Sonic (SSB4): Difference between revisions

1,170 bytes added ,  3 years ago
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**{{buff|Clean neutral aerial deals more damage (11% → 12%).}}
**{{buff|Clean neutral aerial deals more damage (11% → 12%).}}
**{{buff|Neutral aerial has a larger hitbox, especially the late hit (4u (clean)/3u (mid)/2u (late) → 5u/4.5u/4u).}}  
**{{buff|Neutral aerial has a larger hitbox, especially the late hit (4u (clean)/3u (mid)/2u (late) → 5u/4.5u/4u).}}  
**{{change|Neutral aerial now launches opponents vertically (361° → 75°). This improves its combo potential, especially when combined with the changes to [[hitstun canceling]] and DI however, this also removes its edgeguarding potential.}}
**{{change|Neutral aerial now launches opponents vertically (361° → 75°). This improves its combo potential, especially when combined with the changes to [[hitstun canceling]] and DI however, this also removes its edgeguarding and locking potential.}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 16).}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 16).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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**{{nerf|The final hit has a higher hitlag multiplier (1x → 1.5x), making it easier to DI. As forward aerial cannot be [[frame cancel]]ed, this hinders the move overall.}}
**{{nerf|The final hit has a higher hitlag multiplier (1x → 1.5x), making it easier to DI. As forward aerial cannot be [[frame cancel]]ed, this hinders the move overall.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial deals 1% more damage (13% (clean)/9% (late) 14%/10%), and the late hit has increased knockback scaling although the clean hit's knockback scaling was somewhat compensated (94 (clean)/90 (late) 90/100).}}
**{{buff|Back aerial's hitboxes have been repositioned, with the move now being slightly disjointed, rather than failing to cover Sonic's foot.}}
**{{nerf|Back aerial incurs significantly more landing lag (9 frames → 30).}}
**{{buff|The clean hit deals more damage (13% → 14%), improving its KO potential despite its decreased knockback scaling (94 → 90).}}
**{{nerf|Back aerial auto-cancels later (frame 29 → 33). This, combined with its increased landing lag, makes it a much worse spacing and landing tool.}}
**{{buff|The clean hit has larger hitboxes (5u/5.5u/6u → 6u/6.5u).}}
**{{buff|The late hit deals more damage (9% → 10%) and has increased knockback scaling (90 → 100).}}
**{{change|The clean hit has a higher hitlag multiplier (1x 1.2x).}}
**{{nerf|Back aerial has much more landing lag (9 frames → 30), greatly hindering its safety and removing its followup potential.}}
**{{nerf|Back aerial auto-cancels later (frame 29 → 33).}}
**{{nerf|Back aerial has a longer animation (37 frames → 46), increasing the amount of time Sonic cannot grab ledges after performing the move.}}
**{{nerf|The near hitbox has been removed.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial's second hit deals less knockback (63 (base), 90 (scaling) → 66/82), hindering its KO potential. The second hit also has a shorter duration (frames 14-18 → 14-15).}}
**{{change|Up aerial's animation has slightly changed. Sonic no longer twirls while performing the kick, instead, he performs a sharp scissor kick while facing the screen during the entirety.}}
**{{buff|Up aerial incurs less landing lag (22 frames → 21), and due to the second hit's shorter duration, it auto-cancels three frames earlier (frame 19 → 16).}}
***{{nerf|This new animation is longer (44 frames → 54), increasing the amount of time Sonic cannot grab ledges after performing the move.}}
**{{change|Up aerial's animation has slightly changed. Sonic no longer twirls while performing the kick, instead facing the screen during the entirety.}}
**{{buff|Up aerial has less landing lag (22 frames → 21).}}
**{{buff|The first hit has altered set knockback (70 (near)/130 (far) → 90/120), making it connect more reliably into the second hit.}}
**{{buff|The second hit launches opponents at a higher angle (80° → 91°).}}
**{{change|The second hit has a higher hitlag multiplier (1x → 1.2x).}}
**{{nerf|The first hit has smaller hitboxes (4u/5u 3u/4u) which are positioned closer to Sonic, especially the far hit (z offset: 4/9/-4/-9 → 3/7/-3/-7).}}
**{{nerf|The second hit has a shorter duration (frames 14-18 → 14-15).}}
***{{buff|However, this also makes the move auto-cancel earlier (frame 19 → 16). When combined with the increase to shieldstun, this noticeably improves up aerial's safety}}
**{{nerf|The second hit deals less knockback (63 (base), 90 (scaling) → 66/82), hindering its KO potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Due to its angle being altered (37° → 285°), clean down aerial is now a [[meteor smash]] against aerial opponents. When coupled with the removal of [[meteor canceling]], this significantly improves its edge-guarding potential.}}
**{{buff|Due to its angle being altered (37° → 285°), clean down aerial is now a [[meteor smash]] against aerial opponents. When coupled with the removal of [[meteor canceling]], this significantly improves its edge-guarding potential.}}
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