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Sonic (PM): Difference between revisions

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{{Infobox Character Mod
{{Infobox Character Mod
|name        = Sonic
|name        = Sanic
|image        = [[Image:Sonic SSBB.jpg|250px]]
|image        = [[Image:Sanic SSBB.jpg|250px]]
|mod          = Project M
|mod          = Project M
|base        = ssbb
|base        = ssbb
|moveset1    = Sonic (SSBB)
|moveset1    = Sanic (SSBB)
|tier        = Upper-Mid
|tier        = Upper-Mid
|altcostume  = Jet Set Sonic
|altcostume  = Jet Set Sanic
|ranking      = 15
|ranking      = 15
}}
}}
{{stub}}
{{stub}}
'''Sonic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. Sonic returns with an alternate costume based on Jet Set Radio. <!--tier position paragraph-->
'''Sanic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. Sanic returns with an alternate costume based on Jet Set Radio. <!--tier position paragraph-->


==Attributes==
==Attributes==
<!--attributes paragraph-->
<!--attributes paragraph-->
===Changes from ''Brawl'' to PM===
===Changes from ''Brawl'' to PM===
[[File:Project M Sonic Taunt.gif|thumb|Sonic's new up taunt in Project M.]]
[[File:Project M Sanic Taunt.gif|thumb|Sanic's new up taunt in Project M.]]
[[File:SonicFairPM.png|200px|thumb|Sonic's new forward aerial.]]
[[File:SanicFairPM.png|200px|thumb|Sanic's new forward aerial.]]
*{{buff|Jab combo does more damage.}}
*{{buff|Jab combo does more damage.}}
*{{buff|[[Forward tilt]] is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike ''Brawl'', and slightly more KO potential.}}
*{{buff|[[Forward tilt]] is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike ''Brawl'', and slightly more KO potential.}}
*{{buff|[[Up tilt]] is now a foot uppercut with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and It is based upon the Sonic Up Draft move from ''Sonic Battle''.}}
*{{buff|[[Up tilt]] is now a foot uppercut with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and It is based upon the Sanic Up Draft move from ''Sanic Battle''.}}
*{{buff|Foward smash does more damage and is a better KO move.}}
*{{buff|Foward smash does more damage and is a better KO move.}}
*{{buff|[[Up smash]] has much less [[ending lag]] and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.}}
*{{buff|[[Up smash]] has much less [[ending lag]] and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.}}
*{{buff|[[Down smash]] changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sonic Flare, from ''Sonic Battle''. It acts similar to the original, but has faster start-up and deals higher damage with much more knockback and can [[punish]] [[shield]]ing or [[crouch cancel]]ing foes.}}
*{{buff|[[Down smash]] changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sanic Flare, from ''Sanic Battle''. It acts similar to the original, but has faster start-up and deals higher damage with much more knockback and can [[punish]] [[shield]]ing or [[crouch cancel]]ing foes.}}
*{{buff|[[Neutral aerial]] does much more damage and has stronger knockback and has a larger hitbox.}}
*{{buff|[[Neutral aerial]] does much more damage and has stronger knockback and has a larger hitbox.}}
*{{buff|[[Forward aerial]] is now a faster front-flip kick, based on the Sonic Eagle from ''Sonic Battle''. It has much more utility, covering a wider area in front of Sonic and [[meteor smash]]ing at the heel of his foot, which when combined with his enhanced [[air speed]] gives Sonic a deadly [[Ken Combo]].}}
*{{buff|[[Forward aerial]] is now a faster front-flip kick, based on the Sanic Eagle from ''Sanic Battle''. It has much more utility, covering a wider area in front of Sanic and [[meteor smash]]ing at the heel of his foot, which when combined with his enhanced [[air speed]] gives Sanic a deadly [[Ken Combo]].}}
*{{buff|Back aerial does more damage and is a stronger KO move.}}
*{{buff|Back aerial does more damage and is a stronger KO move.}}
*{{buff|[[Up aerial]] Has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.}}
*{{buff|[[Up aerial]] Has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.}}
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*{{buff|[[Down throw]] is faster, giving the opponent less time to [[DI]].}}
*{{buff|[[Down throw]] is faster, giving the opponent less time to [[DI]].}}
*{{buff|[[Homing Attack]] can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to [[juggling]] them at medium percentages.}}
*{{buff|[[Homing Attack]] can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to [[juggling]] them at medium percentages.}}
*{{buff|[[Side special]] is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the ''Sonic Adventure'' games. Both attacks cancel upon falling off a ledge. This gives Sonic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his [[down special]]. It also sweetspots ledges when used in midair, improving Sonic's horizontal [[recovery]].}}
*{{buff|[[Side special]] is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the ''Sanic Adventure'' games. Both attacks cancel upon falling off a ledge. This gives Sanic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his [[down special]]. It also sweetspots ledges when used in midair, improving Sanic's horizontal [[recovery]].}}
*{{buff|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties. It can additionally damage opponents when being charged.}}
*{{buff|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties. It can additionally damage opponents when being charged.}}
*{{buff|Dash attack does more damage, and deals higher knockback.}}
*{{buff|Dash attack does more damage, and deals higher knockback.}}
*{{buff|The new physics and the re-introduction of [[wavedash]]ing give Sonic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.}}
*{{buff|The new physics and the re-introduction of [[wavedash]]ing give Sanic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.}}
*{{buff|Air speed is increased to help his aerial game and recovery.}}
*{{buff|Air speed is increased to help his aerial game and recovery.}}
*{{nerf|Down tilts IASA frames are later.}}
*{{nerf|Down tilts IASA frames are later.}}
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*{{nerf|Up throw does less damage.}}
*{{nerf|Up throw does less damage.}}
*{{nerf|Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential.}}
*{{nerf|Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential.}}
*{{nerf|[[Spring Jump]] gives slightly less vertical distance, and Sonic can no longer [[air dodge]] after performing the move.}}
*{{nerf|[[Spring Jump]] gives slightly less vertical distance, and Sanic can no longer [[air dodge]] after performing the move.}}
*{{nerf|[[Spin Charge]] can no longer be held indefinitely.}}
*{{nerf|[[Spin Charge]] can no longer be held indefinitely.}}
*{{change|Sweetspots of neutral aerial and up smash now have a [[slash]] effect, and the former has a new look inspired by ''Sonic 3''.}}
*{{change|Sweetspots of neutral aerial and up smash now have a [[slash]] effect, and the former has a new look inspired by ''Sanic 3''.}}
*{{change|Pressing the attack button during the startup of Homing Attack lets Sonic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sonic now strikes a pose after successfully hitting with a Homing Attack.}}
*{{change|Pressing the attack button during the startup of Homing Attack lets Sanic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sanic now strikes a pose after successfully hitting with a Homing Attack.}}
*{{change|Falling animation after using Spring Jump is now identical to his [[helpless]] animation, though without the black overlay. Sonic now additionally spins horizontally during the rising portion of the move in a manner similar to ''Sonic CD''.}}
*{{change|Falling animation after using Spring Jump is now identical to his [[helpless]] animation, though without the black overlay. Sanic now additionally spins horizontally during the rising portion of the move in a manner similar to ''Sanic CD''.}}
*{{change|Up taunt now features a horizontal spin and finger wag. The taunt button can be held to extend the duration of the finger wag.}}
*{{change|Up taunt now features a horizontal spin and finger wag. The taunt button can be held to extend the duration of the finger wag.}}
*{{change|In terms of cosmetics, Sonic has received completely new costumes that fully change the color of his hair and shoes (along with costumes resembling Shadow, Silver, and Tails), making his [[Team Battle|team]] colors more obvious.}}
*{{change|In terms of cosmetics, Sanic has received completely new costumes that fully change the color of his hair and shoes (along with costumes resembling Shadow, Silver, and Tails), making his [[Team Battle|team]] colors more obvious.}}


==Revisions==
==Revisions==
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*{{change|Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.}}
*{{change|Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.}}
*{{change|Grounded Somersault goes into a multi-hit somersault instead of a spindash.}}
*{{change|Grounded Somersault goes into a multi-hit somersault instead of a spindash.}}
*{{change|Grounded Somersault somersault is jump cancelable, and if you press Attack Sonic will perform a slide kick.}}
*{{change|Grounded Somersault somersault is jump cancelable, and if you press Attack Sanic will perform a slide kick.}}
*{{change|Grounded Somersaults somersault and slide kick are both edge cancelable.}}
*{{change|Grounded Somersaults somersault and slide kick are both edge cancelable.}}
*{{change|[[Spin Charge]] releases into spindash sooner.}}
*{{change|[[Spin Charge]] releases into spindash sooner.}}


===2.6b===
===2.6b===
*{{buff|Up aerial's first hit has increased knockback, matching Brawl Sonic's values. The tipper sweetspot on the second hit is now easier to land.}}
*{{buff|Up aerial's first hit has increased knockback, matching Brawl Sanic's values. The tipper sweetspot on the second hit is now easier to land.}}
*{{nerf|Forward smash's knockback was decreased.}}
*{{nerf|Forward smash's knockback was decreased.}}
*{{nerf|Forward smash's weaker lingering hit has notably decreased hitbox sizing and knockback.}}
*{{nerf|Forward smash's weaker lingering hit has notably decreased hitbox sizing and knockback.}}
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*{{nerf|Somersault's hitboxes can no longer clank other moves and have increased hitlag.}}
*{{nerf|Somersault's hitboxes can no longer clank other moves and have increased hitlag.}}
*{{nerf|Somersault's jump-cancel window starts later.}}
*{{nerf|Somersault's jump-cancel window starts later.}}
*{{nerf|Sonic can no longer airdodge after performing [[Spring Jump]], even if he performs an aerial in between.}}
*{{nerf|Sanic can no longer airdodge after performing [[Spring Jump]], even if he performs an aerial in between.}}
*{{nerf|[[Spring Jump]] can no longer be canceled with a walljump, or wall jump after using [[Spring Jump]].}}
*{{nerf|[[Spring Jump]] can no longer be canceled with a walljump, or wall jump after using [[Spring Jump]].}}
*{{nerf|[[Spin Charge]]'s hitboxes can no longer clank other moves and have increased hitlag.}}
*{{nerf|[[Spin Charge]]'s hitboxes can no longer clank other moves and have increased hitlag.}}
*{{nerf|[[Spin Charge]]'s spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.}}
*{{nerf|[[Spin Charge]]'s spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.}}
*{{change|Sonic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.}}
*{{change|Sanic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.}}
*{{change|Forward tilt tipper hit angle raised and homogenized amongst angled variants.}}
*{{change|Forward tilt tipper hit angle raised and homogenized amongst angled variants.}}
*{{change|Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sonic.}}
*{{change|Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sanic.}}
*{{change|Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sonic, but no longer shrink during the move's duration>}}
*{{change|Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sanic, but no longer shrink during the move's duration>}}
*{{change|Neutral aerial's active duration is faster.}}
*{{change|Neutral aerial's active duration is faster.}}
*{{change|Neutral aerial's initial damage was matched to Brawl Sonic's values, and the knockback compensated to match the last hit of Brawl Sonic's forward aerial.}}
*{{change|Neutral aerial's initial damage was matched to Brawl Sanic's values, and the knockback compensated to match the last hit of Brawl Sanic's forward aerial.}}
*{{change|Forward aerial starts up faster and now hits while Sonic's leg is further above him. Cooldown was increased slightly.}}
*{{change|Forward aerial starts up faster and now hits while Sanic's leg is further above him. Cooldown was increased slightly.}}
*{{change|Forward aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames.}}
*{{change|Forward aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames.}}
*{{change|Back aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match ''Brawl'' Sonic's values.}}
*{{change|Back aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match ''Brawl'' Sanic's values.}}
*{{change|Down aerial's lingering hit angle was raised to match other diagonal sending moves>}}
*{{change|Down aerial's lingering hit angle was raised to match other diagonal sending moves>}}
*{{change|Down aerial's dive no longer slows down when fast-fell.}}
*{{change|Down aerial's dive no longer slows down when fast-fell.}}
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*{{change|Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.}}
*{{change|Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.}}
*{{change|[[Spin Charge]]'s jump inputs now properly recognize the tap-jump setting.}}
*{{change|[[Spin Charge]]'s jump inputs now properly recognize the tap-jump setting.}}
*{{change|[[Spin Charge]]'s charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sonic is moving.}}
*{{change|[[Spin Charge]]'s charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sanic is moving.}}
*{{change|[[Spin Charge]]'s charge now sends Sonic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.}}
*{{change|[[Spin Charge]]'s charge now sends Sanic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.}}
*{{change|[[Spin Charge]]'s charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.}}
*{{change|[[Spin Charge]]'s charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.}}
*{{change|[[Spin Charge]]'s spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sonic to skid to a stop.}}
*{{change|[[Spin Charge]]'s spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sanic to skid to a stop.}}
*{{change|[[Spin Charge]]'s spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sonic has hit with spindash or spin turn in the last nine frames.}}
*{{change|[[Spin Charge]]'s spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sanic has hit with spindash or spin turn in the last nine frames.}}
*{{change| [[Spin Charge]]'s spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.}}
*{{change| [[Spin Charge]]'s spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.}}


===3.0===
===3.0===
*{{buff|Sonic’s aerial mobility was slightly increased.}}
*{{buff|Sanic’s aerial mobility was slightly increased.}}
*{{buff|Neutral air hits one frame sooner and stays strong slightly longer. The initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills.}}
*{{buff|Neutral air hits one frame sooner and stays strong slightly longer. The initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills.}}
*{{buff|Neutral air now has a small initial sweetspot that deals 15% damage with strong knockback and has neutral frame advantage on block.}}
*{{buff|Neutral air now has a small initial sweetspot that deals 15% damage with strong knockback and has neutral frame advantage on block.}}
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*{{buff|Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.}}
*{{buff|Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.}}
*{{buff|Spin Dash knockback stats and trajectory tweaked to aid in comboing.}}
*{{buff|Spin Dash knockback stats and trajectory tweaked to aid in comboing.}}
*{{buff|Spring attack use is now reset if Sonic is grabbed.}}
*{{buff|Spring attack use is now reset if Sanic is grabbed.}}
*{{nerf|Forward air’s early sweetspot has reduced knockback growth.}}
*{{nerf|Forward air’s early sweetspot has reduced knockback growth.}}
*{{nerf|Homing attack lock-on range reduced by about 1/3.}}
*{{nerf|Homing attack lock-on range reduced by about 1/3.}}
*{{change|Neutral air animation tweaked for polish.}}
*{{change|Neutral air animation tweaked for polish.}}
*{{change|When Homing or Blast attack collides with a floor, Sonic rebounds instead of flattening to the stage.}}
*{{change|When Homing or Blast attack collides with a floor, Sanic rebounds instead of flattening to the stage.}}
*{{change|Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sonic also flashes when the frame-lock ends>}}
*{{change|Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sanic also flashes when the frame-lock ends>}}


===3.5===
===3.5===
*{{buff|All of Sonic's forward tilt hitboxes last longer.}}
*{{buff|All of Sanic's forward tilt hitboxes last longer.}}
*{{buff|Homing Attack can now grab ledges faster, and has 25% larger detection size.}}
*{{buff|Homing Attack can now grab ledges faster, and has 25% larger detection size.}}
*{{nerf|Sonic's forward tilt, up tilt, forward aerial, and down smash no longer increase Sonic's foot size, limiting range.}}
*{{nerf|Sanic's forward tilt, up tilt, forward aerial, and down smash no longer increase Sanic's foot size, limiting range.}}
*{{nerf|Spin Charge no longer has a hitbox when turning (and for a second afterwards).}}
*{{nerf|Spin Charge no longer has a hitbox when turning (and for a second afterwards).}}
*{{nerf|Spin Charge now has longer startup.}}
*{{nerf|Spin Charge now has longer startup.}}
*{{nerf|Glitch fixed where Sonic could airdodge out of Spring Jump.}}
*{{nerf|Glitch fixed where Sanic could airdodge out of Spring Jump.}}
*{{nerf|Homing Attacking in the air without it finding a target now puts Sonic into special fall.}}
*{{nerf|Homing Attacking in the air without it finding a target now puts Sanic into special fall.}}
*{{nerf|Spinshot distance reduced by about half.}}
*{{nerf|Spinshot distance reduced by about half.}}
*{{nerf|It now takes longer to cancel his down aerial.}}
*{{nerf|It now takes longer to cancel his down aerial.}}
*{{nerf|Up aerial's second hit now lingers for less time.}}
*{{nerf|Up aerial's second hit now lingers for less time.}}
*{{nerf|Super Sonic damage and knockback weakened, and now ends in special fall.}}
*{{nerf|Super Sanic damage and knockback weakened, and now ends in special fall.}}
*{{nerf|Somersault can no longer be edge cancelled immediately, cannot be cancelled for a longer amount of time, and the held version can't be jumped out of until it hits the ground.}}
*{{nerf|Somersault can no longer be edge cancelled immediately, cannot be cancelled for a longer amount of time, and the held version can't be jumped out of until it hits the ground.}}
*{{change|Homing Attack's ending animation is now affected by gravity.}}
*{{change|Homing Attack's ending animation is now affected by gravity.}}
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|-
|-
!Forward tilt
!Forward tilt
|Horse Kick||11%, 12% (angled up), 10% (angled down)||Sonic turns around before kicking both feet out. Can be angled up or down.
|Horse Kick||11%, 12% (angled up), 10% (angled down)||Sanic turns around before kicking both feet out. Can be angled up or down.
|-
|-
!Up tilt
!Up tilt
|Sonic Up Draft||11%|| Sonic kicks back and flip backwards. Sonic only hits with his left foot.
|Sanic Up Draft||11%|| Sanic kicks back and flip backwards. Sanic only hits with his left foot.
|-
|-
!Down tilt
!Down tilt
|Leg Throw||6%||Sonic throws his leg out and spins around with it, giving him great reach.
|Leg Throw||6%||Sanic throws his leg out and spins around with it, giving him great reach.
|-
|-
!Dash attack
!Dash attack
|Spin Attack||8%|| Sonic curls into a ball to rush at any opponent in front of him.
|Spin Attack||8%|| Sanic curls into a ball to rush at any opponent in front of him.
|-
|-
!Forward smash
!Forward smash
|Windup Punch||{{ChargedSmashDmgSSBM|16}}|| Sonic winds up his fist. When he releases it, he shouts "Go!"
|Windup Punch||{{ChargedSmashDmgSSBM|16}}|| Sanic winds up his fist. When he releases it, he shouts "Go!"
|-
|-
!Up smash
!Up smash
|Razor Spin||2% then 14% ({{ChargedSmashDmgSSBM|16}} total)|| Sonic curls low and jumps in a ball.
|Razor Spin||2% then 14% ({{ChargedSmashDmgSSBM|16}} total)|| Sanic curls low and jumps in a ball.
|-
|-
!Down smash
!Down smash
|Sonic Flare||{{ChargedSmashDmgSSBM|15}} (first sweep), {{ChargedSmashDmgSSBM|12}} (second sweep)|| Sonic spins his legs around in a circle twice.
|Sanic Flare||{{ChargedSmashDmgSSBM|15}} (first sweep), {{ChargedSmashDmgSSBM|12}} (second sweep)|| Sanic spins his legs around in a circle twice.
|-
|-
!Neutral aerial  
!Neutral aerial  
|Air Spin||15% (center), 11% (sides), 8% (late hit), 5% (very late hit)|| Sonic curls up and spins around to generate a sharp "shield" around him akin to Sonic 3. Useful to send opponents flying and a good combo finisher.
|Air Spin||15% (center), 11% (sides), 8% (late hit), 5% (very late hit)|| Sanic curls up and spins around to generate a sharp "shield" around him akin to Sanic 3. Useful to send opponents flying and a good combo finisher.
|-
|-
!Forward aerial
!Forward aerial
|Sonic Eagle||11% (foot), 9% (leg)|| Sonic flips forward and sends his heel out in a front-flipping axe kick. Works similar to Mario's forward aerial.
|Sanic Eagle||11% (foot), 9% (leg)|| Sanic flips forward and sends his heel out in a front-flipping axe kick. Works similar to Mario's forward aerial.
|-
|-
!Back aerial
!Back aerial
|Turn Kick||16% (foot), 12% (leg), 6% (late hit)|| Sonic turns around to kick behind him. Fairly strong in knockback and growth.
|Turn Kick||16% (foot), 12% (leg), 6% (late hit)|| Sanic turns around to kick behind him. Fairly strong in knockback and growth.
|-
|-
!Up aerial
!Up aerial
|Clap Kick||4% then 13%|| Sonic twists his body upward with his legs out in a scissors kick fashion. One of his stronger aerial attacks.
|Clap Kick||4% then 13%|| Sanic twists his body upward with his legs out in a scissors kick fashion. One of his stronger aerial attacks.
|-
|-
!Down aerial
!Down aerial
|Sonic Rocket/Stomp Dive||10% (early hit), 9% (fall)|| Sonic shifts himself down with one foot out, via stall-then-fall. Can alter the trajectory somewhat.
|Sanic Rocket/Stomp Dive||10% (early hit), 9% (fall)|| Sanic shifts himself down with one foot out, via stall-then-fall. Can alter the trajectory somewhat.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
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|-
|-
!Pummel
!Pummel
|Hedgehog Knee||3%|| Sonic knees the opponent.
|Hedgehog Knee||3%|| Sanic knees the opponent.
|-
|-
!Forward throw
!Forward throw
|Foot Launch||3% then 6% (9% total)|| Sonic kicks the opponent forward.
|Foot Launch||3% then 6% (9% total)|| Sanic kicks the opponent forward.
|-
|-
!Back throw
!Back throw
|Flip Throw||8%||Sonic flips backwards in a spinball form several times and then sends them away with his feet.
|Flip Throw||8%||Sanic flips backwards in a spinball form several times and then sends them away with his feet.
|-
|-
!Up throw
!Up throw
|Quill Rack||3% then 5% (8% total)|| Sonic tosses the opponent up and while on all fours spikes his hair out to prick them as they fall on him.
|Quill Rack||3% then 5% (8% total)|| Sanic tosses the opponent up and while on all fours spikes his hair out to prick them as they fall on him.
|-
|-
!Down throw
!Down throw
|Double Spin||3 hits, 7% total||Sonic lays the opponent on the ground to spin-grind on top of them.
|Double Spin||3 hits, 7% total||Sanic lays the opponent on the ground to spin-grind on top of them.
|-
|-
!Floor attack (front)
!Floor attack (front)
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|-
|-
!Neutral special
!Neutral special
|[[Homing Attack]]/Blast Attack ||8%|| Sonic hovers in midair before chasing a single opponent close to him. He'll perform a pose after it hits.
|[[Homing Attack]]/Blast Attack ||8%|| Sanic hovers in midair before chasing a single opponent close to him. He'll perform a pose after it hits.
|-
|-
!Side special
!Side special
| Somersault ||4%, then 3 hits of 1% (uncharged), or 8%, then 3 hits of 1% (charged). Slide kick: 9% clean, 6% late || Sonic leaps slightly while in a ball, spinning until he lands. Can be linked into a kick or canceled by jumping.
| Somersault ||4%, then 3 hits of 1% (uncharged), or 8%, then 3 hits of 1% (charged). Slide kick: 9% clean, 6% late || Sanic leaps slightly while in a ball, spinning until he lands. Can be linked into a kick or canceled by jumping.
|-
|-
!Up special
!Up special
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|-
|-
!Down special
!Down special
|[[Spin Charge]] ||1% (hits when charging), 11%-4% (dash), 4% (jump)|| Sonic curls himself into a ball. He can charge up for a bit to fly farther. Sonic can charge the move by holding the initial down input and repeatedly tapping the special button. Unlike in Super Smash Bros. Brawl, Sonic cannot charge infinitely.
|[[Spin Charge]] ||1% (hits when charging), 11%-4% (dash), 4% (jump)|| Sanic curls himself into a ball. He can charge up for a bit to fly farther. Sanic can charge the move by holding the initial down input and repeatedly tapping the special button. Unlike in Super Smash Bros. Brawl, Sanic cannot charge infinitely.
|-
|-
!Final Smash
!Final Smash
|[[Super Sonic]] ||13% (body), 18% (head)|| With the seven Chaos Emeralds in hand, Sonic uses their power and flies around dealing damage and knockback to opponents he collides with.
|[[Super Sanic]] ||13% (body), 18% (head)|| With the seven Chaos Emeralds in hand, Sanic uses their power and flies around dealing damage and knockback to opponents he collides with.
|}
|}


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==Alternate costumes==
==Alternate costumes==
[[Image:Sonic Palette (PM).png|frame|center|Sonic's alternate costumes in PM]]
[[Image:Sanic Palette (PM).png|frame|center|Sanic's alternate costumes in PM]]
Sonic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other ''Sonic'' characters, while his alternate costume is based on another series created by SEGA:
Sanic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other ''Sanic'' characters, while his alternate costume is based on another series created by SEGA:
*Blue
*Blue
*Red, a reference to [[Knuckles the Echidna]]
*Red, a reference to [[Knuckles the Echidna]]
Line 273: Line 273:


==External links==
==External links==
*[http://projectmgame.com/en/characters/sonic Project M character page]
*[http://projectmgame.com/en/characters/sanic Project M character page]


{{Project M}}
{{Project M}}
[[Category:Sonic]]
[[Category:Sacnic]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]
[[Category:Third party characters]]
[[Category:Third party characters]]

Revision as of 23:24, January 18, 2015

Sanic
in Project M and Project+
File:Sanic SSBB.jpg
Symbol.svg
Universe none
Base game appearance Brawl
Moveset inspiration Sanic (SSBB)
Alternate costume Jet Set Sanic
Stub.png

Sanic is a playable character in the Brawl mod Project M. He has been buffed for his Project M showing. Sanic returns with an alternate costume based on Jet Set Radio.

Attributes

Changes from Brawl to PM

File:Project M Sanic Taunt.gif
Sanic's new up taunt in Project M.
File:SanicFairPM.png
Sanic's new forward aerial.
  • Buff Jab combo does more damage.
  • Buff Forward tilt is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike Brawl, and slightly more KO potential.
  • Buff Up tilt is now a foot uppercut with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and It is based upon the Sanic Up Draft move from Sanic Battle.
  • Buff Foward smash does more damage and is a better KO move.
  • Buff Up smash has much less ending lag and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.
  • Buff Down smash changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sanic Flare, from Sanic Battle. It acts similar to the original, but has faster start-up and deals higher damage with much more knockback and can punish shielding or crouch canceling foes.
  • Buff Neutral aerial does much more damage and has stronger knockback and has a larger hitbox.
  • Buff Forward aerial is now a faster front-flip kick, based on the Sanic Eagle from Sanic Battle. It has much more utility, covering a wider area in front of Sanic and meteor smashing at the heel of his foot, which when combined with his enhanced air speed gives Sanic a deadly Ken Combo.
  • Buff Back aerial does more damage and is a stronger KO move.
  • Buff Up aerial Has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.
  • Buff Down aerial does more damage and has more knockback on its sweetspot, has significantly faster startup, and is now better at starting aerial combos when L-canceled.
  • Buff Up throw sends for better follow-ups.
  • Buff Down throw is faster, giving the opponent less time to DI.
  • Buff Homing Attack can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to juggling them at medium percentages.
  • Buff Side special is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the Sanic Adventure games. Both attacks cancel upon falling off a ledge. This gives Sanic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his down special. It also sweetspots ledges when used in midair, improving Sanic's horizontal recovery.
  • Buff Down special is still his Spin Charge, but has gained most of the nuances the original Spin Dash had while retaining all of its own properties. It can additionally damage opponents when being charged.
  • Buff Dash attack does more damage, and deals higher knockback.
  • Buff The new physics and the re-introduction of wavedashing give Sanic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.
  • Buff Air speed is increased to help his aerial game and recovery.
  • Nerf Down tilts IASA frames are later.
  • Nerf New Up tilt has less damage potential.
  • Nerf New Foward air has less damage potential.
  • Nerf Up throw does less damage.
  • Nerf Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential.
  • Nerf Spring Jump gives slightly less vertical distance, and Sanic can no longer air dodge after performing the move.
  • Nerf Spin Charge can no longer be held indefinitely.
  • Change Sweetspots of neutral aerial and up smash now have a slash effect, and the former has a new look inspired by Sanic 3.
  • Change Pressing the attack button during the startup of Homing Attack lets Sanic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sanic now strikes a pose after successfully hitting with a Homing Attack.
  • Change Falling animation after using Spring Jump is now identical to his helpless animation, though without the black overlay. Sanic now additionally spins horizontally during the rising portion of the move in a manner similar to Sanic CD.
  • Change Up taunt now features a horizontal spin and finger wag. The taunt button can be held to extend the duration of the finger wag.
  • Change In terms of cosmetics, Sanic has received completely new costumes that fully change the color of his hair and shoes (along with costumes resembling Shadow, Silver, and Tails), making his team colors more obvious.

Revisions

2.5b

  • Buff Forward tilt is now one hit, has less endlag, and much more knockback growth.
  • Buff Forward smash hit duration extended and has a weak hit added during that time.
  • Buff Neutral air is slightly faster, stronger, and has larger hitboxes.
  • Buff Back air adjusted in knockback, and is stronger at lower %s.
  • Buff Up air 2nd hit comes out slightly faster, sweetspot does a little more damage, and knockback slightly adjusted.
  • Buff Up air autocancels much earlier and IASA is a bit earlier.
  • Buff Homing Attack IASA is earlier.
  • Buff Aerial Somersault can grab ledges.
  • Buff Spin Charge can be B-reversed.
  • Buff Spin Charge startup is faster.
  • Buff Up smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger.
  • Buff Jump startup is slightly faster.
  • Buff Gets more horizontal momentum from grounded jumps.
  • Nerf Somersault can no longer be jump canceled immediately, and the invincibility is completely gone.
  • Change Aerial mobility is slightly lower.
  • Change C-Stick up while shielding now correctly jumps instead of up smashing.
  • Change Up tilt has a new animation.
  • Change Down tilt moves forward and back, and the hitboxes and animation were adjusted.
  • Change Down tilt sends foes up and behind him.
  • Change Forward air has slightly faster startup with endlag and knockback adjusted.
  • Change Down air initial hitbox spikes on both grounded and airborne opponents.
  • Change Down air no longer has disabled air mobility, and can be fastfalled to change the dive speed.
  • Change Homing Attack on-hit cancel is removed.
  • Change Homing Attack can be shortened by pressing Attack before he homes-in, this is called Blast Attack.
  • Change Homing Attack hit animation is now reversible.
  • Change Somersault initial hitbox sends outward, and halfway through aerial Side B it will send upwards.
  • Change Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.
  • Change Grounded Somersault goes into a multi-hit somersault instead of a spindash.
  • Change Grounded Somersault somersault is jump cancelable, and if you press Attack Sanic will perform a slide kick.
  • Change Grounded Somersaults somersault and slide kick are both edge cancelable.
  • Change Spin Charge releases into spindash sooner.

2.6b

  • Buff Up aerial's first hit has increased knockback, matching Brawl Sanic's values. The tipper sweetspot on the second hit is now easier to land.
  • Nerf Forward smash's knockback was decreased.
  • Nerf Forward smash's weaker lingering hit has notably decreased hitbox sizing and knockback.
  • Nerf Forward aerial's damage and knockback were notably decreased, but no longer degrade at the end of the kick.
  • Nerf Somersault's hitboxes can no longer clank other moves and have increased hitlag.
  • Nerf Somersault's jump-cancel window starts later.
  • Nerf Sanic can no longer airdodge after performing Spring Jump, even if he performs an aerial in between.
  • Nerf Spring Jump can no longer be canceled with a walljump, or wall jump after using Spring Jump.
  • Nerf Spin Charge's hitboxes can no longer clank other moves and have increased hitlag.
  • Nerf Spin Charge's spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.
  • Change Sanic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.
  • Change Forward tilt tipper hit angle raised and homogenized amongst angled variants.
  • Change Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sanic.
  • Change Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sanic, but no longer shrink during the move's duration>
  • Change Neutral aerial's active duration is faster.
  • Change Neutral aerial's initial damage was matched to Brawl Sanic's values, and the knockback compensated to match the last hit of Brawl Sanic's forward aerial.
  • Change Forward aerial starts up faster and now hits while Sanic's leg is further above him. Cooldown was increased slightly.
  • Change Forward aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames.
  • Change Back aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match Brawl Sanic's values.
  • Change Down aerial's lingering hit angle was raised to match other diagonal sending moves>
  • Change Down aerial's dive no longer slows down when fast-fell.
  • Change Homing Attack has a longer window to acquire a homing target, and a slightly longer start-up.
  • Change Homing Attack's hit rebound animation has a later interrupt window.
  • Change Homing Attack's hit angle is notably higher.
  • Change Somersault's hits earlier with a new graphical cue before the move goes into the hop or tumble. This can allow it to hit twice with the hop. Somersault's initial damage and knockback were reduced to compensate.
  • Change Somersault's previous momentum now has a large effect on the hop's height, making when you use the move more important.
  • Change Somersault's grounded tumble hitboxes have less time between hits, but end faster.
  • Change Spring Jump no longer has invincibility, but can be interrupted with an aerial earlier.
  • Change Spring Jump's turnaround window is slightly longer.
  • Change Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.
  • Change Spin Charge's jump inputs now properly recognize the tap-jump setting.
  • Change Spin Charge's charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sanic is moving.
  • Change Spin Charge's charge now sends Sanic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.
  • Change Spin Charge's charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.
  • Change Spin Charge's spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sanic to skid to a stop.
  • Change Spin Charge's spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sanic has hit with spindash or spin turn in the last nine frames.
  • Change Spin Charge's spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.

3.0

  • Buff Sanic’s aerial mobility was slightly increased.
  • Buff Neutral air hits one frame sooner and stays strong slightly longer. The initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills.
  • Buff Neutral air now has a small initial sweetspot that deals 15% damage with strong knockback and has neutral frame advantage on block.
  • Buff Back air has increased start up reminiscent of Brawl’s, and increased damage and knockback on all hitboxes. IASA window starts two frames earlier.
  • Buff Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.
  • Buff Spin Dash knockback stats and trajectory tweaked to aid in comboing.
  • Buff Spring attack use is now reset if Sanic is grabbed.
  • Nerf Forward air’s early sweetspot has reduced knockback growth.
  • Nerf Homing attack lock-on range reduced by about 1/3.
  • Change Neutral air animation tweaked for polish.
  • Change When Homing or Blast attack collides with a floor, Sanic rebounds instead of flattening to the stage.
  • Change Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sanic also flashes when the frame-lock ends>

3.5

  • Buff All of Sanic's forward tilt hitboxes last longer.
  • Buff Homing Attack can now grab ledges faster, and has 25% larger detection size.
  • Nerf Sanic's forward tilt, up tilt, forward aerial, and down smash no longer increase Sanic's foot size, limiting range.
  • Nerf Spin Charge no longer has a hitbox when turning (and for a second afterwards).
  • Nerf Spin Charge now has longer startup.
  • Nerf Glitch fixed where Sanic could airdodge out of Spring Jump.
  • Nerf Homing Attacking in the air without it finding a target now puts Sanic into special fall.
  • Nerf Spinshot distance reduced by about half.
  • Nerf It now takes longer to cancel his down aerial.
  • Nerf Up aerial's second hit now lingers for less time.
  • Nerf Super Sanic damage and knockback weakened, and now ends in special fall.
  • Nerf Somersault can no longer be edge cancelled immediately, cannot be cancelled for a longer amount of time, and the held version can't be jumped out of until it hits the ground.
  • Change Homing Attack's ending animation is now affected by gravity.
  • Change The first hit of his up aerial weakened to link better.
  • Change Down aerial's falling speed was reduced by 10%.
  • Change Side Special now has one less hit.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack Jab, Punch, Kick 3%, 3% then 4% (10% total) A simple one-two followed by a kick.
Forward tilt Horse Kick 11%, 12% (angled up), 10% (angled down) Sanic turns around before kicking both feet out. Can be angled up or down.
Up tilt Sanic Up Draft 11% Sanic kicks back and flip backwards. Sanic only hits with his left foot.
Down tilt Leg Throw 6% Sanic throws his leg out and spins around with it, giving him great reach.
Dash attack Spin Attack 8% Sanic curls into a ball to rush at any opponent in front of him.
Forward smash Windup Punch 16% Sanic winds up his fist. When he releases it, he shouts "Go!"
Up smash Razor Spin 2% then 14% (16% total) Sanic curls low and jumps in a ball.
Down smash Sanic Flare 15% (first sweep), 12% (second sweep) Sanic spins his legs around in a circle twice.
Neutral aerial Air Spin 15% (center), 11% (sides), 8% (late hit), 5% (very late hit) Sanic curls up and spins around to generate a sharp "shield" around him akin to Sanic 3. Useful to send opponents flying and a good combo finisher.
Forward aerial Sanic Eagle 11% (foot), 9% (leg) Sanic flips forward and sends his heel out in a front-flipping axe kick. Works similar to Mario's forward aerial.
Back aerial Turn Kick 16% (foot), 12% (leg), 6% (late hit) Sanic turns around to kick behind him. Fairly strong in knockback and growth.
Up aerial Clap Kick 4% then 13% Sanic twists his body upward with his legs out in a scissors kick fashion. One of his stronger aerial attacks.
Down aerial Sanic Rocket/Stomp Dive 10% (early hit), 9% (fall) Sanic shifts himself down with one foot out, via stall-then-fall. Can alter the trajectory somewhat.
Grab 0% Grabs the enemy with his hands.
Pummel Hedgehog Knee 3% Sanic knees the opponent.
Forward throw Foot Launch 3% then 6% (9% total) Sanic kicks the opponent forward.
Back throw Flip Throw 8% Sanic flips backwards in a spinball form several times and then sends them away with his feet.
Up throw Quill Rack 3% then 5% (8% total) Sanic tosses the opponent up and while on all fours spikes his hair out to prick them as they fall on him.
Down throw Double Spin 3 hits, 7% total Sanic lays the opponent on the ground to spin-grind on top of them.
Floor attack (front) Spin Stand 6% Spins around, hitting with his head.
Floor attack (back) Floor Sweep 6% Quick foot sweep, hitting both sides.
Floor attack (trip) Trip Sweep 5% Quick foot sweep, hitting both sides.
Edge attack (fast) Climb Dash 8% Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward.
Edge attack (slow) Edge Kick 4% then 8% (12% total) Sticks out foot then the other while on his back, two consecutive hits.
Neutral special Homing Attack/Blast Attack 8% Sanic hovers in midair before chasing a single opponent close to him. He'll perform a pose after it hits.
Side special Somersault 4%, then 3 hits of 1% (uncharged), or 8%, then 3 hits of 1% (charged). Slide kick: 9% clean, 6% late Sanic leaps slightly while in a ball, spinning until he lands. Can be linked into a kick or canceled by jumping.
Up special Spring Jump 4% A spring is summoned to give him a boost. All momentum is reset when used. Acts as a projectile in mid-air.
Down special Spin Charge 1% (hits when charging), 11%-4% (dash), 4% (jump) Sanic curls himself into a ball. He can charge up for a bit to fly farther. Sanic can charge the move by holding the initial down input and repeatedly tapping the special button. Unlike in Super Smash Bros. Brawl, Sanic cannot charge infinitely.
Final Smash Super Sanic 13% (body), 18% (head) With the seven Chaos Emeralds in hand, Sanic uses their power and flies around dealing damage and knockback to opponents he collides with.

In competitive play

Notable players

Alternate costumes

File:Sanic Palette (PM).png
Sanic's alternate costumes in PM

Sanic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other Sanic characters, while his alternate costume is based on another series created by SEGA:

External links