Sonic (SSBU): Difference between revisions

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==Moveset==
==Moveset==
*Sonic can [[wall jump]].
*Sonic can [[wall jump]].
*Sonic takes continuous damage when [[swimming]]. This trait is shared with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}. This is a reference to the classic Sonic games where he is unable to swim and needs to constantly collect air bubbles or drown and die instantly.
*Sonic takes continuous damage when [[swimming]]. This trait is shared with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}. This is a reference to the classic ''Sonic'' games where he is unable to swim and needs to constantly collect air bubbles or else he would drown and die instantly.
''For a gallery of Sonic's hitboxes, see [[Sonic (SSBU)/Hitboxes|here]].''
''For a gallery of Sonic's hitboxes, see [[Sonic (SSBU)/Hitboxes|here]].''


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|dashname=
|dashname=
|dashdmg=8% (clean), 6% (late)
|dashdmg=8% (clean), 6% (late)
|dashdesc=A lunge kick. A reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it's quite punishable thanks to its considerable ending lag.
|dashdesc=A flying kick. A reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is quite punishable thanks to its considerable ending lag.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|14}}
|fsmashdmg={{ChargedSmashDmgSSBU|14}}
|fsmashdesc=The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can also be angled, all of which make it one of, if not Sonic's best kill move. However, it has low base knockback, meaning it should be used for KO attempts later instead of earlier. It also has noticeable startup and ending lag, making it risky if used unwisely.
|fsmashdesc=The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can be angled. Altogether, these traits make it one of Sonic's best KO moves, if not his absolute best one. However, it has low base knockback, meaning it should be used for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8)
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8)
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdesc=A split kick, similar to {{SSBU|Fox}} and {{SSBU|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding. However, it lasts for only 2 frames, and, like his other smash attacks, has considerable ending lag.
|dsmashdesc=A split kick, similar to {{SSBU|Fox}} and {{SSBU|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding. However, it lasts for only 2 frames and, like his other smash attacks, has considerable ending lag.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest)
|nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and Spring Jump-assisted combos, its launch angle makes its clean and late hitboxes useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'', as well as the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''.
|nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and [[Spring Jump]]-assisted combos, its launch angle makes its clean and late hitboxes useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'', as well as the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|fairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSBU|Pikachu}}'s forward aerial. It's tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with the last hit's very high knockback growth, it's quite useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's very fast air speed and the move's fairly large [[auto-cancel]] window. It resembles the Emerald Dive from ''Sonic the Fighters''.
|fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSBU|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with the last hit's very high knockback growth, it is quite useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's very fast air speed and the move's fairly large [[auto-cancel]] window. It resembles the Emerald Dive from ''Sonic the Fighters''.
|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best kill moves, especially when used for edgeguarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high startup lag, making it somewhat tough to land.
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially when used for edge-guarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high startup lag, making it somewhat tough to land.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdesc=An upwards scissor kick. Its very large auto-cancel window and fairly low landing lag make it deceptively safe. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable kill move near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however.
|uairdesc=An upward scissor kick. Its very large auto-cancel window and fairly low landing lag make it deceptively safe. In addition to being a reliable follow-up from Spin Dash and Spin Charge, it is a useful combo starter when SHFF'd. However, adjustments to its angles and knockback have noticeably worsened its utility as a follow-up from Spring Jump and its KO potential.
|dairname=Shooting Star Kick
|dairname=Shooting Star Kick
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
|dairdesc=A downwards diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''.
|dairdesc=A downward diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage, thanks to it having noticeably less ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''.
|grabname=
|grabname=
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent.
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent.
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|fthrowname=
|fthrowname=
|fthrowdmg=1% (hit 1), 6% (throw)
|fthrowdmg=1% (hit 1), 6% (throw)
|fthrowdesc=A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on edges and at very high percentages. It resembles the Top Kick from ''Sonic Battle''.
|fthrowdesc=A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. Due to its overall knockback being much lower, however, its already poor KO potential has worsened even further. It resembles the Top Kick from ''Sonic Battle''.
|bthrowname=
|bthrowname=
|bthrowdmg=7%
|bthrowdmg=7%
|bthrowdesc=Quickly backflips repeatedly with the opponent in tow before body-slamming them to launch them backwards. Sonic's strongest throw by far and his only one with consistently reasonable KO potential.
|bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the tomoe nage{{ref|a}}, a judo throw. Sonic's strongest throw by far, and his only one with reasonable KO potential.
|uthrowname=
|uthrowname=
|uthrowdmg=1% (hit 1), 5% (throw)
|uthrowdmg=1% (hit 1), 5% (throw)
|uthrowdesc=Brings the opponent overhead and then stabs them with his quills to launch them upwards. It can be followed up with a neutral aerial, up aerial and inputted Homing Attack at low percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform.
|uthrowdesc=Brings the opponent overhead and then stabs them with his quills to launch them upwards. It can be followed up with a neutral aerial, up aerial and inputted [[Homing Attack]] at low percentages, although its higher ending lag makes its Spring Jump-assisted follow-ups less consistent. It also has KO potential, albeit only at very high percentages and when used on highly positioned platforms, such as Battlefield's top platform.
|dthrowname=
|dthrowname=
|dthrowdmg=1% (hits 1-3), 5% (throw)
|dthrowdmg=1% (hits 1-3), 5% (throw)
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|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, and requires button mashing in order to charge. However, it lacks the short jump at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, and requires button mashing in order to charge. However, it lacks the short jump at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
|fsname=Super Sonic
|fsname=Super Sonic
|fsdmg=12% (Chaos Emeralds), 6% (each ram), 10% (detransformation)
|fsdmg=12% (Chaos Emeralds), 6% (each ram), 10% (launch)
|fsdesc=Summons the Chaos Emeralds and uses them to attain his Super Transformation from the ''Sonic the Hedgehog'' games. When activated while very close to an opponent, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and flies around rapidly horizontally and can change his vertical position. Any opponents that are near Sonic when he returns to normal will be damaged.
|fsdesc=Summons the Chaos Emeralds and uses them to attain his Super Transformation from the ''Sonic the Hedgehog'' games. When activated while very close to an opponent, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and flies around rapidly horizontally and can change his vertical position. Any opponents that are near Sonic when he returns to normal will be damaged.
}}
}}
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*'''Up taunt''': Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses (most notably from ''Sonic Adventure''), while making three tsking sounds.
*'''Up taunt''': Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses (most notably from ''Sonic Adventure''), while making three tsking sounds.
*'''Side taunt''': Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while saying "Sonic Speed!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!'') with a grin.
*'''Side taunt''': Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while saying "Sonic Speed!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!'') with a grin.
*'''Down taunt''': Performs the {{iw|wikipedia|windmill|b-boy move}}, a breakdancing move, while saying "Come on!" both in English and Japanese.
*'''Down taunt''': Performs the {{s|wikipedia|windmill|b-boy move}}, a breakdancing move, while saying "Come on!" both in English and Japanese.
<gallery>
<gallery>
SSBUSonicTaunt1.gif|Sonic's up taunt.
SSBUSonicTaunt1.gif|Sonic's up taunt.
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