Sonic (SSBU)/Forward smash: Difference between revisions
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(It is well known for its long range.) |
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==Overview== | ==Overview== | ||
The Wind-Up Punch from Sonic the Fighters. It has high knockback growth | The Wind-Up Punch from Sonic the Fighters. It is infamous for it's deceptively long range, and also has high knockback growth and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, also has noticeable start-up and ending lag, making it risky if used unwisely. | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 23:22, April 29, 2021
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Due to model scaling issues,
the hitboxes jitter around and aren't accurate. |
Overview
The Wind-Up Punch from Sonic the Fighters. It is infamous for it's deceptively long range, and also has high knockback growth and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, also has noticeable start-up and ending lag, making it risky if used unwisely.
Hitboxes
Timing
Charges between | 12-13 |
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Hitboxes | 18-20 |
Interruptible | 48 |
Animation length | 57 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|