Super Smash Bros. 4

Sonic (SSB4)/Forward smash: Difference between revisions

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==Overview==
==Overview==
A wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. It is also good for 2-frame-punishes. However, it comes out on frame 18 and has 28 frames of ending lag, making it risky if used unwisely. Originates from ''Sonic the Fighters''.
A strong wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. It is also good for 2-frame-punishes. However, it comes out on frame 18 and has 27 frames of ending lag, making it risky if used unwisely. Originates from ''Sonic the Fighters''.


==Update history==
==Update history==
'''{{GameIcon|ssb4}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
*{{nerf|Ending lag|frame 44|48.}}
*{{nerf|Ending lag (FAF 44 48).}}
'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{nerf|Knockback growth|106|101, slightly hindering its KO potential.}}
*{{nerf|Knockback scaling (106 101), slightly hindering its KO potential.}}


==Hitboxes==
==Hitboxes==
{|class="wikitable sortable"
==Hitboxes==
|-
{{SSB4HitboxTableHeader}}
! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent || Effect !! SFX level
{{SSB4HitboxTableRow
|-
|id=0
|Foot || {{ChargedSmashDmgSSB4|14}} || 361 || 30 || 101 || || ? || Normal || ?
|damage={{ChargedSmashDmgSSB4|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=4.5
|bn=23
|xpos=4.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|sfx=Punch
|slvl=L
}}
{{SSB4HitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSB4|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=3.5
|bn=22
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|slvl=L
}}
{{SSB4HitboxTableRow
|id=2
|damage={{ChargedSmashDmgSSB4|14}}
|sd=0
|angle=361
|bk=30
|ks=101
|fkv=0
|r=2.5
|bn=21
|xpos=-1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|ff=1.0
|effect=Normal
|sfx=Punch
|slvl=L
}}
|}
|}


==Timing==
==Timing==
{{technical data}}
{|class="wikitable"
{|class="wikitable"
!Charges between
|12-13
|-
!Hitboxes
!Hitboxes
|18-20
|18-20
|-
!Animation length
|47
|-
|-
!Interruptible
!Interruptible
|48
|48
|-
!Animation length
|?
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=12|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
 
{{FrameIconLegend|lag=y|charge=y|hitbox=y}}


{{MvSubNavSonic|g=SSB4}}
{{MvSubNavSonic|g=SSB4}}
[[Category:Sonic (SSB4)]]
[[Category:Sonic (SSB4)]]
[[Category:Forward smashes (SSB4)]]
[[Category:Forward smashes (SSB4)]]

Latest revision as of 11:11, February 15, 2022

Sonic forward smash hitbox visualization
SonicFSmashUp.gif
SonicFSmash.gif
SonicFSmashDown.gif

Overview[edit]

A strong wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. It is also good for 2-frame-punishes. However, it comes out on frame 18 and has 27 frames of ending lag, making it risky if used unwisely. Originates from Sonic the Fighters.

Update history[edit]

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Nerf Ending lag (FAF 44 → 48).

Super Smash Bros. 4 1.1.0

  • Nerf Knockback scaling (106 → 101), slightly hindering its KO potential.

Hitboxes[edit]

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 14% 0 Sakurai angle 30 101 0 4.5 23 4.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 14% 0 Sakurai angle 30 101 0 3.5 22 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
2 0 14% 0 Sakurai angle 30 101 0 2.5 21 -1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png

Timing[edit]

Charges between 12-13
Hitboxes 18-20
Animation length 47
Interruptible 48
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(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox