Super Smash Bros. Ultimate

Sonic (SSBU)/Forward tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} {|class="wikitable" style="float:right; margin:4pt;" !colspan=5|Sonic forward tilt hitbox visualizations |- !↗ |300px |- !→ |...)
 
Tag: Mobile edit
 
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|-
|-
!↗
!↗
|[[File:SonicFTiltUpSSBU.gif|300px]]
|[[File:SonicFTiltUpSSBU.gif|350px]]
|-
|-
!→
!→
|[[File:SonicFTiltSSBU.gif|300px]]
|[[File:SonicFTiltSSBU.gif|350px]]
|-
|-
!↘
!↘
|[[File:SonicFTiltDownSSBU.gif|300px]]
|[[File:SonicFTiltDownSSBU.gif|350px]]
|-
|-
|}
|}
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
The Horse Kick from Sonic the Fighters. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, or as an [[out of shield]] option.
The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, good knockback and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]], or KOing opponents near the ledge.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Forward tilt connects more reliably.}}
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=4%
|damage=4.0%
|angle=28
|angle=28
|af=3
|bk=80
|bk=80
|ks=3
|ks=3
|fkv=0
|fkv=0
|r=3.0
|r=5.0
|bn=kneel
|bn=kneel
|xpos=5.3
|xpos=5.3
|ypos=1.0
|ypos=1.0
|zpos=-0.7
|zpos=-0.7
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.0%
|damage=7.0%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=115
|ks=115
Line 47: Line 52:
|bn=kneel
|bn=kneel
|xpos=6.0
|xpos=6.0
|ypos=0.0
|zpos=-1.6
|zpos=-1.6
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|id=1
|damage=5.0%
|damage=5.0%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=115
|ks=115
Line 65: Line 67:
|r=3.5
|r=3.5
|bn=kneel
|bn=kneel
|xpos=0.0
|ypos=0.0
|zpos=-1.0
|zpos=-1.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 78: Line 76:
|damage=5.0%
|damage=5.0%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=115
|ks=115
Line 84: Line 83:
|bn=legl
|bn=legl
|xpos=-1.0
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|}
|}
==Timing==
==Timing==
===Attack===
[[Jostling]] is disabled during frames 1-25.
{|class="wikitable"
{|class="wikitable"
!Hit 1
!Hit 1
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|-
|-
!Animation length
!Animation length
|?
|47
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=12}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 03:45, February 2, 2024

Sonic forward tilt hitbox visualizations
SonicFTiltUpSSBU.gif
SonicFTiltSSBU.gif
SonicFTiltDownSSBU.gif
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

The Horse Kick from Sonic the Fighters. It hits twice, has minimal start-up lag, good knockback and can be angled. Altogether, these traits make it useful for spacing, starting tech-chase, or KOing opponents near the ledge.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward tilt connects more reliably.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
2 0 0 4.0% 0 AngleIcon28.png Forward 80 3 0 HitboxTableIcon(False).png 5.0 kneel 5.3 1.0 -0.7 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 7.0% 0 Sakurai angle Forward 30 115 0 HitboxTableIcon(False).png 5.0 kneel 6.0 0.0 -1.6 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 5.0% 0 Sakurai angle Forward 30 115 0 HitboxTableIcon(False).png 3.5 kneel 0.0 0.0 -1.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 5.0% 0 Sakurai angle Forward 30 115 0 HitboxTableIcon(False).png 3.5 legl -1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Jostling is disabled during frames 1-25.

Hit 1 6
Hit 2 8-11
Interruptible 36
Animation length 47
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible