Editing Sonic (SSB4)
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==Attributes== | ==Attributes== | ||
Sonic is a [[Weight|middleweight]] that, like in his home series, possesses outstanding mobility. He fittingly boasts the fastest [[dash]]ing speed in the game, yet also possesses the seventh fastest [[walk]]ing speed and ninth fastest [[air speed]], the latter of which is tied with {{SSB4|Mario}} and {{SSB4|Donkey Kong}}'s. When coupled with his | Sonic is a [[Weight|middleweight]] that, like in his home series, possesses outstanding mobility. He fittingly boasts the fastest [[dash]]ing speed in the game, yet also possesses the seventh fastest [[walk]]ing speed and ninth fastest [[air speed]], the latter of which is tied with {{SSB4|Mario}} and {{SSB4|Donkey Kong}}'s. When coupled with his below-average [[falling speed]] and above-average [[gravity]], Sonic has nigh-omnipresence; even in spite of his very slow [[air acceleration]], his other attributes enable him to travel at a blinding speed across any stage. These traits, in turn, make Sonic able to easily and effectively utilize a hit-and-run playstyle. To round out his outstanding mobility, Sonic is capable of [[wall jump]]ing. | ||
Sonic possesses very useful special moves. [[Spin Dash]] and [[Spin Charge]] are perhaps Sonic's best [[neutral game]] options, as they allow him to roll across the stage at varying speeds while also dealing damage upon contact. Spin Dash allows Sonic to jump even while charging, and can be canceled with a grab or by shielding, which grants it [[mindgame]] potential. Spin Charge, however, hits multiple times and moves even faster, making it a reliable alternative to dashing. Both, however, can give Sonic additional protection when recovering and even chain into other attacks. When coupled with their extremely similar animations, opponents have to tread carefully when dealing with these moves, since a single misstep can result in a very fast chain of attacks that can deal impressive damage. | Sonic possesses very useful special moves. [[Spin Dash]] and [[Spin Charge]] are perhaps Sonic's best [[neutral game]] options, as they allow him to roll across the stage at varying speeds while also dealing damage upon contact. Spin Dash allows Sonic to jump even while charging, and can be canceled with a grab or by shielding, which grants it [[mindgame]] potential. Spin Charge, however, hits multiple times and moves even faster, making it a reliable alternative to dashing. Both, however, can give Sonic additional protection when recovering and even chain into other attacks. When coupled with their extremely similar animations, opponents have to tread carefully when dealing with these moves, since a single misstep can result in a very fast chain of attacks that can deal impressive damage. |