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Sonic in 3.0

cmart

Smash Lord
Joined
May 2, 2005
Messages
1,100
Location
Savage, MD
Most notable for me is wavedashing out of spindashes!!!

I... apologize. Our editors (me) must've missed that when we updated Sonic's webpage. That's still gone, I'll see about getting that page corrected. Again.
 

Player -0

Smash Hero
Joined
Jun 7, 2013
Messages
5,125
Location
Helsong's Carpeted Floor
I... apologize. Our editors (me) must've missed that when we updated Sonic's webpage. That's still gone, I'll see about getting that page corrected. Again.
There are a couple other things on the website that could be updated, I don't remember the exact stuff but one example would be the Snake; I believe that a stun was confirmed for Snake's new Side B?
 

KiNGMONiR

Smash Cadet
Joined
Jul 6, 2008
Messages
26
Official Changelog from http://smashboards.com/threads/project-3-0-released-changelog-in-post.343401/

- Sonic’s aerial mobility was slightly increased
- Neutral Air hits one frame sooner and stays strong slightly longer. The Initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills
- Neutral Air now has a small initial sweetspot that deals 15 damage with strong knockback and has neutral frame advantage on block
- Neutral Air animation tweaked for polish
- Back Air has increased start up reminiscent of Brawl’s, and increased damage and knockback on all hitboxes. IASA window starts two frames earlier
- Forward Air’s early sweetspot has reduced knockback growth
- Up Air's knocback trajectory slightly raised to be straight vertical. Both Sweet and sour spots have increased knockback growth
- Homing attack lock-on range reduced by about 1/3
- When Homing or Blast attack collides with a floor, Sonic rebounds instead of flattening to the stage
- Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sonic also flashes when the frame-lock ends
- Spring attack use is now reset if Sonic is grabbed
- Spin Dash knockback stats and trajectory tweaked to aid in comboing
- Spin Dash's Spin Jump no longer allows the cstick to input double jumps
 

Player -0

Smash Hero
Joined
Jun 7, 2013
Messages
5,125
Location
Helsong's Carpeted Floor
Official Changelog from http://smashboards.com/threads/project-3-0-released-changelog-in-post.343401/

- Sonic’s aerial mobility was slightly increased
- Neutral Air hits one frame sooner and stays strong slightly longer. The Initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills
- Neutral Air now has a small initial sweetspot that deals 15 damage with strong knockback and has neutral frame advantage on block
- Neutral Air animation tweaked for polish
- Back Air has increased start up reminiscent of Brawl’s, and increased damage and knockback on all hitboxes. IASA window starts two frames earlier
- Forward Air’s early sweetspot has reduced knockback growth
- Up Air's knocback trajectory slightly raised to be straight vertical. Both Sweet and sour spots have increased knockback growth
- Homing attack lock-on range reduced by about 1/3
- When Homing or Blast attack collides with a floor, Sonic rebounds instead of flattening to the stage
- Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sonic also flashes when the frame-lock ends
- Spring attack use is now reset if Sonic is grabbed
- Spin Dash knockback stats and trajectory tweaked to aid in comboing
- Spin Dash's Spin Jump no longer allows the cstick to input double jumps
You may want to make a different thread and post this in it so people can get an easy understanding of what's different.

Maybe explain the changes too.
 

Devin Turner

Smash Rookie
Joined
Nov 1, 2013
Messages
1
THANK YOU PROJECT M FOR ALLOWING SONIC TO FLOW! I still think knock back on certain moves such as the wind-up punch or up smash could be upped a bit, but I can finally use Sonic again! YES!
 
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