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

→‎Ground attacks: Yes Sonic buff let's go
Tag: Mobile edit
(→‎Ground attacks: Yes Sonic buff let's go)
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*[[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 of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag. This completely removes its combo potential.}}
**{{buff|Up tilt has less ending lag (FAF 40 → 35).}}
**{{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).}}
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***{{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 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)).}}
**{{buff|It has much less ending lag (FAF 62 → 50).}}
**{{buff|It deals more damage (6% → 8%).}}
**{{buff|It has much less ending lag (FAF 62 → 45).}}
**{{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|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.}}
**{{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.}}
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**{{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's first hit has less startup lag (frame 19 → 18).}}
**{{buff|Up smash's first hit has less startup lag (frame 19 → 14).}}
**{{buff|Up smash's looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{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° → 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 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 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.}}
**{{buff|Up smash's invincibility lasts longer.}}
*[[Down smash]]:
*[[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.}}
**{{buff|Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.}}
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