Wintropy
Peace and love and all that jazzmatazz~! <3
- Joined
- Aug 28, 2014
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- NNID
- Winterwhite
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- 1461-6253-6301
okay so i've been doing some lab work and i think i've got some good feedback on sonic. bear in mind my experience with this matchup is quite limited, so don't expect an in-depth strategy on how to win: this is just data and observations that may be useful.
sonic can play either rushdown or hit-and-run, depending on which is a better option at the time. if it's the former, typical rushdown rules apply: you want to play the neutral well and keep him out with disjoints and spacing options, while taking into account his great frame data and punish options. the advantage for us is that he has no disjointed moves or projectiles (except up-b, but that won't be used in neutral), so spacing him is a tiny bit easier than it is with certain others (hello captain falcon~). if he tries to aggressively rush into you, use pivots and retreating airs to space him until he begins to mix it up. if you're fighting an especially trigger-happy sonic, shorthop n-air can be a surprisingly good mixup to stop his approach.
that said, you will probably have to fight a campier sonic in a tournament setting. timeout rules favour the hit-and-run playstyle, so bear in mind he may try to lame you out and run the clock. don't try to chase him: he's faster than us and there's not much pit can do to pressure him in that sense. fortunately, guided arrows can help in sniping him out from a distance if he really doesn't want to come to you, and pit's grounded mobility and burst options can pressure him into moving, possibly into a favourable position for us if we keep an eye on his approaching and retreating habits. you want to get an idea of how sonic moves and how he mixes up his rushdown and poking, then respond appropriately.
arrows can be used for the above or to shoot him off-stage (very rarely), but otherwise, don't expect to get much use out of them.
jab beats spindash. if you expect him to shorthop out of it, jab, pivot f-tilt or shorthop n-air, f-air and d-air are your friends. if he spindashes and remains grounded, shorthop d-air will beat it.
remember the captain falcon matchup, and how falcon can follow with jab if he whiffs? sonic can do that too. if he whiffs a move, don't rush in to punish him. you can never get too hungry for the kill in this matchup. it will be tempting to punish him for every mistake you think he's made, but don't: more often than not, he will psych you out and then punish your punish attempt. be very patient and don't try to force advantage. your time will come.
his tech-chase game is insane: if he reads your tech-roll, expect punishment. dash attack is great at this, since he can use it out of burst dash and the lingering hitbox will continue through the getup frames and connect when you're vulnerable (it's great at catching rolls and spotdodges for the same reason). rolling to get away from him from a tech is seldom a good idea, since his burst options cover great distance and have good frame data, faster than most of our options. mix it up so it's more difficult to read and try to reset as quickly as possible.
never roll away in neutral. sonic eats up that kind of dodgy movement and you will get punished for it. spotdodge if you have to, but try to avoid rendering yourself vulnerable in neutral. pivoting is a much safer and more efficient way of getting out of sonic's range whilst retaining followup options.
don't sit about in shield either. you will get grabbed for it.
sonic's dash attack and f-smash can punish landings. f-smash at high percents can kill, so don't get baited into whiffing your landing. go for the ledge and try to reset if you have to, just don't take unnecessary risks that can get you put into disadvantage or killed.
re: damage and killing, try to catch his landings with u-smash if you can. always pummel if you grab, it's free damage you'll be happy to have. never use f-smash or u-smash in neutral, it's too easy to punish. f-throw at the edge is probably the safest and most reliable way of killing, so if you get the chance, take it.
mix up your recoveries off-stage. if sonic reads the up-b, he can drop a spring to cut it off, and it's possible to keep doing it if you keep trying to up-b at the same angle (seriously, i got about five or six spring-drops on the cpu when i was labbing it because they kept trying to recover the same way). avoid b-air wall-spike if you're on a stage with an angled underside (final d, battlefield, etc). if possible, go deep under the stage and recover from below to avoid being traced. side-b can be intercepted with spring if it hits on the armour frames; you can still make it back to the stage from that distance, but it opens you up for punishment in the air. note that spring can hit you on the ledge if you don't have invincibility and, on stages with angled undersides, potentially stage-spike. it is vital to get back to the stage quickly and efficiently.
because pit doesn't have to play one style exactly, he doesn't have any fatal weaknesses that sonic exploit, and we can adjust our options to suit his strategy. the thing to remember is that sonic is faster and safer than us in just about every way, and he can convert a small opening into big punishment without much danger to himself. it's vital to optimise punishes while retaining firm control of the neutral game. sonic can and will punish every mistake we make, so we have to play extremely patiently without letting him get in on us. safety and efficiency is the order of the day. this is not a fun or easy matchup, and i'd say it's pit's most difficult, but it is by no means unwinnable. we have the tools to beat sonic: our disjoints, mobility, frame data and punishment options keep it from being a total washout. i'd say it's a solid -2, but no more than that.
sonic can play either rushdown or hit-and-run, depending on which is a better option at the time. if it's the former, typical rushdown rules apply: you want to play the neutral well and keep him out with disjoints and spacing options, while taking into account his great frame data and punish options. the advantage for us is that he has no disjointed moves or projectiles (except up-b, but that won't be used in neutral), so spacing him is a tiny bit easier than it is with certain others (hello captain falcon~). if he tries to aggressively rush into you, use pivots and retreating airs to space him until he begins to mix it up. if you're fighting an especially trigger-happy sonic, shorthop n-air can be a surprisingly good mixup to stop his approach.
that said, you will probably have to fight a campier sonic in a tournament setting. timeout rules favour the hit-and-run playstyle, so bear in mind he may try to lame you out and run the clock. don't try to chase him: he's faster than us and there's not much pit can do to pressure him in that sense. fortunately, guided arrows can help in sniping him out from a distance if he really doesn't want to come to you, and pit's grounded mobility and burst options can pressure him into moving, possibly into a favourable position for us if we keep an eye on his approaching and retreating habits. you want to get an idea of how sonic moves and how he mixes up his rushdown and poking, then respond appropriately.
arrows can be used for the above or to shoot him off-stage (very rarely), but otherwise, don't expect to get much use out of them.
jab beats spindash. if you expect him to shorthop out of it, jab, pivot f-tilt or shorthop n-air, f-air and d-air are your friends. if he spindashes and remains grounded, shorthop d-air will beat it.
remember the captain falcon matchup, and how falcon can follow with jab if he whiffs? sonic can do that too. if he whiffs a move, don't rush in to punish him. you can never get too hungry for the kill in this matchup. it will be tempting to punish him for every mistake you think he's made, but don't: more often than not, he will psych you out and then punish your punish attempt. be very patient and don't try to force advantage. your time will come.
his tech-chase game is insane: if he reads your tech-roll, expect punishment. dash attack is great at this, since he can use it out of burst dash and the lingering hitbox will continue through the getup frames and connect when you're vulnerable (it's great at catching rolls and spotdodges for the same reason). rolling to get away from him from a tech is seldom a good idea, since his burst options cover great distance and have good frame data, faster than most of our options. mix it up so it's more difficult to read and try to reset as quickly as possible.
never roll away in neutral. sonic eats up that kind of dodgy movement and you will get punished for it. spotdodge if you have to, but try to avoid rendering yourself vulnerable in neutral. pivoting is a much safer and more efficient way of getting out of sonic's range whilst retaining followup options.
don't sit about in shield either. you will get grabbed for it.
sonic's dash attack and f-smash can punish landings. f-smash at high percents can kill, so don't get baited into whiffing your landing. go for the ledge and try to reset if you have to, just don't take unnecessary risks that can get you put into disadvantage or killed.
re: damage and killing, try to catch his landings with u-smash if you can. always pummel if you grab, it's free damage you'll be happy to have. never use f-smash or u-smash in neutral, it's too easy to punish. f-throw at the edge is probably the safest and most reliable way of killing, so if you get the chance, take it.
mix up your recoveries off-stage. if sonic reads the up-b, he can drop a spring to cut it off, and it's possible to keep doing it if you keep trying to up-b at the same angle (seriously, i got about five or six spring-drops on the cpu when i was labbing it because they kept trying to recover the same way). avoid b-air wall-spike if you're on a stage with an angled underside (final d, battlefield, etc). if possible, go deep under the stage and recover from below to avoid being traced. side-b can be intercepted with spring if it hits on the armour frames; you can still make it back to the stage from that distance, but it opens you up for punishment in the air. note that spring can hit you on the ledge if you don't have invincibility and, on stages with angled undersides, potentially stage-spike. it is vital to get back to the stage quickly and efficiently.
because pit doesn't have to play one style exactly, he doesn't have any fatal weaknesses that sonic exploit, and we can adjust our options to suit his strategy. the thing to remember is that sonic is faster and safer than us in just about every way, and he can convert a small opening into big punishment without much danger to himself. it's vital to optimise punishes while retaining firm control of the neutral game. sonic can and will punish every mistake we make, so we have to play extremely patiently without letting him get in on us. safety and efficiency is the order of the day. this is not a fun or easy matchup, and i'd say it's pit's most difficult, but it is by no means unwinnable. we have the tools to beat sonic: our disjoints, mobility, frame data and punishment options keep it from being a total washout. i'd say it's a solid -2, but no more than that.
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