Editing Sonic (SSBU)

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|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean and has low ending lag. However, it does have moderately high start-up lag (frame 13) for a back aerial, which can make it somewhat challenging to hit with.
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high start-up lag (frame 13) for a back aerial, which can make it somewhat challenging to hit with.
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdesc=A scissor kick. Its very generous auto-cancel window and fairly low landing lag make it deceptively safe, as it autocancels as soon as the hitboxes cease, which is actually due to a coding error that wasn't fixed from the previous games. In addition to being a reliable follow-up from Spin Dash and Spin Charge, it is a useful combo starter when SHFF'd. Due to its first hit's adjusted launching angles and much lower knockback growth, it is noticeably less effective than it was in ''Smash 4'' as both a follow-up from Spring Jump and as a KO option.
|uairdesc=A scissor kick. Its very generous auto-cancel window and fairly low landing lag make it deceptively safe, as it autocancels as soon as the hitboxes cease, which is actually due to an error with the code that wasn't fixed from the previous games. In addition to being a reliable follow-up from Spin Dash and Spin Charge, it is a useful combo starter when SHFF'd. Due to its first hit's adjusted launching angles and much lower knockback growth, it is noticeably less effective than it was in ''Smash 4'' as both a follow-up from Spring Jump and as a KO option.
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
Line 192: Line 192:
|ssname=Spin Dash
|ssname=Spin Dash
|ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump)
|ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump)
|ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent quickly. Holding the special button [[charge]]s it up and increases its speed. In addition to granting 5 frames of intangibility after the charge is released, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. When it is charged, however, the move is very safe on shield. It also boasts horizontal recovery potential when it is [[jump-cancel]]ed immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air. Sonic can only hold the charge for two seconds when his Spin Dash is fully charged, but as the move can be jump-canceled, he can still charge it on the ground, cancel the charge with a jump and release it in the air while still keeping its charge.
|ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent quickly. Holding the special button [[charge]]s it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. It also boasts horizontal recovery potential when it is [[jump-cancel]]ed immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air.
|usname=Spring Jump
|usname=Spring Jump
|usdmg=— (jump), 4% (spring)
|usdmg=— (jump), 4% (spring)
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|dsname=Spin Charge
|dsname=Spin Charge
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump)
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump)
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air. Its charge can only be held for three seconds after Spin Charge is fully charged.
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
|fsname=Super Sonic
|fsname=Super Sonic
|fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch)
|fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch)

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