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

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Aesthetics: Noticed this a long time ago but I guess this wasn't mentioned anywhere.)
 
(32 intermediate revisions by 19 users not shown)
Line 1: Line 1:
===Aesthetics===
===Aesthetics===
*{{change|Sonic's design is largely the same as it was in ''SSB4'', although his model features a more subdued color scheme due to the aesthetic used in ''Ultimate''. His fur is now lightly detailed, and his shoes appear more polished.}}
*{{change|Sonic's design is largely the same as it was in ''SSB4'', although his model features a more subdued color scheme due to the aesthetic used in ''Ultimate''. His fur is now lightly detailed, similar to his appearance in the ''Sonic Boom'' animated series and ''Sonic Forces'' artwork, his gloves have more detailed fabric, and his shoes appear more polished.}}
*{{change|Sonic is slightly more expressive than in ''Smash 4'', as he now has a sly grin while dashing and now frowns when using his up tilt, [[forward smash]], [[forward throw]], and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in ''Brawl'', such as not looking impatient during his foot-tapping idle animation and not grinning while waving his finger.}}
*{{change|Like most other returning characters, Sonic is slightly more expressive than in ''Smash 4''. He now has a sly grin while dashing and frowns during his [[up tilt]], [[forward smash]], [[forward throw]], and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in ''Brawl'', as he doesn’t grow impatient during his foot-tapping idle pose and doesn’t grin during his finger-wiggle idle pose.}}
*{{change|Sonic's head quills have greater independent physics, resembling how their movement was in ''Brawl''.}}
*{{change|Sonic's head quills have greater independent physics, resembling how their movement was in ''Brawl''.}}
*{{change|The Chaos Emeralds that appear in [[Super Sonic]] and Sonic's up-inputted victory pose now appear less reflective and have matte colors.}}
*{{change|Two of Sonic's victory poses have been tweaked:}}
*{{change|Two of Sonic's victory poses have been tweaked:}}
**His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprint off-screen twice before appearing. He also grins instead of smirking, like in ''Brawl''.
**His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprinting off-screen twice before appearing. He also grins when he gives a thumbs up instead of smirking, akin to ''Brawl''.
**His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it.
**His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it. The Chaos Emerald also floats closer to Sonic's fingers.
*{{change|Though Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that it appears more natural.}}
*{{change|Although Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that its movement appears more natural.}}
*{{change|Sonic’s seventh and eighth alternate costumes have swapped placements.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Sonic [[walk|walks]] faster (1.375 → 1.444).}}
*{{buff|Sonic [[walk|walks]] faster (1.375 → 1.444).}}
*{{buff|Sonic [[run|runs]] faster (3.5 → 3.85).}}
*{{buff|Sonic [[dash]]es faster (3.5 → 3.85).}}
**{{buff|Sonic's initial [[dash]] is significantly faster (1.5 → 2.31), now being the 3rd fastest.}}
**{{buff|His initial [[dash]] is significantly faster (1.5 → 2.31), now being the fourth fastest in the game.}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
*{{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).}}
*{{change|Sonic [[falling speed|falls]] faster (1.45 → 1.65), his falling speed now being above average instead of below average.}}
*{{buff|Sonic's [[fast-fall]] is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.}}
**{{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 also 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).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
Line 41: Line 43:
**{{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 of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).}}
**{{buff|Both hits have less startup lag (frame 7 → 6 (hit 1), 18 → 13 (hit 2)).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag. This completely removes its combo potential.}}
***{{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).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{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|Down tilt launches at a more upward angle (361° → 73°) and deals 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]].}}
*[[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, although its total damage remains intact (1% (hits 1-3), 3% (hit 4) → 6% (clean)). 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.}}
**{{buff|It has much less ending lag (FAF 62 → 50).}}
**{{buff|It has much less ending lag (FAF 62 → 46).}}
**{{buff|The late hit has gained a [[shieldstun]] multiplier of 1.57×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.}}
**{{buff|It deals more damage (6% → 8% (clean), 4% → 6% late)).}}
***{{change|The knockback on the now lone hit has altered knockback to compensate for its increased damage (80 (base)/125 (scaling) 91/63 (clean), 96/60 (late)). The clean hit deals slightly more knockback overall, while the late hit deals less.}}
**{{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 lag (frame 19 → 18).}}
**{{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.}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|It grants more [[intangibility]] frames (frames 18-20 14-18).}}
**{{buff|Up smash's looping hits are larger (4u/4u/4u/4u 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{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° → 95°), 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]]:
Line 76: Line 80:
**{{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, mitigating some of 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).}}
Line 96: Line 101:
**{{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.}}
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.}}
**{{nerf|It has more has knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer KOing at high percents.}}
**{{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.}}
Line 114: Line 119:
**{{nerf|It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in ''Smash 4'', despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.}}
**{{nerf|It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in ''Smash 4'', despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.}}
**{{change|It launches at a slightly lower angle (55° → 53°).}}
**{{change|It launches at a slightly lower angle (55° → 53°).}}
**{{change|The move shows a reticle on the opponent right before Sonic is about to strike, as in games from ''Sonic and the Secret Rings'' onward. The reticle most closely resembles its design in ''Sonic Colors''.}}
**{{change|The move shows a reticle on the opponent right before Sonic is about to strike, as in games from ''Sonic and the Secret Rings'' onward. The reticle resembles its design in the Nintendo 3DS Version of ''Sonic Generations''.}}
*{{change|Colliding with a wall while moving on the ground with Spin Dash or Spin Charge now has Sonic bounce off it, using the same animation when rebounding off the ground with Homing Attack.}}
*{{change|Colliding with a wall while moving on the ground with Spin Dash or Spin Charge now has Sonic bounce off it, using the same animation when rebounding off the ground with Homing Attack.}}
*[[Spin Dash]]:
*[[Spin Dash]]:
Line 126: Line 131:
**{{bugfix|Sonic no longer loses his double jump after landing with an aerial Spin Dash or [[Spin Charge]].}}
**{{bugfix|Sonic no longer loses his double jump after landing with an aerial Spin Dash or [[Spin Charge]].}}
*[[Spring Jump]]:
*[[Spring Jump]]:
**{{buff|Sonic gains slightly more vertical height from Spring Jump, matching the move's vertical height from ''Brawl''.}}
**{{buff|Sonic gains slightly more height from Spring Jump, matching the move's height from ''Brawl''.}}
**{{nerf|The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.}}
**{{nerf|The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.}}
**{{nerf|It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.}}
**{{nerf|It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.}}

Latest revision as of 13:58, April 3, 2024

Aesthetics

  • Change Sonic's design is largely the same as it was in SSB4, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. His fur is now lightly detailed, similar to his appearance in the Sonic Boom animated series and Sonic Forces artwork, his gloves have more detailed fabric, and his shoes appear more polished.
  • Change Like most other returning characters, Sonic is slightly more expressive than in Smash 4. He now has a sly grin while dashing and frowns during his up tilt, forward smash, forward throw, and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in Brawl, as he doesn’t grow impatient during his foot-tapping idle pose and doesn’t grin during his finger-wiggle idle pose.
  • Change Sonic's head quills have greater independent physics, resembling how their movement was in Brawl.
  • Change The Chaos Emeralds that appear in Super Sonic and Sonic's up-inputted victory pose now appear less reflective and have matte colors.
  • Change Two of Sonic's victory poses have been tweaked:
    • His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprinting off-screen twice before appearing. He also grins when he gives a thumbs up instead of smirking, akin to Brawl.
    • His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it. The Chaos Emerald also floats closer to Sonic's fingers.
  • Change Although Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that its movement appears more natural.
  • Change Sonic’s seventh and eighth alternate costumes have swapped placements.

Attributes

  • Buff Like all characters, Sonic's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Sonic walks faster (1.375 → 1.444).
  • Buff Sonic dashes faster (3.5 → 3.85).
    • Buff His initial dash is significantly faster (1.5 → 2.31), now being the fourth fastest in the game.
  • Buff Sonic's traction has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish out of shield.
  • Buff Sonic's air speed is faster (1.15 → 1.208).
  • Change Sonic falls faster (1.45 → 1.65), his falling speed now being above average instead of below average.
    • Buff His fast falling 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 Zelda and being lighter than Little Mac, worsening his endurance. While this change would also 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 Back roll has more ending lag (FAF 28 → 34).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 51).
  • Buff The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to Spring Jump not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Nerf Sonic takes a slight amount of damage per second when swimming. He shares this trait with Charizard, Inkling, and Incineroar.
    • Change His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).

Ground attacks

  • Neutral attack:
    • Buff The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/361° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 set/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but have gained hitstun modifiers (0 → 8 (hit 1), 4 (hit 2)). This allows them to connect more reliably, and the second hit to lock opponents.
    • Buff Consecutive uses of the first hit are faster (13 → 10 frames).
    • Buff The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).
    • Buff The third hit launches at a lower angle (50° → 361°), allowing it to force opponents offstage more effectively and set up tech-chases.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf The first hit has had its three large hitboxes replaced with four smaller ones (3u/3.5u/4u → 1.4u/1.4u/1.6u/1.6u). The second and third hits have smaller hitboxes as well (4u/3.4u/3u → 2.3u/2.3u/2.8u (hit 2), 3u/3.5u/5u → 2.6u/2.6u/3.6u (hit 3)).
    • Nerf The second hit deals less damage (2% → 1.5%).
    • Nerf The third hit has a shorter hitbox duration (frames 4-6 → 4-5).
    • Change The third hit has a slightly different animation.
  • Forward tilt:
    • 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.
  • Up tilt:
    • 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°).
    • Nerf The first active hitbox is slightly smaller (5.5u → 5.2u).
  • Down tilt:
    • Buff Down tilt launches at a more upward angle (361° → 73°) and deals 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.
      • Nerf However, this completely removes its ability to be used as a pseudo crawl.
  • 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.
    • Buff It has much less ending lag (FAF 62 → 46).
    • Buff It deals more damage (6% → 8% (clean), 4% → 6% late)).
      • Change The knockback on the now lone hit has altered knockback to compensate for its increased damage (80 (base)/125 (scaling) → 91/63 (clean), 96/60 (late)). The clean hit deals slightly more knockback overall, while the late hit deals less.
    • 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.
  • Forward smash:
    • Buff Sonic's arm stretches out further during the punch, improving its range.
  • Up smash:
    • 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 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 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.
  • 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.
    • 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

  • Buff All aerials have less landing lag (16 frames → 10 (neutral), 26 → 16 (forward), 30 → 15 (back), 21 → 13 (up), 38 → 21 (down)).
  • Forward aerial:
    • Buff Forward aerial's multi-hits consist of one large hitbox instead of four smaller ones (2u → 5.5u), which uses the autolink angle (130°/60°/200°/340° → 367°) and has more set knockback (30 → 40), allowing them to connect more reliably. They also have a lower hitlag multiplier (1× → 0.7×), making them harder to SDI out of.
  • Back aerial:
    • Nerf Back aerial's late hit has much less knockback scaling (100 → 76), significantly hindering its KO potential.
  • Up aerial:
    • 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 has an additional hitbox below Sonic, mitigating some of the linking issues caused by the aforementioned changes to the first hit.
  • 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).
      • Buff Its meteor smash hitbox is slightly larger (3.5u → 3.6u).
      • Buff This allows for the aerial meteor smash to be landed much more easily.
      • Nerf However, this reduces the clean hit's duration against grounded opponents.
    • Buff The late hit deals more knockback (80 base/70 scaling → 75/80).
    • Nerf The late hit has gained a sourspot that deals less damage (7% → 5%) without compensation on knockback.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (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)).
  • Pummel:
    • Nerf It deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
    • Change It has a slightly different animation.
  • Forward throw:
    • 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.
    • Nerf It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer KOing at high percents.
  • 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.
  • Down throw:
    • Buff Down throw's release deals more damage (4% → 5%), with its base knockback compensated (80 → 75).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Homing Attack:
    • Buff Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 22-34 → frames 15-82).
      • Buff It has less startup when uncharged (frame 22 → 15), allowing it to be comboed into from other moves.
    • Buff It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.
    • Buff It launches Sonic at a straighter trajectory towards opponents, improving its accuracy.
    • Buff It incurs less ending lag upon hitting an opponent (FAF 34 → 27), allowing it to combo into other moves at certain percentages.
    • Buff It has larger hitboxes (3.5u/3.5u → 5u/5u).
    • Nerf It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in Smash 4, despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.
    • Change It launches at a slightly lower angle (55° → 53°).
    • Change The move shows a reticle on the opponent right before Sonic is about to strike, as in games from Sonic and the Secret Rings onward. The reticle resembles its design in the Nintendo 3DS Version of Sonic Generations.
  • Change Colliding with a wall while moving on the ground with Spin Dash or Spin Charge now has Sonic bounce off it, using the same animation when rebounding off the ground with Homing Attack.
  • Spin Dash:
    • Buff A grounded charged Spin Dash can be released in the air while keeping its charge.
    • Buff The first jump hit deals slightly more damage (4% → 5%) and has a bigger hitbox (2u → 3u).
    • Nerf Its charge can no longer be canceled by shielding, removing its usefulness for faking out approaches.
    • Nerf It can no longer be held indefinitely, instead being unleashed automatically if charged for more than two seconds. However, this can be somewhat circumvented by starting the move on the ground, then jumping out of it and charging it in the air, in which case the automatic release does not happen until Sonic lands.
    • Nerf The move stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
    • Change The trail changes from purple to yellow when fully charged.
    • Change Sonic does not hop if the move is released at full charge.
    • Bug fix Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
  • Spring Jump:
    • Buff Sonic gains slightly more height from Spring Jump, matching the move's height from Brawl.
    • Nerf The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.
    • Nerf It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.
    • Nerf Using the move incurs 10 frames of landing lag.
    • Bug fix Grabbing onto a ladder no longer causes Sonic to become helpless whenever he lets go or falls after climbing to the top.
  • Spin Charge:
    • Buff Spin Charge's hits launch at a more horizontal angle (60° → 9°), and have more base knockback (40 → 70), but drastically less knockback scaling (60 → 15), as well as lower hitlag and SDI multipliers (1× → 0.5×). This allows them to connect much more reliably.
    • Nerf It can no longer be held indefinitely, instead being unleashed automatically if charged for more than three seconds.
    • Nerf Like the Spin Dash, it stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
    • Change It changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
  • Super Sonic:
    • Change Super Sonic's functionality has been changed. Instead of being fully controllable, he moves automatically across the horizontal axis at a drastically increased speed, and only his vertical position can be controlled.
    • Buff When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.
    • Nerf Super Sonic's damage output is significantly weaker than its previous iterations, and it lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.