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Sonic (SSB4)/Forward smash: Difference between revisions

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==Overview==
==Overview==
A wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. However, it comes out on frame 18 and has 28 frames of ending lag, making it risky if used unwisely. Originates from ''Sonic the Fighters''.
A wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. It is also good for 2-frame-punishes. However, it comes out on frame 18 and has 28 frames of ending lag, making it risky if used unwisely. Originates from ''Sonic the Fighters''.


==Update history==
==Update history==

Revision as of 16:27, December 6, 2016

Overview

A wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. It is also good for 2-frame-punishes. However, it comes out on frame 18 and has 28 frames of ending lag, making it risky if used unwisely. Originates from Sonic the Fighters.

Update history

Super Smash Bros. 4 1.0.4

  • Nerf Ending lag: frame 44 → 48.

Super Smash Bros. 4 1.1.0

  • Nerf Knockback growth: 106 → 101, slightly hindering its KO potential.

Hitboxes

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent Effect SFX level
Foot 14% 361 30 101 ? Normal ?

Timing

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.
Hitboxes 18-20
Interruptible 48
Animation length ?
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Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible