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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 | **{{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 | **{{buff|Both hits have less startup lag (frame 7 → 6 (hit 1), 18 → 13 (hit 2)).}} | ||
**{{ | ***{{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 | **{{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.}} | ||
**{{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 | **{{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| | **{{buff|It grants more [[intangibility]] frames (frames 18-20 → 14-18).}} | ||
**{{buff|The first hit launches opponents towards Sonic (90° → 110°) with | **{{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.}} | ||
*[[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).}} |