Pin this pls. I feel like what ZeRo really fucked up on was his moveset most of all (and lack of Sonic experience). As a Sonic main myself, I’ll try and attempt to cover his moveset. Pls point if I got anything wrong or missed anything. Jab - Jab is quick and is mostly designed as a mixup option to get the opponent off of Sonic. The full landing of the jab will only provide a minor advantage where Sonic potentially has the ability to follow up via read. Jab 1 is his best option to reset an opponent if their tech opportunity is missed. The knuckle hitbox doesn’t lock however. D-Tilt - D-Tilt is a fantastic poking tool and has the ability to combo into any aerial, usually with F-Air being a good option. It’s quicker than F. Tilt and is slightly safer on shield in comprehension. As for edgeguarding, it can punish 2-frames every so often. F-Tilt - F-Tilt is his primary option to get the opponent off of him while also decreasing his hurtbox. Though it’s unsafe on shield, it’s also a decent option to punish crossup pressure. In addition, it can be a very good tool for ledge trapping against characters with low range. Pivot → F. Tilt is mainly used to wall out an opponent's approach. U-Tilt - U-Tilt is mostly used to pressure opponents above you on platforms in combination with U-Air. Because of its low horizontal range, it is easily punishable on block or used against grounded opponents. On the flip side, it can be used to read ledge jumps and short-ranged aerial approaches. Dash Attack - Dash Attack is a quick burst option to catch landings and to punish whiffs and laggy moves. It says opponents at a good angle in disadvantage where Sonic can apply positional pressure and mixups. F-Smash - F-Smash has good power and range. Can be safe on shield if slightly charged. Can be used as a surprise option in neutral to score an early kill. If you use an angled-down F. Smash during edgeguard situations, it becomes one of the best options to punish a 2-frame. This also makes it one of his most reliable ways of killing, having already a tough time to find kills. Mastering the timing is very important, as whiffing the move will get you punished. D-Smash - D-Smash is only used as a 2-frame punish or against players looking to re-grab you. Can be used as a good option to quickly punish opponents behind you. U-Smash - U. Smash has intangibility for a short part of the move, making it a risky option against landings, short hops, regular getup, or ledge jump. Very punishable on shield. Will also shield-poke some tall characters at almost full shield (or half shield on other characters) if the final hit is spaced at the middle of the shield. B-Air - B-Air is Sonic’s strongest aerial. Not only does it have a sweetspot and a sourspot that both launch the same way, but also the hitbox lasts for a long time. This makes it perfect for pressure offstage and stage-spiking. Can short hop → buffer B. Air → delay fastfall to auto-cancel it. Fastfall too early and you'll receive landing lag. If you choose not to fastfall, you can double jump before landing, which is useful as a mixup to punish short hops or full hops in order to condition the opponent to stay a little more grounded. Can also be used to cross up on shields. Don't ever land and space with the move, as it is never safe. N-Air - N-Air is his second strongest aerial if you land with it early. Has 3 hitboxes that all decrease in knockback: Early hit Weak hit Very weak hit These all combo into a lot of things. Other than combos, it can be used as an occasional OoS option, as it isn’t too safe in neutral. F-Air - F-Air is a good punish against short hops, or as a rare come-back to stage. It isn't safe on shield and can easily be SDI’d out of. Mostly used as a situational combo move. However, where it truest shines is in the edgeguarding phase, as it kills really early. D-Air - D-Air has a spike hitbox. If the opponent DI’s in during a 50/50 and you read an airdodge, you can use D. Air to either spike or launch the opponent upwards. Keep in mind that you should always be DIing away to avoid this. U-Air - A good option to punish aerial crossups on shield. You can short-hop, buffer the U-Air to catch jump happy opponents. Use it on the ground, and it doesn’t connect reliably. Very strong as a combo tool when jumping through a platform. On the ground, short-hop, delay U-Air is your best bet to combo and for to use against shield. Since the auto cancel frame is almost immediate after the second hit, you can beat out any OoS option the opponent attempts to do. What’s even more terrifying is that if you land it successfully, it allows you to combo into anything at any percent range (high% may be a bit of a struggle). U-Throw - Main combo throw/tool (combos explained by yours truly) D-Throw - Used mostly to set up a tech situation and launching opponents at a low angle near the ledge. If the opponent doesn’t tech, you can always read it and punish from there. If the opponent techs in any sort of way, he will not have any true followups. You can only punish a tech roll towards or a tech in place. B-Throw - One of Sonic’s main ways of killing and his strongest kill throw near the ledge. F-Throw - Positional purposes, situation combo throw to follow up with a Dash Attack, and to throw your opponent offstage. Specials - All explained by yours truly.
Sonic main here always looking for good tips. Love watching/studying Ken to see how he effectively spaces and outpaces his opponents, so this video is super informative for understanding the full potential of Sonic's move-set. Thank you, sir.
I clicked on this video hoping that it would be a very informative video and not some noob shitposting on youtube as usual. I was NOT DISAPPOINTED. A+ work dude. Subscribed.
Terrific video, I had no clue how to B reverse HA and some of the combos you showed in this video that involve upair I had not been using very much at all. This gives me more potential to mix things up. And yeah, spinshot still hard to execute but great job explaining. Appreciate this video!
Good video, thanks, I was a Sonic main in smash 4, and I wasn't good at being defensive, so now that he can be more aggressive I think I'll do better now
Walking in neutral or not moving at all can be good options because u have all ur resources available and u apply pressure by just being withing burst range of the opponent. The goal isnt to run in and approach, its to bait the opponent into committing to an option and you use your speed to whiff punish
If it sounds like my nose is stuffed, it's because it was. I recorded this with a cold lmao. Pray for me
Pin this pls.
I feel like what ZeRo really fucked up on was his moveset most of all (and lack of Sonic experience). As a Sonic main myself, I’ll try and attempt to cover his moveset. Pls point if I got anything wrong or missed anything.
Jab - Jab is quick and is mostly designed as a mixup option to get the opponent off of Sonic. The full landing of the jab will only provide a minor advantage where Sonic potentially has the ability to follow up via read. Jab 1 is his best option to reset an opponent if their tech opportunity is missed. The knuckle hitbox doesn’t lock however.
D-Tilt - D-Tilt is a fantastic poking tool and has the ability to combo into any aerial, usually with F-Air being a good option. It’s quicker than F. Tilt and is slightly safer on shield in comprehension. As for edgeguarding, it can punish 2-frames every so often.
F-Tilt - F-Tilt is his primary option to get the opponent off of him while also decreasing his hurtbox. Though it’s unsafe on shield, it’s also a decent option to punish crossup pressure. In addition, it can be a very good tool for ledge trapping against characters with low range. Pivot → F. Tilt is mainly used to wall out an opponent's approach.
U-Tilt - U-Tilt is mostly used to pressure opponents above you on platforms in combination with U-Air. Because of its low horizontal range, it is easily punishable on block or used against grounded opponents. On the flip side, it can be used to read ledge jumps and short-ranged aerial approaches.
Dash Attack - Dash Attack is a quick burst option to catch landings and to punish whiffs and laggy moves. It says opponents at a good angle in disadvantage where Sonic can apply positional pressure and mixups.
F-Smash - F-Smash has good power and range. Can be safe on shield if slightly charged. Can be used as a surprise option in neutral to score an early kill. If you use an angled-down F. Smash during edgeguard situations, it becomes one of the best options to punish a 2-frame. This also makes it one of his most reliable ways of killing, having already a tough time to find kills. Mastering the timing is very important, as whiffing the move will get you punished.
D-Smash - D-Smash is only used as a 2-frame punish or against players looking to re-grab you. Can be used as a good option to quickly punish opponents behind you.
U-Smash - U. Smash has intangibility for a short part of the move, making it a risky option against landings, short hops, regular getup, or ledge jump. Very punishable on shield. Will also shield-poke some tall characters at almost full shield (or half shield on other characters) if the final hit is spaced at the middle of the shield.
B-Air - B-Air is Sonic’s strongest aerial. Not only does it have a sweetspot and a sourspot that both launch the same way, but also the hitbox lasts for a long time. This makes it perfect for pressure offstage and stage-spiking. Can short hop → buffer B. Air → delay fastfall to auto-cancel it. Fastfall too early and you'll receive landing lag. If you choose not to fastfall, you can double jump before landing, which is useful as a mixup to punish short hops or full hops in order to condition the opponent to stay a little more grounded. Can also be used to cross up on shields. Don't ever land and space with the move, as it is never safe.
N-Air - N-Air is his second strongest aerial if you land with it early. Has 3 hitboxes that all decrease in knockback:
Early hit
Weak hit
Very weak hit
These all combo into a lot of things. Other than combos, it can be used as an occasional OoS option, as it isn’t too safe in neutral.
F-Air - F-Air is a good punish against short hops, or as a rare come-back to stage. It isn't safe on shield and can easily be SDI’d out of. Mostly used as a situational combo move. However, where it truest shines is in the edgeguarding phase, as it kills really early.
D-Air - D-Air has a spike hitbox. If the opponent DI’s in during a 50/50 and you read an airdodge, you can use D. Air to either spike or launch the opponent upwards. Keep in mind that you should always be DIing away to avoid this.
U-Air - A good option to punish aerial crossups on shield. You can short-hop, buffer the U-Air to catch jump happy opponents. Use it on the ground, and it doesn’t connect reliably. Very strong as a combo tool when jumping through a platform. On the ground, short-hop, delay U-Air is your best bet to combo and for to use against shield. Since the auto cancel frame is almost immediate after the second hit, you can beat out any OoS option the opponent attempts to do. What’s even more terrifying is that if you land it successfully, it allows you to combo into anything at any percent range (high% may be a bit of a struggle).
U-Throw - Main combo throw/tool (combos explained by yours truly)
D-Throw - Used mostly to set up a tech situation and launching opponents at a low angle near the ledge. If the opponent doesn’t tech, you can always read it and punish from there. If the opponent techs in any sort of way, he will not have any true followups. You can only punish a tech roll towards or a tech in place.
B-Throw - One of Sonic’s main ways of killing and his strongest kill throw near the ledge.
F-Throw - Positional purposes, situation combo throw to follow up with a Dash Attack, and to throw your opponent offstage.
Specials - All explained by yours truly.
So on what tier is sonic by your opinion?
Ahmad Kazan I think in the higher ranks of high tier
Sonic main here always looking for good tips. Love watching/studying Ken to see how he effectively spaces and outpaces his opponents, so this video is super informative for understanding the full potential of Sonic's move-set. Thank you, sir.
Spincharge past to homing attack to weak nair to back air to jab reset to spincharge to down air to homing attack to jump dair works
Amazing video man, I found ZeRo's guide very faulty but this one I learnt a few new things from, thanks so much for this great guide.
I clicked on this video hoping that it would be a very informative video and not some noob shitposting on youtube as usual. I was NOT DISAPPOINTED. A+ work dude. Subscribed.
Terrific video, I had no clue how to B reverse HA and some of the combos you showed in this video that involve upair I had not been using very much at all. This gives me more potential to mix things up.
And yeah, spinshot still hard to execute but great job explaining. Appreciate this video!
Good video, thanks, I was a Sonic main in smash 4, and I wasn't good at being defensive, so now that he can be more aggressive I think I'll do better now
Got a tournament tomorrow, so scared.
Austin Gabriel hope you won
Did u win?
Finally a sonic guide that’s helpful. Gained a sub great job 👍🏼
Appreciated! More content is sure to come :D
Sakurai is indeed our lord and savior
I have learned a few things in this video, thanks a lot !
Very excited about this video especially after that you know who crappy one that was posted bravo 👏🏿
Thanks you! This video will definitely fill you in on the actual capabilities of the character and how he should be played in the current meta
thank you for this vid!
Does Sonic need tap jump off? I use tap jump currently, but I'm wondering which is best.
Thanks!
At the highest, where do you think Sonic is on the current tier list?
In the lower half of high tier
@@UR2SLOW nah top 10 baby
very late but he is at second place now
Thanks so much for this it was really helpful and everything.
Just one question,how would you move around with Sonic instead of just running in
Walking in neutral or not moving at all can be good options because u have all ur resources available and u apply pressure by just being withing burst range of the opponent.
The goal isnt to run in and approach, its to bait the opponent into committing to an option and you use your speed to whiff punish
@@UR2SLOW Alright,thanks a lot it really helped
Spam Sonic's giant punch.
How to play sonic in smash ultimate: *Forward Smash*
You need to spin dash
How to play sonic
*BE MKLEO*
How to play sonic
*BE MKLEO*