6,535
edits
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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**{{buff|Spin Dash's charge can now be held while jumping.}} | **{{buff|Spin Dash's charge can now be held while jumping.}} | ||
***{{nerf|However unlike the previous jump, the jump no longer has a hitbox and it can no longer be cancelled (even by released the Spin Dash), hindering its safety.}} | ***{{nerf|However unlike the previous jump, the jump no longer has a hitbox and it can no longer be cancelled (even by released the Spin Dash), hindering its safety.}} | ||
**{{nerf|If Sonic lands on a platform while Spin Dashing and then slides off it, he can no longer cancel the Spin Dash once he lands again by shielding.}} | |||
**{{nerf|If Sonic uses Spin Dash on a slope, he will no longer be intangibility during his grounded roll.}} | |||
*Spin Dash Hop: | |||
**{{change|The hop is significantly faster, with Sonic gaining less height and dropping at a higher speed (falling speed: 1.1 → 2.4, gravity: 0.065 → 0.65). This improves its combo and approach potential, but hinders its anti-air potential, as well as its safety in the air.}} | **{{change|The hop is significantly faster, with Sonic gaining less height and dropping at a higher speed (falling speed: 1.1 → 2.4, gravity: 0.065 → 0.65). This improves its combo and approach potential, but hinders its anti-air potential, as well as its safety in the air.}} | ||
**{{nerf|The hop has a slightly shorter duration (frames 1-32 → 1-31).}} | |||
**{{nerf|The hop has a smaller hitbox (3.6u → 3u).}} | **{{nerf|The hop has a smaller hitbox (3.6u → 3u).}} | ||
**{{ | *Spin Dash roll: | ||
**{{nerf| | **{{buff|The roll deals more knockback (50 (base), 46 (scaling) → 67/62).}} | ||
**{{buff|Both variants of the roll and the roll jump now always launch opponents in the direction Sonic is facing, making them more consistent.}} | |||
**{{nerf|The roll deals less damage, especially when charged (7%-10% → 6%-7%).}} | |||
**{{nerf|The roll has a smaller hitbox (3.8u → 3.2u).}} | |||
**{{nerf|The downhill roll's maximum damage is lower (11% → 7.5%).}} | |||
**{{nerf|The downhill roll has a much smaller hitbox (3.8u → 2u).}} | |||
*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 a larger hitbox (3.4u → 3.8u).}} | |||
**{{nerf|The roll jump deals much less damage (7% → 3%) without full compensation on its knockback (60 (base), 73 (scaling) → 66/112).}} | |||
*[[Spring Jump]]: | *[[Spring Jump]]: | ||
**{{buff|Sonic can now perform a double jump or use his specials (including another Spring Jump) after landing on a grounded spring.}} | **{{buff|Sonic can now perform a double jump or use his specials (including another Spring Jump) after landing on a grounded spring.}} |
edits