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{{SSB3DS Move List | {{SSB3DS Move List | ||
|a= | |a=Sonic Combo | ||
|adesc=Sonic punches with both hands and kicks | |adesc=Sonic punches with both hands and kicks. | ||
|fa=Sideways Thrust | |fa=Sideways Thrust | ||
|fadesc=Sonic does a handstand and kicks forward. This is a decent ground attack with good speed, good reach and good knockback. It does a fairly good job of knocking foes away around mid-range. The move is most often used out of an ended Spin Dash or Spin Charge, to catch opponents trying to punish a blocked spin using its quick startup. At higher percents, this move often launches foes offstage, which sets up potential edgeguards. | |fadesc=Sonic does a handstand and kicks forward. This is a decent ground attack with good speed, good reach and good knockback. It does a fairly good job of knocking foes away around mid-range. The move is most often used out of an ended Spin Dash or Spin Charge, to catch opponents trying to punish a blocked spin using its quick startup. At higher percents, this move often launches foes offstage, which sets up potential edgeguards. | ||
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|dadesc=Sonic does a sweep kick low to the ground. This move has some of the best reach among Sonic's ground attacks, which makes it a nice poke when spaced properly. The attack does great horizontal knockback and can even trip foes at low percents, giving you an easy followup. Its horizontal knockback also lets it knock foes offstage at mid-high percents consistently, and can even hit opponents near the ledge due to its low hitbox. | |dadesc=Sonic does a sweep kick low to the ground. This move has some of the best reach among Sonic's ground attacks, which makes it a nice poke when spaced properly. The attack does great horizontal knockback and can even trip foes at low percents, giving you an easy followup. Its horizontal knockback also lets it knock foes offstage at mid-high percents consistently, and can even hit opponents near the ledge due to its low hitbox. | ||
|dasha=Spin Tumble | |dasha=Spin Tumble | ||
|dashadesc=Sonic spins forward in a ball to ram into foes | |dashadesc=Sonic spins forward in a ball to ram into foes. | ||
|hanga= | |hanga= | ||
|hangadesc=Sonic climbs up and | |hangadesc=Sonic climbs up and kicks. | ||
|fsmash=Wounded Punch | |fsmash=Wounded Punch | ||
|fsmashdesc=Sonic winds up and punches forward. This attack can be angled up or down with the control stick. This is Sonic's strongest grounded KO move. It has a noticeable moment of startup before the attack, but is still fast enough that you can land it with good timing. Its range is also not too bad, and you can use its angling feature to strike foes coming at you from various angles. Down-angled Side Smash in particular can hit foes on the ledge, making it a potent onstage edgeguard. | |fsmashdesc=Sonic winds up and punches forward. This attack can be angled up or down with the control stick. This is Sonic's strongest grounded KO move. It has a noticeable moment of startup before the attack, but is still fast enough that you can land it with good timing. Its range is also not too bad, and you can use its angling feature to strike foes coming at you from various angles. Down-angled Side Smash in particular can hit foes on the ledge, making it a potent onstage edgeguard. | ||
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|airdadesc=Sonic performs a dive kick, shooting downward quickly. This move has a meter smash very near, but not exactly at the beginning of the dive. Like many dive kicks, using this onstage is inadvisable against experienced foes due to its moderate landing lag. However, it can be used offstage pretty successfully as long as you know the limits of Sonic's recovery. The meteor smash is not easy to land, but opponents hit by the sourspot are launched sideways, which still places them further away from the ledge. On certain characters, Sonic can combo his Spin Dash or Spin Charge into a Down Air meteor smash, which can mean an early KO if used near the ledge. | |airdadesc=Sonic performs a dive kick, shooting downward quickly. This move has a meter smash very near, but not exactly at the beginning of the dive. Like many dive kicks, using this onstage is inadvisable against experienced foes due to its moderate landing lag. However, it can be used offstage pretty successfully as long as you know the limits of Sonic's recovery. The meteor smash is not easy to land, but opponents hit by the sourspot are launched sideways, which still places them further away from the ledge. On certain characters, Sonic can combo his Spin Dash or Spin Charge into a Down Air meteor smash, which can mean an early KO if used near the ledge. | ||
|holda=Speedster's Knee | |holda=Speedster's Knee | ||
|holdadesc=Sonic knees the grabbed opponent | |holdadesc=Sonic knees the grabbed opponent. | ||
|fthrow=Football Punt | |fthrow=Football Punt | ||
|fthrowdesc=Sonic kicks the grabbed opponent | |fthrowdesc=Sonic kicks the grabbed opponent. | ||
|bthrow=Backflip Toss | |bthrow=Backflip Toss | ||
|bthrowdesc=Sonic spins back and throws the grabbed opponent | |bthrowdesc=Sonic spins back and throws the grabbed opponent. | ||
|uthrow=Hedgehog Spike | |uthrow=Hedgehog Spike | ||
|uthrowdesc=Sonic impales the grabbed opponent with the spines on his back | |uthrowdesc=Sonic impales the grabbed opponent with the spines on his back. | ||
|dthrow=Spin Crush | |dthrow=Spin Crush | ||
|dthrowdesc=Sonic drops the grabbed opponent on the ground and rolls on them | |dthrowdesc=Sonic drops the grabbed opponent on the ground and rolls on them. | ||
|b1=Homing Attack | |b1=Homing Attack | ||
|b1desc=After a brief delay, Sonic lunges at the closest opponent while curled into a ball. If Sonic fails to lock on to anyone, he'll lunge toward the ground instead. This move has some major flaws in that it has a very telegraphed startup and poor homing capabilities against a mobile enemy. Opponents can usually avoid the attack if you use it out of the blue, but at least it is pretty safe on shield. However, it is a pretty good followup option out of Spin Dashes and Spin Charge, especially due to their similar animations, and has the potential to KO your opponents at high percents. It can also sometimes be used to recover by lunging toward an onstage foe, but you may shoot downward instead if there's no opponents in range. | |b1desc=After a brief delay, Sonic lunges at the closest opponent while curled into a ball. If Sonic fails to lock on to anyone, he'll lunge toward the ground instead. This move has some major flaws in that it has a very telegraphed startup and poor homing capabilities against a mobile enemy. Opponents can usually avoid the attack if you use it out of the blue, but at least it is pretty safe on shield. However, it is a pretty good followup option out of Spin Dashes and Spin Charge, especially due to their similar animations, and has the potential to KO your opponents at high percents. It can also sometimes be used to recover by lunging toward an onstage foe, but you may shoot downward instead if there's no opponents in range. |