Template:SSB4 to SSBU changelist/Sonic: Difference between revisions

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*{{buff|Sonic's [[air speed]] is faster (1.15 → 1.208).}}
*{{buff|Sonic's [[air speed]] is faster (1.15 → 1.208).}}
*{{change|Sonic [[falling speed|falls]] faster (1.45 → 1.65), his falling speed now being above average instead of below average.}}
*{{change|Sonic [[falling speed|falls]] faster (1.45 → 1.65), his falling speed now being above average instead of below average.}}
**{{buff|His [[fast-fall|fast falling]] speed is faster as well (2.32 → 2.64), which improves his air mobility and leaves him less susceptible to juggling.}}
**{{buff|His [[fast fall]]ing speed is faster as well (2.32 → 2.64), which improves his air mobility and leaves him less susceptible to juggling.}}
*{{nerf|Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than {{SSBU|Zelda}} and being lighter than {{SSBU|Little Mac}}, worsening his endurance. While this change would make him less susceptible to combos, this is prevented by his faster fall speed.}}
*{{nerf|Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than {{SSBU|Zelda}} and being lighter than {{SSBU|Little Mac}}, worsening his endurance. While this change would make him less susceptible to combos, this is prevented by his faster fall speed.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
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**{{buff|The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.}}
**{{buff|The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.}}
**{{buff|The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.}}
**{{buff|The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.}}
*[[Up tilt]]
*[[Up tilt]]:
**{{buff|Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).}}
**{{buff|Both hits have less startup lag (frame 7 → 6 (hit 1), 18 → 13 (hit 2)).}}
**{{buff|Up tilt has less ending lag (FAF 40 → 36).}}
***{{nerf|However, the move's total duration was not fully compensated (FAF 40 → 36), giving it one more frame of ending lag.}}
**{{change|The first hit's late portion no longer uses the [[autolink angle]] (365° → 95°).}}
**{{change|The first hit's late portion no longer uses the [[autolink angle]] (365° → 95°).}}
**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
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***{{nerf|However, this completely removes its ability to be used as a pseudo [[crawl]].}}
***{{nerf|However, this completely removes its ability to be used as a pseudo [[crawl]].}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times It also deals less knockback to compensate for the single hit's greater damage relative to the previous version's final hit (80 base/125 scaling → 88/80 (clean), 93/80 (late)).}}
**{{change|Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times. It also deals less knockback to compensate for the single hit's greater damage relative to the previous version's final hit (80 base/125 scaling → 88/80 (clean), 93/80 (late)).}}
**{{buff|It has much less ending lag (FAF 62 → 46).}}
**{{buff|It deals more damage (6% → 8% (clean), 4% → 6% late)).}}
**{{buff|It deals more damage (6% → 8% (clean), 4% → 6% late)).}}
**{{buff|It has much less ending lag (FAF 62 → 46).}}
**{{buff|It has gained a [[shieldstun]] multiplier of 0.75× for the clean hit, and 1.05× for the late hit. Combined with its reduced ending lag, higher damage, and the increased shieldstun for ground attacks, this makes both safer on shield, despite the clean hit having a below-average multiplier.}}
**{{buff|The late hit has gained a [[shieldstun]] multiplier of 1.57×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.}}
**{{nerf|It launches at a lower angle (70° → 60°), hindering its KO potential.}}
**{{nerf|It launches at a lower angle (70° → 60°), hindering its KO potential.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Sonic's arm stretches out further during the punch, improving its range.}}
**{{buff|Sonic's arm stretches out further during the punch, improving its range.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has less startup lag (frame 19 → 14).}}
**{{buff|Up smash has less startup (frame 19 → 14). While its total duration is one frame longer by comparison (FAF 66 → 62), it retains the same ending lag due to the first hit being separated one more frame from the subsequent hits.}}
**{{buff|Up smash's looping hits are larger (4u/4u/4u/4u 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{buff|It grants more [[intangibility]] frames (frames 18-20 14-18).}}
**{{buff|The first hit launches opponents towards Sonic (90° → 110°) with increased knockback (FKB 70 → 120), while the looping hits have a lower [[SDI]] multiplier (0.6× → 0.5×), and both use [[weight-independent]] knockback, allowing them to connect more reliably.}}
**{{buff|The first hit launches opponents towards Sonic (90° → 110°) with more [[set knockback]] (70 → 120), while the looping hits have a lower [[SDI]] multiplier (0.6× → 0.5×), and both use [[weight-independent]] knockback, allowing them to connect more reliably.}}
**{{buff|The looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{buff|The last hit has increased knockback scaling (165 → 170), improving its KO potential.}}
**{{buff|The last hit has increased knockback scaling (165 → 170), improving its KO potential.}}
**{{buff|Up smash grants more intangibility frames (frames 18-20 → 14-18).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.}}
**{{buff|Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.}}
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**{{nerf|Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.}}
**{{nerf|Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.}}
**{{buff|The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).}}
**{{buff|The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).}}
**{{buff|The second hit has an additional hitbox below Sonic, mostly (but not entirely) mitigating the linking issues caused by the aforementioned changes to the first hit.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).}}
**{{change|Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).}}