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Sonic (SSB4)/Forward aerial: Difference between revisions

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{{ArticleIcons|ssb4=y}} {{Incomplete|Needs hitbox data.}}
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{{technical data|Needs hitbox data.}}
==Overview==
==Overview==
A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSB4|Pikachu}}'s forward aerial. It has fast start up, hitting on frame 5, hits multiple times and its last hit has high knockback growth, which makes it useful for edgeguarding. It can also combo into itself in certain instances thanks to Sonic's fast air speed. Originates from ''Sonic the Fighters''. However, it has high ending lag (31 frames) and landing lag (26 frames).
A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSB4|Pikachu}}'s forward aerial. It has fast start up, hitting on frame 5, hits multiple times and its last hit has high knockback growth, which makes it useful for edgeguarding. It can also combo into itself in certain instances thanks to Sonic's fast air speed. Originates from ''Sonic the Fighters''. However, it has high ending lag (31 frames) and landing lag (26 frames).
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{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}


{{technical data}}
{{MvSubNavSonic}}
{{MvSubNavSonic}}
[[Category:Sonic (SSB4)]]
[[Category:Sonic (SSB4)]]
[[Category:Forward aerials (SSB4)]]
[[Category:Forward aerials (SSB4)]]

Revision as of 22:14, February 26, 2017

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs hitbox data.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

A corkscrew battering ram, similar to Pikachu's forward aerial. It has fast start up, hitting on frame 5, hits multiple times and its last hit has high knockback growth, which makes it useful for edgeguarding. It can also combo into itself in certain instances thanks to Sonic's fast air speed. Originates from Sonic the Fighters. However, it has high ending lag (31 frames) and landing lag (26 frames).

Hitboxes

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent Effect SFX level
? 7% 361 60 135 ? Normal ?

Attack

Initial autocancel 1-2
Hits 1-6 5, 7, 9, 11, 13, 15
Ending autocancel 34
Interruptible 46
Animation length ?

Landing lag

Animation length 26
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible