Sonic the Fighters

Iapetus, about the barriers, I say that it is more balanced to actually leave them on. I speak from quite a bit of experience playing the game. However, if you are starting out it might be wise to put barrier reset on and possibly even change the rounds to 3. This way you will get more comfortable with barrier stun and follow up moves. I had the settings like this for months and it really helped me learn a lot. However once I turned the settings back to normal I felt it was definitely more balanced in its default form. Most attacks that break barriers can be avoided and punish, its something you learn once you play the game enough. Eventually you can get through whole matches without losing all your barriers even after turning hyper a few times during the matches. Having lots of barriers may balance out Bark more, but it would kill Sonic quite a bit.

Also when you are out of barriers you get your blank burst (performed by using the hyper activation command), its fairly fast and has good priority. If your out of barriers its really good to understand the usefulness of this move.

Laughing Otter (Amy) vs Giza (Espio)
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Laughing Otter (Amy) vs Giza (Fang)
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3+ minutes of Perfects
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Giza, can you give me any tips on using Bean? For some reason I really like the way that he plays.

Well, first off. It is good to understand what kind of character Bean is. If you like his gameplay it probably means you have come to be familiar with his projectiles, but what you may not have noticed so much is his combo-ability. He has weak damage but don’t let that discourage you. His unique combo-ability and having some reasonably good projectiles make him be one of the flashiest characters in the game.

Basic Projectile Usage;
Alright. Here is one of the funnest parts of Bean and why people usually like him in the first place. He is filled with unique projectiles but he isn’t limited to just being a keep away character like Fang is. Let me go into detail on some of his projectiles and how to use them.

Air Bomb = (in midair) :p:: Easy to use and abuse.You can actually do 2 of these in the air. It can be used when an opponent is trying to land or when they are on the ground. If they barrier both of them then it is pretty safe. However your opponent can often run towards you to avoid it. Be careful of this. I would suggest only using these when your opponent has limited movement or is low on health and you don’t mind doing some kamikaze moves on them.

The air bomb can hurt bean if they hit him as he is landing. However this can be used to his advantage in certain situations. Double air bomb and have the second one hit Bean as he lands, then wait until Bean is decently high in the air then Land (Z button or :p:+:k:+:snkb:) and try to throw two more bombs right after.

Crouch Bomb = :d:+:p:: Pretty much his combo ender. He usually can use it anytime he knocks down the opponent. Has other uses but they come up so rarely that meh. It looks cool, and can be effective in hyper mode.

3-Bomb Toss = :r::r:+:p:: This projectile seems useless right? But it has some uses. If you opponent has the option of using land that would cover the majority of the field, use these babies and it will limit what they can do after they land. But its main use is hyper mode. In hyper you should throw these after a peck combo has finished and right before the opponent hits the from, let these bombs hit at the same time as your stomp and then combo again.

Bomb Kick = :r:+:k:: He kicks a bomb straight in front of him. It is good. Alright now this is easy to understand. Knock opponent into air and then kick one of these babies at him. If you hit your opponent with an air bomb and they go up, might as well follow that up by kicking a bomb at them. I also suggest kicking one after his High Kick*.
High Kick is performed by pressing :u:+:k:, might take awhile to get the hang of cause you might accidentally use the jumping stomp. It also can be performed by using a kick during a dodge.

Grab
One of Bean’s most damaging moves is his normal grab (L trigger or :p:+:snkb:). Bean’s grab does loads of damage. Your opponents will fear this grab because it takes off a very good percentage of their health. Abuse his normal grab to the fullest but never forget that he has another. This grab is very useful to use after crouching under some opponents approaches. Also if you make contact his a peck during hyper while your opponent is standing (whether he blocks it or not), you can go right into this grab.

He also has a multi-peck grab (:l::r::l:+:p:+:snkb:). This move takes long than his other peck, and taking up time is usually a good time in this game. However it overall is less damaging then his other grab… so why use it? It can set up for different situations. Make bother opponents face there backs to each other after its finished. You can high kick and then bomb kick right after. Or Turnaround High Punch (Z trigger or :p:+:k:+:snkb: when facing your back to them), and they will be on the ground facing way from you.

Hyper Mode
In case you don’t know Hyper mode is activated by holding back and hitting the R trigger (:l:+:p:+:k:).

Now this is cool. Bean looks beastly in hyper. I’ll break it up into two sections.

Tick Hyper: Your opponent blocks you attacks when you try to use hyper on him. Well this is a good time for you. If you activate hyper and then just try to peck, kick, or crouching bomb (from close) them and they barrier the move… you can grab them and they cannot do anything about it because they have too much block stun. So if they are blocking grab them. This allow works if you peck or kick them and they are just standing.

Hyper Combos: Fun time. You will begin to love Bean’s stomp (:d:+:k: when opponent is laying on the ground) because it sets up for pretty much whatever you like best. The basic of his hyper combos is when they are on the floor you use the stomp and then use kicks or pecks right afterwards, you really can do whatever after the stomp. Now I could go into more detail on this but it isn’t too hard to get the hang of. Just test stuff out and you should have fun with it. It is really gonna be his 3-bomb throw and crouching bomb throw being used properly that will make this look cool. Mess around with them and if you need more help I will go into detail.

Odd note for hyper. While using the low kicks (:df:+:k:) when the opponent is being juggled in your moves it might be possible to grab them sometimes. Not sure the exact details and it might just be because I had opponents who tried to land it.

Anyway last minute note. Don’t spam the pecks too much. They can be be crouched under and you will be pushed. If they do crouch always try to get with a :r:+:p: after the fourth peck. The necks aren’t too terribly safe when you aren’t in hyper.

Hope this all helps.

Edit: I also finally kind of updated the first post… including the newest tier list.

Wow, the new tier list is so different now . :o Also the tips really helped me. :slight_smile:

No problem. I’ve been practicing hyper mode stuff with him recently anyway so it was nice to actually have something drive me into writing some of the stuff about him down. When I think of new approaches and combos with him I’ll let you know.

Thanks for letting me know, and it looks like you have another avatar. =O

I was hoping to find a StF topic here, it only figures that Giza made it. :stuck_out_tongue:

BUT, back on topic: I’ve been trying things with Sonic quite a bit lately, attempting to harness some of his better barrier breaking moves. Escaping punishment is the hardest thing, though. Shorthopping away sometimes does it, but not always.

Well, my friend no longer plays against me when I use Sonic due to the :df::p: juggle, after that he turns off the game and asks if I want to play TimeSplitters Two instead >.>

What happened to your other thread Giza?

ah well.

Glad to see you’re still plugging away at it.

-SH

What is this juggle you speak of?

Well my friend never bothers to get out of it, but basically after something like a punch combo the move that looks like the one when you activate hyper mode juggles a bit. Well, after I get the first hit he doesn’t really play after that, so I never actually got see how it works against another human.

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The :df:+:p: juggle pretty nice in hyper since they cannot land out of it. It doesn’t really do too much damage so I don’t see the big deal though.

If your spin get blocked you will get punished in some way… but personally I think if you take out 2 or 3 of their barriers it is well worth getting hit (most of the time… don’t apply against Bark). But Sonic actually has a nice punishing move himself to balance this out, his :df:+:p: is damn fast and breaks a barrier… so when people approach you they will get a little punishment too. Sonic’s moveset creates a rather odd match of constant punishment against most characters. When people get too close for comfort :df:+:p: is awhile a nice move. Once you break all their barriers (which Sonic can do pretty fast, you should feel a lot safer)

I don’t play Sonic too much so I don’t know how to help you with other functions of Sonic. I’ve been playing around with his turn-around move, which makes me think he has some sort of wall related strategy at times but have yet to find one. I will get around to this more later.

Recently I have noticed that Fang simply rapes Bark, and to some extent Bean and Amy. I am trying to determine if this would be a big problem when having tournaments… probably not.

Anyway, I’ve been looking at Bean some more. If you want to practice with him I suggest learning how to play without ever stopping. Of coarse when playing there will be times to slow down but its good to know all your options when running all over the screen with him. Running jump over your opponents head and throw one bomb before you go over them. Then start running away from them, run up a wall, at the height of it (where you would jump off) press up and you should jump really high in the air, spam Air bombs… you should be able to do 3 (and I think Ive done 4 once but not sure). Practice his wall potential… 2 air bomb + hyper could be really good.

Also when in Hyper with Bean, if you get a peck in right away on a barrier than use :d::d:+:k:+:snkb: (foot stomp), peck again and then do a normal grab. It is nice looking, damaging and safe.

UPDATE to rules:
I have changed Round time to 60 seconds since matches with my friends started to constantly get time overs.

Nothing to contribute… but good stuff, Giza. Keep it coming. :tup:

I got this game today, and its friggin awesome!

Maan. I finally get someone to play this game with.

God this game is amazing. So i end up looking at the internet to see what stuff I can scoop up. Low and behold, Giza of all people iswas leading the reigns. Ha.

I might bug him to come back to this. :V

i just got this game a couple days ago and destroying ppl with amy rose hehe im awesome :smiley:

They should remake this game.

Yikes, I forgot about this thread. It is pretty embarrassing. Oh well, I have been playing the game again recently with some people and figured out I need to rethink the way I approach the game. Currently I don’t have a very good understand of match ups and what some of the characters can do. I’ve been looking into some unblockables that have been making it fairly interesting.

It’s out on XBLA as of yesterday, for 400 MSP. It has online play but I’ve no idea how good the netcode is, because there’s literally no one online right now. ><

im gonna play this my self. I know I’ll be maining amy for sheer character love but by character options, who is best at defensive punishment style? I basically like to play off the ignorance of my opponent so im the passive aggressive type.