|   |  |   |
|
| | The Actual Mario vs Sonic | |
| | Author | Message |
|---|
Klinestife
 Join date: 2010-08-30 Posts: 5
 | Subject: The Actual Mario vs Sonic Mon Aug 30, 2010 4:45 pm | |
| Let's f*cking face it, Sonic wins in an all out one on one fight. Especially the Archie Comic Sonic, that's the most broken character I've ever seen. I really don't want to list his specs, it will break any mario fan. And I've been hearing a lot of "MARIO WILL FIREBALL HIS a**!" Let's face it, you can't hit anyone you can't see. If we're talking about games, Mario will beat his a**. Bar-down. Sonic's transition into 3d would be GREAT if they had a good camera and a less crappy control scheme. Except for Sonic rush/adventure. That game will beat Mario's Super Mario Bros any day. Did I basically sum it up? If you want me to list Archie Sonic's specs, be prepared to cry, Mario fans. If you say "nuenuez, were comparing the game versions" that's fine too, because the game Sonic is only slightly less broken than Archie Sonic. |
|  | | MariovSonic

 Join date: 2009-04-01 Posts: 1930
 | Subject: Re: The Actual Mario vs Sonic Mon Aug 30, 2010 7:48 pm | |
| Aw, I can't believe we have not covered physical fighting yet!
I often joke that Sonic WOULD beat Mario in a fight, simply because he's spike-covered. If Mario accidentally hops on something pokey (or... um... a Pokey, for that matter), he takes damage. If Mr. Needlemouse decides to simply curl up into a ball, Mr. Mustache is going to be pulling quills out of his shoes for the next week.
However, taking all things into account, I do think Mario could stand a chance against him.
Now, you mentioned Sonic's speed- games such as Sonic Advance prove in many ways that speediness is not out of the ordinary for his universe- even little ol' Cream is able to travel 360 degree loops and corkscrews with ease. Heck, if we want to go that far, even Dr. Eggman has freakin' OUTRUN Sonic on multiple occasions. With this, we can infer Sonic's universe has -something- that gives its inhabitants that ability to run fast. If Mario is part of that same universe (or perhaps even visited that same universe), I would probably say he'd be moderately fast... considering the fact he is certainly in better shape than the good 'ol Doc. (Additionally, Sonic out of his universe might cause a significant slow-down for him.)
But even with that, the playing field still isn't narrow enough- Sonic is the 'fastest thing alive,' after all. If Mario is allowed to use his various power ups (while Sonic is left with his typical 'hands-on' approach), chances are he would be able to overpower Sonic in many ways- similar to how Knuckles is able to fight Sonic despite their obvious 'speed' differences.
Concerning the 3D game transition, Sonic Adventure has its problems, but it is nothing to scoff at. Certainly games like Super Mario 64 were a lot more revolutionary and polished, therefore better, but Sonic's first 3D outing wasn't a terrible train wreck like a certain 3D Sonic game I know...(lol, train, get it?) ____________________________________ |
|  | | Klinestife
 Join date: 2010-08-30 Posts: 5
 | Subject: Hehe Mon Aug 30, 2010 11:21 pm | |
| OK, I'll list the specs anyways. It will seriously blow you away. (It IS copy pasted. Don't blame me.)
Archie Sonic the Hedgehog would tear through Mario like nothing; he is easily one the most stupidly broken fictional characters is existence.
I’m pretty sure EB V3 will back me up on this. Both game and comic Sonic are absurd.
Durability: Survived a multitude of nuclear missles going off around him (Mecha Madness Special). Survived a direct blast from a time-distorting beam (Sonic #71). Survived the Ultimate Annihilator from ground zero (#50).
Strength: Easily rends steel and heavy armor. Once punched his way through a series of blast-doors while pursuing the original Robotnik (#50).
Willpower- In normal form, resisted and overcame the mind-control of a dimension controlling god.
Dexterity: Godlike. Capable of disassembling (piece by piece) an entire G.U.N. Unit抯 weaponry without even removing the weapons from the soldier抯 hands in less then an instant, in basic form.
Speed: Unfathonable. Can vibrate his molecules to slip through solid objects in his normal form (Sonic #119). Was able to scoop up some water from a river, form it into a sphere using his hands and throw it at an enemy in less then 0.0000001 seconds. In terms of combat, can use his speed in normal form to perform 搗anishing attacks?were he moves too fast to be seen and can destroy an enemy in an instant (Sonic #102).
Sidenote: Apparently keeps a huge ammount of his power in check; when Eggman nuked the original Knothole and started wailing on Sonic with his super mech, Sonic pushed past his limit and ran all the way to the coast of the continent in an instant (the equivalent of running from California to NYC in an instant) and then turned on the coast with such force is upturned the ocean, then ran back and blasted right into Eggman’s sheild, denting it (which should have been impossible as the sheild was built to resist Sonic’s maximum limit. i.e. Sonic’s true limit has yet to be seen.)
Senses: Can, apparently, sense danger to a certain extent, even from miles away. (Sonic #102).
Special Techniques or Abilities:
-Can create minor barriers or energy waves capable of either deflecting minor attacks or allowing him to ram into opponents with intense force (#13, #138)
Billionth Ring Field- As of Sonic #35 has been granted a personal, internal mystical aura capable of maintaing and reshaping Sonic抯 spiritual and physical essence. This allows him to be revived and restored from form altering and fatal injury (Mecha Madness) and can occasionally protect him with a powerful aura barrier (#35). It can also be used to draw incredible knowledge (Sonic Quest). The protective limits of this aura seem limitless as it has saved Sonic when he was pulled into the heart of the Ultimate Annihilator, which should have erased him from all planes of existence (Sonic #50, SSS #6). Not to mention the fact that the eruption engulfed a good 1/5th of the planet and messed up the dimensional and universal barriers.
So to summarize
Sonic the Hedgehog: -Super Strength -Epic Level Speed -Protected by a limitless mystic shield PLUS his ability to create minor shields. -Can just BLATANTLY IGNORE solidity by vibrating his molecules. -Pretty much un-killable, what with the billionth ring aura -Deity-denying willpower -Godlike dexterity -Can sense danger from miles away
And that’s not even dipping into his technique pool.
And THEN we take this brokey mc brokers character and give him the most absurd power ever! Chaos Control! Thanks to the timeskip between #98-#99 Sonic gets all the benefits of SA2’s Chaos Control; an ability which is basically a blank-check of time-space manipulation. It’s broken enough as is in the game (freeze/slow time, teleportation, time warping, energy blasts etc etc etc) but the comic makes it even more absurd by giving those who use it the ability to open inter-dimensional barriers or perma-freeze a person in a state of time.
You seriously think a Mario’s fireballs would hurt Sonic? After surving the Ultimate Annihilator, the force of Master Mogul, the full force of the Egg fleet and Eggman’s Super Mech in his normal form I’m pretty sure nothing short of a battleship is going to even scratch Sonic.
Don’t even bother trying to compare Mario to Archie Sonic; he outclasses him by entire dimensions. He’s taken on guys who were multiverse-level threats and could play silly-putty with time and space (Enerjak, Mammoth Mogul, Giant Borg, Finalhazard, Seperated Super Sonic) the world’s greatest sorceror (Ixis Nagus) a god (Perfect Chaos) and survived some of the worst stuff Eggman has thrown at him, some of which would end entire nations, the planet or the multiverse itself (nuclear strikes, the many many versions of Mecha Sonic some of which have been absurdly powerful, the Ultimate Annihilator and the list goes on and on).
But the comic Sonic not good enough for you? You only use the game version you say? Well that’s just fine because the game version is only slightly less-absurd then the comic version. The Rush Attack would end Mario almost instantly (it’s an attack where Sonic rushes forward at insane speeds engulfed in a powerful aura which destroys pretty much anything in his path, and yes, it reflects enemy projectiles so Mario’s fireballs, hammers, watever would go bouncing right off and he’d be paved over by the attack over and over again, Sonic could seriously just keep doing drive-bys until a win. Rush attack not quite cutting it for ya? That’s fine, Sonic’s technique pool goes on and on. The SA1 Light Speed Dash would make Sonic spindash around in the air around Mario at incredibly high speed like a one-man hive of bees repeatedly attacking Mario until he fell. Sonic Wave (Sonic Battle) and Sonic Wind would allow Sonic to attack from long-range is need be, oh and the later is basically a spell which errupts from the target so it would be incredibly hard to dodge. And while it has been mentioned before Homing Attack, if abused, would end Mario pretty quickly. What you’re all forgetting is that even if it fails to take down Mario, he is still going to have a steel-rending living buzzsaw bashing into him at high speeds; even if it doesn’t end him on the spot he is going to be reeling from that blow, giving Sonic more then enough time to pull off a second HA. Seriously have you played the 3D games? If you just keep tapping B you repeatedly HA into a target until it falls. I would think it would be hard for Mario to defend from such an attack, let alone counter it. Have you ever tried fighting while something is repeatedly bashing into you? Not the easiest thing in the world to do. None of these powers are derived from items, and if you’re giving Mario items, then it’s only fair that Sonic gets some to....and that, of course leads to....
....the final touch, the checkmate. Chaos Control. The world’s most absurdly broken technique. SA2, Sonic Battle and Sonic Heroes prove that Sonic can use the technique devoid of a Chaos Emerald. Even if you insist otherwise, the fact remains that if Mario is bringing items and upgrades into this battle, then by all fairness Sonic should be allowed to bring at least one item. And really, that’s all he needs, a single Chaos Emerald to end this in an instant. The bell rings, the fight begins and before anyone can even cheer Sonic has blink-time-stopped via Chaos Control and is now free to bash Mario to his hearts content. Check out SA2 and Sonic 06 to see such a battle tactic in action, oh and while your at it, you may want to notice the fact that using CC with two emeralds allows you to jump through time. So yeah, if Sonic really wanted he could go back in time and take out Mario when he was a kid.
And of course if you give Sonic all seven emeralds then you’re talking Super Sonic......and you really don’t want to mess with him. Mario may have taken on some threats in her day, but none of them come anywhere NEAR the multiverse-threatening, omni-chronological, superdimensional god that was Solaris, the being Super Sonic defeated.
Sonic VS Mario? Pssh, the stupidest VS debate in existence. If you still think a guy who takes damage from having a turtle walk into him can take on Sonic given all the info I just provided, then you my friend are one sad in-denial fanboy.
Also, if Mario can use items, then surely Sonic should be able to bring in items too? As said above, if you actually read through all that =/
Also, even though Sonic's universe does seem to bestow speed, Sonic seems to be extra fast, as his max speed in the games far surpassed all the other character's max speeds. So he'll still run circles around Mario if he seriously wanted to break his speed limit ^_^ |
|  | | MariovSonic

 Join date: 2009-04-01 Posts: 1930
 | Subject: Re: The Actual Mario vs Sonic Tue Aug 31, 2010 9:11 pm | |
| Sonic can certainly be grouped into the god tier (heck, maybe beyond- how many gods has he defeated now?)- in many of his incarnations, he is a flat-out Mary Sue-character. Nothing and no one ever stands as a permanent challenge, he gains powers on the spot, he is musically skilled and he only has one weakness [swimming]. However, there is also the fact his abilities are extremely inconsistent. He seems to rarely 'Chaos Control' his way through things, even if it would certainly be more convenient to use. His boost only appears every now and again, forcing him to gain momentum the old fashioned way. He seems to not like to create tornadoes very often, and his light speed attack only seems to work once in a blue moon. It is very fool-hardy of him not to use these abilities in world-threatening situations, no?  If we want to get technical, Mario seems to be able to survive several hits from things that should kill a person as well. Fire blasts, lava, electrical shock, high descents, being crushed, and so on general leave Mario alive and well. | Quote: | And of course if you give Sonic all seven emeralds then you’re talking Super Sonic......and you really don’t want to mess with him. Mario may have taken on some threats in her day, but none of them come anywhere NEAR the multiverse-threatening, omni-chronological, superdimensional god that was Solaris, the being Super Sonic defeated.
|
Gender-specific pronouns suck. xP
It's also probably worth mentioning the likes of Dimentio, the fact Mario can flip dimensions, and that Sonic only defeated Solaris with the help of two other super-formed hedgies. ____________________________________ |
|  | | Klinestife
 Join date: 2010-08-30 Posts: 5
 | Subject: Re: The Actual Mario vs Sonic Tue Aug 31, 2010 10:40 pm | |
| By several hits...you mean 3, right? And that's if he has a fireflower...which isn't a whole lot when Sonic can survive indefinitely as long as he has one ring. Yes. He defeated Solaris with the help of 2 other super hedgies. I think if Mario had to face a godly form that spans all dimensions and time, he would need a little help, no? As for his abilities, I think he just enjoys a challenge. He is very fool-hardy, and apparently only uses his abilities when his life might really be on the line. AKA. if he used Chaos Control every couple of fights, then it would be too easy for him, no? And he thinks that's boring. As for his weakness, he RUNS OVER WATER!  The person that listed those specs scared me. I mean, Sonic did survive nukes in the game, and a planet buster at ground zero in the comics. So I think he can survive a couple of fire balls or head busters. |
|  | | MariovSonic

 Join date: 2009-04-01 Posts: 1930
 | Subject: Re: The Actual Mario vs Sonic Tue Aug 31, 2010 10:59 pm | |
| | Klinestife wrote: | | By several hits...you mean 3, right? And that's if he has a fireflower...which isn't a whole lot when Sonic can survive indefinitely as long as he has one ring. |
Well, I suppose it depends on the game. In most 2D games, Mario has a one-to-two hit death limit depending on how many powerups he holds, while in Mario 64, Mario has a health meter of 8, in Mario Galaxy, it's only 3. Like Sonic, Mario's stamina and techniques are very inconsistent.
| Quote: | | Yes. He defeated Solaris with the help of 2 other super hedgies. I think if Mario had to face a godly form that spans all dimensions and time, he would need a little help, no? |
Oh, don't think Sonic needing a little help is a bad thing, of course Mario would need assistance as well. And technically, Solaris wasn't even defeated if I remember correctly, but removed from the time line... and never existed and ugh, my brain hurts. xP
| Quote: | | As for his abilities, I think he just enjoys a challenge. He is very fool-hardy, and apparently only uses his abilities when his life might really be on the line. AKA. if he used Chaos Control every couple of fights, then it would be too easy for him, no? And he thinks that's boring. |
The fact many superheroes don't spam their "SUPER" superpowers has always made me curious. I suppose it is in Sonic's character to not overdo things and enjoy the challenge of holding back (I really need to stop over-thinking plotholes).
| Quote: | As for his weakness, he RUNS OVER WATER!  |
Which looks AWESOME. 
Characters having weaknesses isn't bad, but that's besides the point.
| Quote: | | The person that listed those specs scared me. I mean, Sonic did survive nukes and a planet buster at ground zero in the comics. So broken it's not even funny. |
The fact atmospheric reentry has left Sonic unscathed on multiple occasions has frightened me. XD____________________________________ |
|  | | NintyFreak

 Join date: 2009-12-12 Posts: 457
 | Subject: Re: The Actual Mario vs Sonic Thu Sep 02, 2010 3:16 pm | |
| 'Mario wud kik sonicz azz LOLROFLMAO cuz mario iz teh besst EVAR!!11'
Oh, wait, someone's serious this time? Well then, let me get out my notepad and tweed jacket
Now, I can't have someone post a bunch o' stats and leave it standing, if Mario's going down, I'm not letting him go down without a fight, but not one of those slapfights of
'SONIC SUX CUZ HE DUZ'
'NO U'
We're gonna do this right, anyways, we need to get some ground rules started, just so we know where we can draw our arguments from and such
1. You said that I shouldn't compare Mario to Archie Comics Sonic, I would so love to do that, 'cause I like a challenge, but I think because Mario and Sonic are video game characters, our source material should be the video games, sound fair so far?
2. The place the pair are fighting isn't any part of their respective Universes, MariovSonic made and excellent point of the Sonic universe granting some sort of speed boost to the people in the universe, Robotnik has outran Sonic and he's an over 50 ear old human, Mario is in much better shape and human himself. Also, within Mario's universe, he has superhuman strength, I think we can safely say that their universes grant some ability
3. Like in Phoenix Wright, every point is backed up with cold. Hard. Evidence. Even if the point you're making seems self explanitory or common knowledge, i.e. if you say Sonic is blue, you need to back it up regardless of the fact we all know Sonic is blue
An extension of this, if you are unable to back yourself up, i.e. I once read that Sonic's fur turned blue when he first broke the sound barrier, he was originally brown, if someone else said they heard that too, the point remains valid
4. Anyone can join in for their respective sides, and even, switch sides, but the need to abide by the rules of etiquette, we make point by point, be friendly, and generally have a laugh with it yet stay on topic, everyone has an opinion, deal with it.
5. Try and keep posts easily legible, if we're going to write masses, like I am now, and Klinestife has, make it so that it's easily read, lots of paragraphs, I love paragraphs
6. You made a point of Sonic having all these abilities, and MariovSonic pointed out that Sonic's abilities are extremely inconsistent, we need to figure out which ones stay, and which ones are one-time game powerups, same with Mario
I don't think I have any more on that unless someone else wants to add or amend some of them, but I just think it's important that we understand what's going down when we discuss this vast, vast topic, seriously, if we don't thin it down, we'd be here forever
TL;DR Team Mario; For The Win |
|  | | MariovSonic

 Join date: 2009-04-01 Posts: 1930
 | Subject: Re: The Actual Mario vs Sonic Thu Sep 02, 2010 11:26 pm | |
| Do you mind if I sticky your rules? These are great guidelines for the people don't seem to care/know how to construct a proper argument on this forum. ____________________________________ |
|  | | NintyFreak

 Join date: 2009-12-12 Posts: 457
 | Subject: Re: The Actual Mario vs Sonic Fri Sep 03, 2010 8:46 pm | |
| I don't mind at all, and as I said, you can add or change them whenever |
|  | | MariovSonic

 Join date: 2009-04-01 Posts: 1930
 | Subject: Re: The Actual Mario vs Sonic Mon Sep 06, 2010 3:29 pm | |
| Alright, thank you! I'm hoping this will prevent those demonstrated 'nonsense' arguments from popping up.  OK, on topic, I think it's safe to assume only power ups and abilities that have reappeared in the series should be discussed. Unfortunately, I know that certain abilities are reappearing yet inconsistent in how they work. For instance, Klinestife brought up Sonic's Rush attack thing. In Sonic Rush/2, Sonic gained the boost by preforming tricks. In Sonic Unleashed, he would get the power by collecting rings. Now, in his new game, Sonic gains the ability only by collecting certain Wisps. ____________________________________ |
|  | | LuIgI tHe SaTuRn!

 Join date: 2009-05-01 Posts: 319
 | Subject: Re: The Actual Mario vs Sonic Fri Sep 17, 2010 10:15 pm | |
| Well, let's think. Sonic has Chaos Emeralds, Mario has Star Sprites. Mario's Moveset MovesetFor a visual representation of Mario's attack hitboxes, see this page. Move Description Segment Damage Angle Hit Frames BKB KBG WBKB WBKBS Type Neutral Combo Kick Jabs with his right, then his left, and then kicks with his right foot. All are from Super Mario 64. Beneficial in making combos. First hit jab locks characters laying on the ground. Punch 1 Fist 3% * 2 3 0 0 15 100 Arm 10 Body 80 15 Punch 2 Fist 2% * 8 9 18 Arm 15 Body 80 25 Kick 4% * 20 24 30 95 0 0 F-Tilt Power Kick Does a roundhouse kick with his right leg. Has average damage and knockback, but has better reach than his other tilts (it is still short). Has some IASA frames. Angled Up 8% * 5 8 8 100 0 0 Angled Side AND let's not forget his all-too numerous special attacks (which I will NOT list, because Super Mario Wiki is banned on the F'in school computers. See the article about my name change.) Sonic
Angled Down 13 U-Tilt Uppercut Delivers an uppercut while spinning. Similar to a move in Super Mario RPG. Average damage and above-average knockback. An excellent juggler that can be comboed into itself, an up smash, and an uair juggle. 7% 96 5 12 28 130 0 0 D-Tilt Crouch Kick Sweeps low to the ground with his leg. Though it has a very fast start-up, it deals very little damage, has high ending lag, low knockback, very low hitstun, and very short reach. Foot 5% 80 5 8 20 80 0 0 Leg 7% Dash Slide Kick Slides forward and kicks with both feet. Also from Super Mario 64. Has low diagonal knockback behind Mario that is difficult to follow up on. (Has IASA frames near the end.) Clean Foot 9% 110 6 9 70 50 0 0 Leg 80 Late Foot 7% 120 10 25 45 30 Leg 70 U-Smash Head Snap Sends opponents skyward with a headbutt. Has fast start-up lag and its ending lag is rather low as well. It does have good base knockback and knockback scaling, but its KO power is rather average for an up-smash. This is Mario's only reliable finisher outside his f-smash and it is his only attack that can KO vertically under 150%. 14% 83 9 13 32 90 0 0 D-Smash Breakdance Kick Does a breakdance sweep. Like Mario's other attacks, it has fast start-up and ending lag but short reach. While stronger than his tilts and aerials, it isn't strong enough to reliably KO under 150%. Another attack from Super Mario 64. Front 15% * 5 7 40 73 0 0 Back 12% 14 15 35 75 F-Smash Fire Smash Steps back and then forward, causing a blast of fire out of his hand. One of Mario's best reaching moves (though its reach is only average at best). It has rather fast start-up for a forward smash but it does have punishable ending lag. Damage and knockback is highest when sweetspotted at the flame. Can also be angled up and down. It has low base knockback but its knockback scaling is very high. This is Mario's most powerful attack and can be considered his best finisher. The sweetspot is a hitbox with transcendent priority. The attack is derived form Mario's ability to shoot fireballs. Angled Up Arm 15% * 15 18 25 100 0 0 Fire 18% 90 Angled Side Arm 14% 100 Fire 17% 90 Angled Down Arm 13% 100 Fire 16% 90 Nair Drop Kick Performs a Sex Kick kick in the air. Similar to an attack from Super Mario 64. Its almost instantaneous start-up can be used to break certain chainthrows and combos but it has low knockback and short reach. Clean 10% * 3 6 20 100 0 0 Late 5% 7 29 13 90 Fair Meteor Punch Punches downward. This is a slow Meteor Smash with below-average power if it is sweetspotted. It is a weak meteor smash that is difficult to land, but it does have the benefit of sending opponents on a horizontal trajectory instead of straight down. When sourspotted, it sends opponents on a horizontal trajectory with decent knockback. Windup 12% * 16 30 80 0 0 Meteor 13% 280 17 19 20 75 Late 10% * 20 21 20 80 Bair Rear Kick Spins and kicks backward. Similar to his Fair in the original Super Smash Bros.. Very fast start-up with decent reach and knockback. Can WoP at low to mid percentages and KO at very high percentages (but not below 150% outside of edgeguard situations). Clean 12% * 6 8 10 95 0 0 Late 7% 9 14 7 90 Uair Flip Kick Does a somersault and kicks upward. Very low start-up and ending lag with low knockback, it works very well as a juggler at low to mid percentages. 11% 45 4 9 9 100 0 0 Dair Mario Tornado Spins with fists then strikes with both on opposite sides. Like the original move, it looks somewhat like the Spin Jump from various Mario games, such as Super Mario World. Similar to his other aerials, it has almost no start-up with short reach, but it does have some ending lag. The final hit does low vertical knockback. Hits 1-5 1% 94 5,7,9,11,13 0 0 10 100 Hit 6 7% 75 25 80 80 0 0 Landing 2% * 1 3 0 0 60 100 Pummel Nosebutt One of the slowest pummels in the game. 3% * 16 0 0 30 100 F-Throw Spin Chuck Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9% 45 13 60 65 0 0 B-Throw Spin Throw Mario spins around several times then throws his opponent backwards. It is similar to when Mario grabs Bowser by the tail, and then swings him around in an attempt to throw into the bombs in Super Mario 64. While a very slow throw, he can damage other characters with the character he is swinging around. This is by far Mario's strongest throw and its knockback scaling is high enough to reliably KO around 185%. While powerful for a throw, it is very slow, making it very easy to DI, limiting its KO potential. It is also Mario's most damaging throw. Throw 12% 45 44 70 63 0 0 Swing Collision 8% * 20 100 U-Throw Vertical Hurl Mario throws his opponent high into the air. Good base knockback but it has low knockback scaling. It can be follow up by a uair juggle but is mostly inferior to the down throw for setting up. 8% 90 18 70 72 0 0 D-Throw Ground Slam Mario slams his opponent into the ground. Its low base knockback and knockback scaling with its vertical trajectory makes it great for setting up with a u-tilt and uair juggle, but it is Mario's weakest throw otherwise. 6% 80 18 75 50 0 0 Floor (back) Sweep Kick Gets up then kicks behind him, then in front of him. Hit 1 6% * 20 21 80 50 0 0 Hit 2 24 25 Floor (front) Double Punch Gets up then punches behind him, then in front of him. Hit 1 6% * 19 20 80 50 0 0 Hit 2 25 26 Floor (trip) Double Kick Kicks behind him, then in front of him while getting up. Hit 1 5% * 19 20 60 50 0 0 Hit 2 31 32 Edge <100% Quick Kick Does a somersault and then kicks upwards, from a laying down position. Legs 8% 45 24 26 0 0 110 100 Body 6% Edge 100%+ Slow Kick Gets up then does a kick similar to his forward tilt. 10% * 40 44 0 0 110 100 Neutral Special Fireball A small, weak projectile. Early 5% * 14 19 30 25 0 0 Semi-early 20 30 22 20 After 30 11 15 Side Special Cape Reverses projectiles and enemies. Ground 8% 110 12 14 0 0 0 0 Air 6% Up Special Super Jump Punch Soars upwards, dragging along enemies. Hit 1 Arm 5% 70 3 6 0 0 130 100 Fist 90 140 Hits 2-4 Arm 1% 74 7,9,11 150 Fist 90 Hits 5-6 Arm - 13-14, 16-17 90 Fist 120 Hit 7 3% 60 19 20 52 145 0 0 Down Special FLUDD Sprays water that does nothing but push. 0% 55 0 0 32 100 Final Smash Mario Finale Unleashes a torrent of flame sideways. Larger 3% 32 26 260 40 100 0 0 Smaller 2%
Sonic Moveset[edit] Ground Attacks[edit] NormalNeutral Attack - A left-handed punch, then a right-handed punch, then finally a side kick with the left leg. 7% damage. Can jab lock the first and second punch (much like Snake's neutral A). No lag, but extremely poor range. Dash Attack - Rolls into a ball to hit anyone in his way, similar to when you press down while running in most Sonic games. 6% damage. Difficult to punish, even when shielded. Strong Side - Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's F-Tilt in Melee). 11% damage, in two hits. Decent in-close defensive move. Strong Up - Kicks upward which hits three times (appearance comparable to C. Falcon's Up Smash). Decent knockback. 14 damage if all three hits connect(3% on the first hit, 4% on the second hit, and 7% on the third hit). Strong Down - Foot sweep (appearance and knockback comparable to Sheik's D-Tilt in Melee). 6% damage. Can trip at tip, be used to pseudo-crawl, and/or combine with itself or other attacks well at early percents due to IASA frames. [edit] SmashSide Smash - Winds up his arm during the charge and attacks with a slow punch and yells "GO!". It has good knockback, but poor range and slow speed hinder it to be reliable. 14-20% damage. Can be angled. Tip of fist has high enough priority to clank with swords, and can punch through Meta Knight's Mach Tornado. Up Smash - Sonic does a short jump and hangs at its apex for a bit doing a spin. Enemies that get hit are caught into this attack, and gets hit multiple times until the final hit, which does low knockback. Horrid lag time makes it very punishable. On the upside, it has a somewhat unpredictable nature if dashing and C-sticking from long-range due to Sonic's speed, which works great to land in a hit from a distance. Has minor meteor smashing properties towards the back of the move on around the 6th-7th hit. This attack is not recommended to use as a KO move due to its awful knockback, but if used effectively, it works well as a damage builder. 14-20% damage if all hits connect, which doesn't happen as often as Sonic players might like. Down Smash - Spin Dashes back and forth over a short distance around him. It has good knockback, and decent range, but its slow start-up prevents it from being a reliable finisher. 12-19% damage. Presents a moving hurtbox for Sonic, and works well on opponents descending onto Sonic. Possesses three hitboxes, 1st with good knockback and the last hit having no KO power. [edit] OtherLedge Attack - Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward. 8% damage. This attack resembles his 'cliffhanger flip' attack in Sonic Spinball. 100% Ledge Attack - Sticks out foot then the other while on his back, two consecutive hits. 13% damage. Floor Attack - Quick foot sweep, hits both sides. 6% damage. [edit] Aerial Attacks Neutral Aerial - Spins in place. Properties are similar to the properties of the Sex Kick. Low priority. This attack is more effective as a short hop aerial as opposed to high in the air, because its long animation can be punished easily. This move looks similar to his basic jump, which may be referencing the fact that in the classic Sonic games, Sonic only needed to jump in order to damage an enemy. Since jumping cannot damage in Brawl, this move simply accentuates his spinning motion to turn it into an attack that looks similar to his jump. 11% damage. Forward Aerial - Drills at the enemy head first rotating his body, delivering multiple hits. Similar to Pikachu's/Falco's f-air.Below-average knockback, but is an excellent follow-up move out of throws and easy to follow-up on. Instantaneous start-up. Can also be effective when trying to gimp recoveries. Up to 13% damage. The player should be careful using it too close to the ground as it has terrible lag should Sonic touch the ground before he finishes the attack. Back Aerial - Kicks behind him (appearance and knockback comparable to Samus's B-Air). One of Sonic's best killing moves, however it's too slow and has too low range to be a reliable KO move. 14% damage. Up Aerial - A flip kick. First he splits his legs apart and out (capable of hitting enemies a bit to his sides) doing no significant knockback. Then he kicks up, knocking his opponents up with decent knockback. 9% damage. Good for juggling out of spin dash moves at early-mid percents. Using it in conjunction with Sonic's Spring Jump is a common KO strategy for Sonic; its meager knockback requires Sonic to hit opponents with his Up Aerial at a high altitude to land a KO, which he can attain using the Spring Jump. Has the most priority of any of Sonic's attacks. It can be used from the ground as well as the air to hit opponents. Its lag is minimal, even when landing on the ground Sonic doesn't suffer any lag and can follow through with another Uair. Down Aerial - A Stall-Then-Fall aerial. Sonic stalls for a brief moment, then shoots downwards foot first. Appearance i comparable to Ganondorf's Wizard's Foot. This attack does not continue downwards until landing (although it does go down very far before stopping), but after some frames it can be cancelled with a Spring Jump. When used with a short hop, the attack gives Sonic the appearance of stomping. It has a good amount of lag when hitting the ground if not performed from high enough. Knockback is either diagonally vertical, or slightly down and horizontal at onset of move. 8% damage. [edit] Grabs and ThrowsPummel - Knees the opponent. 3% damage. One of the fastest pummels in the game. Forward Throw - Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up-Air juggles, but it can be heavily DI'ed backwards. 9% damage. Back Throw - Does a back flip while spinning (and while holding the opponent) and slams them on the ground, sending them backwards with okay knockback. Appearance is similar to Pikachu's back throw in Melee. 8% damage. Up Throw - Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is shot upwards and at an angle. 12% damage in two quick hits. Excellent juggle early on, and great for follow-ups with Spring Jump later, though advanced players will horizontally DI. This throw is one of the most damaging in the game percentage wise, and its knockback can KO lightweights at high percents. Down Throw - Throws them down and spins on them (similar to Jigglypuff's down throw but not quite the same), then knocks them a bit forward against the stage. Does a good amount of damage but has set horizontal knockback. 8% damage. Great for tech chasing or for getting opponents off the edge. This can be followed up with a DACUS as well. [edit] Special MovesSonic's Special Moves Standard Special Move: Homing Attack Side Special Move: Spin Dash Up Special Move: Spring Jump Down Special Move: Spin Charge Final Smash: Super Sonic [edit] Taunts Ok, taken from Brawlwiki. Now then, compare these. And compare mario's numerous attacks in other games (as chuggaconeroy would say in Paper Mario, PPPPPKKKKKKK, SSSSSTTTTTTAAAAARRRRSSSSTTTTTOOOORRRRRRMMMMM!!!) |
|  | | NintyFreak

 Join date: 2009-12-12 Posts: 457
 | Subject: Re: The Actual Mario vs Sonic Wed Sep 22, 2010 7:52 pm | |
| | MariovSonic wrote: | | OK, on topic, I think it's safe to assume only power ups and abilities that have reappeared in the series should be discussed. Unfortunately, I know that certain abilities are reappearing yet inconsistent in how they work. For instance, Klinestife brought up Sonic's Rush attack thing. In Sonic Rush/2, Sonic gained the boost by preforming tricks. In Sonic Unleashed, he would get the power by collecting rings. Now, in his new game, Sonic gains the ability only by collecting certain Wisps. |
Agreed on that the abilities and power ups have to basically be staples in the respective series', and that's an interesting point in the Sonic's Rush attack.. I guess a fair way would be either: 1. If it's done the same way more than once across games, then it's that, for example: Sonic's Rush attack appeared in the four games MariovSonic mentioned, and in two of them, it works the same way.. So I guess it's that one? 2. The first game it appears in, as it introduces it, it was made for that game and modified in future ones, this would be.. Sonic Rush again(?) 3. If you can come up with a 3
| LuIgI tHe SaTuRn! wrote: | | WORDS |
I know I should read that and be civil but.. That's one big wall o' text and it made me forget whether or not Brawl applies
What does anyone else think? |
|  | | | | The Actual Mario vs Sonic | |
|
| Page 1 of 1 |
| | Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |
|