Sonic (SSB4)/Down tilt: Difference between revisions
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Sonic performs a low sweeping kick that can allow him to pseudo-[[crawl]]. Originates from ''Sonic the Fighters''. | Sonic performs a low sweeping kick that can allow him to pseudo-[[crawl]]. Originates from ''Sonic the Fighters''. | ||
This is Sonic's fastest ground attack and an overall very useful move. Combined with the [[Sakurai angle]], it has a high chance of [[tripping]] opponents, allowing Sonic to capitalise on their [[floor recovery]]. It can also be useful in [[edgeguarding]], as opponents will be sent further away every time they get hit by the move. Finally, its high speed and decent horizontal range make it safe to use in many cases, as it is very difficult to [[punish]] this move [[out of shield]]. However, due to Sonic's extremely powerful [[neutral game]], this attack sees little use, with [[Spin Dash]], [[Spin Charge]] and grabbing being more commonly used for racking up damage. | This is one of Sonic's fastest ground attack and an overall very useful move. Combined with the [[Sakurai angle]], it has a high chance of [[tripping]] opponents, allowing Sonic to capitalise on their [[floor recovery]]. It can also be useful in [[edgeguarding]], as opponents will be sent further away every time they get hit by the move. Finally, its high speed and decent horizontal range make it safe to use in many cases, as it is very difficult to [[punish]] this move [[out of shield]]. However, due to Sonic's extremely powerful [[neutral game]], this attack sees little use, with [[Spin Dash]], [[Spin Charge]] and grabbing being more commonly used for racking up damage. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 13:40, September 17, 2016
Overview
Sonic performs a low sweeping kick that can allow him to pseudo-crawl. Originates from Sonic the Fighters.
This is one of Sonic's fastest ground attack and an overall very useful move. Combined with the Sakurai angle, it has a high chance of tripping opponents, allowing Sonic to capitalise on their floor recovery. It can also be useful in edgeguarding, as opponents will be sent further away every time they get hit by the move. Finally, its high speed and decent horizontal range make it safe to use in many cases, as it is very difficult to punish this move out of shield. However, due to Sonic's extremely powerful neutral game, this attack sees little use, with Spin Dash, Spin Charge and grabbing being more commonly used for racking up damage.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | SDIx | H× | T% | Clang | Rebound | Type | Effect | G | A | Sound | Direct | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 6% | 0 | 30 | 80 | 0 | 3.4 | 9 | 7.5 | 0.0 | 0.0 | 1.0x | 1.0x | 20% | Kick |
Timing
Hitboxes | 6-7 |
---|---|
Interruptible | 28 |
Animation length | ? |
Lag time |
Hitbox |
Interruptible |
|