Sonic (SSB4): Difference between revisions
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Smash Master (talk | contribs) m (→Moveset: Frame 12 for a down smash.) |
Serpent King (talk | contribs) |
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*{{buff|Neutral aerial deals 1% more damage (11% → 12%), has a larger hitbox and now launches opponents at 75°, improving its combo potential.}} | *{{buff|Neutral aerial deals 1% more damage (11% → 12%), has a larger hitbox and now launches opponents at 75°, improving its combo potential.}} | ||
*{{nerf|[[Neutral aerial|Neutral]], [[back aerial|back]] and [[down aerial]]s have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back), 30 frames → 38 (down)).}} | *{{nerf|[[Neutral aerial|Neutral]], [[back aerial|back]] and [[down aerial]]s have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back), 30 frames → 38 (down)).}} | ||
*{{nerf|[[Forward aerial]] deals 7% less damage (14% → 7%).}} | *{{nerf|[[Forward aerial]] deals 7% less damage (14% → 7%).}} | ||
*{{buff|Forward aerial has decreased landing lag (30 frames → 26) and its last hit has increased knockback growth (120 → 135).}} | *{{buff|Forward aerial has decreased landing lag (30 frames → 26) and its last hit has increased knockback growth (120 → 135).}} | ||
*{{buff|Back aerial deals 1% more damage (13%/9% → 14%/10%).}} | *{{buff|Back aerial deals 1% more damage (13%/9% → 14%/10%).}} | ||
*{{nerf|[[Up aerial]]'s second hit has altered knockback (63 (base)/90 (growth) → 66/82), slightly hindering its KO potential. Its hitbox duration is also 3 frames shorter (5 frames → 2).}} | *{{nerf|[[Up aerial]]'s second hit has altered knockback (63 (base)/90 (growth) → 66/82), slightly hindering its KO potential. Its hitbox duration is also 3 frames shorter (5 frames → 2).}} | ||
*{{buff|Sweetspotted [[down aerial]] is now a [[meteor smash]]. It also has decreased ending lag (frame 50 → 46).}} | *{{buff|Sweetspotted [[down aerial]] is now a [[meteor smash]]. It also has decreased ending lag (frame 50 → 46).}} | ||
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*{{nerf|Spring Jump gains slightly less vertical distance.}} | *{{nerf|Spring Jump gains slightly less vertical distance.}} | ||
*{{change|After landing on a grounded spring, Sonic can use Spring Jump again. While this slightly improves its safety in regard to accidental [[self-destruct]]s, this is largely impractical in regard to recovery.}} | *{{change|After landing on a grounded spring, Sonic can use Spring Jump again. While this slightly improves its safety in regard to accidental [[self-destruct]]s, this is largely impractical in regard to recovery.}} | ||
*{{bugfix|[[Grab release glitch]] has been fixed, allowing Sonic to re-use Spring Jump if he has been grabbed in midair.}} | *{{bugfix|[[Grab release glitch]] has been fixed, allowing Sonic to re-use Spring Jump if he has been grabbed in midair.}} | ||
*{{buff|[[Spin Dash]] and [[Spin Charge]] have improved combo potential.}} | *{{buff|[[Spin Dash]] and [[Spin Charge]] have improved combo potential.}} | ||
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*{{nerf|Spin Dash's rolling and jumping hitboxes deal less damage (6%-10% → 7% (rolling), 5%-7% → 3% (jumping)).}} | *{{nerf|Spin Dash's rolling and jumping hitboxes deal less damage (6%-10% → 7% (rolling), 5%-7% → 3% (jumping)).}} | ||
*{{buff|Spin Dash's charge can now be held while jumping. However, a charged Spin Dash cannot be used while in midair.}} | *{{buff|Spin Dash's charge can now be held while jumping. However, a charged Spin Dash cannot be used while in midair.}} | ||
*{{nerf|[[Super Sonic]] deals less damage overall (49% → 35%) and decreased knockback, slightly hindering its KO potential.}} | *{{nerf|[[Super Sonic]] deals less damage overall (49% → 35%) and decreased knockback, slightly hindering its KO potential.}} | ||
*{{change|Super Sonic now launches opponents at a lower angle.}} | *{{change|Super Sonic now launches opponents at a lower angle.}} |