Sonic (SSB4): Difference between revisions

1,383 bytes added ,  3 years ago
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**{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}}
**{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt deals less damage (3% (early)/4% (hit 1)/7% (hit 2) → 2% (hit 1)/6% (hit 2)) although the base knockback on the second hit was compensated (35 → 40). Its second hit also has a shorter duration (frames 18-20 18-19), and its early hitbox has been removed.}}
**{{buff|Up tilt has less ending lag (FAF 50 → 40).}}
**{{buff|Up tilt has decreased ending lag (FAF 50 40).}}
**{{nerf|Up tilt has a shorter duration (frames 7-10 (hit 1)/8-10 (hit 2)/18-20 (hit 3) → 7-9/8-9/18-19).}}
**{{nerf|Up tilt deals much less less damage (3% (hit 1)/4% (hit 2)/7% (hit 3)/14% (total) → 2% (hit 1)/6% (hit 2)/8% (total)), with the second hit only receiving a slight increase to its base knockback (35 → 40), hindering its KO potential.}}
**{{nerf|Additionally, the first kick's hitboxes have a lower part value (1 → 0) meaning that Sonic can no longer connect both the ground hit and the kick hit. This results in the move now only having two hits instead of three.}}
**{{buff|The ground hitbox is positioned slightly further out (z offset: 4 → 4.5), giving it more range.}}
**{{change|The ground hitbox has increased set knockback (80 → 100).}}
*{{change|The first kick's hitboxes have altered angles (70°/80°/270° 90°/360°) and set knockback (40/30/12 → 60/35/12).}}
**{{nerf|The first hit's upper hitboxes are smaller (5u/7u → 4u/5u) and the foot hitbox is positioned lower (y offset: 8 x offset: 7), noticeably reducing its range.}}
**{{buff|The second hit launches opponents at a higher angle (70° → 78°). When combined with up tilt's reduced ending lag along with the changes the [[hitstun canceling]] and [[Directional Influence|DI]], this improves up tilt's combo potential and makes it less susceptible to DI.}}
**{{buff|The second hit's body hitbox is larger (3u → 4u).}}
**{{nerf|The second hit's foot hitbox is positioned lower (y offset: 8 x offset: 7), reducing its range.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Down tilt has decreased base knockback (40/30 (base) → 30) and a shorter duration (frames 6-8 → 6-7). Sonic also doesn’t slide forward during the move (instead only doing so after he attacks, but even then the distance he slides is significantly lower), hindering its range and making it less effective as a pseudo crawl.}}
**{{change|Down now has one extended hitbox which functions like the previous foot hitbox. This gives the move consistent base knockback (40/30 → 30) and it makes the move consistently launch opponents horizontally (80°/70°/361° → 361° (all)).}}
**{{change|Down tilt's angle has been altered (80° (near)/70° (mid)/[[Sakurai angle|361°]] (far) → 361° (all)). This improves its [[lock]]ing potential, but significantly hinders its combo potential.}}
***{{buff|This makes down tilt a more consistent locking and [[trip]]ping tool.}}
**{{buff|Down tilt's is more reliable at [[tripping]] opponents due to its altered angle despite its decreased chance of tripping (40% → 20%).}}
***{{nerf|However, this also removes its combo potential outside of those scenarios.}}
**{{nerf|Down tilt has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|Sonic does not slide as far forward during the move (only doing so after he attacks, with the distance being much shorter), hindering its range and making it less effective as a pseudo crawl.}}
***{{buff|However, this also makes it a safer poking tool.}}
**{{nerf|Down tilt has a lower extra trip chance (40% → 20%).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Sonic's dash attack has been substantially altered. It is now a Spin Attack followed by a flying kick. Compared to the previous dash attack, it has more knockback (70 (base), 50 (scaling) → 80/125). Unlike the previous dash attack, it hits multiple times. These differences make it more effective at [[punish]]ing and [[tech-chasing]].}}
**{{buff|Sonic's dash attack has been substantially altered. It is now a Spin Attack followed by a flying kick. Compared to the previous dash attack, it has more knockback (70 (base), 50 (scaling) → 80/125). Unlike the previous dash attack, it hits multiple times. These differences make it more effective at [[punish]]ing and [[tech-chasing]].}}
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