Sonic (SSB4): Difference between revisions

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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).}}
**{{nerf|Spin Dash's roll and jump deal less damage (7%-10% → 6%-7% (roll), 7% → 3% (jump)), hindering its damage racking potential.}}
*Spin Dash roll:
**{{nerf|If Sonic uses Spin Dash on a slope, he will no longer be intangibility during his grounded roll.}}
**{{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.}}
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