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What are your thoughts in correlation to this and the moveset thread?I've been waiting for Sonic's data to show up for a while now. Nicely done.
Yeah, almost certain that shortening HA gives it less KB.BTW, pretty sure HA's KB is different when charged..
Not much of it really, specials are really hard though.Why is there even a difficulty bar? It sticks out like a sore thumb amidst all the hard data.
Also, how many of these were updated for each patch? I really like looking at all these and I'm just curious now how much of a pain that must be. Good thing you didn't start Diddy Kong's yet, lol.
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I could be wrong, but definitely would appreciate a follow-up on that one. Always seemed that a fully charged HA would kill earlier than one that was canceled halfway. Spins are tough to account for too because of charge and things like that...I will double check HA, I don't remember it being changed.
Knowing Sonic, probably.HA definitely has more KB when charged.. No idea how that appears in the raw data, though (I'm guessing it's a cluster**** of a mess, considering the charges and such).
I assumed it was something like that... Thanks for clarifying.Hard landing happens when you fastfall a jump or when you fall from a big distance, even without fastfalling. Soft landing is pretty much the landing of a shorthop (non-fastfallen) or when landing onto a platform.
Hmm...What tipped this to me was that video about platform cancelling:
That's a soft landing, IIRC. And I think no one was able to replicate it without hard landing, which makes the events of the video remain mysterious to date.
I made the image in a rush because I had to go to bed. The good thing is that I can change it easily since I decided to start hotlinking from the site rather than reuploading to imgur.Huh. I always thought sonic was the living embodiment of the hit and run style.
http://cooltext.com/Logo-Design-SkateFair enough. What font do you use to make the text?
This! Thank you so much man!I've been waiting for Sonic's data to show up for a while now. Nicely done.
BTW, pretty sure HA's KB is different when charged..
Huh. Interesting.Basically the game uses the 5% hit and probably adds damage per extra frame it's left to charge. The extra knockback you're seeing is because of the extra 7% damage that the move does (moves with similar BKB/KBG but different damage do different knockback).
HA can kill pretty decent actually given the right scenarios. It can even be combo'd into it. Although, I guess it won't really be killing anyway unless it's hitting them near a blastzone, so midscreen you're probably right. Almost anything in this game can kill by that logic, lmao.Special data isn't that important anyway, you guys already know everything about it, and I don't think we'd find much useful information by knowing knockback stats of moves that don't KO until 500%.
It's somewhere during the initial release of the hop, but obviously I don't know what frame it starts... Cool to know it lasts for 6 frames.A couple of notes:
- Side B has intangibility for 6 frames somewhere
- Side B is cancellable really fast
- Spring duration on the ground was nerfed by 5 frames
So much for it being a cancel.Also hard landing lag occurs when you autocancel a move also.
If anything maybe favor this instead of "keep away", but Sonic, I feel, is most perfectly described as "bait & punish".Huh. I always thought sonic was the living embodiment of the hit and run style.
Do you need a file for the Smash 4 portrait?I made the image in a rush because I had to go to bed. The good thing is that I can change it easily since I decided to start hotlinking from the site rather than reuploading to imgur.
This isn't 1996. derp
Yeah, we've had them since Brawl. I just didn't know the frame count.I have used those 6 frames to go through projectiles like charge shot and arrows somehow, one time I dodged critical hit with it, my friend was so mad. xD
You expected that from the back alley of SWF?I tried to get inspiration from Brawl sonic frame data thread.
Then I found out there wasn't any.
There are a lot more factors to this...i would like to know the percentage that every move of sonic can kill.
because it does, I guess.Why does this say utilt2 has more bkb and kbg than fsmash?