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

Undid edit by MVBowserBrutus: You've been told to stop editing these changelists for pointless wording changes
Tag: Mobile edit
(Undid edit by MVBowserBrutus: You've been told to stop editing these changelists for pointless wording changes)
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**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt launches at an upwards angle instead of horizontally (361° → 73°) and deals much more knockback (30 base/80 scaling → 40/100), improving its combo potential.}}
**{{buff|Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 base/80 scaling → 40/100), improving its combo potential.}}
**{{buff|Sonic no longer slides forward after using the move, making it safer to use for [[spacing]].}}
**{{buff|Sonic no longer slides forward after using the move, making it safer to use for [[spacing]].}}
***{{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]].}}
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**{{buff|It grants more [[intangibility]] frames (frames 18-20 → 14-18).}}
**{{buff|It grants more [[intangibility]] frames (frames 18-20 → 14-18).}}
**{{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 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|Two of the looping hits' hitboxes are larger (4u/4u → 4.2u/4.2u), slightly improving its range.}}
**{{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.}}
**{{nerf|It has a new animation where Sonic's feet stretch out and enlarge. However, its hitboxes weren't adjusted, and as such, it has gone from being disjointed to failing to cover Sonic's feet.}}
**{{nerf|It has a new animation where Sonic's feet extend greatly. As its hitboxes were not adjusted, this results in the move no longer being disjointed, with it now failing to fully cover Sonic's feet.}}


===Aerial attacks===
===Aerial attacks===
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*[[Grab]]s:
*[[Grab]]s:
**{{nerf|All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).}}
**{{nerf|Standing and pivot grab have one extra frame of startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).}}
**{{nerf|Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).}}
**{{nerf|Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).}}
**{{nerf|Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).}}
*[[Pummel]]:
*[[Pummel]]:
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*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}}
**{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}}
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag by one frame.}}
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.}}
**{{nerf|It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer killing at high percentages.}}
**{{nerf|It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer KOing at high percents.}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}}
**{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}}