Sonic (SSBU)/Forward smash: Difference between revisions
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==Overview== | ==Overview== | ||
The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range (outspacing several other disjointed moves<ref>https://www.youtube.com/watch?v=sIhr-eWrJRc</ref>), 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. Sonic' | The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range (outspacing several other disjointed moves<ref>https://www.youtube.com/watch?v=sIhr-eWrJRc</ref>), 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. As Sonic doesn't have a [[hurtbox]] on his hands, this makes it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely. | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 09:50, March 13, 2024
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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 has high knockback growth, deceptive range (outspacing several other disjointed moves[1]), 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. As Sonic doesn't have a hurtbox on his hands, this makes it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it 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 |
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