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 27 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 (FAF 44 → 48).}} | *{{nerf|Ending lag (FAF 44 → 48).}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' |
Latest revision as of 11:11, February 15, 2022
Sonic forward smash hitbox visualization | |
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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]
1.0.4/ 1.0.1
- Ending lag (FAF 44 → 48).
- Knockback scaling (106 → 101), slightly hindering its KO potential.
Hitboxes[edit]
Hitboxes[edit]
Timing[edit]
Charges between | 12-13 |
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Hitboxes | 18-20 |
Animation length | 47 |
Interruptible | 48 |
Lag time |
Charge interval |
Hitbox |
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