Editing Sonic (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 300: Line 300:
**{{nerf|The downhill roll's maximum damage is lower (11% → 7.5%).}}
**{{nerf|The downhill roll's maximum damage is lower (11% → 7.5%).}}
**{{nerf|The downhill roll has a much smaller hitbox (3.8u → 2u).}}
**{{nerf|The downhill roll has a much smaller hitbox (3.8u → 2u).}}
*Spin Dash roll jump/Spin Charge charging jump:
*Spin Dash roll jump:
**{{buff|The roll jump has less startup lag with a longer duration (frames 6-34 → 2-33).}}
**{{buff|The roll jump has less startup lag with a longer duration (frames 6-34 → 2-33).}}
**{{buff|The roll jump has a larger hitbox (3.4u → 3.8u).}}
**{{buff|The roll jump has a larger hitbox (3.4u → 3.8u).}}
Line 314: Line 314:
**{{nerf|Sonic can no longer reuse Spring Jump if he is hit out of it with {{SSB4|Mario}}'s [[Cape]].}}
**{{nerf|Sonic can no longer reuse Spring Jump if he is hit out of it with {{SSB4|Mario}}'s [[Cape]].}}
*[[Spin Charge]]:
*[[Spin Charge]]:
**{{change|Rather than sharing Spin Dash's hitboxes, Spin Charge now hits multiple times. The move can hit around four times and each hit deals around 2%-2.5%, with the final hit acting as a weaker version of Spin Dash's downhill hitbox.}}
**{{change|Spin Charge now hits multiple times.}}
***{{buff|This allows uncharged Spin Dash to deal more damage (7% → 10%).}}
**{{buff|The changes to hitstun canceling improve [[Spin Charge]]'s combo potential.}}
***{{nerf|However, this also hinders Spin Charge's reliability, as opponents can often fall out of the multi hits.}}
***{{nerf|Additionally if Sonic connects all the hits, he will stop the roll shortly after connecting them, hindering Spin Charge's safety.}}
**{{buff|Spin Charge and both of its jump variants now always launch opponents in the direction Sonic is facing, making them more consistent.}}
**{{nerf|If Sonic lands with aerial Spin Charge, he can no longer cancel it by shielding.}}
**{{nerf|If Sonic lands with aerial Spin Charge, he can no longer cancel it by shielding.}}
*Spin Charge Roll Jump:
**{{buff|The roll jump has less startup lag with a longer duration (frames 6-34 → 3-33).}}
**{{nerf|The roll jump deals less damage (7% → 6%).}}
**{{nerf|The roll jump has a smaller hitbox (3.4u → 3.2u).}}
*[[Super Sonic]]:
*[[Super Sonic]]:
**{{change|Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"}}
**{{change|Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: