About the Sonic Series' Super Smash Bros. Representation...

Metool_Man

"I am the real Sonic!- not."
So.

Sonic in Smash is bad, period. He's got a horrendous moveset, full of repetitive and uninspired moves. Particularly Side and Down Special.

Somehow, after 15 years, the most changes he's gotten was getting Falco's D-Smash in Sm4sh and his D-Attack slowly evolving from another Spin Attack into an awkward flying kick.

First things first, if Sonic is going to receive any changes in Smash, a moveset rework is absolutely first priority. I've had an absolutely insane moveset written down for a while, but I'll neuter it a bit here as not to seem like an insane person.

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Sonic's tilts are the same, no real issues. Maybe change the U-Tilt, due to it seemingly being ripped from Captain Falcon's U-Smash, but it's fine.

Jab would be the Sonic Battle jab you see in 99% of Sonic Smash reworks.

N-Air would be a carbon copy of the Insta-Shield from Sonic 3.

F-Air would be the iconic axe kick you also see in 99% of Sonic reworks, Sonic Eagle.

B-Air is actually a pretty good, in-character move, no issues here, nor ideas for good replacements.

As for D-Air, I've got a bone to pick here. Why did you choose a Smash original move when Stomp/Bounce were RIGHT there? Anyway, in this rework, it'd be stomp.

U-Air would be from PM, where he flips upside down and twirl like a screw.

F-Smash was originally a really jank move that'd be better as a freakin' special, but I decided to keep it as normal.

U-Smash would be Sonic Up Draft, the kick flip ALSO in a lot of reworks.

D-Smash would be Sonic Flare, again, in a lot of reworks.

Grabs are a little different too, specifically Forward and Upward Throw.

F-Throw would be that flipping double kick from Frontiers, y'know, the finisher of his 5-hit jab?

U-Throw would be the Blue Tornado from Sonic Heroes, where Sonic spins around them rapidly, forming a tornado, eventually flinging them upwards.

B-Throw is the exact same, but D-Throw funnels the opponent out behind Sonic now.

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Alright, here's where it'll get crazy. Special attacks!

No one in their right mind would replace N-Special or D-Special, and luckily, I'm in my right mind. However, they will behave a little differently.

N-Special would not feature a charge and would release rather quickly. It'd mostly be used for maintaining strings and quickly approaching your opponent. It does little knockback and Sonic rebounds in a way that puts him in an advantageous position.

S-Special goes 2 of one way in most reworks. Either it's a Light Speed Dash akin to Fox and Falco's S-Special, or it's the Boost. I opted for the Boost. It'd behave very similarly to its Boost Era incarnation, quickly bursting Sonic forward while also dealing damage.

To not make the Boost overpowered, it would be tied to a Meter that must be maintained at all times by comboing the opponent, emphasis on COMBO. Stray hits will NOT net Boost, only hitting 2 moves in a row will start netting it. Sonic will also begin to automatically LOOST boost after not attacking the opponent for long enough. This was designed to HEAVILY combat camping.

As much as I would love to make Boost good at killing, it'd be too powerful, so it'd mostly be a tool for zipping around the stage and starting combos.

D-Special is the iconic Spindash, mapped to one move now! You crouch down and tap the B button the charge a Spindash, and let go of it to fly forwards! One little change that would make Sonic feel much better to control is that you can now instantly launch of the Spindash, no need to charge it twice.

Spindash would be able to be Shield canceled, but Sonic would need a second to uncurl, so he cannot instantly act out of it, discouraging approaching by Spindashing and canceling to land a Grab or a Smash.

Spindash would be one hit and incredibly useful for navigating the stage and for keeping up combos/strings. Not to mention jumping out of a Spindash at any moment would net you a jump higher than your standard one. Shorthopping still has the same height.

U-Special would be mostly unchanged, except for the fact that it'll drag the opponent upwards and punt them away with a rising hitbox. The aerial version would also still leave a Spring suspended in the air, using propellers to hold itself up. The Spring would also launch up opponent simply by touching it, and not by landing on it. Sonic, upon touching the Spring again, will be sent back into his Special animation and not into his jumping animation. Opponents would also be sent into hitstun.

Sonic is still able to use an Air Dodge and attack out of Spring.

And of course, his Final Smash would be Super Sonic. In an ideal world, it's controllable and simply serves as a major buff to his base moveset, allowing him to jump infinitely, deal more damage, attack faster, move faster, and fly by holding jump. Can't forget that he's invincible, too.

I've got other ideas, including trick and more in-depth descriptions of moves, but I won't be describing them unless urged.

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So, that's how I'd change Sonic's moveset, turning him into THE rush down character.

What ideas do you have on improving the Sonic's Series representation in Smash?

What do you have to add to the conversation?
Post automatically merged:

I forgot to mention, the aerial Spindash would be the Dropdash from Sonic Mania!

So, it technically can't be initiated in the air.
Post automatically merged:

...I also entirely forgot about D-Attack. It'd just be the Slide from the Boost games.

Also, using N-Special without a target will result in an Airdash.
 
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