Editing Sonic (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 136: | Line 136: | ||
|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}}) | |fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14}} | |fsmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|fsmashdesc= | |fsmashdesc=The Wind-Up Punch, one of Sonic's attacks from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can be angled. It's also disjointed and beats several hitboxes because Sonic doesn't have a hurtbox on his hands. Altogether, these traits make it one of Sonic's best KO moves, if not his absolute best one. However, it has low base knockback, and thus should be used for KO attempts later instead of earlier. It also has noticeable start-up (frame 18) and ending lag (28 frames), making it risky if used unwisely. | ||
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}}) | |usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8) | |usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8) | ||
Line 151: | Line 151: | ||
|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | |bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | |bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean and has low ending lag. However, it | |bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean and has low ending lag. However, it does have moderately high start-up lag (frame 13) for a back aerial, which can make it somewhat challenging to hit with. | ||
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | |uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2) |