Sonic (SSBU)/Up smash: Difference between revisions
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(→Overview: from what I can see, sonics up smash actuslly seems to be really good at shield poking, so I figured that might be noteworthy.) |
Tag: Mobile edit |
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[[File:SonicUSmashSSBU.gif|thumb|400px|Hitbox visualization showing Sonic's up smash.]] | [[File:SonicUSmashSSBU.gif|thumb|400px|Hitbox visualization showing Sonic's up smash.]] | ||
==Overview== | ==Overview== | ||
A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, but its last hit also has average base knockback, which makes it better suited for KO attempts later instead of earlier. However, it's also good at [[Shield stab|shield stabbing]] and will usually be able to shield stab any shield that isn't completely full. | A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, but its last hit also has average base knockback, which makes it better suited for KO attempts later instead of earlier. However, it's also good at [[Shield stab|shield stabbing]] and will usually be able to shield stab any shield that isn't completely full. On top of this, Sonic is intangible during the first few frames of his spin dash animation, making the move harder to punish. | ||
==Update history== | ==Update history== |
Latest revision as of 03:55, February 2, 2024
Overview[edit]
A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, but its last hit also has average base knockback, which makes it better suited for KO attempts later instead of earlier. However, it's also good at shield stabbing and will usually be able to shield stab any shield that isn't completely full. On top of this, Sonic is intangible during the first few frames of his spin dash animation, making the move harder to punish.
Update history[edit]
- Its meteor smashing hitboxes have received a -100% trip chance, preventing them from tripping opponents on platforms and causing the last hit to miss due to the trip's intangibility.
- It has less startup (frame 18 → 14), with its total duration reduced as well (FAF 66 → 62).
- It grants longer intangibility (frames 18-20 → 14-18).
- It modifies Sonic's jostle area on frame 13, making it less likely for opponents to get pushed out of the move's range.
- The first hit's lower hitbox launches more inward (95° → 110°) with higher set knockback (70 → 120), allowing it to lead into the looping hits more effectively.
Hitboxes[edit]
Timing[edit]
Charges between | 9-10 |
---|---|
Intangibility | 14-18 |
Hit 1 | 14 |
Hits 2-7 | 17, 19, 21, 23, 25, 27 |
Hit 8 | 29-30 |
Interruptible | 62 |
Animation length | 78 |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|