![]() Lastly, forward throw is his least useful throw, as its main purpose is for forcing the opponent away from him. It also has KO potential due to its high base knockback, especially if it is used near the edge. Back throw moves Sonic backward, which makes it useful for setting up for immediate edgeguarding. Down throw sends opponents at a low angle with high base knockback, which makes it excellent for starting combos and tech-chases. It also has KO potential, although it KOs reliably at very high percentages. It has decently damaging combos beginning at 0%, as well as Spring Jump follow-ups beginning at medium percentages. ![]() Up throw is a reliable combo starter and can chaingrab fast fallers. Sonic's pummel is quick, allowing him to rack up a fair amount of damage before throwing an opponent. His grab game is average, it is fairly easy to land thanks to his speed. Sonic's neutral attack, tilts, and throws deals decent damage and has minimal lag, making them hard to punish. Additionally, these traits make him able to easily and effectively utilize a rushdown playstyle. With his above-average falling speed, Sonic can travel across the stage at a blinding speed despite his average gravity and slow air acceleration. ![]() He unsurprisingly has the fastest running speed and among the fastest walking and air speeds in the game. Sonic is a middleweight who has outstanding mobility like in his home series. Attributes See also: Sonic (Super Smash Flash 2)/Hard data ![]()
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