Sonic (SSBU): Difference between revisions

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Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash: The move can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mind games from ''SSB4'', and now requires Sonic to rely more on his pure speed to play defensively. Up aerial, known for its status as a strong KO option off of moves like Spring Jump and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. This is further compounded by up throw's nerf; known for being a potential finisher due to it's ability to combo into Spring Jump-assisted setups, it now has increased endlag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its once powerful edge guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight and increased falling speed also noticeably worsen his endurance.  
Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash: The move can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mind games from ''SSB4'', and now requires Sonic to rely more on his pure speed to play defensively. Up aerial, known for its status as a strong KO option off of moves like Spring Jump and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. This is further compounded by up throw's nerf; known for being a potential finisher due to it's ability to combo into Spring Jump-assisted setups, it now has increased endlag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its once powerful edge guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight and increased falling speed also noticeably worsen his endurance.  


However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. Homing Attack has been significantly buffed, now having less start-up lag, less endlag upon hitting an opponent, better homing capabilities, and increased damage output; this has lead to the move becoming a much more viable combo tool as well as a potential option to break neutral. Down tilt now launches opponents at a higher angle, granting the move combo potential, down smash and up smash have increased KO potential, giving Sonic a slightly easier time KOing with them. Additionally, some of Sonic's already stronger moves have been buffed in various ways: Despite having been worsened overall, Spin Dash now has the ability to be jump canceled, granting Sonic some potential mix-up options, albeit less effective ones than previously. Spring Jump now grants Sonic slightly more distance and due to ''Ultimate's'' mechanic changes regarding air dodges, allows Sonic to directionally air dodge out of it to gain a little extra height, buffing his already impressive recovery. Lastly, several of Sonic multi-hitting attacks now link into each other more reliably, including Spin Charge, up smash, up tilt, forward aerial, and forward tilt.
However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. Homing Attack has been significantly buffed, now having less start-up lag, less endlag upon hitting an opponent, better homing capabilities, and increased damage output; this has lead to the move becoming a much more viable combo tool as well as a potential option to break neutral. Down tilt now launches opponents at a higher angle, granting the move combo potential, down smash and up smash have increased KO potential, giving Sonic a slightly easier time KOing with them. Additionally, some of Sonic's already stronger moves have been buffed in various ways: Despite having been worsened overall, Spin Dash now has the ability to be jump canceled, granting Sonic some potential mix-up options, albeit less effective ones than previously. Spring Jump now grants Sonic slightly more distance and due to ''Ultimate's'' mechanic changes regarding air dodges, allows Sonic to directionally air dodge out of it to gain a little extra height, buffing his already impressive recovery. Lastly, several of Sonic multi-hitting attacks now link into each other more reliably, including Spin Charge, up smash, forward aerial, and forward tilt.


Lastly, Sonic has received improvements as a result of ''Ultimate's'' universal mechanic changes. Known for having high  landing lag on his attacks in ''SSB4'', Sonic now possesses much less landing lag on all of his aerials, although still above average relative to the cast; this grants neutral aerial increased combo potential, improves back aerial's safety as a spacing option, and makes down aerials a slightly safer (albeit still unsafe) landing option. Sonic's already unmatchable ground mobility has been improved even further, with his initial dash now being among the fastest in the game, heightening his camping abilities via running. Lastly, the ability to [[run cancel]] allows Sonic to take advantage of his phenomenal ground movement far more than any other character in ''Ultimate'', granting him powerful mix-up options he didn't have access to in ''SSB4''.
Lastly, Sonic has received improvements as a result of ''Ultimate's'' universal mechanic changes. Known for having high  landing lag on his attacks in ''SSB4'', Sonic now possesses much less landing lag on all of his aerials, although still above average relative to the cast; this grants neutral aerial increased combo potential, improves back aerial's safety as a spacing option, and makes down aerials a slightly safer (albeit still unsafe) landing option. Sonic's already unmatchable ground mobility has been improved even further, with his initial dash now being among the fastest in the game, heightening his camping abilities via running. Lastly, the ability to [[run cancel]] allows Sonic to take advantage of his phenomenal ground movement far more than any other character in ''Ultimate'', granting him powerful mix-up options he didn't have access to in ''SSB4''.
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