Super Smash Bros. 4

Sonic (SSB4)/Forward smash: Difference between revisions

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m (Aw shoot! I forgot it was AFD! >_< Hopefully something like this is good...)
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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 wind-up punch, giving his opponents a knuckle sandwich. 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''.


==Update history==
==Update history==

Revision as of 16:41, April 1, 2018

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

Overview

A wind-up punch, giving his opponents a knuckle sandwich. 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.

Update history

Super Smash Bros. 4 1.0.4

  • Nerf Ending lag: frame 44 → 48.

Super Smash Bros. 4 1.1.0

  • Nerf Knockback growth: 106 → 101, slightly hindering its KO potential.

Hitboxes

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent Effect SFX level
Foot 14% 361 30 101 ? Normal ?

Timing

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.
Hitboxes 18-20
Interruptible 48
Animation length ?
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Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible