro] 2. Sonic at a Glance ...................................... [charglanc] -Strengths/Pros ........................................ [strnthpro] -Weaknesses/Cons ....................................... [weakncons] 3. Standard Moves ......................................... [standmove] -Ground Attacks ........................................ [grndattck] -Aerial Attacks ........................................ [aerlattck] -Smash Attacks ......................................... [smshattck] 4. Special Moves .......................................... [specimove] 5. Throw Moves ............................................ [throwmove] 6. Standard Tactics ....................................... [standtact] -Combos ................................................ [bascombos] -Basic Principles ...................................... [basicprin] 7. Advanced Tactics ....................................... [advantact] -Advanced Techniques ................................... [advantech] -Using Set-ups ......................................... [usesetups] -Interesting Facts and Properties ...................... [fact&prop] -Up B ................................................. [upb__fact] -Up Smash ............................................. [usmshfact] -Dair ................................................. [dair_fact] -Side B/Down B ........................................ [sidebfact] 8. Specific Strategies .................................... [specstrat] -Mario ................................................. [mariostra] -Luigi ................................................. [luigustra] -Peach ................................................. [peachstra] -Bowser ................................................ [bowsestra] -Yoshi ................................................. [yoshistra] -Wario ................................................. [wariostra] -Donkey Kong ........................................... [donkestra] -Diddy Kong ............................................ [diddystra] -Link .................................................. [link_stra] -Toon Link ............................................. [tnlnkstra] -Zelda ................................................. [zeldastra] -Sheik ................................................. [sheikstra] -Ganondorf ............................................. [ganonstra] -Samus ................................................. [samusstra] -Zero Suit Samus ....................................... [zssamstra] -Kirby ................................................. [kirbystra] -Meta Knight ........................................... [metakstra] -King Dedede ........................................... [dededstra] -Fox ................................................... [fox__stra] -Falco ................................................. [falcostra] -Wolf .................................................. [wolf_stra] -Pikachu ............................................... [pikacstra] -Jigglypuff ............................................ [jigglstra] -Pokemon Trainer ....................................... [poketstra] -Squirtle ............................................. [squrtstra] -Ivysaur .............................................. [ivysrstra] -Charizard ............................................ [chrzdstra] -Lucario ............................................... [lucarstra] -Captain Falcon ........................................ [cfalcstra] -Ness .................................................. [ness_stra] -Lucas ................................................. [lucasstra] -Ice Climbers .......................................... [iceclstra] -Marth ................................................. [marthstra] -Ike ................................................... [ike__stra] -Mr. Game & Watch ...................................... [gamewstra] -Pit ................................................... [pit__stra] -Olimar ................................................ [olimrstra] -R.O.B. ................................................ [rob__stra] -Sonic ................................................. [sonicstra] -Snake ................................................. [snakestra] 9. FAQ .................................................... [freqaskqs] 10.Thanks/Credits ......................................... [creditsth] And so begins my first guide. I've always had many ideas and strategies for games (especially SSBM) but I never got around to doing anything with that knowledge. Well, now I've some ideas and facts about Sonic in Brawl that I hope people can use and learn to develop. Enough of me and my hopes and dreams, on to Sonic and HIS hopes and dreams! QUICK NOTE: I suggest getting to know the game and some standard and not-so- standard techniques, like shorthops, pivot grabs, and the such. I will explain them shortly in the Advanced Techniques section. Though they are not necessary for these strategies to work, they improve them and make them easier. Also, I do not divulge any story spoilers, or how to unlock Sonic, just how to use him. ALSO, I use Nair, Bair, Dair, Fair, and Uair for the midair attacks (Neutral air, Back air, Down air, Front air, Up air) _________________________________________________________ Character Intro [charintro] _________________________________________________________ Sonic has been the most desired character to appear in Brawl since rumors of his existence in SSBM were quelled for good. It's been a long time since SSBM and Sonic fans can finally enjoy his speed and tenacity. In all his games, Sonic is insantly tied to the concept of speed, to which he delivers. Sega and Nintendo have partnered on several occasions in recent years and it's paid off well with some great games (Sonic Adventure 2 Battle anyone?) and now they are once again in cahoots, this time in the game that has already been proclaimed by some the greatest game ever... Sonic may only be 17 yrs. old but he has done many things in his past, including saving the world, and now is his time to test his meddle against some of gaming's greatest characters! However, he is not getting very much praise in this game, indeed, a very many players despise him. He may be hard to handle but to despise him, I think, is a little harsh. While I don't main him, I like using him, mainly for his offputting speed and combos. His costumes (or lack thereof) aren't worth mentioning, since they are very similar. (I would have liked a Shadow costume, personally) His taunts are: -a frontflip and crossed arms -sweet breakdancing move and says: "Come on! Step up!" (2 the streets?) -runs in place, says: "You're too slow!" then sorta gives a 'what now?!' look to the screen. Enough introduction! Onward to the goods! For real this time. _________________________________________________________ Sonic at a Glance [charglanc] _________________________________________________________ ------------Strengths and Advantages----------[strnthpro] Captain Falcon must have thrown a hissy fit when Sonic came along and took his title. Sonic is the fastest running character in the game. Speed really is "his game" as he says and this speed is personified in his attacks as well as his movement. He is a middleweight (perhaps a little lighter than Mario) so he suffers no easy kills. His attacks, in addition to being faster than most, are also decently strong. If that weren't enough, most can be chained together to create some quick damage before the opponent can even react. His dodge. This isn't a large point but may as well be put here: Sonic has a relatively fast dodge, which can come in handy (memories of Samus in SSB64 arise). What is a large point however is his recovery which is well above average, including his high reaching Up B. His throws are stronger than most in this game even if not amazing. His fast run also makes for a good pivot grab. Finally, he has a great balance of ground and aerial attacks. Both sets are equally powerful and dangerous plus they coincide quite nicely i.e. the transition is smooth and natural. ---------Weaknesses and Disadvantages----------[weakncons] A lot of his attacks have a small margin of error to create the ideal connection and as such makes him rather hard to master, which can be circumvented with practice. However, a skilled opponent can make it even harder by intentionally skewing toward that margin. Sonic may be the fastest runner, and his attacks may be faster than most, but they are not the fastest attacks by any means. And since he doesn't boast great power either, Sonic may have trouble dealing with characters that are extremes in the attack department, either fast attackers (like Fox, Falco, etc) or powerhouses (like Ganondorf, Ike, etc). Either he can be overwhelmed by too many attacks or he can be edged out by deadly attacks which only need to hit a few times to cause trouble. His roll attack can also go off screen (more on that later) which isnt a problem for advanced players, usually, but anything can happen: I've seen veteran SSBM players fly off to their death with Fox and Falco plenty. Addition by Nick Caligo "Under Sonic's weaknesses I'd note that he projects his attacks way more than you'd think the fastest guy in the game would. Most of them deal exclusively in single-hit potential--which is what makes him middleweight, consequently--but have a substantial wind-up time to them. His spin dashes in particular project an awful lot and can be seen coming from a mile away. Most computer opponents won't catch them, but human opponents can take advantage of priority attacks and long reach to nail Sonic while he's on his way in. I would also add that his downward air attack has a nasty cooldown rate after it hits the ground and it should be used very sparingly. Most players would try to use this for a speedy downward recovery, but the cooldown leaves him extremely vulnerable and he'll be smacked back upwards just as easily as he comes down." _________________________________________________________ Standard Moves [standmove] _________________________________________________________ Now it's on to the really juicy stuff, the basis of the game, the moves. The standard moves are used quite often but Sonic differs in that his standard and special moves intertwine nicely. But I digress, we'll delve into that more later on. READ THIS: The set-up is simple: attack commands are shown first, then the damage range/ order, then the knockback ability (KB), then knockback increase(KBI). Knockback increase is how much knockback increases relative to percentage(none-low-medium -good-great-topnotch). KB will be measured by how much the attack sent Mario (since he's average) at 0% and will range from 0-6 for Sonic (Read FAQ for how I came up with this). KB can be side, up, or down depending on which way the opponent is sent. KBI is more straightforward, it would be too difficult to make exact measurements. And FYI, some moves are multi-hit. If hit one does X, hit two does Y and hit three does Z, total T, then the set-up is like this: X-Y-Z (T) ----------------Ground Attacks----------------[grndattck] Standard AAA combo (or hold A) : 2-2-3 (7) KB : 0.5-1-2 (3) Side KBI : low Verdict : Very basic, nothing special. Small KB that doesn't increase much makes this a move solely for increasing percentage. Use when you don't have time to launch a bigger attack. Side A : 4-7 (11) KB : 0-5 (5) Side KBI : low Verdict : Decent attack with good power and KB. Low KBI makes it hard to KO with, but it is good to keep an opponent off until you get a good opportunity to finish them with something else. Note that it's possible to hit with only one of the hits, usually the second hit (but the first can also send the enemy backwards sometimes). Down A : 6 KB : 0.5 Up KBI : medium Verdict : Good set-up move at small percentages. Good aerial set-up at higher percentages. Low KB rules it out for a finisher though. Only hits in front of Sonic. Up A : 3-4-7 (14) KB : 0-0-3 Up KBI : good Verdict: Good damage dealer plus aerial set-up. Good KBI makes it a finisher for lighter characters at higher percentages. Dash A : 6 KB : 1 Side, 2 Up KBI: low to none Verdict: A filler move. Use to annoy and set-up other moves. Also use if unable to reach opponent in time to attack with something else. Ledge Attack : 8 KB : 5 Side KBI : none Verdict : Good for getting enemies out of the way, no real offensive purposes. Rising Attack : 6 KB : 5 Side KBI : low Verdict : Decent attack especially since it is a surprise. Can turn the tide if used properly. Ex: you're down, they're coming, you rise attack and hit them off. That's already a momentum change. ----------------Aerial Attacks----------------[aerlattck] Hopefully you know what shorthops are and how to do them... Nair : 5, 8, or 11 KB : 2 Side KBI : low, low, medium Verdict : Depending on how early in the spinning move you hit them (more the earlier) damage is different. Right at the beginning you do 11 and medium KBI. Good as an aerial edge guard (when coming back from above) but should only be used when there is not enough time to do a more powerful attack, since it lingers a while, allowing more chance to hit. Bair : 13 KB : 3 Side KBI : good Verdict : A rather decent aerial finisher at higher percentages. Slight pause before attack hinders timing and the element of surprise. Use whenever the chance and timing allows. Dair : 8 KB : 6 Side KBI : medium Verdict : You slam downwards from the air. Because it can't be used over edges, it's hard to use as a finisher. Downward slam ends if high enough (more on that later) and I've also found that there is a way to nullify the actual movement. *More on the intricacies of this move in the Interesting Facts and Properties section* Uair : 3-6 (9) KB : 0-2 Up KBI : good Verdict : Very nice juggling move (similar to fox). Good KBI makes it a finisher at higher percentages and higher altitudes. Use mostly for combos. Fair : 2-2-2-2-2-4 (14) KB : 3 Side KBI : good Verdict : Good damage and KB make this great for combos and edge guarding. Consider using it with a shorthop, as you should with any midair attack, it is rather netting of the opponent and offers combo solutions when set-ups don't quite send them far enough for a regular jump (which against advanced players, turns out to be a good thing). ----------------Smash Attacks-----------------[smshattck] Side Smash : 14->19 KB : 3->5 Side KBI : great Verdict : Your main means of KOing. Does 14 minimum and 19 after full charge. KB is good regardless and with great KBI, it gets the job done. If only it released just a little faster, it would be perfect in Sonic's repertoire. Down Smash : 12->16 (enemy in front) 9->12 (enemy behind) KB : 3->5 Side KBI : great Verdict : Another means of KOs. A little faster than side smash and wider range of effect, however, less damage means a little less overall KB but still good nonetheless. Up Smash : 5-1-1-1-1-1-1-3 (14) 7-1-1-2-1-1-2-4 (19) KB : 3-4 Up, 2-3 Side KBI : tricky; usually low to medium Verdict : At low percentages this is merely a damage dealer, with some KB. It gets tricky as percentage increases (even damage range changes). I explore this move more in-depth and with surprising applications in the Interesting Facts section of Advanced Tactics. _________________________________________________________ Special Moves [specimove] _________________________________________________________ Here I will explain the special B button moves. Again, the real use of Sonic is in combining standard and special moves, but for right now we'll only tackle how each isolated move works. B : 8 KB : 3 Side (4->5 charged) KBI : good Verdict : A nice homing attack. Easy to edge guard with this. Charging the attack up first about doubles the range of fire and increases KB quite a bit but damage is still the same which makes it difficult to KO with unless at high percentages. Update: (from emolad666) "You know how when you press B, Sonic rises in the air and waits a second beforeattacking? Well, if you hold the Control Stick in a direction during that time, he will attack in that direction instead of homing in on an enemy." Side B : 5 (if you hit them from the first bounce) 7->10 (if you hit while rolling around) 7 (if you jump into them) KB : 1 Up, 1 Side (first bounce) 1 Side (rolling around) 2->3 Side, 1 Up (jumping) KBI : low (for all) Verdict : The move that puts it all together! Charging makes you do more rolling damage and move faster. If you hit the jump button (or use the control stick, which I use) while in the enemy, you hit them with the roll and again with the jump for 14-17 damage. The way they get knocked (forward or backward) depends on what side of the opponent you jump: // S is Sonic E is enemy; both go forward and up // when jump just before passing them. ---------->SE ======================== \ / S is Sonic E is enemy; Sonic goes forward and up \ / while enemy goes backward and up (though not as much ---------->ES back as in this drawing), when past enemy. ======================== The first situation is ideal, and is easier to pull off at moderate to high percentages. This move is great for, you guessed it, combos. I'll get into specific combos in the combos section of Standard Tactics. You can also jump while it's charging, in whatever direction you desire, and yes it still hits, making this quite the versatile move. WATCH OUT going over the edge with this can kill you. HOWEVER, you can jump out of it IF you didn't initiate the roll in air. If you initiate in air, offstage but close to the edge, you'll usually climb over automatically! Down B : Just like Side B minus the additional hop at the beginning. Instead of holding to charge, repeatedly press B to charge. Hold down 'down' and press B repeatedly then stop pressing B while still holding 'down' to cancel the move (there's a cooldown though). To jump straight up, you must press A instead of just jump. Verdict : Not much use, except maybe to trick the opponent. But even that is is not much help because of the cooldown period. I guess if you're not sure whether spin dashing is a good idea, then use the down B instead of side B. Could have used something else here instead but that only detracts from the possibility of another move and not from the move itself. Up B : 4 (Bumper) KB : 1 KBI : medium Verdict : Your final jump is a massive bounce off a bumper, which, if used on the stage, can be used by others and even more than once. If used in the air the bumper tumbles downward and hurts anyone in the way. Also of special note, Sonic can still perform midair attacks and dodges after using the bumper! Special moves however cannot be performed (how cool would that be though?). More on this in the Interesting Facts section. Final Smash : 13->18 KB : 6 KBI : great Verdict : Super Sonic is here! You can fly around freely but it can be tough to control. Tilting instead of tapping makes things easier. However, go to slow and not only can you be dodged, but damage is lower (though reduction only happens when REALLY slow which is hard to do anyway). Can KO at decent percentage. Good move and can potentially screen clear. Most importantly, he looks so cool... _________________________________________________________ Throw Moves [throwmove] _________________________________________________________ Sonics throws are above par but not by much. Their saving grace is either their KB or their combobility. Also of note is a dashing grab is hard to pull off with Sonic because he's so fast. Fortunately, he's hard to grab too. Also consider doing pivot grabs with Sonic since he's a prime candidate for dash past enemies fast enough to pull it off. You DO know what pivot grabs are, right? Grapple Pummel : 3-3-3-3... KB : 0 KBI : none Verdict : Pretty strong pummel. Good for dealing damage. If you can get a throw in (or out, technically) too then kudos for you. Fthrow : 9 KB : 4 Side, 1 Up KBI : medium Verdict : Good set-up attack. A Fair attack perhaps? It gives you options and has decent damage to boot. Bthrow : 8 KB : 5 Side, 1 Up KBI : good Verdict : Much better for getting people off the stage than Fthrow, which you can then procede to edgeguard either with ground, homing, or aerial attacks. Simple as that. Dthrow : 1-1-1-5 (8) KB : 5 Side KBI : low Verdict : Unusually useful. It sends the victim forward directly so if used by the edge, they start falling immediately. Low KBI limits its use and since Sonic has no meteors or spikes to speak of this move is best used in brawls where other players can take the kill. Not the best of strategies but still works. Uthrow : 3-6 (9) KB : 3 Up KBI : medium Verdict : Good KB makes it easily comboable with aerials but can rarely be a finisher (as with throws in this game in general). Use it to keep things in air when necessary. _________________________________________________________ Standard Tactics [standtact] _________________________________________________________ --------------------Combos--------------------[bascombos] Some great combos and their total damage. KB is difficult to measure but is probably similar to the last move of the combo, given a little tweaking for percentage difference. Roll attack (Side B) + Jump into enemy + Midair attack (+Roll attack again...) -Does around 23% if using Uair, around 28% if using Fair and somewhere inbetween using Nair. Bair and Dair will not hit (Bair may if the opponent is launched backwards instead of forwards). This is the crux of the Sonic offensive. The fact that you can roll attack after midair attacks (provided you haven't used Up B) makes this a handy and potentially continuous combo. Some may argue it's not a real combo, but I don't want to get into arguments over definitions, okay? Up A + Fair -Basic juggle to midair combo. Does up to 28% if all of Fair connects. This can be tagged on to the end or middle of other combos you may happen upon. Very handy. Also, consider shorthop at low percentages. Up A + Side A (+Dash attack/Rolling attack ... ) -Basic two move combo. Does 21% (only second hit of Side A hits). What makes it worth mention is the fact that the opponent is in position for a ranged attack which can then turn into more combos! Very good starter combo that has the advantage of being completely on the ground and in place (good in one v one). Side A + Dash attack (+ use your imagination!) -Does 15% on its own. Offers an alternative to the above so you don't become predictable. Another technique to your arsenal. -At low percentages especially, you can add a back side smash at the end (smashing away from where you're facing, toward opponent in this case) and beef up the this combo to 30-ish% with a good chance of landing. Down A (dive) + Midair intercept -Good for getting grounded characters into the sky where they're out of their comfort. Does 15-20% on its own depending on which midair attack you use. Dthrow + Dash Attack + Back Side Smash -Dthrow can be replaced by Bthrow. In either case, this combo does 26-ish% and has the potential of setting off another combo. Down A + Up A (+Midair/Side A/etc.) -Does 20% when fully connected. Best used at low percentages so they don't fly too far up and have time to recover. Another combo that has the advantage of staying put (but can lead to moving combos) usable one-on-one. After the Up A you can go off into another combo. -Ex: Down A + Up A + Fair = 30-ish% Uthrow + Bair/Nair/Up Smash -The opponent naturally goes behind you a bit, but you can improvise. Does between 20-26% depending on your choice. Dash Attack + Back Side A + Dash ... -What I like to call a ground juggle. Does 11-17% every cycle. Can annoy many players. Dash forward, opponent is behind, do side A in that direction and dash at them again. -Some opponents may go aerial after one of these moves. If they do so when behind you, jump (shorthop if necessary) and do powerful Bair. If in front of you, jump/shorthop and do a Fair. --------------Basic Principles----------------[basicprin] Here are some basic things to remember while using Sonic. These can be used on nearly any character and/or player. If they don't work on your opponent, either they are too good and you haven't mastered your timing and reaction, or their style prompts a different strategy for victory (not necessarily because they're good/better). KEEP MOVING!...!! You have the fastest character. Use what he has. Staying on the move keeps your opponent off balance and increases the likelihood that their defenses open up, leaving space for attack. And I don't mean just run, utilize his fast dodge roll as well. And speaking of attacks... STAY OFFENSIVE. The perfect offense is the perfect defense. If you bombard your opponent with attacks, they will have no time to throw their own at you. Couple this with constant movement, and you have a hit and run type going (with much more emphasis on the hit part than the usual definition). The roll attack doubles as a means of moving AND attacking. If all else fails, use the dash attack. If nothing else, it breaks up their defense, and since you go through them it's hard to be countered. However, being defensive at the right moments can have advantages too. Examples include when the enemy has a powerful item/charged attack/FS. Being defensive can also work in brawls, though do not expect to be praised for it. Mix it up. Don't do the same moves too many times consecutively. Also, don't remain on the ground for too long unless things are completely going your way. Using Sonic's standard and special moves in a combination of ground and aerial attacks is the key to winning. Practice your timing! ESPECIALLY finishing attacks. Those are most crucial for without them all you can do is damage the opponent, but not win. Roll attack abusively if it seems to be working, just mix in some jumps and midair attacks to keep them honest. ALSO important: Edge-guarding. All it is is using midair attacks/smash attacks to hit someone trying to get back. Don't be afraid of falling down to hit someone since Sonic has great up recovery. Use it often. Finally, and again, the key to mastering Sonic is timing his fast movement, attacks, and combos. The more precise, the better. _________________________________________________________ Advanced Tactics [advantact] _________________________________________________________ Despite its name, I'm keeping this section rather general and relative. The reason being: there are too many set-ups, combos, set-ups to combos, combos to combos, etc. that are possible and it would take too long to explain. Instead I'll give examples of situations in which certain types of set-ups and combos should be used. ------------Advanced Techniques---------------[advantech] I will briefly describe four techniques here: shorthops, powershielding, powergrabbing, and pivot grabs. Shorthop : You do a small jump. -If you use the control stick, just lightly, but quickly, press it up to do a shorthop. The easier method is to quickly press the jump button. -This is used to be able to perform aerials quicker and near the ground. Powershielding : You here a CHINK and block the attack without the slight KB you usually have. -Press the shield button right as the attack is about to hit you. This protects you from lingering attacks even if you let go of the shield, which does not happen when you shield regularly. Powergrabbing : Do a powershield, then while holding the shield, press attack to instantly grab. -I don't know if this is the official name for it, but that's what I call it. That small window of protection you have from powershielding allows you to pull off a quick grab (attacks too, but not if it's too slow). Pivot Grab : While dashing, turn around and do a grab. -If you get the timing right, the grab connects instantly, making it useful to counter almost any attack. It's hard to master and apply correctly though. NEW : Here's an advanced tactic for recovery specific to Sonic. (from Ionizer) "Also, his Fair gives him a little more horizontal recovery if you use it while coming back to the stage. My favorite way to recover from off stage is to keep mashing Side-B until I regain control (and immediately execute a Spin Dash) then jump out it and spam Fair. If you need it, you can use the Spring Jump. This makes it very difficult to KO Sonic unless you blast him right out of screen, try to kill him off the top, or use really aggressive edgeguarding." -This is pretty cool actually. Try it and see how it works for you! ---------------Using Set-ups------------------[usesetups] Obviously, you want to play off your opponents weaknesses. Generically, use dash and aerial combos on slower characters as they won't be able to hinder you as easily. Roll attacks are also a good idea to keep your opponent guessing. The thing is, Sonic will likely need to deal a lot of damage before he can KO a heavyweight character due to his lack of amazing KB attacks (not even his smashes). Small move set-ups like Up A and Down A + Up A are good starters. Get close enough to the opponent by moving and dodging around until they miss and are open for attack. Against long-range fighters it is best to take to the skies immediately and try to get close that way. Be wary of anti aerial counters and try roll attacks too. Give yourself options, so your opponent thinks they have less. Once you get inside, choose from any close range combo or set-up that seems fit and from there you can broaden the range and use rolling combos and dash combos while you have them on the run. Close range opponents are obviously going to be targets of rolling and dash set-ups. Aerial initiation is good too, but is really limited to divebombing with Dair. Once you break their stance and balance, you can break loose and go into any kind of combos you want. Fast fighters, that is, fast attackers, may be problematic at first, but all it takes is one break and you can chain things together with little response from them. Caution, they are still dangerous unless you have polished timing and reaction with Sonics set-ups and combos. Missing with a roll jump gives a fast character time to recoverand perhaps turn the miss against you (since you way offstage or close to it). It's not as straightforward for Sonic to face fast fighters as it is for heavyweights: he lacks the pure power that is needed to stay in the match with little actual hits (some heavyweights only need one smash to finish off a character). Specific strategies for characters will be put in the Specific Strategies section (go figure). -------Interesting Facts and Principles-------[fact&prop] During my research I stumbled upon some things that made me wonder and think a bit. Specifically, two moves of Sonic's caught my attention. I'll explain the simpler one first. Up B -----------------------------------------[upb__fact] It's a recovery, yes. You can midair attack, yes, that's quite nice. But recall that the bumper actually falls and HITS people on the way, and, as I recall, it has on ok KB. Well let's say we're coming back from offstage and so is someone else, below us... BOING! We jump to survival (without helplessness) and the poor soul gets knocked out a bit. Wouldn't we be fortunate if it hit them out of range of coming back? It would, yes. And I've found that it does for most characters (all if they have no jumps left and are far enough, except Pit). Just a cool little tidbit and potential cheap steal. I don't endorse trying to make a strategy out of it, but be wary of it, cause how good would it feel if you got your buddies with it? Thought so. Now the more complicated discovery... Up Smash -------------------------------------[usmshfact] Yes, we covered the fact that its KB is odd and hard to predict. What's the consequence? Here we go. Here's the set-up on the stage: ES S=Sonic E=enemy ================================ Simple, no? Not quite. Sonic has to face toward the stage, away from offscreen. Now, I have only tested this on Mario as guinea pig. When he was at 35-60%, a fully charged Up Smash would hit for something like 11 total but then send him offstage and straight down! (steepest at 35 and broadening toward 60). A fully- charged smash is hard to apply especially with such conditions. So when tried with a quick smash, I found that between the range of 49-70% the same thing happened (49=steep, 70=broad). Best thing was, the greater percentage made the computer (in training mode) unable to come back at all, every time. Here's a picture: M\ M/S \ ================================ \ The trajectory was even a little steeper than that. Again, what am I saying with this? I haven't had the time to test against active computers or players, so I ask for further research. This could be a dead end, but maybe not. I also think different percentages and different characters may respond differently (better?), but I have no data for that. Make sure to email me with any results you may get and I'll make sure to credit you. If only Sonic had a meteor... UPDATE (comments and results from Zynical) "Looks like that theory of your's was right! Different characters and percentages definitely affect the trajectory at which the opponent is thrown. This would make it appear as if you can predict which direction the character will fly in, depending on the amount of damage your enemy has. As you stated before, percentages work best somewhere around 35-50 something %. I've also noticed that on many light set characters, fully charging Up smash isn't required to send an opponent at a steep angle. As damage increases, the angle will broaden to the point where characters will fly almost straight up (Around 115+). The trajectory also doesn't seem to be affected if the enemy happens to be walking, running or jumping as you hit him with this attack. However, this move only appears to work on light set to medium set characters. If preformed on Heavy set chars, (Bowser, Dedede, DK, etc.) the trajectory is much broader, and the enemy will fly almost directly up regardless of damage percentage or the amount of time spent charging the Up Smash. I guess that all in all, the technique isn't completely useless, as if the situation happens to be set just right, you just might be able to score a kill off of someone." NEW ADDITION ---------------------------------[dair_fact] Dair When you get sent up from an attack, if you immediately use Dair, it will stall in the air, still hitting anyone there. It will not work using it again or if you jump/attack after getting hit; it has to be the first thing you do. (Thanks to Jraz04, smartdot, UltimateZ, and duh1177; who all contributed this) I say this is good in a situation where you and others are sent up, since it lasts so long, you have a good chance of hitting. Also if the hit only gets you up a little, this is a good counterattack. Also, it usually has huge lag after impact on the ground, when used normally. This can be circumvented, as the dive only lasts for so long, and if it's duration ends before you hit ground, you can recover. This is great for edge- guarding, then bouncing back up. (Thanks to pokemaster252 for this) I, upon further inspection, found that if you drop from high enough unto the ground, you still hit with the dive AND you are free to use any ground move with NO lag (that means immediately). The height required is around the top boundary of Final Destination (a little lower perhaps) to the stage. Good combo here: Dair from high + Down Smash - clear people on the way down, and immediately clear anyone left after; useful, I think. NEW ADDITION ---------------------------------[sidebfact] Side B / Down B (Thanks to Ice_Angel_Kopak for this; I'm quoting again because his explanation is good and thorough as it is) "I just read your SSBB guide on Sonic. First of all, great work. I've been attempting to main Sonic and most of what I've discovered agrees with what you've mentioned in the guide. However, I did notice one thing in my practice that differs from what you've mentioned. It pertains to his side B and it's use in mid-air. I've found that it is indeed possible to cancel this move when it was started in mid-air, but only if you have not already used your second (mid-air) jump. If you have already used the second jump, then yes, starting the side B usually equals death (unless within range of the stage). This detail comes in handy, as it can make for even more recovery ability for Sonic. If hit hard to either side, using his side B as the first step (careful which way you are facing), followed by mid-air jumping, and finally the up B can usually get you back to solid ground. On a side note, also pertaining to the side B move. It is possible to adjust the length of the hop using the control stick. Start charging the side B in the desired direction. While still charging (holding down the B button), tilt and hold the control stick in the opposite direction. Release the B button and Sonic will hop as usual, but dramatically shorter. If still holding the control stick in the opposite direction, he will turn around upon hitting the ground. If you quickly return the control to the original direction as he hits the ground, he will continue that way (much faster, since the move was charged a bit). Overall, it's a very subtle element, probably only useful for "mind-games", but I thought it was worth mention." princecaspianx1000 also pointed out that the two spin attacks (down and side) are even considered the same by the game; i.e. using one makes damage reduce for the other as well. NEW ADDITION ---------------------------------[bigblurun] Sonic can keep up, even pass up, the ships on the melee Big Blue stage with a bunny hood! Not really applicable for anything, but it's really cool! Thanks to Lumancer for pointing this out! _________________________________________________________ Specific Strategies [specstrat] _________________________________________________________ All strategies are basically a list of what not to do and be aware of. Use the strategies talked about in previous sections for the most part, except when directed otherwise in this section. ----------------------Mario-------------------[mariostra] First and foremost, try to avoid direct aerial battle, however, do go aerial once you get him offstage as a means of edge-guarding. You'll likely be using a lot of dash attacks and powergrabs. Be wary of his cape as it can send your roll attack away. Also try not to get thrown by him too much as they can be deadly. ----------------------Luigi-------------------[luigistra] If you should avoid Mario's aerial attacks, you need to downright boycott Luigi's. Try to stay on the ground and dodge around and get a grab in when you can, and then set-up some combos. Once you get him off stage, Luigi is a big target for edge-guarding since his Up B his so vertical. Drop down and Nair him (since Nair has greater chance of hitting) and he shouldn't be able to make the horizontal distance even with his flying missile attack. ----------------------Peach-------------------[peachstra] Peach's aerial is the plague (Don't worry not all characters are aerial demons). Use your Up Smash to try and counter her aerials. She's a little difficult to edge-guard but it's possible. Try to keep a little distance and roll in often. And make sure to utilize your dodges to set-up a grab or even a smash if she gives you the opening with a missed attacked. ----------------------Bowser------------------[bowsestra] Use your speed. Dodge around and make him miss, then give some pain. Edge- guarding isn't easiest on Bowser but can work (if nothing else deals damage). Only experts can really give you trouble with Bowser. ----------------------Yoshi-------------------[yoshistra] Try to avoid blatant aerial attacks as Yoshi can egg you most of the time. Because of his unflinching second jump it's hard to edge guard with aerials so try to do it from the ground once his jump finishes. Otherwise, roll around and do a little hit and run, then dodge and smash to try and finish it. He has a roll too which lasts longer than yours but that's the only advantage of his there. ----------------------Wario-------------------[wariostra] You have to get familiar with his style before you can easily beat him. Learning to dodge his attacks well will pay off greatly. Using regular tactics will work on the offensive so it's the defense that needs tweaking. Also beware Wario's edge-guarding which is rather good due to his lingering attacks. -------------------Donkey Kong----------------[donkestra] Either stay at far range, or get in real close. His reach is the big threat, well, coupled with his strength. Try to not let him charge up his punch. Make him miss a lot and then capitalize on his lag with grabs and smashes. Edge- guarding is not very effective against DK since he has great horizontal recovery. -------------------Diddy Kong-----------------[diddystra] Diddy is very easy to edge-guard. And, lo and behold, your bumper can break his barrel rockets. Isn't that handy.... Anywho, the key is getting used to Diddy's awkward style and timing, plus his quickness. Expect to use lots of dashes to throw off his weird rhythym. ----------------------Link--------------------[link_stra] Avoid dive-bombing on Link as his Up Smash is three part. However, if he uses it without hitting you, it's a prime target for counterattacks. Avoid his projectiles. If you can get behind him when he uses them since he lags a bit and give him a smash. Throwing him off and edge-guarding also works well. --------------------Toon Link-----------------[tnlnkstra] Toon Link is faster than regular Link but his sword has less range. You should rush in with rolls and dodges and smash when given the opening. Not too much different than Link. ----------------------Zelda-------------------[zeldastra] She is rather annoying... Sorry! just speaking out loud... She appears to be susceptible to dodge then smash tactics as her attacks are somewhat slow, just watch out for her spinning Nayru's love. When she uses her Side B, run in quickly for a grab or dash. When she transforms, it's a good time to get a nice hit in since it takes so long. ----------------------Sheik-------------------[sheikstra] Sheik's long-lasting smashes are a good opportunity for counters. Her speed can be circumvented with dodges and throw in some grabs too (haha, pun). Not too much to say about this fight, just dont mess up and avoid getting comboed. --------------------Ganondorf-----------------[ganonstra] Watch out for his strong aerial attacks, they are devastating, yet dodgeable. Dodge his big attacks and counter; you should have plenty of time for it. Not a hard fight if you dodge well and keep the pressure on with quick offensives. ----------------------Samus-------------------[samusstra] Dodge her grab and counter quickly. Otherwise, try to get in close and attack quickly. Rolling from a distance is not favored here due to her missiles. Don't go aerial unless she is aerial too, because her Up Smash is too broad. Just stick-and-move and you should be fine. -----------------Zero Suit Samus--------------[zssamstra] She has very good anti-aerial so avoid that if you can. She boasts quick aerials and ground attacks so you'll be in for a struggle if you can't keep up. I don't have much on her as I haven't actually fought her much... ----------------------Kirby-------------------[kirbystra] Aahh, Kirby... my original fave character in SSB64.. oh, sorry, ahem... Kirby's quick and packs a punch too so hitting him at a range is best (just watch out for that hammer). Another thing to do is challenge him in air, your aerials seem to override his. Dodge-grabbing also works here. Once he's offstage edge- guard using your homing attack, as he tends to come back high (heehee... in the air that is. Don't do drugs). -------------------Meta Knight----------------[metakstra] A tough opponent. Dodge, then hit and run. Keep your distance and look for an opening. Luckily he lacks big finishers so you have time to get things done. Any better strategies, welcome... From Shadowknight93: "Meta Knight - keep using B move while keeping out of the range of his sword and don't let him juggle you because that can cause a very easy KO if he keeps on flying up and using A-up in the air." -------------------King Dedede----------------[dededstra] Very slow. Dodge to create openings. Use range attacks and aerials to keep things on your terms. Make SURE to avoid his smash attacks and his rocketed hammer attack as both are deadly. Don't get reckless and this won't be too difficult a fight. -----------------------Fox--------------------[fox__stra] First of all, capitalize on his unflinching gun. A trigger happy Fox will have Sonic zooming into his face. Otherwise, dodge around, grab when opportune, and edge-guard as possible. Take advantage of when he misses with his multi-hit aerials and counter accordingly. ----------------------Falco-------------------[falcostra] Aaahh, Falco... my fave from SSBM... oh, man, need to stop that, hmm... Avoid his quick attacks as they can become bothersome and accumulating. Mix in range and aerial attacks. Falco is fast so it won't be easy. Quick rolls from close up also seem to work so give them a try. -----------------------Wolf-------------------[wolf_stra] Break his defense with aerials. Edge-guard if possible. Make sure to dodge big attacks, especially be wary of his Side Smash, then punish him. You have the advantage in the air, so use that and push him into the air with dashes, rolls, and whatever else you can. ---------------------Pikachu------------------[pikacstra] PIKA! ... One of the most annoying attacks in the game, in my opinion, but I digress (again). Keep clear of the thunderbolt move as it wrecks everything. He'll try to edge-guard with it so be wary and air dodge or grab the ledge. His aerial is a threat too, but not quite so much as his electric ground attacks. Stick-and-move works best here. Lots of dodge n grabs, followed up by smashes, aerials, or edge-guard as prompted. --------------------Jigglypuff----------------[jigglstra] Her aerial attacks can be annoying if you don't see them coming. Get a little used to them and you'll be able to predict them. Her roll is much more powerful than yours but not nearly as versatile (hers is more self-destruction prone, too). You're faster on ground so capitalize on that. Once you get used to her moves, you shouldn't have much trouble. -----------------Pokemon Trainer--------------[poketstra] Not much to know about him, per se, but he controls the three pokemon: Squirtle, Ivysaur, and Charizard. That's the order they get switched in too, by the way. ---------------------Squirtle-----------------[squrtstra] Dodge n smash works well on him. Otherwise, ranged attacks and rolling attacks should be used to break defenses and then come in close for finishes. Edge- guarding works fairly well too. ---------------------Ivysaur------------------[ivysrstra] Get in close for the easiest time landing attacks. Watch out for his antiaerial seed and powder attacks. Once you get HIM in the air, however, feel free to follow and dominate. --------------------Charizard-----------------[chrzdstra] You know... I never got why he was so revered in Pokemon; his types were very targetable and he wasn't all that powerful... but, meh... right. Charizard DOES pack a punch in Brawl though, so keep clear of his heavy hits. Be aware of his rather decent aerial attacks, too. A more ranged approach is best, but try to get in close and into the air when you got him on the run. ---------------------Lucario------------------[lucarstra] Lucario has some good aerial attacks and some far-reaching ground attacks. Get in his face and take away his advantage. Make sure to KO him as quick as possible, before his percentage makes him too strong. Spontaneity seems to work well against him too, but then again, it might work against anyone, who knows? -----------------Captain Falcon---------------[cfalcstra] Not much to say... He has slower attacks, a point to aggress on. He has better aerial attacks, a point to defend against. Counter, edge-guard/bash, the works. Comes down to more accurate fighter. ----------------------Ness--------------------[ness_stra] It's important to stay out of the air around Ness. Try to catch him offguard on the ground. Otherwise, rush right in and try to set-up ground attacks/smashes and edge-guard, carefully, to edge him out. Generally a tough fight since half your game is unused. ----------------------Lucas-------------------[lucasstra] Don't attack from the air. Once you get him up, feel free, but be cautious still. Also make sure to avoid his PK attacks as they can pack a wallop (especially his Up Smash). Roll in, get some combos going, then do some dodge/ smash to finish it. ------------------Ice Climbers----------------[iceclstra] They are quite annoying. Grabbing them is useless as the other guy will knock you away before you can do anything. Their double-teaming is unfair to be sure. That's why separating them is the key. Dash attacks and Down Smashes generally do the job; an aerial Dair dive will do just fine too (just don't get hit). Once they're separated, it's relatively easy to take the one down. ----------------------Marth-------------------[marthstra] A good Marth is a cheap little... *breathe*... You have to get in REAL close to stop his swordpoint from wreaking havoc, but unfortunately you risk that point getting there. Aerial is risky too. Get as many dodge n throws and block n throws as you can and edge-guard as best and safely as you can. Watch-out for his counter too. Not a fun fight, but this is where defense is important. -----------------------Ike--------------------[ike__stra] Ike hurts. Wait for your opportunity. It's hard to get in with his longreaching sword so no rolls, generally. Try to get in from the air or by dodging around. Make him miss and you have an open window for a smash, etc. Be on your toes. ----------------Mr. Game & Watch--------------[gamewstra] Go in with roll, especially when he does that frying pan move of his (it's no time to be eating). Avoid going directly into aerial attack, set it up first. Also don't get too close without blocking and dodging because he can trap you with some cheap, quick moves. -----------------------Pit--------------------[pit__stra] Pit is a cheap mothe... ahem, almost lost it again... The best I can say at the moment is to wait for an opening and do a fair share of dodge n grabs. Any better ideas are welcome... VERY welcome. From Shadowknight93: "Pit - [his] up-b dosn't attack or move quickly at first so while he's using it use your B move and keep pounding him." ---------------------Olimar-------------------[olimrstra] Avoid Pikmin. Kill Pikmin. Zoom & boom him. Nuff said. ---------------------R.O.B.-------------------[rob__stra] Watch out for its explosive aerial and antiaerial attacks, they can hurt pretty bad. Try to get close and overwhelm it with close attacks. Aerials are out unless you're coming from below. He's pretty easy to edge-guard too; you just might have to do several times before it pays off due to his long recovery, which fortunately runs out. ----------------------Sonic-------------------[sonicstra] Uhhh... It's a toss up, really. I've noticed that the more defensive one usually has the edge and wins. Just goes to show how much shielding and powershielding is overpowered in this game... ----------------------Snake-------------------[snakestra] Keep track of his bombs if you can. They'll bite you later if you don't. You could also use them against him if planned properly. His missiles hurt, but aren't too fast so aren't too threatening. Get close, don't challenge in air too often. Do some rolling to change it up and edgeguard. His final recovery is extremely easy to edge-guard so take advantage of this. _________________________________________________________ FAQ [freqaskqs] _________________________________________________________ First and foremost, I explain my system for the KB rating system. KBI is easy enough. KB stands for a number of, believe-it-or-not, Marios. When measuring how far an attack sent Mario (at 0%), I gauged it by how many Marios could fit inbetween move contact and the last effect of the move shown on him. Example: S is Sonic, M is Mario, and - is one width of Mario. I performed the attack and measured how M<----M<>S far he moved by his own width. As long as ALL ============================= attacks are measured this way, it is a good way of comparing attacks. Vertically, it's Mario heights. And besides, even if I were to give exact metric measurements, I doubt anyone could apply it. Like I stated early in the guide, you should have some good knowledge of the game, Sonic and their mechanics. You'll learn more from testing out moves yourself than reading about them; the reading just gives them a purpose, albeit quicker. No actual questions yet... make sure to email them.. and please don't ask about my mains... Q: Why don't you main Sonic? Who do you main? A: Despite the above statement... >.> ... Sonic is not a natural fit for me; I had to (and still have to) concentrate to use him effectively. I don't main anyone yet as I'm still feeling out the characters... _________________________________________________________ Thanks/Credits [creditsth] _________________________________________________________ Thanks for reading and I hope this was helpful. Thanks to GameFAQs, to which I've turned to many a time. Thanks to Neoseeker.com, GamesRadar.com, CheatPlanet.com, and SuperCheats.com who have all respectfully decided to host my guides. Thanks to myself for making this, I guess. Thanks to Nick Caligo for added weakness info. Thanks to Jraz04, smartdot, UltimateZ, duh1177, and pokemaster252 for info on Dair move. Thanks to emolad666 for info on B move. Thanks to princecaspianx1000 and Ice_Angel_Kopak for info on Side B/Down B move Thanks to Zynical for research on Up Smash phenomenon. Thanks to Ionizer for the tip on recovering. Thanks to Lumancer for the bit about running on Big Blue. Hopefully I haven't forgotten anyone...