Sonic Practice Drills

Here are a series of practice regiments I took and edited from the owner of Soniccord, NiTESPEED. (Ion think he has a twitter account)

The purpose of these drills is to develop multiple different skills that you can apply to your gameplay. Forcing yourself to completely cut off aspects of your play may seem counterproductive at first, but they will force you to get better at adapting and problem solving. This is because you’ll be forced to do new things in situations where you otherwise wouldn’t; which can then be applied when playing normally.

It can also help with ending bad habits like spinning too much out of disadvantage; or overcommitting with spins (putting yourself into disadvantage too often)

I use these both online and offline, but I’d recommend prioritizing these offline. As a lot of them require a handful of precision, and wifi may lead you to developing the wrong ideas for going offline.

** A lot of these challenges will have you SD for breaking the rules, and you can just skip it if you want. It just adds a layer of stakes, and will potentially lead to one breaking them less frequently. You can even skip the challenges and just practice the things in the “just practice” sections if you want to.

I personally recommend skipping the SDs in actual grind sessions, cause if you just start killing yourself for some drill a lot of people will just start sandbagging. I only really do them on elite tbh.

--This is Happenin'--

1. Lose a stock if you kill an opponent before 200% with an edge guard.

2. Lose a stock if you let an opponent get to 200% (if you hit an opponent offstage and they get to 200% during your edgeguard, then you only lose a stock if they manage to successfully recover). However, if you're still in the game, you may kill them on-stage and then go back to edge guards only the next stock.

3. 2-framing is not allowed, nor is ledgetrapping. If someone makes it to the ledge, you let them get up for free and reset to neutral. The goal here is to get you to kill with edge guards and get better with them.

4. If you SD during your edgeguard attempt, you lose another stock. If you get reversal'd during your edgeguard attempt, you lose another stock.

Rationale: The majority of Sonics I’ve seen and played suck at edgeguarding. A lot of you guys do typical dropzone fairs but really don't know how to capitalize on the opponent using good position combined with the plethora of options this character has

The purpose of this is to teach the importance of positioning when it comes to edgeguarding. Simply just mashing options isn't going to be enough vs people who are conscious enough to mix up their recoveries. This’ll require you to do some thinking ahead, as well as paying attention to the patterns the other person has when recovering

If 2-framing and ledge trapping were allowed here, many of you would let people go to ledge more often than they should. While in a real match these are very important, here they would act as crutches. This will also give you a better feel for when you should go offstage and when you should just opt for ledge trapping once you go back to playing normally. As you'll be going offstage far more frequently, putting yourself into these situations far more

Specific things to practice

  • Drop down bair
  • Hovering over the ledge with an aerial, (preferably fair because it’s fast and lingers) and double jumping back onto stage. This’ll let you attack people recovering, while putting yourself back onto stage first. It’s really good for covering air dodges to ledge
  • Ledge slips to better space yourself offstage for stuff like fairs

https://twitter.com/JforJonas/status/1339349871065751564?s=19 

  • Jumping out and fading back to bait out and cover air-dodges
  • Dropping down below the stage and double jumping with the opponent to more effectively land springs. (As the most common way people deal with spring is by stalling offstage) [Just be mindful of any hitboxes they may throw out to swat you away]
  • Spincharge jump fair to catch jumps https://youtu.be/iIi9-udKqSc 
  • Spring bair/ fair to catch jumps
  • Homing attack at certain angles to catch jumps (This is most consistent when the opponent is slightly above you)
  • Double Jumping, then wall jumping to still cover high recoveries after falling to cover low ones

https://www.youtube.com/watch?v=AOcapwnqRLk 

  • Spinning along the side of the stage to space bairs and/or force tech situations with your spin as well. You can also just use this to just better space bairs

https://www.youtube.com/watch?v=loY-lyM3Wng 

  • Spinning along the side of the stage when dropping springs to more effectively catch people who hide under ledge to avoid it
  • Jump and then spinning to push yourself further out for the edgeguard (super committal and shouldn't be used very often, as it's easy to get reversal'd doing it. This is because it requires you to burn your double jump while attacking. It's good if you want to fair outside the typical fullhop aerial range)
  • Using this as a niche way to hit people offstage - Lyco’s “How to Wavebounce Aerial Spin Pivot” Guide - Uploaded 8/31/19 https://www.youtube.com/watch?v=IeSbQ0UTf2M

--Spin To Win--

1. You may only use side-b/combos, down-b/combos, and fsmash to rack and kill.

2. Grabs are banned. Tilts are banned. Jabs are banned. Dash Attack is banned. Aerials aside from spin combos are banned. Up-b is banned except for recovering/continuing a spin combo. HA is banned except for use in a spin combo. Any time you use any of these moves, lose a stock.

3. You are allowed to use aerials out of spins as a way to get yourself out of committing to it. (an example of this is doing a spin dash jump and then a double jump bair before landing on the ground)

4. Edgeguarding is only allowed if you do it out of a spin. (The bullet points above have examples of ways you can use them to position yourself) As expressed by the last challenge, consistency in edgeguarding comes down to positioning. Good control with spins with spins will allow you to capitalize on unique situations offstage to take stocks more often.

Rationale: Sonic's spins and speed are great, but too many people don't know how to properly use his spins to pressure and mix-up the opponent, and rather use them as a battering ram which ends up failing when they spin wrong. They also do not maximize their reward when they do land a spin, and end up being unable to properly kill when needed.

This is to prevent y’all from just autopiloting stuff like run up fairs, dash grabs, and run up tilts simply because you feel like you can’t land any spins

Specific things to practice

https://youtu.be/iIi9-udKqSc 

  • Using spins when tech chasing both on the ground on platforms
  • Using spin invul to go through projectiles and disjoints
  • Using spins to better position yourself offstage
  • Using aerial spincharge to go through projectiles link Megaman pellets, and Link/YL/TL boomerang
  • Cancelling spins with dair/airdodge down as feints to avoid committing to a release that might put you into disadvantage or get u stuffed out

https://www.youtube.com/watch?v=ED8jy7CkU7Q 

  • You can also accomplish the same thing by spinshotting and immediately air dodging down.  This one is faster and harder to punish than dair, but it states your airdodge which can make it harder for you to land and recover

https://youtu.be/Xz8iWVlneOU 

  • Better recognizing openings, as well as being patient enough to not fall for feints often. An example of one is fastfallers who are mashing, and then decide to fast fall with nothing to make you think they're going to commit to an aerial when they actually dont.
  • Making better use of the un-reactable ranges of spins through good positioning to force openings and preemptive commitments from the other person (its still big offline btw) *I mean occasionally mixing in some spins when you’re close enough for it to be un-reactable.

--Honest Sonic--

1. The reverse of "Spin to win." No spins allowed. Use either side b, down b, or neutral b and lose a stock. Everything else is allowed.

Same idea. Learn how to play Sonic without relying on spins to carry you all the time. The rest of his kit is solid, but requires better fundamentals to win with alone. This is because he doesn't have amazing frame data to let him mash; nor a ton of range to wall others out

The main purpose of this one is to just improve your neutral, and understanding of the game. In order to make this work vs characters who have better boxing tools, better frame data, better range, and easier combos; you'll need to become proficient at spacing, timing, and conditioning. This should end up improving your overall gameplay even once you go back to using the spins. Applying these concepts will also help in mus like zoners where you can't spin as much; and it can also help with approaching as sonic in general.

Specific things to practice

https://twitter.com/UltBamba/status/1481078007133618180?t=hLyjKpQF3sLvWe0qDulrkA&s=19 

https://twitter.com/SageSherwin/status/1316822533560315907?s=19 

https://twitter.com/UR2SLOW_/status/1189369223790977024?s=20 

  • Pivot ftilt is decent for setting up tech chase scenarios for higher percents usually around 80%+ and can actually land you jablocks since it's difficult to react to. This is the case especially if the opponent is unaware of the setup

To clarify, because of how ftilt 1 works, if it works on a character it'll work at basically all reasonable percentages. If it doesn't work on a character, it might at higher percentages but those would still be very niche

Ftilt 1 dropouts are more based on spacing than percent

This was tested on idle opponents so moving opponents may change how it works. Feel free to test anyone in the "Doesn't Work" category

--Speed's My Game--

This drill is focused on improving your ability to use Sonic's movement and speed to enhance both your offensive and defensive play, as well as to help you establish a stronger defense beyond simply shielding. The rules are:

1. Shielding is not allowed (parry will be explained separately). If you shield, whether on purpose or by accident, you lose a stock right away. If you shield on your last stock, you lose the game.

2. While shielding is not allowed, other defensive options such as rolling, spot dodging, air dodging, ledge roll and parrying are still allowed. This means you can still keep the shield button, just be careful about using it.

3. Parrying is allowed, but you're only allowed to flicker your shield going for it. Holding shield and releasing for a parry is a skill you can develop in training mode, but isn't the goal of this regimen. You're only allowed 1-3 failed parrys per stock; as you'll need to get really good at timing it in order to achieve consistent punishes.

Rationale: Normals tend to be more unsafe on whiff, even if only by a few frames, than on shield. They also tend to be less safe on parry than on shield, specifically from the 3 frames of advantage given from parrying. This also opens up more punishes like tilts, and smash attacks oos.

You also won't have to worry about shield health while parrying; as moves don't do shield damage if you parry.

You’ll need to learn how to more effectively force your opponents to whiff, catch their habits, and use parries to establish stronger punishes when you don't have space/time to dash back or spindash.

Shielding should be a last resort in this game due to so many options being safe on shield, and while oos fair is a quick option, it's not amazing for anything other than a "get off me." You won't be killing or comboing often, and it won't protect you from cross-ups. Uair can do both at times but even after the buffs it isn't completely consistent

Essentially, this serves as the final one, and as such; it’ll require you to make good use of all the skills. The grounded movement, spin control, edgeguarding, and ledge-trapping altogether.

Extra things to practice for this drill

  • Using Parry shifting to make parries easier

https://youtu.be/VVHgqcfT414 

  • Parry footstool comboing

https://youtu.be/2GaAl7NWKY4 

  • Specific parry footstool punishes for Sonic

https://twitter.com/PeliPenguin/status/1403648800732897280?s=19 

https://twitter.com/PeliPenguin/status/1403658079066075136?s=20 

  • Instant and Vertical Spindash jump- This can be used to avoid committing to releasing to spins. https://youtu.be/10Ds_KICwE8
  • In addition to that they are are both cancellable into jumps, and homing attack which open up a whole new layer of mixups

https://www.youtube.com/watch?v=mkEOM17m_tE 

  • Cancelling spindash, Hop Dash(aerial spindash), and aerial spincharge into wavelands to quickly change your position around platforms and mix up your movement further. This can also help you land back onstage from spins

https://www.youtube.com/watch?v=BZtSfp376Rc

  • Cancelling spindash/charge jump, and spinshot into wavelands to quickly  change your position around platforms and mix up your movement further. This can also help you land back onstage from spins

https://www.youtube.com/watch?v=5IyxvaXZWrs 

**Note- These are not 100% necessary and should only be used as mixups aside from when camping; as it’s less committal to stay mostly grounded and play around the other person

  • Spindash hop and Aerial Spin pivot- Other spin mix ups that can make move around with spins smoother, especially around ledges and platforms https://youtu.be/kY1mUZAVgFE 
  • Wavebounce aerial spin pivot can also be used off of ledge to hit people and start conversions like this one

https://clips.twitch.tv/CallousEnergeticPizzaWTRuck-rpWGIuqHxZDycypR 

**Extra things to keep in mind**

  • "Why is KEN’s Sonic so successful?” Video - Uploaded 9/12/19

https://www.youtube.com/watch?v=3Ayia6w2Cpw 

  • The Camping Mindset

https://twitter.com/Ramses_Esports/status/1304468245559365632?s=20 

  • Videos on "bait and punish," which is Sonic's main playstyle

https://youtu.be/MQGsA8jKn_Y 

https://www.youtube.com/watch?v=DyMSbyS40VM 

https://youtu.be/taxRMR2LvDI 

  • Snasen's Instant Double Jump

Guide - Uploaded 9/13/20

https://www.youtube.com/watch?v=DJfzDibpgKc 

  • Eliminating C-Stick Drift for more precise spacing in neutral and advantage (also from Snasen)

https://youtu.be/uLTx1MJ9bBk 

https://youtu.be/ay0PV9J3hgc 

  • Pink Fresh’s “One skill top players don't talk about” Guide - Uploaded 6/11/21

https://youtu.be/fSgDgiGBWJk 

-You're Too Slow!(Bonus Drill)--

1. Play on a 4 minute timer vs an opponent. You win only if you don't lose a stock and take less than 125%. If you die or take more than 125% (yes, this means 125.1% is too much), you lose.

2. You do not win if you have more KOs than the opponent. You are also not allowed to KO your opponent more than once (this includes edgeguarding). You may, however, hit them away from yourself and combo them.

3. All moves are allowed. Glitches are not. Do whatever you need to survive.

4. Should be apparent, but only legal stages are allowed.

You guys also need to learn how to be patient, draw games out if needed, and avoid your opponent. Doing so will fluster them and open up holes in their play, but more importantly, doing so will keep you alive. Avoid the big hits and don't take too many small ones. As a lightweight, not a midweight, Sonic more than ever needs to know how to move around the stage properly.

Grounded Kill Confirms(Compiled by myself)

Down B to fair [sc fair] (around 85% and above)

Spindash, spindash jump, fair (around 40% at ledge)

Landing nair into spincharge jump, fair (this is a pretty rare confirm thats super tight. It works at around 55%)

Landing weak nair to fsmash (around 80%-120%)

Landing weak nair to up smash (around 80%-120%) [This one is more consistent to land with DI as apposed to the forward smash one, but the percents fluctuate more within this range due to rage]{Sonic's up smash has very strong rage scaling}

Landing nair into back air (around 90% and above)

Uair to spring to Bair can kill from around 140%-160%

Uair spring Nair can kill on some stages, but it's a smaller window

Landing aerial spincharge into spincharge jump, fair (An extremely rare confirm at around 90% and above )

Landing back air (around 110% and above)

Ftilt (around 135% and above)

Spindash double jump nair (around  130-140)

Spindash double jump uair (around 140-150)

Down b to nair [SC nair] (*around 150 and above)

Bthrow (around 150 and above at ledge)

[Very high % kill options]

Rising fair (around 190%)

Landing nair (around 200%)

Raw fully charged spindash (also around 200%)

*These percents become noticeably lower with max rage (around 15-25ish%)

*These percents are just rough percentages for mid-weights, so heavier characters will live longer, and light ones will die earlier

*Stage positioning can raise or lower the percents of these

*Platforms can make Raw Nair and SD kill earlier

*For the nair confirms, the higher your opponent's percent, the later the hitbox of nair is needed

Sonic’s Combo Tree (Compiled by @rucentt on Twitter)

------- Non-Platform Combos -------

(Hop Dash is aerial spindash, FF stands for fast fall, SH stands for short hop, and auto-canceled uair 2 is just landing uair 2 in the way it auto-cancels) **It autocancels right after the uair 2 hitbox goes away

Spin Dash/Charge > Nair

Spin Dash/Charge > Uair

Spin Dash/Charge > Bair

Spin Dash/Charge > Fair

Spin Dash/Charge > Dair

Spin Dash/Charge > Homing Attack

Spin Dash/Charge > Reverse Homing Attack > Double Jump Bair

Spin Dash/Charge > Reverse Homing Attack > Wavebounce Aerial Spin Pivot bair

Spin Charge > Homing Attack > Uair > Nair

Spin Charge > Homing Attack > Uair > Uair

Spin Charge > Homing Attack > Uair > Double Jump Bair

Spin Charge > Homing Attack > Uair > Homing Attack

Up Throw > Bair

Up Throw > Nair

Up Throw > Uair

Falling Uair  1 > Jab

Falling Uair  1 > Grab

Falling Uair  1 > Forward Tilt

Auto-Canceled Uair 2 > Uair

Auto-Canceled Uair 2 > Nair

Auto-Canceled Uair 2 > Fair

Auto-Canceled Uair 2 > Bair

Auto-Canceled Uair 2 > Bair > Nair

Auto-Canceled Uair 2 > Bair > Non-Buffered Nair > Uair

Auto-Canceled Uair 2 > Bair > Non-Buffered Nair > Land > SHFF Uair > Double Jump Nair (Deals 68%)

Auto-Canceled Uair 2 > Bair > Nair > Land > Uair > Homing Attack ( Deals 63%)

Auto-Canceled Uair 2 > Bair > Uair > Land > Bair  (Deals 56%)

Auto-Canceled Uair 2 > Bair > Uair > Land > Nair (Deals 56%)

Auto-Canceled Uair 2 > Bair > Uair > Land > Homing Attack  (Deals 50%)

Auto-Canceled Uair 2 > Up Smash

Auto-Canceled Uair 2 > Homing Attack

Auto-Canceled Uair 2 > Homing Attack > Uair > Homing Attack

Auto-Canceled Uair 2 > Homing Attack > Uair > Nair

Auto-Canceled Uair 2 > Homing Attack > Uair > Bair

Auto-Canceled Uair 2 > Homing Attack > Uair > Land > Double Jump Bair > Bair (Deals 65%)

Auto-Canceled Uair 2 > Homing Attack > Uair 1 > Grab > Up Throw > Nair

Auto-Canceled Uair 2 > Homing Attack > Uair 1 > Grab > Up Throw > Uair

Auto-Canceled Uair 2 > Hop Dash > Uair

Auto-Canceled Uair 2 > Hop Dash > Nair

Auto-Canceled Uair 2 > Hop Dash > Fair

Auto-Canceled Uair 2 > Hop Dash > Bair

Falling Nair > Jab

Falling Nair > Up Tilt

Falling Nair > Forward Tilt

FF Nair > Uair FF > Nair

FF Nair > Uair FF > Uair

FF Nair > Uair FF > Bair

FF Nair > FF > Uair FF > Fair

FF Nair > Uair FF > Hop Dash > Nair

FF Nair > Uair FF > Hop Dash > Fair

FF Nair > Uair FF > Hop Dash > Uair

FF Nair > Uair FF > Hop Dash > Bair

Falling Nair > Nair [Use Sour Nair for later percents]

Falling Nair > Bair [Use Sour Nair for later percents]

Falling Nair > Fair [Use Sour Nair for later percents]

Falling Nair > Homing Attack [Use Sour Nair for later percents]

Falling Nair > Up-Angled Forward Smash [Use Sour Nair for later percents]

Falling Nair > Up Smash [Use Sour Nair for later percents]

Dair > Fair

Falling Bair (20-35ish%) > Tech Chase

Down Throw > Tech Chase

Fair (Opponent Lands On Platform) > Tech Chase

-------  Platform Combos -------

Full Jump Uair FF > Short Hop Uair

Full Jump Uair FF > Nair

Full Jump Uair FF > Bair

Full Jump Uair FF > Fair

Full Jump Uair FF > Up Tilt

Up Throw > Uair Fast Fall > Uair

Up Throw > Uair Fast Fall > Nair

Up Throw > Uair Fast Fall > Fair

Up Throw > Uair Fast Fall > Bair

Full Jump Uair FF > Full Jump Uair > Double Jump Nair

Full Jump Uair FF > Full Jump Uair > Double Jump Uair

Full Jump Uair FF > Hop Dash > Uair

Full Jump Uair FF > Hop Dash > Nair

Full Jump Uair FF > Hop Dash > Fair

Full Jump Uair FF > Hop Dash > Bair

Hop Dash > Nair

Hop Dash > Uair (Starting Low-Mid Percent)

Hop Dash > Fair

Hop Dash > Homing Attack (Must roll under opponent after the first hit then Jump Homing Attack)

-------  Battlefield Platform Combos -------

Full Jump Uair FF > Short Hop Bair (Towards Mid-Plat) > Double Jump Uair Fast Fall > Uair

Full Jump Uair FF > Short Hop Bair (Torwards Mid-Plat) > Double Jump Uair Fast Fall > Nair

Full Jump Uair FF > Short Hop Bair (Torwards Mid-Plat) > Double Jump Uair Fast Fall > Fair

Full Jump Uair FF > Full Jump Uair FF > Full Jump Uair

Short Hop Uair FF (Under Side-Platform) > Hop Dash > Uair (Onto Top-Platform)

Short Hop Uair FF (Under Side-Platform) > Hop Dash > Uair FF (Onto Top-Platform) > Up Tilt

Short Hop Uair FF (Under Side-Platform) > Hop Dash > Uair FF (Onto Top-Platform) > Fair

Short Hop Uair FF (Under Side-Platform) > Hop Dash > Uair FF (Onto Top-Platform) > Uair

Short Hop Uair FF (Under Side-Platform) > Hop Dash > Uair FF (Onto Top-Platform) > Nair

Up Throw > Full Jump Uair FF (Onto Side-Platorm) > Double Jump Bair (drift towards opponent after DJ) > Uair 1 > Jab Combo

Up Throw > Full Jump Uair FF (Onto Side-Platform) > Double Jump Bair (drift towards opponent after DJ) > Uair 1 > Up Tilt

Up Throw > Full Jump Uair FF (Onto Side-Platform) > Double Jump Bair (drift towards opponent after DJ) > Uair 1 > Jab Forward Tilt

Up Throw > Full Jump Uair FF (Onto Side-Platform) > Double Jump Bair (drift towards opponent after DJ) > Uair 1 > Up Throw > Uair

Up Throw > Full Jump Uair FF (Onto Side-Platform) > Double Jump Bair (drift towards opponent after DJ) > Uair 1 > Up Throw > Nair

Up Throw > Full Jump Uair FF (Onto Side-Platform) > Double Jump Bair (drift towards opponent after DJ) > Uair 1 > Up Throw > Bair

------ Instant Double Jump Concepts------

https://twitter.com/curiosityman2/status/1308944571720663042?s=19 

https://twitter.com/curiosityman2/status/1310020318573088769?s=20 

https://twitter.com/curiosityman2/status/1316538654286905351?s=19 

https://twitter.com/curiosityman2/status/1326257474266128384?s=19

https://twitter.com/LeSoS_SSBU/status/1309667293744463872?s=19 

https://twitter.com/SageSherwin/status/1351582390406275075?s=20

https://twitter.com/curiosityman2/status/1328199737879777286?s=19 

https://twitter.com/curiosityman2/status/1367665534129610760?s=19 

https://twitter.com/curiosityman2/status/1367675868177440769?s=19

 

https://twitter.com/curiosityman2/status/1367884219339468812?s=19 

https://twitter.com/curiosityman2/status/1359549787696209924?s=19 

------ Cool Combo Concepts------

Spin Charge > HA > Footstool > HA > Uair > Uair

https://twitter.com/UltimateSonix/status/1296267042971058190?s=20 

Bair > Nair > Uair > Footstool > Homing Attack > Uair > Bair

https://twitter.com/fortunecookie8_/status/1302077096169177094?s=20 

Homing Attack > Uair 1 > Reverse Down Tilt > Spring Ride > Uair

https://twitter.com/lANGELXl/status/1307094336224604160?s=20 

Full Charge Spin Dash > Uair > Nair > Uair > Bair

https://twitter.com/curiosityman2/status/1320507806571765762?s=20 

 

Uair > Uair > Footstool > Homing Attack > Uair > Footstool > Homing Attack > Uair > Bair (Tweet unavailable)

https://twitter.com/dangotnext/status/1317183793095213056?s=20 

Bair > Nair > Uair > Bair

https://twitter.com/fortunecookie8_/status/1297722743924961280?s=20 

Uair > Bair > Uair > Hop Dash > Bair

https://twitter.com/LeSoS_SSBU/status/1309667293744463872?s=19 

Spin Charge > Gyro > Spin Charge > Fair

https://mobile.twitter.com/ashidenhedgiest/status/1291133311293825031

Spin Charge > Spring Ride & Bair > Nair/Uair Follow Ups from Ledge

https://twitter.com/lANGELXl/status/1290705659235885058?s=20 

Nair > Footstool > Jab 1 > Jab 2 > Spin Charge > Homing Attack > Bair (tweet unavailable)

https://twitter.com/dannysmxxve/status/1287467176417538051?s=20 

Spin Charge > Homing Attack > Uair > Bair > Uair > Homing Attack

https://twitter.com/lANGELXl/status/1286272577544040449?s=20 

> Spin Charge > Homing Attack > Nair > Bair > Jab 1 > Jab 2 > Spin Charge > Dair > Fair

https://twitter.com/Aiko_sp/status/1188163897821319169?s=20 

Homing Attack > Nair > Bair > Spin Charge > HA > Bair > Spring > Bair

https://twitter.com/MasterHandGames/status/1178083849626161152?s=20 

Up Throw > Homing Attack > Uair > Uair (Homing attack whiffs with DI :/)

https://twitter.com/MemeySSB/status/1134489058401538048?s=19 

Up Throw > Homing Attack > Uair > Uair > Dair > Up Throw > Homing Attack > Uair (Homing attack whiffs with DI :/)

https://twitter.com/MemeySSB/status/1134496459116752896?s=19