Sonic (SSB4): Difference between revisions

1,361 bytes added ,  3 years ago
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**{{nerf|Pummel deals less damage (3% → 2%).}}
**{{nerf|Pummel deals less damage (3% → 2%).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{nerf|Forward throw deals 2% less damage (3% → 1% (hit), 9% → 7% (total)).}}  
**{{buff|Forward throw's hitboxes have a longer duration (frame 10 → 10-11).}}
**{{buff|Forward throw has increased base knockback (60 → 100) granting it KO potential at high percentages when used on a [[platform]].}}
**{{buff|The hitboxes are larger (2.5u/2u → 4u/3u).}}
**{{buff|The hitboxes deal more knockback (30 (set), 100 (scaling) → 70 (base)/190), improving their effectiveness against bystanders.}}
**{{buff|The hitboxes now launch bystanders horizontally (80° → 361°), allowing them to set up edgeguards against bystanders.}}
**{{nerf|The hitboxes deal less damage (3% (hit)/9% (total) → 1% (hit)/7%).}}
**{{nerf|The hitboxes deal more hitlag (1x → 1.5x), making the throw slower to execute and easier to DI.}}
**{{change|Sonic releases his opponent from forward throw one frame later (frame 11 → 12).}}
**{{buff|The throw deals much more knockback (60 (base), 70 (scaling) 70/100), now being a viable KO option when used on a [[platform]] on tournament legal stages.}}
*[[Back throw]]:
*[[Back throw]]:
**{{nerf|Back throw deals 1% less damage (8% → 7%).}}  
**{{nerf|Back throw deals less damage (8% → 7%).}}  
**{{buff|Back throw has increased knockback scaling (60 → 79) improving its KO potential in spite of its lower damage output.}}
**{{buff|Back throw has increased knockback scaling (60 → 79), improving its KO potential despite its lower damage.}}
*[[Up throw]]:
*[[Up throw]]:
**{{nerf|Up throw deals less damage (3% → 1% (hit), 9% → 5% (throw), 12% → 6% (total)), and the knockback on the throw was compensated (65 (base)/70 (scaling) 92/80).}}  
**{{change|Up throw has a slightly altered animation where after the throw, Sonic stays low to the ground for longer before rising up.}}
**{{buff|Up throw's angle has also been altered (100° → 92°). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages despite its higher knockback.}}
**{{nerf|Up throw deals less damage (3% (hit)/9% (throw)/12% (total) 1%/5%/6%). The hitbox's knockback scaling was mostly compensated (120 → 180), slightly hindering its KO potential.}}
**{{buff|The hitbox is larger (4u → 5u).}}
**{{change|The hitbox no longer has a slash effect.}}
**{{nerf|The hitbox has more startup lag with a shorter duration (frames 21-27 → 22-27).}}
**{{nerf|The hitbox deals more hitlag (1x → 1.5x), making the throw slower to execute and easier to DI.}}
**{{nerf|The throw has increased base knockback (65 → 92), hindering its followup potential at lower percents.}}
***{{nerf|Additionally, while the throw does also have increased knockback scaling (70 → 80), this fails to compensate for the throw's lower damage, hindering its KO potential.}}  
**{{buff|The throw launches opponents at a higher angle (100° → 92°). When combined with the changes to hitstun canceling/DI, this noticeably improves its combo potential despite its higher base knockback.}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals 1% less damage (8% → 7%) although its knockback scaling was compensated (30 → 35).}}
**{{nerf|Down throw deals less damage (5% (throw)/8% (total) 4%/7%).}}  
**{{nerf|The removal of [[chain grab]]bing hinders down throw's damage racking potential.}}
**{{buff|Down throw has increased knockback scaling (30 → 35), marginally improving its KO potential despite its lower damage.}}


===Special moves===
===Special moves===
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