Template:SSB4 to SSBU changelist/Sonic: Difference between revisions

→‎Aesthetics: Noticed this a long time ago but I guess this wasn't mentioned anywhere.
(New Page: ===Aesthetics=== *{{change|Sonic's design is largely the same as it was in ''SSB4'', although his model features a more subdued color scheme due to the aesthetic used in ''Ultimate''. H...)
 
(→‎Aesthetics: Noticed this a long time ago but I guess this wasn't mentioned anywhere.)
 
(41 intermediate revisions by 22 users not shown)
Line 1: Line 1:
===Aesthetics===
===Aesthetics===
*{{change|Sonic's design is largely the same as it was in ''SSB4'', although his model features a more subdued color scheme due to the aesthetic used in ''Ultimate''. His fur is now lightly detailed, and his shoes appear more polished.}}
*{{change|Sonic's design is largely the same as it was in ''SSB4'', although his model features a more subdued color scheme due to the aesthetic used in ''Ultimate''. His fur is now lightly detailed, similar to his appearance in the ''Sonic Boom'' animated series and ''Sonic Forces'' artwork, his gloves have more detailed fabric, and his shoes appear more polished.}}
*{{change|Sonic is much more expressive than in ''Smash 4'', as he now has a sly grin while dashing and now frowns when using his up tilt, [[forward smash]], [[forward throw]], and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in ''Brawl'', such as not looking impatient during his foot-tapping idle animation and not grinning while waving his finger.}}
*{{change|Like most other returning characters, Sonic is slightly more expressive than in ''Smash 4''. He now has a sly grin while dashing and frowns during his [[up tilt]], [[forward smash]], [[forward throw]], and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in ''Brawl'', as he doesn’t grow impatient during his foot-tapping idle pose and doesn’t grin during his finger-wiggle idle pose.}}
*{{change|Sonic's head quills have greater independent physics, resembling how their movement was in ''Brawl''.}}
*{{change|Sonic's head quills have greater independent physics, resembling how their movement was in ''Brawl''.}}
*{{change|The Chaos Emeralds that appear in [[Super Sonic]] and Sonic's up-inputted victory pose now appear less reflective and have matte colors.}}
*{{change|Two of Sonic's victory poses have been tweaked:}}
*{{change|Two of Sonic's victory poses have been tweaked:}}
**His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprint off-screen twice before appearing. He also grins instead of smirking, like in ''Brawl''.
**His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprinting off-screen twice before appearing. He also grins when he gives a thumbs up instead of smirking, akin to ''Brawl''.
**His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it.
**His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it. The Chaos Emerald also floats closer to Sonic's fingers.
*{{change|Though Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that it appears more natural.}}
*{{change|Although Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that its movement appears more natural.}}
*{{change|Sonic’s seventh and eighth alternate costumes have swapped placements.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Sonic [[walk|walks]] faster (1.375 → 1.444).}}
*{{buff|Sonic [[walk|walks]] faster (1.375 → 1.444).}}
*{{buff|Sonic [[run|runs]] faster (3.5 → 3.85).}}
*{{buff|Sonic [[dash]]es faster (3.5 → 3.85).}}
**{{buff|Sonic's initial [[dash]] is significantly faster (1.5 → 2.31), now being the 3rd fastest.}}
**{{buff|His initial [[dash]] is significantly faster (1.5 → 2.31), now being the fourth fastest in the game.}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
*{{buff|Sonic's [[air speed]] is faster (1.15 → 1.208).}}
*{{buff|Sonic's [[air speed]] is faster (1.15 → 1.208).}}
*{{change|Sonic [[falling speed|falls]] faster (1.45 → 1.65).}}
*{{change|Sonic [[falling speed|falls]] faster (1.45 → 1.65), his falling speed now being above average instead of below average.}}
*{{buff|Sonic's [[fast-fall]] is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.}}
**{{buff|His [[fast fall]]ing speed is faster as well (2.32 → 2.64), which improves his air mobility and leaves him less susceptible to juggling.}}
*{{nerf|Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than {{SSBU|Zelda}} and being lighter than {{SSBU|Little Mac}}, worsening his endurance. While this change would make him less susceptible to combos, this is prevented by his faster fall speed.}}
*{{nerf|Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than {{SSBU|Zelda}} and being lighter than {{SSBU|Little Mac}}, worsening his endurance. While this change would also make him less susceptible to combos, this is prevented by his faster fall speed.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
Line 41: Line 43:
**{{buff|The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.}}
**{{buff|The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.}}
**{{buff|The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.}}
**{{buff|The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.}}
*[[Up tilt]]
*[[Up tilt]]:
**{{buff|Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).}}
**{{buff|Both hits have less startup lag (frame 7 → 6 (hit 1), 18 → 13 (hit 2)).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag. This completely removes its combo potential.}}
***{{nerf|However, the move's total duration was not fully compensated (FAF 40 → 36), giving it one more frame of ending lag.}}
**{{change|The first hit's late portion no longer uses the [[autolink angle]] (365° → 95°).}}
**{{change|The first hit's late portion no longer uses the [[autolink angle]] (365° → 95°).}}
**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 base/80 scaling → 40/100), improving its combo potential.}}
**{{buff|Down tilt launches at a more upward angle (361° → 73°) and deals more knockback (30 base/80 scaling → 40/100), improving its combo potential.}}
**{{buff|It returns Sonic to his original position after kicking, rather than moving him forward, making it safer to use for [[spacing]].}}
**{{buff|Sonic no longer slides forward after using the move, making it safer to use for [[spacing]].}}
***{{nerf|However, this completely removes its ability to be used as a pseudo [[crawl]].}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times, although its total damage remains intact (1% (hits 1-3), 3% (hit 4) → 6% (clean)). It also deals less knockback to compensate for the single hit's greater damage relative to the previous version's final hit (80 base/125 scaling → 88/80 (clean), 93/80 (late)).}}
**{{change|Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times.}}
**{{buff|It has much less ending lag (FAF 62 → 50).}}
**{{buff|It has much less ending lag (FAF 62 → 46).}}
**{{buff|The late hit has gained a [[shieldstun]] multiplier of 1.57×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.}}
**{{buff|It deals more damage (6% → 8% (clean), 4% → 6% late)).}}
***{{change|The knockback on the now lone hit has altered knockback to compensate for its increased damage (80 (base)/125 (scaling) 91/63 (clean), 96/60 (late)). The clean hit deals slightly more knockback overall, while the late hit deals less.}}
**{{buff|It has gained a [[shieldstun]] multiplier of 0.75× for the clean hit, and 1.05× for the late hit. Combined with its reduced ending lag, higher damage, and the increased shieldstun for ground attacks, this makes both safer on shield, despite the clean hit having a below-average multiplier.}}
**{{nerf|It launches at a lower angle (70° → 60°), hindering its KO potential.}}
**{{nerf|It launches at a lower angle (70° → 60°), hindering its KO potential.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Sonic's arm stretches out further during the punch, improving its range.}}
**{{buff|Sonic's arm stretches out further during the punch, improving its range.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has less startup lag (frame 19 → 18).}}
**{{buff|Up smash has less startup (frame 19 → 14). While its total duration is one frame longer by comparison (FAF 66 → 62), it retains the same ending lag due to the first hit being separated one more frame from the subsequent hits.}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|It grants more [[intangibility]] frames (frames 18-20 14-18).}}
**{{buff|Up smash's looping hits are larger (4u/4u/4u/4u 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{buff|The first hit launches opponents towards Sonic (90° → 110°) with more [[set knockback]] (70 → 120), while the looping hits have a lower [[SDI]] multiplier (0.6× → 0.5×), and both use [[weight-independent]] knockback, allowing them to connect more reliably.}}
**{{buff|The first hit launches opponents towards Sonic (90° → 95°), while the looping hits have a lower [[SDI]] multiplier (0.6× → 0.5×), and both use [[weight-independent]] knockback, allowing them to connect more reliably.}}
**{{buff|The looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{buff|The last hit has increased knockback scaling (165 → 170), improving its KO potential.}}
**{{buff|The last hit has increased knockback scaling (165 → 170), improving its KO potential.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.}}
**{{buff|Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.}}
**{{nerf|It has a new animation where Sonic's feet extend greatly. As its hitboxes were not adjusted, this results in the move no longer being disjointed, with it now failing to fully cover Sonic's feet.}}


===Aerial attacks===
===Aerial attacks===
Line 74: Line 80:
**{{nerf|Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.}}
**{{nerf|Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.}}
**{{buff|The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).}}
**{{buff|The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).}}
**{{buff|The second hit has an additional hitbox below Sonic, mitigating some of the linking issues caused by the aforementioned changes to the first hit.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{change|Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).}}
**{{change|Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).}}
Line 94: Line 101:
**{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}}
**{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}}
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.}}
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.}}
**{{nerf|It has significantly less knockback scaling (100 → 75), no longer KOing at high percents.}}
**{{nerf|It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer KOing at high percents.}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}}
**{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}}
Line 108: Line 115:
**{{buff|It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.}}
**{{buff|It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.}}
**{{buff|It launches Sonic at a straighter trajectory towards opponents, improving its accuracy.}}
**{{buff|It launches Sonic at a straighter trajectory towards opponents, improving its accuracy.}}
**{{buff|It incurs less ending lag upon hitting an opponent (FAF 32 → 27), allowing it to combo into other moves at certain percentages.}}
**{{buff|It incurs less ending lag upon hitting an opponent (FAF 34 → 27), allowing it to combo into other moves at certain percentages.}}
**{{buff|It has larger hitboxes (3.5u/3.5u → 5u/5u).}}
**{{buff|It has larger hitboxes (3.5u/3.5u → 5u/5u).}}
**{{nerf|It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in ''Smash 4'', despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.}}
**{{nerf|It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in ''Smash 4'', despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.}}
**{{change|It launches at a slightly lower angle (55° → 53°).}}
**{{change|It launches at a slightly lower angle (55° → 53°).}}
**{{change|The move shows a reticle on the opponent right before Sonic is about to strike, as in games from ''Sonic and the Secret Rings'' onward. The reticle most closely resembles its design in ''Sonic Colors''.}}
**{{change|The move shows a reticle on the opponent right before Sonic is about to strike, as in games from ''Sonic and the Secret Rings'' onward. The reticle resembles its design in the Nintendo 3DS Version of ''Sonic Generations''.}}
*{{change|Colliding with a wall while moving on the ground with Spin Dash or Spin Charge now has Sonic bounce off it, using the same animation when rebounding off the ground with Homing Attack.}}
*[[Spin Dash]]:
*[[Spin Dash]]:
**{{buff|A grounded charged Spin Dash can be released in the air while keeping its charge.}}
**{{buff|A grounded charged Spin Dash can be released in the air while keeping its charge.}}
Line 123: Line 131:
**{{bugfix|Sonic no longer loses his double jump after landing with an aerial Spin Dash or [[Spin Charge]].}}
**{{bugfix|Sonic no longer loses his double jump after landing with an aerial Spin Dash or [[Spin Charge]].}}
*[[Spring Jump]]:
*[[Spring Jump]]:
**{{buff|Sonic gains slightly more vertical height from Spring Jump, matching the move's vertical height from ''Brawl''.}}
**{{buff|Sonic gains slightly more height from Spring Jump, matching the move's height from ''Brawl''.}}
**{{nerf|The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.}}
**{{nerf|The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.}}
**{{nerf|It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.}}
**{{nerf|It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.}}
6,729

edits