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{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = | |name = Sanic | ||
|image = [[Image: | |image = [[Image:Sanic SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = ssbb | |base = ssbb | ||
|moveset1 = | |moveset1 = Sanic (SSBB) | ||
|tier = Upper-Mid | |tier = Upper-Mid | ||
|altcostume = Jet Set | |altcostume = Jet Set Sanic | ||
|ranking = 15 | |ranking = 15 | ||
}} | }} | ||
{{stub}} | {{stub}} | ||
''' | '''Sanic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. Sanic returns with an alternate costume based on Jet Set Radio. <!--tier position paragraph--> | ||
==Attributes== | ==Attributes== | ||
<!--attributes paragraph--> | <!--attributes paragraph--> | ||
===Changes from ''Brawl'' to PM=== | ===Changes from ''Brawl'' to PM=== | ||
[[File:Project M | [[File:Project M Sanic Taunt.gif|thumb|Sanic's new up taunt in Project M.]] | ||
[[File: | [[File:SanicFairPM.png|200px|thumb|Sanic's new forward aerial.]] | ||
*{{buff|Jab combo does more damage.}} | *{{buff|Jab combo does more damage.}} | ||
*{{buff|[[Forward tilt]] is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike ''Brawl'', and slightly more KO potential.}} | *{{buff|[[Forward tilt]] is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike ''Brawl'', and slightly more KO potential.}} | ||
*{{buff|[[Up tilt]] is now a foot uppercut with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and It is based upon the | *{{buff|[[Up tilt]] is now a foot uppercut with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and It is based upon the Sanic Up Draft move from ''Sanic Battle''.}} | ||
*{{buff|Foward smash does more damage and is a better KO move.}} | *{{buff|Foward smash does more damage and is a better KO move.}} | ||
*{{buff|[[Up smash]] has much less [[ending lag]] and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.}} | *{{buff|[[Up smash]] has much less [[ending lag]] and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.}} | ||
*{{buff|[[Down smash]] changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the | *{{buff|[[Down smash]] changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sanic Flare, from ''Sanic Battle''. It acts similar to the original, but has faster start-up and deals higher damage with much more knockback and can [[punish]] [[shield]]ing or [[crouch cancel]]ing foes.}} | ||
*{{buff|[[Neutral aerial]] does much more damage and has stronger knockback and has a larger hitbox.}} | *{{buff|[[Neutral aerial]] does much more damage and has stronger knockback and has a larger hitbox.}} | ||
*{{buff|[[Forward aerial]] is now a faster front-flip kick, based on the | *{{buff|[[Forward aerial]] is now a faster front-flip kick, based on the Sanic Eagle from ''Sanic Battle''. It has much more utility, covering a wider area in front of Sanic and [[meteor smash]]ing at the heel of his foot, which when combined with his enhanced [[air speed]] gives Sanic a deadly [[Ken Combo]].}} | ||
*{{buff|Back aerial does more damage and is a stronger KO move.}} | *{{buff|Back aerial does more damage and is a stronger KO move.}} | ||
*{{buff|[[Up aerial]] Has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.}} | *{{buff|[[Up aerial]] Has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.}} | ||
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*{{buff|[[Down throw]] is faster, giving the opponent less time to [[DI]].}} | *{{buff|[[Down throw]] is faster, giving the opponent less time to [[DI]].}} | ||
*{{buff|[[Homing Attack]] can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to [[juggling]] them at medium percentages.}} | *{{buff|[[Homing Attack]] can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to [[juggling]] them at medium percentages.}} | ||
*{{buff|[[Side special]] is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the '' | *{{buff|[[Side special]] is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the ''Sanic Adventure'' games. Both attacks cancel upon falling off a ledge. This gives Sanic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his [[down special]]. It also sweetspots ledges when used in midair, improving Sanic's horizontal [[recovery]].}} | ||
*{{buff|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties. It can additionally damage opponents when being charged.}} | *{{buff|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties. It can additionally damage opponents when being charged.}} | ||
*{{buff|Dash attack does more damage, and deals higher knockback.}} | *{{buff|Dash attack does more damage, and deals higher knockback.}} | ||
*{{buff|The new physics and the re-introduction of [[wavedash]]ing give | *{{buff|The new physics and the re-introduction of [[wavedash]]ing give Sanic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.}} | ||
*{{buff|Air speed is increased to help his aerial game and recovery.}} | *{{buff|Air speed is increased to help his aerial game and recovery.}} | ||
*{{nerf|Down tilts IASA frames are later.}} | *{{nerf|Down tilts IASA frames are later.}} | ||
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*{{nerf|Up throw does less damage.}} | *{{nerf|Up throw does less damage.}} | ||
*{{nerf|Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential.}} | *{{nerf|Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential.}} | ||
*{{nerf|[[Spring Jump]] gives slightly less vertical distance, and | *{{nerf|[[Spring Jump]] gives slightly less vertical distance, and Sanic can no longer [[air dodge]] after performing the move.}} | ||
*{{nerf|[[Spin Charge]] can no longer be held indefinitely.}} | *{{nerf|[[Spin Charge]] can no longer be held indefinitely.}} | ||
*{{change|Sweetspots of neutral aerial and up smash now have a [[slash]] effect, and the former has a new look inspired by '' | *{{change|Sweetspots of neutral aerial and up smash now have a [[slash]] effect, and the former has a new look inspired by ''Sanic 3''.}} | ||
*{{change|Pressing the attack button during the startup of Homing Attack lets | *{{change|Pressing the attack button during the startup of Homing Attack lets Sanic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sanic now strikes a pose after successfully hitting with a Homing Attack.}} | ||
*{{change|Falling animation after using Spring Jump is now identical to his [[helpless]] animation, though without the black overlay. | *{{change|Falling animation after using Spring Jump is now identical to his [[helpless]] animation, though without the black overlay. Sanic now additionally spins horizontally during the rising portion of the move in a manner similar to ''Sanic CD''.}} | ||
*{{change|Up taunt now features a horizontal spin and finger wag. The taunt button can be held to extend the duration of the finger wag.}} | *{{change|Up taunt now features a horizontal spin and finger wag. The taunt button can be held to extend the duration of the finger wag.}} | ||
*{{change|In terms of cosmetics, | *{{change|In terms of cosmetics, Sanic has received completely new costumes that fully change the color of his hair and shoes (along with costumes resembling Shadow, Silver, and Tails), making his [[Team Battle|team]] colors more obvious.}} | ||
==Revisions== | ==Revisions== | ||
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*{{change|Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.}} | *{{change|Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.}} | ||
*{{change|Grounded Somersault goes into a multi-hit somersault instead of a spindash.}} | *{{change|Grounded Somersault goes into a multi-hit somersault instead of a spindash.}} | ||
*{{change|Grounded Somersault somersault is jump cancelable, and if you press Attack | *{{change|Grounded Somersault somersault is jump cancelable, and if you press Attack Sanic will perform a slide kick.}} | ||
*{{change|Grounded Somersaults somersault and slide kick are both edge cancelable.}} | *{{change|Grounded Somersaults somersault and slide kick are both edge cancelable.}} | ||
*{{change|[[Spin Charge]] releases into spindash sooner.}} | *{{change|[[Spin Charge]] releases into spindash sooner.}} | ||
===2.6b=== | ===2.6b=== | ||
*{{buff|Up aerial's first hit has increased knockback, matching Brawl | *{{buff|Up aerial's first hit has increased knockback, matching Brawl Sanic's values. The tipper sweetspot on the second hit is now easier to land.}} | ||
*{{nerf|Forward smash's knockback was decreased.}} | *{{nerf|Forward smash's knockback was decreased.}} | ||
*{{nerf|Forward smash's weaker lingering hit has notably decreased hitbox sizing and knockback.}} | *{{nerf|Forward smash's weaker lingering hit has notably decreased hitbox sizing and knockback.}} | ||
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*{{nerf|Somersault's hitboxes can no longer clank other moves and have increased hitlag.}} | *{{nerf|Somersault's hitboxes can no longer clank other moves and have increased hitlag.}} | ||
*{{nerf|Somersault's jump-cancel window starts later.}} | *{{nerf|Somersault's jump-cancel window starts later.}} | ||
*{{nerf| | *{{nerf|Sanic can no longer airdodge after performing [[Spring Jump]], even if he performs an aerial in between.}} | ||
*{{nerf|[[Spring Jump]] can no longer be canceled with a walljump, or wall jump after using [[Spring Jump]].}} | *{{nerf|[[Spring Jump]] can no longer be canceled with a walljump, or wall jump after using [[Spring Jump]].}} | ||
*{{nerf|[[Spin Charge]]'s hitboxes can no longer clank other moves and have increased hitlag.}} | *{{nerf|[[Spin Charge]]'s hitboxes can no longer clank other moves and have increased hitlag.}} | ||
*{{nerf|[[Spin Charge]]'s spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.}} | *{{nerf|[[Spin Charge]]'s spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.}} | ||
*{{change| | *{{change|Sanic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.}} | ||
*{{change|Forward tilt tipper hit angle raised and homogenized amongst angled variants.}} | *{{change|Forward tilt tipper hit angle raised and homogenized amongst angled variants.}} | ||
*{{change|Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 | *{{change|Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sanic.}} | ||
*{{change|Neutral aerial's hitbox sizing and placements reverted to match 2.1 | *{{change|Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sanic, but no longer shrink during the move's duration>}} | ||
*{{change|Neutral aerial's active duration is faster.}} | *{{change|Neutral aerial's active duration is faster.}} | ||
*{{change|Neutral aerial's initial damage was matched to Brawl | *{{change|Neutral aerial's initial damage was matched to Brawl Sanic's values, and the knockback compensated to match the last hit of Brawl Sanic's forward aerial.}} | ||
*{{change|Forward aerial starts up faster and now hits while | *{{change|Forward aerial starts up faster and now hits while Sanic's leg is further above him. Cooldown was increased slightly.}} | ||
*{{change|Forward aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames.}} | *{{change|Forward aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames.}} | ||
*{{change|Back aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match ''Brawl'' | *{{change|Back aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match ''Brawl'' Sanic's values.}} | ||
*{{change|Down aerial's lingering hit angle was raised to match other diagonal sending moves>}} | *{{change|Down aerial's lingering hit angle was raised to match other diagonal sending moves>}} | ||
*{{change|Down aerial's dive no longer slows down when fast-fell.}} | *{{change|Down aerial's dive no longer slows down when fast-fell.}} | ||
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*{{change|Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.}} | *{{change|Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.}} | ||
*{{change|[[Spin Charge]]'s jump inputs now properly recognize the tap-jump setting.}} | *{{change|[[Spin Charge]]'s jump inputs now properly recognize the tap-jump setting.}} | ||
*{{change|[[Spin Charge]]'s charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction | *{{change|[[Spin Charge]]'s charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sanic is moving.}} | ||
*{{change|[[Spin Charge]]'s charge now sends | *{{change|[[Spin Charge]]'s charge now sends Sanic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.}} | ||
*{{change|[[Spin Charge]]'s charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.}} | *{{change|[[Spin Charge]]'s charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.}} | ||
*{{change|[[Spin Charge]]'s spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause | *{{change|[[Spin Charge]]'s spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sanic to skid to a stop.}} | ||
*{{change|[[Spin Charge]]'s spin jump and spin turn now have a fifteen frame delay on their hitboxes if | *{{change|[[Spin Charge]]'s spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sanic has hit with spindash or spin turn in the last nine frames.}} | ||
*{{change| [[Spin Charge]]'s spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.}} | *{{change| [[Spin Charge]]'s spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.}} | ||
===3.0=== | ===3.0=== | ||
*{{buff| | *{{buff|Sanic’s aerial mobility was slightly increased.}} | ||
*{{buff|Neutral air hits one frame sooner and stays strong slightly longer. The initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills.}} | *{{buff|Neutral air hits one frame sooner and stays strong slightly longer. The initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills.}} | ||
*{{buff|Neutral air now has a small initial sweetspot that deals 15% damage with strong knockback and has neutral frame advantage on block.}} | *{{buff|Neutral air now has a small initial sweetspot that deals 15% damage with strong knockback and has neutral frame advantage on block.}} | ||
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*{{buff|Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.}} | *{{buff|Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.}} | ||
*{{buff|Spin Dash knockback stats and trajectory tweaked to aid in comboing.}} | *{{buff|Spin Dash knockback stats and trajectory tweaked to aid in comboing.}} | ||
*{{buff|Spring attack use is now reset if | *{{buff|Spring attack use is now reset if Sanic is grabbed.}} | ||
*{{nerf|Forward air’s early sweetspot has reduced knockback growth.}} | *{{nerf|Forward air’s early sweetspot has reduced knockback growth.}} | ||
*{{nerf|Homing attack lock-on range reduced by about 1/3.}} | *{{nerf|Homing attack lock-on range reduced by about 1/3.}} | ||
*{{change|Neutral air animation tweaked for polish.}} | *{{change|Neutral air animation tweaked for polish.}} | ||
*{{change|When Homing or Blast attack collides with a floor, | *{{change|When Homing or Blast attack collides with a floor, Sanic rebounds instead of flattening to the stage.}} | ||
*{{change|Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. | *{{change|Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sanic also flashes when the frame-lock ends>}} | ||
===3.5=== | ===3.5=== | ||
*{{buff|All of | *{{buff|All of Sanic's forward tilt hitboxes last longer.}} | ||
*{{buff|Homing Attack can now grab ledges faster, and has 25% larger detection size.}} | *{{buff|Homing Attack can now grab ledges faster, and has 25% larger detection size.}} | ||
*{{nerf| | *{{nerf|Sanic's forward tilt, up tilt, forward aerial, and down smash no longer increase Sanic's foot size, limiting range.}} | ||
*{{nerf|Spin Charge no longer has a hitbox when turning (and for a second afterwards).}} | *{{nerf|Spin Charge no longer has a hitbox when turning (and for a second afterwards).}} | ||
*{{nerf|Spin Charge now has longer startup.}} | *{{nerf|Spin Charge now has longer startup.}} | ||
*{{nerf|Glitch fixed where | *{{nerf|Glitch fixed where Sanic could airdodge out of Spring Jump.}} | ||
*{{nerf|Homing Attacking in the air without it finding a target now puts | *{{nerf|Homing Attacking in the air without it finding a target now puts Sanic into special fall.}} | ||
*{{nerf|Spinshot distance reduced by about half.}} | *{{nerf|Spinshot distance reduced by about half.}} | ||
*{{nerf|It now takes longer to cancel his down aerial.}} | *{{nerf|It now takes longer to cancel his down aerial.}} | ||
*{{nerf|Up aerial's second hit now lingers for less time.}} | *{{nerf|Up aerial's second hit now lingers for less time.}} | ||
*{{nerf|Super | *{{nerf|Super Sanic damage and knockback weakened, and now ends in special fall.}} | ||
*{{nerf|Somersault can no longer be edge cancelled immediately, cannot be cancelled for a longer amount of time, and the held version can't be jumped out of until it hits the ground.}} | *{{nerf|Somersault can no longer be edge cancelled immediately, cannot be cancelled for a longer amount of time, and the held version can't be jumped out of until it hits the ground.}} | ||
*{{change|Homing Attack's ending animation is now affected by gravity.}} | *{{change|Homing Attack's ending animation is now affected by gravity.}} | ||
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|- | |- | ||
!Forward tilt | !Forward tilt | ||
|Horse Kick||11%, 12% (angled up), 10% (angled down)|| | |Horse Kick||11%, 12% (angled up), 10% (angled down)||Sanic turns around before kicking both feet out. Can be angled up or down. | ||
|- | |- | ||
!Up tilt | !Up tilt | ||
| | |Sanic Up Draft||11%|| Sanic kicks back and flip backwards. Sanic only hits with his left foot. | ||
|- | |- | ||
!Down tilt | !Down tilt | ||
|Leg Throw||6%|| | |Leg Throw||6%||Sanic throws his leg out and spins around with it, giving him great reach. | ||
|- | |- | ||
!Dash attack | !Dash attack | ||
|Spin Attack||8%|| | |Spin Attack||8%|| Sanic curls into a ball to rush at any opponent in front of him. | ||
|- | |- | ||
!Forward smash | !Forward smash | ||
|Windup Punch||{{ChargedSmashDmgSSBM|16}}|| | |Windup Punch||{{ChargedSmashDmgSSBM|16}}|| Sanic winds up his fist. When he releases it, he shouts "Go!" | ||
|- | |- | ||
!Up smash | !Up smash | ||
|Razor Spin||2% then 14% ({{ChargedSmashDmgSSBM|16}} total)|| | |Razor Spin||2% then 14% ({{ChargedSmashDmgSSBM|16}} total)|| Sanic curls low and jumps in a ball. | ||
|- | |- | ||
!Down smash | !Down smash | ||
| | |Sanic Flare||{{ChargedSmashDmgSSBM|15}} (first sweep), {{ChargedSmashDmgSSBM|12}} (second sweep)|| Sanic spins his legs around in a circle twice. | ||
|- | |- | ||
!Neutral aerial | !Neutral aerial | ||
|Air Spin||15% (center), 11% (sides), 8% (late hit), 5% (very late hit)|| | |Air Spin||15% (center), 11% (sides), 8% (late hit), 5% (very late hit)|| Sanic curls up and spins around to generate a sharp "shield" around him akin to Sanic 3. Useful to send opponents flying and a good combo finisher. | ||
|- | |- | ||
!Forward aerial | !Forward aerial | ||
| | |Sanic Eagle||11% (foot), 9% (leg)|| Sanic flips forward and sends his heel out in a front-flipping axe kick. Works similar to Mario's forward aerial. | ||
|- | |- | ||
!Back aerial | !Back aerial | ||
|Turn Kick||16% (foot), 12% (leg), 6% (late hit)|| | |Turn Kick||16% (foot), 12% (leg), 6% (late hit)|| Sanic turns around to kick behind him. Fairly strong in knockback and growth. | ||
|- | |- | ||
!Up aerial | !Up aerial | ||
|Clap Kick||4% then 13%|| | |Clap Kick||4% then 13%|| Sanic twists his body upward with his legs out in a scissors kick fashion. One of his stronger aerial attacks. | ||
|- | |- | ||
!Down aerial | !Down aerial | ||
| | |Sanic Rocket/Stomp Dive||10% (early hit), 9% (fall)|| Sanic shifts himself down with one foot out, via stall-then-fall. Can alter the trajectory somewhat. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
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|- | |- | ||
!Pummel | !Pummel | ||
|Hedgehog Knee||3%|| | |Hedgehog Knee||3%|| Sanic knees the opponent. | ||
|- | |- | ||
!Forward throw | !Forward throw | ||
|Foot Launch||3% then 6% (9% total)|| | |Foot Launch||3% then 6% (9% total)|| Sanic kicks the opponent forward. | ||
|- | |- | ||
!Back throw | !Back throw | ||
|Flip Throw||8%|| | |Flip Throw||8%||Sanic flips backwards in a spinball form several times and then sends them away with his feet. | ||
|- | |- | ||
!Up throw | !Up throw | ||
|Quill Rack||3% then 5% (8% total)|| | |Quill Rack||3% then 5% (8% total)|| Sanic tosses the opponent up and while on all fours spikes his hair out to prick them as they fall on him. | ||
|- | |- | ||
!Down throw | !Down throw | ||
|Double Spin||3 hits, 7% total|| | |Double Spin||3 hits, 7% total||Sanic lays the opponent on the ground to spin-grind on top of them. | ||
|- | |- | ||
!Floor attack (front) | !Floor attack (front) | ||
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|- | |- | ||
!Neutral special | !Neutral special | ||
|[[Homing Attack]]/Blast Attack ||8%|| | |[[Homing Attack]]/Blast Attack ||8%|| Sanic hovers in midair before chasing a single opponent close to him. He'll perform a pose after it hits. | ||
|- | |- | ||
!Side special | !Side special | ||
| Somersault ||4%, then 3 hits of 1% (uncharged), or 8%, then 3 hits of 1% (charged). Slide kick: 9% clean, 6% late || | | Somersault ||4%, then 3 hits of 1% (uncharged), or 8%, then 3 hits of 1% (charged). Slide kick: 9% clean, 6% late || Sanic leaps slightly while in a ball, spinning until he lands. Can be linked into a kick or canceled by jumping. | ||
|- | |- | ||
!Up special | !Up special | ||
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|- | |- | ||
!Down special | !Down special | ||
|[[Spin Charge]] ||1% (hits when charging), 11%-4% (dash), 4% (jump)|| | |[[Spin Charge]] ||1% (hits when charging), 11%-4% (dash), 4% (jump)|| Sanic curls himself into a ball. He can charge up for a bit to fly farther. Sanic can charge the move by holding the initial down input and repeatedly tapping the special button. Unlike in Super Smash Bros. Brawl, Sanic cannot charge infinitely. | ||
|- | |- | ||
!Final Smash | !Final Smash | ||
|[[Super | |[[Super Sanic]] ||13% (body), 18% (head)|| With the seven Chaos Emeralds in hand, Sanic uses their power and flies around dealing damage and knockback to opponents he collides with. | ||
|} | |} | ||
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==Alternate costumes== | ==Alternate costumes== | ||
[[Image: | [[Image:Sanic Palette (PM).png|frame|center|Sanic's alternate costumes in PM]] | ||
Sanic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other ''Sanic'' characters, while his alternate costume is based on another series created by SEGA: | |||
*Blue | *Blue | ||
*Red, a reference to [[Knuckles the Echidna]] | *Red, a reference to [[Knuckles the Echidna]] | ||
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==External links== | ==External links== | ||
*[http://projectmgame.com/en/characters/ | *[http://projectmgame.com/en/characters/sanic Project M character page] | ||
{{Project M}} | {{Project M}} | ||
[[Category: | [[Category:Sacnic]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] | ||
[[Category:Third party characters]] | [[Category:Third party characters]] |
edits