Editing Sonic (SSBU)

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Like most other top tier characters, Sonic was often regarded as one of the most potent characters in ''SSB4'' (tying with Fox for 7th out of 55 characters); this was due to a combination of an outstanding ground movement and [[Spin Dash]] granting him a powerful [[neutral game]], and encouraged a borderline oppressive hit-and-run playstyle that benefitted from [[time out]] strategies after gaining a stock/percentage lead. Likely as a result of this, Sonic was given a mix of buffs and nerfs in his transition to ''Ultimate'', though while initially considered to be nerfed overall, universal gameplay changes, metagame shifts and game updates have allowed Sonic to keep up with the rest of the cast. All in all, Sonic has been slightly buffed overall.
Like most other top tier characters, Sonic was often regarded as one of the most potent characters in ''SSB4'' (tying with Fox for 7th out of 55 characters); this was due to a combination of a phenomenal ground movement and [[Spin Dash]] granting him a powerful [[neutral game]], and encouraged a borderline oppressive hit-and-run playstyle that benefitted from [[time out]] strategies after gaining a stock/percentage lead. Likely as a result of this, Sonic was given a mix of buffs and nerfs in his transition to ''Ultimate'', though while initially considered to be nerfed overall, universal gameplay changes, metagame shifts and game updates have allowed Sonic to keep up with the rest of the cast. All in all, Sonic has been slightly buffed overall.


Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash, as it can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mindgames from ''SSB4'', forcing Sonic to rely more on his pure speed to play defensively. [[Up aerial]], known for its status as a strong KO option off of moves like [[Spring Jump]] and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. [[Up throw]], previously able to combo into Spring Jump-assisted setups, now has increased ending lag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its edge-guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight also worsens his endurance, and combined with his faster falling speed, he is more vulnerable to combos and KOs if the opponent is able to catch up to him.
Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash, as it can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mindgames from ''SSB4'', forcing Sonic to rely more on his pure speed to play defensively. [[Up aerial]], known for its status as a strong KO option off of moves like [[Spring Jump]] and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. [[Up throw]], previously able to combo into Spring Jump-assisted setups, now has increased ending lag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its edge-guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight also worsens his endurance, and combined with his faster falling speed, he is more vulnerable to combos and KOs if the opponent is able to catch up to him.
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However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. In particular, [[Homing Attack]] has been buffed significantly, with faster startup, less ending lag upon hitting an opponent, better accuracy, and the ability to be charged for longer; this has lead to the move becoming a much more viable combo tool as well as a potential option in the neutral game. His [[down tilt]] launches opponents at a higher angle now, granting it combo potential. All of his smash attacks were improved, with [[forward smash]] gaining more range, and [[up smash|up]] and [[down smash]] having better KO potential. Despite their nerfs, some of Sonic's better moves have been compensated for in various ways. Spin Dash now has the ability to be jump canceled, alleviating some of Sonic's potential mix-up options. Spring Jump now grants Sonic slightly more distance, buffing his already impressive recovery. Several of Sonic multi-hitting attacks (sans up aerial) now link into each other more reliably, including [[Spin Charge]], up smash, [[forward aerial]], and [[forward tilt]].
However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. In particular, [[Homing Attack]] has been buffed significantly, with faster startup, less ending lag upon hitting an opponent, better accuracy, and the ability to be charged for longer; this has lead to the move becoming a much more viable combo tool as well as a potential option in the neutral game. His [[down tilt]] launches opponents at a higher angle now, granting it combo potential. All of his smash attacks were improved, with [[forward smash]] gaining more range, and [[up smash|up]] and [[down smash]] having better KO potential. Despite their nerfs, some of Sonic's better moves have been compensated for in various ways. Spin Dash now has the ability to be jump canceled, alleviating some of Sonic's potential mix-up options. Spring Jump now grants Sonic slightly more distance, buffing his already impressive recovery. Several of Sonic multi-hitting attacks (sans up aerial) now link into each other more reliably, including [[Spin Charge]], up smash, [[forward aerial]], and [[forward tilt]].


Sonic also enormously benefits from ''Ultimate's'' universal mechanic changes, moreso than any other returning veteran. His already unmatched mobility has been improved even further, with an even faster initial dash and run speed as well as more serviceable aerial and falling speeds; this notably heightens his camping abilities via simply running away, which nearly fully compensates for the nerfs to Spin Dash. The introduction of [[dash-cancel]]ing also allows Sonic to take advantage of his phenomenal ground movement to mix-up his approach. Known for having high landing lag on his attacks in ''SSB4'', Sonic now possesses much less landing lag on all of his aerials (although still above average relative to the cast); notably, this grants neutral aerial increased combo potential. Finally, the changes to [[air dodge]] mechanics improve Sonic's edge-guarding game while not compromising him much thanks to his great recovery, while the reintroduction of directional air dodges allows Sonic to gain a little extra distance after using Spring Jump.
Sonic also benefits from ''Ultimate's'' universal mechanic changes more than any other returning veteran. Most notably, Sonic's already unmatched mobility has been improved even further, with an even faster initial dash and run speed as well as more serviceable aerial and falling speeds; this notably heightens his camping abilities via simply running away, which nearly fully compensates for the nerfs to Spin Dash. The introduction of [[dash-cancel]]ing's also allows Sonic to take advantage of his phenomenal ground movement to mix-up his approach. Known for having high landing lag on his attacks in ''SSB4'', Sonic now possesses much less landing lag on all of his aerials (although still above average relative to the cast); notably, this grants neutral aerial increased combo potential. Finally, the changes to [[air dodge]] mechanics improve Sonic's edge-guarding game while not compromising him much thanks to his great recovery, while the reintroduction of directional air dodges allows Sonic to gain a little extra distance after using Spring Jump.


Overall, Sonic still retains many of his powerful attributes and combo game, though several of his most powerful tools from ''SSB4'' have either been worsened or removed altogether and his worse endurance has given him a newly defined weakness. This has lead to a less oppressive and polarized character, his playstyle shifting into a more offensive and creative one than before where Sonic now makes greater use of his standard moveset and newly buffed Homing Attack instead of relying on Spin Dash and Spin Charge to compensate for his underwhelming attacks, and must now take advantage of ''Ultimate's'' reworked mechanics, which have proven to be extremely benefitial to him. In the end, Sonic has retained his viability in competitive play, and given the nerfs to the previous game's top tiers and in spite of the introduction of powerful DLC characters in game updates, he performs better relative to the cast than he did in ''SSB4''.
Overall, Sonic still retains many of his powerful attributes and combo game, though several of his most powerful tools from ''SSB4'' have either been worsened or removed altogether and his worse endurance has given him a newly defined weakness. This has lead to a less oppressive and polarized character, his playstyle shifting into a more offensive and creative one than before where Sonic now makes greater use of his standard moveset and newly buffed Homing Attack instead of relying on Spin Dash and Spin Charge to compensate for his underwhelming attacks, and must now take advantage of ''Ultimate's'' reworked mechanics, which have proven to be extremely benefitial to him. In the end, Sonic has retained his viability in competitive play, and given the nerfs to the previous game's top tiers and in spite of the introduction of powerful DLC characters in game updates, he performs better relative to the cast than he did in ''SSB4''.

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