Super Smash Bros. Ultimate

Sonic (SSBU)/Up smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
Tag: Mobile edit
 
(6 intermediate revisions by 6 users not shown)
Line 3: Line 3:
[[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.
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==
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{buff|Up smash's 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.}}
*{{buff|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.}}


'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|Up smash has less startup (frame 18 → 14) with its total duration reduced (FAF 66 → 62).}}
*{{buff|It has less startup (frame 18 → 14), with its total duration reduced as well (FAF 66 → 62).}}
*{{buff|Up smash grants more intangibility frames (frames 18-20 → 14-18).}}
*{{buff|It grants longer [[intangibility]] (frames 18-20 → 14-18).}}
*{{buff|Up smash connects more reliably.}}
*{{buff|It modifies Sonic's [[jostle]] area on frame 13, making it less likely for opponents to get pushed out of the move's range.}}
*{{change|Jostle is enabled on frame 6.}}
*{{buff|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.}}
*{{buff|The first hitbox has a tweaked angle (95 110), and increased knockback (FKB 70 → 120).}}


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 26: Line 25:
|ks=60
|ks=60
|fkv=70
|fkv=70
|setweight=t
|r=6.0
|r=6.0
|bn=waist
|bn=waist
|xpos=5.0
|xpos=5.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|sdi=0.2
|sdi=0.2
|type=Body
|type=Body
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
Line 45: Line 41:
|ks=80
|ks=80
|fkv=120
|fkv=120
|setweight=t
|r=6.0
|r=6.0
|bn=waist
|bn=waist
|xpos=4.0
|xpos=4.0
|ypos=-1.5
|ypos=-1.5
|zpos=0.0
|ff=1.0
|sdi=0.2
|sdi=0.2
|type=Body
|type=Body
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Hits 2-7|24}}
{{HitboxTableTitle|Hits 2-7|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 65: Line 59:
|ks=100
|ks=100
|fkv=70
|fkv=70
|setweight=t
|r=4.2
|r=4.2
|bn=top
|bn=top
|xpos=0.0
|ypos=15.0
|ypos=15.0
|zpos=5.5
|zpos=5.5
|ff=1.0
|sdi=0.5
|sdi=0.5
|effect=Rapid
|type=Body
|type=Body
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 84: Line 79:
|ks=100
|ks=100
|fkv=70
|fkv=70
|setweight=t
|r=4.2
|r=4.2
|bn=top
|bn=top
|xpos=0.0
|ypos=15.0
|ypos=15.0
|zpos=-5.5
|zpos=-5.5
|ff=1.0
|sdi=0.5
|sdi=0.5
|type=Body
|type=Body
|effect=Normal
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 104: Line 100:
|ks=100
|ks=100
|fkv=60
|fkv=60
|r=4.2
|setweight=t
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|ypos=24.0
|ypos=24.0
|zpos=5.5
|zpos=5.5
|ff=1.0
|sdi=0.5
|sdi=0.5
|type=Body
|type=Body
|effect=Normal
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 124: Line 121:
|ks=100
|ks=100
|fkv=60
|fkv=60
|r=4.2
|setweight=t
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|ypos=24.0
|ypos=24.0
|zpos=-5.5
|zpos=-5.5
|ff=1.0
|sdi=0.5
|sdi=0.5
|type=Body
|type=Body
|effect=Normal
|effect=Rapid
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 8|24}}
{{HitboxTableTitle|Hit 8|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 148: Line 146:
|xpos=4.0
|xpos=4.0
|ypos=25.0
|ypos=25.0
|zpos=0.0
|ff=1.0
|type=Body
|type=Body
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
}}
}}
{{HitboxTableRowNote|Hits 1-7 use weight-independent knockback.|24}}
|}
|}


Line 190: Line 184:
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y|vulnerable=y|intangible=y}}
{{MvSubNavSonic|g=SSBU}}
{{MvSubNavSonic|g=SSBU}}
[[Category:Sonic (SSBU)]]
[[Category:Sonic (SSBU)]]
[[Category:Up smashes (SSBU)]]
[[Category:Up smashes (SSBU)]]

Latest revision as of 03:55, February 2, 2024

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.
Hitbox visualization showing Sonic's up smash.

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]

Super Smash Bros. Ultimate 7.0.0

  • Buff 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.

Super Smash Bros. Ultimate 9.0.0

  • Buff It has less startup (frame 18 → 14), with its total duration reduced as well (FAF 66 → 62).
  • Buff It grants longer intangibility (frames 18-20 → 14-18).
  • Buff It modifies Sonic's jostle area on frame 13, making it less likely for opponents to get pushed out of the move's range.
  • Buff 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]

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
0 0 0 5.0% 0 AngleIcon80.png Standard 0 60 70 HitboxTableIcon(True).png 6.0 waist 5.0 0.0 0.0 1.0× 0.2× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch 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 AngleIcon110.png Standard 0 80 120 HitboxTableIcon(True).png 6.0 waist 4.0 -1.5 0.0 1.0× 0.2× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hits 2-7
0 0 0 1.0% 0 AngleIcon130.png Standard 0 100 70 HitboxTableIcon(True).png 4.2 top 0.0 15.0 5.5 1.0× 0.5× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 1.0% 0 AngleIcon130.png Standard 0 100 70 HitboxTableIcon(True).png 4.2 top 0.0 15.0 -5.5 1.0× 0.5× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 1.0% 0 AngleIcon220.png Standard 0 100 60 HitboxTableIcon(True).png 4.0 top 0.0 24.0 5.5 1.0× 0.5× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 1.0% 0 AngleIcon220.png Standard 0 100 60 HitboxTableIcon(True).png 4.0 top 0.0 24.0 -5.5 1.0× 0.5× -100% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Rapid (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 8
0 0 0 3.0% 0 AngleIcon82.png Standard 80 170 0 HitboxTableIcon(False).png 10.0 top 4.0 25.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (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

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
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(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).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 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 FrameIcon(Interruptible).png
FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible