Sonic (SSB4)/Neutral aerial: Difference between revisions
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[[File:SonicNAir.gif|thumb|270px|Hitbox visualization showing Sonic's neutral aerial.]] | [[File:SonicNAir.gif|thumb|270px|Hitbox visualization showing Sonic's neutral aerial.]] | ||
==Overview== | ==Overview== | ||
Curls up into a ball and spins while slightly undulating up and down. It has fast start up (frame 6), launches at a vertical angle (75°) and with it's fairly low landing (16 frames), makes it a great combo starter on grounded opponents. | Curls up into a ball and spins while slightly undulating up and down. It has fast start up (frame 6), launches at a vertical angle (75°) and with it's fairly low landing (16 frames), makes it a great combo starter on grounded opponents. | ||
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|20-38 | |20-38 | ||
|- | |- | ||
! | !Ending autocancel | ||
|48- | |48- | ||
|- | |- |
Latest revision as of 00:14, April 13, 2022
Overview[edit]
Curls up into a ball and spins while slightly undulating up and down. It has fast start up (frame 6), launches at a vertical angle (75°) and with it's fairly low landing (16 frames), makes it a great combo starter on grounded opponents.
The move can also be used to end Spin Dash/Spin Charge initiated combos, which deals a large amount of damage. At mid percentages, landing with the move can combo into a forward aerial, up aerial, back aerial or another neutral aerial. At high percents, landing immediately with the late hit can combo into a back aerial, which can lead to a KO near the ledge.
Originates from Sonic the Fighters, though it also highly resembles the Insta-Shield, a simultaneously offensive and defensive technique that debuted in Sonic the Hedgehog 3.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Clean hit | 6-9 |
---|---|
Mid Hit | 10-19 |
Late Hit | 20-38 |
Ending autocancel | 48- |
Animation length | 49 |
Interruptible | 50 |
Landing lag[edit]
Animation length | 16 |
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Lag time |
Hitbox |
Autocancel |
Interruptible |
|