Sonic Orochi
Smash Ace
Time to step it up.
In-depth Guide on S4nic's Moveset
- 08/25/15 - BSBS Flowchart added
- 04/16/15 - Added 1.0.6
nerfschanges and tweaked the Spin Moves section - 04/15/15 - Added a list of characters for the footstool->dair spike setup.
- 03/26/15 - More SDJ and SCJ differences.
- 03/06/15 - Added the link for the ledge shenanigans spreadsheet on the Quick Reference section.
- 02/24/15 - Updated frame data.
- 12/13/14 - I will now log the changes (lol); added the Aerial Spin Dash Roll and Circle Roll to the Spin Moves section (and the Custom Moves section).
- Normal Moves
- Standard Attack
- Running Attack
- Tilts
- Forward Tilt
- Up Tilt
- Down Tilt
- Smash Attacks
- Forward Smash
- Up Smash
- Down Smash
- Aerial Attacks
- Neutral Air
- Forward Air
- Back Air
- Up Air
- Down Air
- Grab
- Pummel
- Forward Throw
- Back Throw
- Up Throw
- Down Throw
- Special Moves
- Homing Attack
- Spin Dash
- Spring Jump
- Spin Charge
- Spin Moves
- The BSBS Mechanic
- Spin Dash/Charge Roll Shenanigans (a.k.a.: why you keep SDing when using Side B and Down B)
- BSBS Flowchart
- Custom Moves
- Neutral B
- Stomp
- Surprise Attack
- Side B
- Hammer Spin Dash
- Burning Spin Dash
- Up B
- Double Spring
- Springing Headbutt
- Down B
- Auto-Spin Charge
- Gravitational Charge
- Neutral B
- Quick Reference
- Sonic's reliable kill moves
- Sonic's most damaging moves
- Best quick damage output combo
- Sonic's Ledge Shenanigans
- Custom Moves Summary
- Dair spike after a Footstool
Standard and Running Attacks
Tilts
Smashes
Aerial Attacks
Grab
Standard Attack
The famous PPK (punch-punch-kick). It's a simple jab combo that, unfortunately, doesn't have a multihit variation.
Move Specs - Jab Combo
|
Damage (fresh) | 2%, 2%, 4%
Frame Data | Hits on frame... Jab1: 3; Jab2: 2; Jab3: 4
| Hitboxes end on frame... Jab1: 4; Jab2: 4; Jab3: 7
| Frame that enables transition: Jab1->2: 8; Jab2->3: 7
| Earliest frame for Jab3 hitbox: 19
Running Attack/
Sonic rolls forward, hitting enemies on his way, bringing them with him and then he finishes the move with a kick that sends opponents flying upwards.
Move Specs - Running Attack
|
Damage (fresh) | 1%, 1%, 1%, 3%
Frame Data | Hits on frame... 1% hits: 5~15; 3% hit: 17~20
| Hitboxes end on frame 21
Other info | Can be delayed (use it after a Foxtrot )
The famous PPK (punch-punch-kick). It's a simple jab combo that, unfortunately, doesn't have a multihit variation.
Damage (fresh) | 2%, 2%, 4%
Frame Data | Hits on frame... Jab1: 3; Jab2: 2; Jab3: 4
| Hitboxes end on frame... Jab1: 4; Jab2: 4; Jab3: 7
| Frame that enables transition: Jab1->2: 8; Jab2->3: 7
| Earliest frame for Jab3 hitbox: 19
- As per usual with jabs, it's extremely fast, so it's alright to use it for a quick punish;
- Depending on your opponent's damage, you may try to only use one or two punches and then following up with a tilt attack.
Running Attack/
Sonic rolls forward, hitting enemies on his way, bringing them with him and then he finishes the move with a kick that sends opponents flying upwards.
Damage (fresh) | 1%, 1%, 1%, 3%
Frame Data | Hits on frame... 1% hits: 5~15; 3% hit: 17~20
| Hitboxes end on frame 21
Other info | Can be delayed (use it after a Foxtrot )
- The very first hit of the move has a somewhat decent pushing ability, regardless of the enemy's percentage. Using it to edgeguard opponents close to the edge is quite interesting (although difficult due to the new ledge snapping mechanic);
- [CHANGE] This move is now a multihit attack instead of single;
- [CHANGE] Apparently, we don't have a functional DACUS (Dash Attack Cancelled Up Smash) anymore;
Tilts
Forward Tilt
Dubbed the "horse kick", it consists of a two-hit attack that has both speed and range.
Move Specs - Forward Tilt
|
Damage (fresh) | 4%, 7%
Frame Data | Hits on frame... First hit: 6; Second hit: 8
| Hitboxes end on frame... 12
Other info | Can be angled up/down
Up Tilt
A double kick that hits two times (finally)! Lots of vertical range but almost no horizontal range.
Move Specs - Up Tilt
|
Damage (fresh) | 2%, 6%
Frame Data | Hits on frame... First hit: 7~8; Second hit: 18
| Hitboxes end on frame... 20
Down Tilt
A sweep kick that sends opponents sideways (disregard the picture lol). If used up close, it will send them towards your back!
Move Specs - Down Tilt
|
Damage (fresh) | 6%
Frame Data |Hits on frame 6
| Hitboxes end on frame 8
Other info | Moves you forward slightly
| Can make the opponent trip at a 20% rate
Dubbed the "horse kick", it consists of a two-hit attack that has both speed and range.
Damage (fresh) | 4%, 7%
Frame Data | Hits on frame... First hit: 6; Second hit: 8
| Hitboxes end on frame... 12
Other info | Can be angled up/down
- A quick move that can potentially kill. Try using it after a shielded SCR (Spin Charge Roll) has come to a full stop.
Up Tilt
A double kick that hits two times (finally)! Lots of vertical range but almost no horizontal range.
Damage (fresh) | 2%, 6%
Frame Data | Hits on frame... First hit: 7~8; Second hit: 18
| Hitboxes end on frame... 20
- Very limited use mainly due to its lack of horizontal range.
- [CHANGE] It now hits twice instead of thrice;
Down Tilt
A sweep kick that sends opponents sideways (disregard the picture lol). If used up close, it will send them towards your back!
Damage (fresh) | 6%
Frame Data |Hits on frame 6
| Hitboxes end on frame 8
Other info | Moves you forward slightly
| Can make the opponent trip at a 20% rate
- This move can make your opponent trip! Be ready for that followup read and punish accordingly.
- [CHANGE] Doesn't send the opponents upwards anymore;
- [CHANGE] Doesn't move you forward as much;
Smashes
Forward Smash /
The windup punch is back and is stronger than ever! It's one of Sonic's main kill moves.
Move Specs - Forward Smash
|
Damage (fresh) | 14% to 19%
Frame Data |Hits on frame 18
| Hitboxes end on frame 21
| Can be charged on frame 13
Other info | Can be angled up/down
Up Smash /
Sonic jumps while spinning, trapping nearby opponents into the move and then sending them upwards fiercefully. Another one of Sonic's main kill moves.
Move Specs - Up Smash
|
Damage (fresh) | 5%, 6x 1%, 3% (14% total) to 7%, 2x 1%, 2%, 2x 1%, 2%, 4% (19% total)
Frame Data | Hits on frame 19
| Hitboxes end on frame 35
| Can be charged on frame 14
Other info | The move has a window of invincibility during the initial frames
Down Smash /
The down Smash was totally remade. It is now a split kick similar to Fox's and Falco's, covering both sides of Sonic at the same time.
Move Specs - Down Smash
|
Damage (fresh) | 12% to 16%
Frame Data | Hits on frame 12
| Hitboxes end on frame 14
| Can be charged on frame 6
The windup punch is back and is stronger than ever! It's one of Sonic's main kill moves.
Damage (fresh) | 14% to 19%
Frame Data |Hits on frame 18
| Hitboxes end on frame 21
| Can be charged on frame 13
Other info | Can be angled up/down
- You can use it as a finisher (as it's one of Sonic's strongest moves) and as a damage racker (one of Sonic's most damaging moves). Just be aware of not making it stale by overusing it.
Up Smash /
Sonic jumps while spinning, trapping nearby opponents into the move and then sending them upwards fiercefully. Another one of Sonic's main kill moves.
Damage (fresh) | 5%, 6x 1%, 3% (14% total) to 7%, 2x 1%, 2%, 2x 1%, 2%, 4% (19% total)
Frame Data | Hits on frame 19
| Hitboxes end on frame 35
| Can be charged on frame 14
Other info | The move has a window of invincibility during the initial frames
- [CHANGE] Due to the lack of DACUS, we lost a very good tool for reliably landing this move, however, the changes to SDI kind of makes up for that.
- [CHANGE] Being much stronger this time around, this move is now a reliable kill move;
- [CHANGE] Sonic's voice clip for this is WORSER now;
Down Smash /
The down Smash was totally remade. It is now a split kick similar to Fox's and Falco's, covering both sides of Sonic at the same time.
Damage (fresh) | 12% to 16%
Frame Data | Hits on frame 12
| Hitboxes end on frame 14
| Can be charged on frame 6
- Possibly better than Forward Smash for edgeguarding, due to its hitboxes coming out faster (frame 12 vs frame 18). However, it does pack a lot less punch, though (pun intended);
- [CHANGE] Everything: it's a brand new move now!;
Aerial Attacks
Neutral Air
Sonic spins in place, creating a hitbox all around him.
Move Specs - Neutral Air
|
Damage (fresh) | 12% (initial hit), 8% (right after starting), 5% (mid to end of the move's duration)
Frame Data | Hits on frame... 6~9 (strong hit); 10~19 (medium hit); 20~38 (weak hit)
| Hitboxes end on frame 39
| Landing lag transition starts on frame 1
| Landing lag transition ends on frame 48
| Landing lag ends on frame 16
Forward Air
Sonic does a horizontal spinning headbutt attack that hits multiple times.
Move Specs - Forward Air
|
Damage (fresh) | 4x 1%, 1x 0%, 3% (7% total)
Frame Data |Hits on frame... 5 (weak hits); 15 (strong hit)
| Hitboxes end on frame 16
| Landing lag transition starts on frame 3
| Landing lag transition ends on frame 34
| Landing lag ends on frame 26
Other info | The "empty hit" (0%) is random: it can be either the very first hit or the second to last (before the 3% one).
Back Air
Sonic does a strong aerial back kick, great for edgeguarding. Another one of Sonic's kill moves.
Move Specs - Back Air
|
Damage (fresh) | 14% (initial hit), 10% (late hit)
Frame Data | Hits on frame... 13~14 (initial hit); 15~19 (late hit)
| Hitboxes end on frame 20
| Landing lag transition starts on frame 5
| Landing lag transition ends on frame 33
| Landing lag ends on frame 30
Up Air
Sonic's infamous "scissor kick". An upwards double kick that hits twice and send enemies towards the ceiling of the stage.
Move Specs - Up Air
|
Damage (fresh) | 3%, 6%
Frame Data | Hits on frame... 5~7 (first hit); 14~15 (second hit)
| Hitboxes end on frame 16
| Landing lag transition starts on frame 5
| Landing lag transition ends on frame 11
| Landing lag ends on frame 21
Down Air
The awesome dive kick is back and with a new property: it now has a meteor effect!
Move Specs - Down Air
|
Damage (fresh) | 8% (initial hit, meteor), 7% (late hit)
Frame Data | Hits on frame... 17~18 (inital hit); 19~22 (meteor); 23~32 (late hit)
| Hitboxes end on frame 33
| Landing lag transition starts on frame 4
| Landing lag transtition ends on frame 41
| Landing lag ends on frame 38
Sonic spins in place, creating a hitbox all around him.
Damage (fresh) | 12% (initial hit), 8% (right after starting), 5% (mid to end of the move's duration)
Frame Data | Hits on frame... 6~9 (strong hit); 10~19 (medium hit); 20~38 (weak hit)
| Hitboxes end on frame 39
| Landing lag transition starts on frame 1
| Landing lag transition ends on frame 48
| Landing lag ends on frame 16
- Apparently unchanged from Brawl, although it seems a bit more powerful this time around. Try using it if the opponent air dodges an Uair.
Forward Air
Sonic does a horizontal spinning headbutt attack that hits multiple times.
Damage (fresh) | 4x 1%, 1x 0%, 3% (7% total)
Frame Data |Hits on frame... 5 (weak hits); 15 (strong hit)
| Hitboxes end on frame 16
| Landing lag transition starts on frame 3
| Landing lag transition ends on frame 34
| Landing lag ends on frame 26
Other info | The "empty hit" (0%) is random: it can be either the very first hit or the second to last (before the 3% one).
- [CHANGE] The recovery time on this move was increased, making it NOT recommended anymore for cancelling the momentum when using the Spring;
Back Air
Sonic does a strong aerial back kick, great for edgeguarding. Another one of Sonic's kill moves.
Damage (fresh) | 14% (initial hit), 10% (late hit)
Frame Data | Hits on frame... 13~14 (initial hit); 15~19 (late hit)
| Hitboxes end on frame 20
| Landing lag transition starts on frame 5
| Landing lag transition ends on frame 33
| Landing lag ends on frame 30
- Albeit its onstage usage was toned down due to the atrocious landing lag, it's still useful for edgeguarding;
- Extremely powerful move but with extremely terrible landing lag. Use it sparingly and make the most out of it's great launching capabilities;
- [CHANGE] This time, the move seems to always send the opponents backwards, even when using an "advancing Bair";
- [CHANGE] Landing lag was greatly increased;
Up Air
Sonic's infamous "scissor kick". An upwards double kick that hits twice and send enemies towards the ceiling of the stage.
Damage (fresh) | 3%, 6%
Frame Data | Hits on frame... 5~7 (first hit); 14~15 (second hit)
| Hitboxes end on frame 16
| Landing lag transition starts on frame 5
| Landing lag transition ends on frame 11
| Landing lag ends on frame 21
- [CHANGE] The move seems faster now;
- [CHANGE] The hitbox on the first hit (around Sonic) was reduced;
Down Air
The awesome dive kick is back and with a new property: it now has a meteor effect!
Damage (fresh) | 8% (initial hit, meteor), 7% (late hit)
Frame Data | Hits on frame... 17~18 (inital hit); 19~22 (meteor); 23~32 (late hit)
| Hitboxes end on frame 33
| Landing lag transition starts on frame 4
| Landing lag transtition ends on frame 41
| Landing lag ends on frame 38
- Try using it after a SDR to SDJ for a cool meteor setup. Use SCR to SCJ at higher percentages, though;
- Never, ever, try to use it at stage height: you won't be able to recover (and if it's an Omega stage, you'll die even before the move ends);
- [CHANGE] IT SPIKES;
- [CHANGE] The initial hit doesn't send the opponents sideways anymore: they'll go upwards as usual;
- [CHANGE] Autocancelling it is a bit trickier now due to the Spring nerf;
Grab
Grab / Dash Grab / Pivot Grab
Move Specs - Grab
|
Frame Data | Hits on frame... 6~7 (grab); 10~11 (dash and pivot grab)
| Enables transition on frame... 8 (grab); 12 (dash and pivot grab)
Pummel
Pummeling with Sonic is definitely good.
Move Specs - Pummel
|
Damage (fresh) | 2%
Frame Data | Hits on frame 4
| Hitboxes end on frame 5
| Enables transition on frame 16
Forward Throw
The forward throw is now a kill move!
Move Specs - Forward Throw
|
Damage (fresh) | 1%, 6% (7% total)
Frame Data | Hits on frame... 1~9 (1%); 10~11 (6%)
| Hitboxes end on frame 12
Back Throw
It's back! And way more awesome than before!
Move Specs - Back Throw
|
Damage (fresh) | 7%
Frame Data |Hits on frame 1~2
| Hitboxes end on frame 3
Up Throw
Unfortunately, this move's been nerfed quite hard.
Move Specs - Up Throw
|
Damage (fresh) | 1%, 5% (6% total)
Frame Data | Hits on frame... 1~21 (5%); 22~27 (1%)
| Hitboxes end on frame 28
Down Throw
Down Throw is just as you remember.
Move Specs - Down Throw
|
Damage (fresh) | 1%, 1%, 1%, 4% (7% total)
Frame Data | Hits on frame... 1~17 (4%); 18~41 (1%)
| Hitboxes end on frame 42
Frame Data | Hits on frame... 6~7 (grab); 10~11 (dash and pivot grab)
| Enables transition on frame... 8 (grab); 12 (dash and pivot grab)
Pummel
Pummeling with Sonic is definitely good.
Damage (fresh) | 2%
Frame Data | Hits on frame 4
| Hitboxes end on frame 5
| Enables transition on frame 16
Forward Throw
The forward throw is now a kill move!
Damage (fresh) | 1%, 6% (7% total)
Frame Data | Hits on frame... 1~9 (1%); 10~11 (6%)
| Hitboxes end on frame 12
- This is our fastest throw. If you have to get rid of the opponent quickly due to some incoming potential danger (stage hazards, bombs, etc), use this;
- [CHANGE] This move is now much stronger and can actually kill opponents at high percentages;
Back Throw
It's back! And way more awesome than before!
Damage (fresh) | 7%
Frame Data |Hits on frame 1~2
| Hitboxes end on frame 3
Extremely powerful move and, if properly spaced, can kill at relatively low percentages.Use a running turnaround grab (run past opponent, press grab and then immediately tilt the analog stick back) in order to get the most out of this move;- [CHANGE] This move is now much stronger and can actually kill opponents at high percentages;
Up Throw
Unfortunately, this move's been nerfed quite hard.
Damage (fresh) | 1%, 5% (6% total)
Frame Data | Hits on frame... 1~21 (5%); 22~27 (1%)
| Hitboxes end on frame 28
- Even though the move was nerfed (hard), we can still do a ground Spring->Uair followup at around 50~60% and single hop->Spring->Uair at 80~90%;
- If the opponent likes to airdodge as soon as you Spring towards him, next time Spring a bit higher, wait for the airdodge to end and then hit him with the Uair;
- Even if your Uair gets air dodged, you can still try to followup with Nair;
- After going after the opponent with a ground Spring setup, you can Dair onto the Spring, come up with another Uair, double jump Uair and Spring Uair. Pretty awesome and will most definitely net you a kill;
- [CHANGE] This move is now much weaker and cannot actually kill opponents at decent percentages anymore. It's actually weaker than Fthrow now. Also, its damage has been reduced quite a lot;
- [CHANGE] At lower percentages, the move seems to send enemies way higher than before, which kind of kills its main usage in Brawl which was to set up aerial juggling. Add the nerfed Spring to the equation and now we don't have an Uthrow as awesome as before;
Down Throw
Down Throw is just as you remember.
Damage (fresh) | 1%, 1%, 1%, 4% (7% total)
Frame Data | Hits on frame... 1~17 (4%); 18~41 (1%)
| Hitboxes end on frame 42
- As far as I can tell (without precise frame data), the move seems to be exactly the same from Brawl (yes, that includes the possibility of the enemy teching right after it);
Homing Attack
The Homing Attack. It's now a somewhat reliable kill move.
Move Specs - Homing Attack
|
Damage (fresh) | 5% (quick cancel/charge)~12% (no cancel/full charge)
Frame Data | N/A
Other info | The move's knockback is directly proportional to its damage (and, thus, its charge)
Spin Dash
The Spin Dash is back and while it retains most of it's old properties, it also has changed drastically.
Move Specs - Spin Dash
|
Damage (fresh) | 5% (hop/aerial version), 7% (roll initial hit), 6~7% (roll), 4~6% (roll sweetspot), 3% (jump), 7% (roll off a platform)
Frame Data | N/A
Other info | Damage output of the roll depends on its speed and not necessarily its charge;
| The roll sweetspot activates right before the roll finishes and it seems to be dependant on the opponent's weight. i.e.: it will almost always occur when hitting a Metal enemy. However, it does seem to work on everyone when they're at 0% (even Jigglypuff). The easiest way to pull this one off is by using an uncharged SD at around side tilt distance. Its damage does vary but I don't know how exactly to control it
| Sonic is invincible during the hop's first frames
Spring Jump
Spring: still awesome but not as awesome.
Move Specs - Spring Jump
|
Damage (fresh) | 4%
Frame Data | Enables forward ledge grabs on frame 8 (?)
Other info | There's a window of invincibility right after Sonic hits the Spring (a bit after the move starts)
Spin Charge
Spin Charge, Spin Dash... What's the difference?!
Move Specs - Spin Charge
|
Damage (fresh) | 1% (upon release); 2% (roll - per hit), 4% (roll sweetspot), 3% (aerial version ), 6% (jump)
Frame Data | N/A
Other info | Damage output of the roll depends on its speed and not necessarily its charge;
| The roll sweetspot activates right before the roll finishes and it seems to be dependant on the opponent's weight. i.e.: it will almost always occur when hitting a Metal enemy. However, it does seem to work on everyone when they're at 0% (even Jigglypuff). The easiest way to pull this one off is by using an uncharged SC at around a full hop distance. Its damage does not seem to vary (unlike SD's)
Spin Moves
The Homing Attack. It's now a somewhat reliable kill move.
Damage (fresh) | 5% (quick cancel/charge)~12% (no cancel/full charge)
Frame Data | N/A
Other info | The move's knockback is directly proportional to its damage (and, thus, its charge)
- Try using it after an ASC, guaranteed hit if you're frame perfect (even with the full charge);
- [CHANGE] The lock on system has changed;
- [CHANGE] No more HA spamming: you can only use it once without landing;
- [CHANGE] The knockback direction depends exclusively on the direction Sonic's facing when using the HA. Therefore, B-reversing will allow you to "switch places" with your opponent;
- [CHANGE] It has a pretty good KO power now;
- [CHANGE] You'll now fall like a rock if you use it in the air and it doesn't lock on;
- [CHANGE] Although it may seem that it's way better than Brawl's, actually it's just because it packs a better punch than before and has better maneuverability when hitting a shield;
[CHANGE] The HA now targets some projectiles such as Dedede's Gordos and DHD's can. This may render the attack pretty much useless in some cases;
Spin Dash
The Spin Dash is back and while it retains most of it's old properties, it also has changed drastically.
Damage (fresh) | 5% (hop/aerial version), 7% (roll initial hit), 6~7% (roll), 4~6% (roll sweetspot), 3% (jump), 7% (roll off a platform)
Frame Data | N/A
Other info | Damage output of the roll depends on its speed and not necessarily its charge;
| The roll sweetspot activates right before the roll finishes and it seems to be dependant on the opponent's weight. i.e.: it will almost always occur when hitting a Metal enemy. However, it does seem to work on everyone when they're at 0% (even Jigglypuff). The easiest way to pull this one off is by using an uncharged SD at around side tilt distance. Its damage does vary but I don't know how exactly to control it
| Sonic is invincible during the hop's first frames
- While charging it, if you want to keep your charge while jumping, use the jump button (VSDJ). If you wanna do an old-school VSDJ (now VSJ) you can just use the attack button instead. Do keep in mind that you will NOT be charging the move during this jump (even though it will look like it);
- You can't release the SD during the VSDJ. Actually, you can't really do anything at all during this jump aside from landing (or getting hit or falling off stage);
- You can still shield cancel the SD that didn't go a full stop (you know, how it goes back while charging). You can also do it with VSDJ as well, as long as you shield when you hit the ground before it goes back all the way (it only goes back on the ground, so if you keep jumping around, you'll be able to shield cancel whenever);
- We now have this new technique: instant SDJ. Basically: you run, activate SD and then press the attack button at the right time while still holding forward. We can also do an instant SDJ when reversing the SD, which, depending on the timing of the reversal, can lead to a pivot ISDJ (SDJ to the opposite direction of the run) or a reversal ISDJ (SDJ in the direction of the run, but jumping backwards);
- [CHANGE] The run->SD->shield cancel has potentially more range now, due to Sonic's increased sliding distance;
- [CHANGE] The hop goes at a different angle now and when used in the air, you'll go down much faster than before;
- [CHANGE] It is now possible to short hop after a SD or ASC. Timing is kinda strict: you have to tap jump as soon as you hit the ground. The jump from the ASC goes higher than the one from SD. This jump is actually affected by momentum: if you release a SD/SC high up in the air and steer it backwards, the short hop will go backwards as well. You can also short hop the SD's "charge jump" (although you'll have to do a full hop before doing your first short hop). Also, slope cancelling is now only possible when doing this short hop;
Spring Jump
Spring: still awesome but not as awesome.
Damage (fresh) | 4%
Frame Data | Enables forward ledge grabs on frame 8 (?)
Other info | There's a window of invincibility right after Sonic hits the Spring (a bit after the move starts)
[3DS] We still have Momentum Cancelling with the Spring but I'd recommend against using it with Fair: you won't be able to grab the ledge if you're a tad below it due to Fair's new recovery time. Use either Uair, Bair, Nair or aerial dodging for that (emphasis on the dodge, as it is way better than any other option);[WIIU] In the Wii U version, you should never, EVER, try to cancel the momentum if you know that you'll be only reaching the stage height with the Spring. The best move that we have for it is the Bair and even then it cuts our vertical recovery by a LOT. Then trying to cancel for maximum horizontal distance, air dodging still seems to be the best option so far;- Don't use Momentum Cancelling if you're too low to reach the ledge;
- [CHANGE] You can still wall jump after the Spring, but not with the jump button: you have to press the direction away from the wall (pretty stupid change, IMO). Since it's quite common to try to steer Sonic's trajectory after using a Spring, be EXTREMELY CAREFUL not to wall jump after a Spring because our wall jump is just too powerful and you'll most likely not be able to grab the edge after wall jumping away from it;
- [CHANGE] Using a Spring that's been planted on the ground restores your double jump;
- [CHANGE] The Spring's launch height has been nerfed. For instance, you can't recover from a walk off Dair anymore;
- [CHANGE] It is possible for an opponent to use the aerial Spring alongside Sonic. It can potentially lead to an Uair KO, but it's so sudden that you'll have to be prepared for it beforehand;
Spin Charge
Spin Charge, Spin Dash... What's the difference?!
Damage (fresh) | 1% (upon release); 2% (roll - per hit), 4% (roll sweetspot), 3% (aerial version ), 6% (jump)
Frame Data | N/A
Other info | Damage output of the roll depends on its speed and not necessarily its charge;
| The roll sweetspot activates right before the roll finishes and it seems to be dependant on the opponent's weight. i.e.: it will almost always occur when hitting a Metal enemy. However, it does seem to work on everyone when they're at 0% (even Jigglypuff). The easiest way to pull this one off is by using an uncharged SC at around a full hop distance. Its damage does not seem to vary (unlike SD's)
- If you're using this move and it gets shielded, don't panic: turnaround and hit their shields again. You should come to a full stop after hitting the shield this second time. Now try a Ftilt!;
- [CHANGE] The roll now is multihit instead of a single one;
- [CHANGE] We can't shield cancel an aerial Spin Charge anymore;
- [CHANGE] It is now possible to short hop after a SD or ASC. Timing is kinda strict: you have to tap jump as soon as you hit the ground. The jump from the ASC goes higher than the one from SD. This jump is actually affected by momentum: if you release a SD/SC high up in the air and steer it backwards, the short hop will go backwards as well. You can also short hop the SD's "charge jump" (although you'll have to do a full hop before doing your first short hop). Also, slope cancelling is now only possible when doing this short hop;
Spin Moves
- There are some moves that can be done either from the Spin Dash (side B) or the Spin Charge (down B). Even though they might look the same, they don't always act the same!
- When charging the SD/SC and pressing the attack button or the jump button (only with SC), you'll do the Vertical Spin Jump (VSJ). This move, as its name implies, is a vertical jump with an active hitbox. Unlike Brawl, if you hit an enemy with this, they'll be sent the same direction that Sonic's facing;
- Another trait of the VSJ is that its front part is a little bit stronger than the back part. It's a very tiny, minimal difference but it's there;
- Pressing the jump button while charging a SD will result in a Vertical Spin Dash Jump (VSDJ), which is basically a jump while still charging the SD (although it will NOT be actually charging). You can't do anything when jumping with this other than steering it around;
- The rolls you transition into after releasing the SD or the SC look similar but are quite different!
- The roll from SD is the Spin Dash Roll (SDR). It is a stronger singlehit move;
- The roll from SC is the Spin Charge Roll (SCR). It is a weaker multihit move;
- The jumps from the rolls look similar but are also different (albeit not much):
- The jump from SDR is the Spin Dash Jump (SDJ). It has a stronger knockback;
- The jump from SCR is the Spin Charge Jump (SCJ). It has a weaker knockback;
- Using a grounded SC and immediately pressing up on the C-Stick will lead into an "almost instant" SCJ;
- The aerial versions of the moves also look similar but act differently:
- The ASD is a singlehit move. It's actually just the Spin Dash Hop (SDH).
- The ASC is, as of 1.0.6, a singlehit move;
- A roll that goes off a platform will transition into a new move:
- A SDR will become an Aerial Spin Dash Roll (ASDR). It's moderately strong and is also, as 1.0.6, a singlehit move;
- A SCR will become an ASC;
- Both rolls can change, depending on their velocity, making Sonic transition into a circle shaped roll, instead of an oval one: the Lyric Roll (LR)
- So far, there's apparently no difference whatsoever between the SD and SC versions of the Lyric Roll, save for one little thing:
- Trying to jump when in the LR state from a SCR (or simply from a slowed down SCR) will lead into a momentum afflicted VSJ and not a SCJ;
- The LR won't roll off an edge. However, if you hold forward, you'll be able to make it do so;
- When you enter the LR, if you hit back on the analog you'll turnaround. However, if you wait a little bit before pressing back, you'll be able to fully stop the roll by going into a skid;
- So far, there's apparently no difference whatsoever between the SD and SC versions of the Lyric Roll, save for one little thing:
- Spinshotting can be done from both moves:
- For SD, you'll have to time an attack or jump press right after releasing the SD (the C-Stick can also be used but only if it's set to Attack instead of Smash);
- For SC, you only flick the C-Stick up/to the sides when charging it in midair;
- The ground version can only be done from SD;
- The aerial version can be done either from SD or SC;
- About the horizontal distance of the Spin Jumps:
- SDJ horizontal distance depends a lot on its speed. Hitting the enemy with an uncharged SDR and then the SDJ will significantly shorten the jump's horizontal distance. At least about a halfway charge should be enough to get rid of the slow down;
- SCJ horizontal distance also depends on its speed but not by much. Hitting the enemy with an uncharged SCR and then the SCJ will also shorten its horizontal distance, but two SC charges should be enough to get rid of the slow down altogether;
- Because of this difference, the conclusion might be that it's easier to slow down a SDJ rather than a SCJ, but that's not always the case:
- The SCJ will lose a lot of its horizontal distance should the SC hit the enemy/shield x times [x = number of charges. i.e.: 1 charge =>SCJ hit with no slowdown; 2 charges => 1 SC hit + SCJ hit with no slowdown];
- This makes it easier to control the distance you want to travel with the SCJ: more SC hits, less distance and vice-versa;
- The SDJ distance is harder to control due to its charging mechanics and the SD hitting only once.
Spin Dash/Charge Roll Shenanigans (a.k.a.: why you keep SDing when using Side B and Down B)
- You can't double jump out of a SDJ/SCJ that derives from an aerial SD/SC, even if you release those on the ground (i.e.: start them on the air, land and then release them). You can, however, use HA, Spring, air dodge or any aerial to get out of the SDJ/SCJ animation. Also, you can still double jump if you had it available before the ASC/ASD, but only if the SDR/SCR runs off the platform;
- If you shield cancel an aerial SD (or shield cancel a charge jump from an aerial SD), the game will consider any following SDR/SCR to be a SDR/SCR from a ASD/ASC: you won't be able to jump out of it;
- if you fastfall a SDJ/SCJ and land without dodging or attacking, you'll lose the ability to double jump out of any subsequent SDJ/SCJ. No matter what you do, you'll have to jump and touch the ground again in order to regain your ability to double jump out of a SDJ/SCJ that allows double-jumping;
- I've come to the conclusion that the reason behind this SDR shenanigans is due to a certain new mechanic that I'll explain further in the next few sentences. Sonic has two stances: normal, which is, well, your usual stance and Brawl Spring Bug stance (BSBS), which is when the game makes you unable to double jump out of a SDJ/SCJ (similar to how we were unable to double jump in Brawl after a Spring jump that met certain conditions);
- The BSBS basically means that you're standing on the ground but in a state in which the game thinks you're still in the aerial spin which came from an ASD or ASC. Therefore, any subsequent SDR/SCR you do while in this state will actually make that new, grounded SDR/SCR act like an aerial SDR/SCR (from an aerial Spin Special - SD or SC);
- However, that is not all. Fastfalling a SDJ/SCJ and doing nothing before landing will also trigger BSBS (fastfalling from greater heights so you can actually get out of the spinning animation before landing will not trigger BSBS, though);
- Also, if you don't have your double jump available AND enter BSBS, you won't even be able to double jump out of SD's hop;
- To add to that, if you fastfall a SDJ/SCJ while in BSBS, you'll definitely lose your double jump (even if you had it beforehand). Yep, jumping out of a SDR/SCR off the platform or out of SD's hop is just not going to happen;
- Some examples that end being straight up BSBS:
- Fastfall while still spinning: SDJ/SCJ, VSDJ, SDSH;
- ASD/ASC->land->full stop while on the ground;
- ASD/ASC->land->SDR/SCR off the platform->land->...->full stop while on the ground (the SDR/SCR off the platform CAN be jump cancelled, but only if you had your double jump available before the ASD/ASC. However, when it touches the ground again, it's BSBS all over again);
- SCASD (shield cancelled aerial Spin Dash);
- SCVSDJ2AAASDTINRAIICSYCTDAVSDJ2 (shield cancelled vertical Spin Dash jump 2 after an aerial Spin Dash that is not released and is instead charged so you can then do a vertical Spin Dash jump 2);
Stomp
Move Specs - Stomp
|
Damage (fresh) | 5%
Frame Data | N/A
Surprise Attack
Move Specs - Surprise Attack
|
Damage (fresh) | 8%
Frame Data | N/A
Damage (fresh) | 5%
Frame Data | N/A
Pros:
- spikes;
- does not send you down below as much as the Homing Attack when it doesn't lock on;
- safest on shield (why would you use it on a grounded opponent is the real question, though);
- spiking effect is laughably weak (and no, charging it won't make a difference);
- practically removes all the good stuff you can do with the Homing Attack while on the stage;
- pretty damn horrible to set up for a spike kill (mostly due to its puny knockback);
Surprise Attack
Damage (fresh) | 8%
Frame Data | N/A
Pros:
Cons:
- can be used for recovery (as little as you can get, but still..);
- faster than the Homing Attack;
- has the best lock on system;
- safest when it misses;
- no need to charge;
Cons:
- terrible range;
- awfully unsafe on hit, shield or not (you fall like a rock after the move and land with a LOT of lag);
- weaker than the Homing Attack;
Hammer Spin Dash
Move Specs - Hammer Spin Dash
|
Damage (fresh) | 5% (hop); SDR: 7% (start), 4% (after start), 3%; 6% (jump); 5% (ASDR)
Frame Data | N/A
Burning Spin Dash
Move Specs - Burning Spin Dash
|
Damage (fresh) | 5% (release); SDR: 5% (start), 10~13% (up close), 8~12% (roll); 6% (jump); 13% (ASDR)
Frame Data | N/A
Damage (fresh) | 5% (hop); SDR: 7% (start), 4% (after start), 3%; 6% (jump); 5% (ASDR)
Frame Data | N/A
Pros:
Cons:
- burying effect;
- adds a neat property to SDR: you can stop it if you press back during the SDR from SD. For SC, you'll have to hold back before the SDR starts (not as great as ASCSC, but it's close. Plus, it adds more options during a grounded SC);
- the hop is FAST and you can hit both on the ascent and the descent (in a single hop);
- makes the ASC silent on release (lol);
Cons:
- hop angle doesn't help as much with recovery like SD1's does (plus, the fact that you fall faster doesn't help much either);
- slowest SDR;
- fastest charge (a.k.a.: smaller window of time to shield cancel it);
- removes a neat property of ASC: makes it lose its multihit ability;
- removes all the good stuff you can do with Spin Dash up close (hop to aerial/footstool etc);
- due to the new SDR property, you can't turnaround a SDR from SD with this move;
- you can't Spinshot out of a single or double charge Spin Charge with the C-Stick when using this move: you'll need to tap the B button at least twice if you want the SS to happen;
Burning Spin Dash
Damage (fresh) | 5% (release); SDR: 5% (start), 10~13% (up close), 8~12% (roll); 6% (jump); 13% (ASDR)
Frame Data | N/A
Pros:
- FIYAH! (works even with ASC!);
- fastest SDR, even uncharged;
- stronger than the Spin Dash;
- no hop(e);
- even though it's stronger, it doesn't mean much in the long run;
- low SDJ means almost no followup at higher percentages (plus, it also means low SDJ for the SC, too);
- aerial version has a terrible angle for recovery (it is probably even worse than the Hammer Spin Dash, due to not having a hop);
- fire effect is just for show, apparently;
- acts like a SDR from an aerial SD/SC: you can't jump out of the SDJ until the animation finishes..;
- the lag when it hits a shield is terrible;
- speed decrease of the SCR on hit (probably on shield as well) differs from SD to SD: the Spin Dash cuts most of the velocity, whereas the Hammer Spin Dash gives it almost no resistance whatsoever. This allows for extra hits with SCR when using the Hammer Spin Dash and maybe some other followup options;
Double Spring
Move Specs - Double Spring
|
Damage (fresh) | 2% (per Spring)
Frame Data | Enables forward ledge grabs on frame 8
Other info | Minimal knockback and low height per Spring;
Springing Headbutt
Move Specs - Springing Headbutt
|
Damage (fresh) | 4% (Spring); Headbutt: 3% (startup); 1% (peak) DAMAGE HAS CHANGED IN THE WII U VERSION - 4% (Spring); 3% (startup); 1% (mid); 7% (peak)
Frame Data | Hits on frame... 1~2 (startup); 3~9 (mid); 10~28 (peak)
| Hitboxes end on frame 29
| Enables forward ledge grabs on frame 8
Damage (fresh) | 2% (per Spring)
Frame Data | Enables forward ledge grabs on frame 8
Other info | Minimal knockback and low height per Spring;
Pros:
Cons:
- uh, we can finally claim to have double Springed and prove it?
- it may be used in team matches in order to "gimp" your teammates so they can recover better (lol);
Cons:
- minimal gain in horizontal recovery;
- height is pretty bad with just one use;
- gives about the same height of aerial Spring Jump (yes, even if you use the first one on the ground);
- the Spring does half the damage and has almost NO knockback whatsoever (it actually HELPS people to recover.. go figure);
- you can't have two Springs out at the same time: once you start the second Up B, the first Spring disappears;
- the Spring doesn't stick to the ground;
Springing Headbutt
Damage (fresh) | 4% (Spring); Headbutt: 3% (startup); 1% (peak) DAMAGE HAS CHANGED IN THE WII U VERSION - 4% (Spring); 3% (startup); 1% (mid); 7% (peak)
Frame Data | Hits on frame... 1~2 (startup); 3~9 (mid); 10~28 (peak)
| Hitboxes end on frame 29
| Enables forward ledge grabs on frame 8
Pros:
Cons:
- uh, hitbox? Yay?
can go higher than any other Spring variation;NOPE, sorry, not anymore please understand;- can potentially cover more horizontal distance than any other Spring variation;
- it may be used in team matches in order to "gimp" your teammates so they can recover better (lol);
Cons:
when not hitting anyone during startup: less height than the Spring Jump, more height than the Double Spring (not that it means much);doesn't matter whether you hit someone or not;- [3DS] the Headbutt deals a measly 3% up close and a laughable 1% at peak;
- [WIIU] at the peak the Headbutt deals 7%. Still not enough to compensate from lower height and more cooldown;
- you can't attack out of it as fast as you can from the Spring Jump;
in order to get the full height/horizontal distance you'll need to hit someone during the initial frames of the move, whichis really risky, impractical and stupid; (no more increased height but the move is still risky, impractical and stupid)- the Spring doesn't stick to the ground;
Auto-Spin Charge
Move Specs - Auto-Spin Charge
|
Damage (fresh) | 1% (upon release); 2~3% (roll - per hit), 4% (roll sweetspot), 3% (aerial version - per hit), 6% (jump)
Frame Data | N/A
Gravitational Charge
Move Specs - Gravitational Charge
|
Damage (fresh) | 1% (upon release); 2~3% (roll - per hit), 4% (roll sweetspot), 3% (aerial version - per hit), 6% (jump)
Frame Data | N/A
Damage (fresh) | 1% (upon release); 2~3% (roll - per hit), 4% (roll sweetspot), 3% (aerial version - per hit), 6% (jump)
Frame Data | N/A
Pros:
Cons
- you don't need to tap B to charge (i.e.: you won't SDJ by accident when releasing a fast-charged SC);
Cons
- you won't be able to charge as fast as you can manually with the Spin Charge;
Gravitational Charge
Damage (fresh) | 1% (upon release); 2~3% (roll - per hit), 4% (roll sweetspot), 3% (aerial version - per hit), 6% (jump)
Frame Data | N/A
Pros:
Cons:
- wind is kinda cool (pun intended);
- will probably have a better use with Spinshot (chase with a reverse jump then Gravitational Charge to "edgeguard" and then Spinshot to Bair when they get past you);
Cons:
- gives us a new visual effect and SFX so it's easier to differentiate from SD, for example;
Sonic's reliable kill moves:
Sonic's Ledge Shenanigans:
First two columns are about Ledgesnap Vulnerability and the rest are about hitting a non-invincible opponent that's hanging onto the ledge.
http://docs.google.com/spreadsheets/d/1Uhkpn1CRe0U_Ci-8I3JqmpBznUx2TRdCE_DYWxOLk3o/pubhtml
Custom Moves Summary:
- Forward Smash;
- Up Smash;
- Up air;
- Back throw;
- Back air (edgeguarding);
- Homing Attack;
- Back air (on stage);
- Forward throw;
- Dair (meteor smash);
- Down Smash;
- Fully charged Forward and Up Smashes (19%);
- Fully charged Down Smash (16%);
- Uncharged Forward and Up Smashes, sweetspotted Bair (14%);
- Uncharged Down Smash, sweetspotted Nair, full charge Homing Attack (12%);
- Forward tilt (11%)
- uncharged Spin Dash Hop (5%) -> Spin Dash Roll (6%) -> SDR sweetspot (6% - usually 4%, though) -> Spin Dash Jump (6%) = 23%
- sweetspotted Bair followup: +14% = 37%
- sweetspotted Nair followup: +12% = 35%
- Uair followup: +9% = 32%
- Spring to sweetspotted Bair followup: +14% = 46%
- Spring to sweetspotted Nair followup: +12% = 44%
- Spring to Uair followup: +9% = 41% (probably less, due to stale move negation)
- Spring to Fair followup: +7% = 39%
- Dair followup: +8% = 31%
- Fair followup: +7% = 30%
- Spring followup: +4% = 27%
Sonic's Ledge Shenanigans:
First two columns are about Ledgesnap Vulnerability and the rest are about hitting a non-invincible opponent that's hanging onto the ledge.
http://docs.google.com/spreadsheets/d/1Uhkpn1CRe0U_Ci-8I3JqmpBznUx2TRdCE_DYWxOLk3o/pubhtml
Custom Moves Summary:
- Burning Spin Dash can give the ability to safely clash with stronger projectiles in exchange for no hop, limited follow-up potential and always being in BSBS when using it on the ground;
- Double Spring can be used to save your partner if you happen to misspace a spring drop to restore Up B, in exchange for lower damage, knockback and recovery height;
- Stomp can offer a consistent, weak spike in exchange for removing Homing Attack versatility and onstage usage;
- Surprise Attack offers more safety if you miss an attack and speed of recovery in exchange for range, power, and increased lag;
- Hammer Spin Dash offers burial with a huge leap in exchange for mobility and combo-ing out of the initial hop;
- Springing Headbutt offers a weak hitbox in exchange for riskier play, little to no aerial follow up after its use and the Spring doesn't stick to the ground;
- Auto-Spin Charge offers consistency of the Spin Charge in exchange for a lower charge speed and the loss of C-Stick Spinshotting;
- Gravitational Charge offers a new different way of edge guarding and spacing in exchange for your moves being telegraphed due to changes in animation and sound.
- Characters that can be spiked RELIABLY after a footstool:
- Can be spiked but with some timing/positioning required:
- Timing (delay):
- Positioning (FS backwards):
- Don't seem to be able to be spiked at all:
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