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|dthrowdesc=Sonic drops the grabbed opponent on the ground and rolls on them. This throw is an oddity, having weak knockback and sending foes at an angle nearly parallel to the ground. Due to its low angle, it often leaves your thrown opponent lying on the ground in a knockdown state or teching out of it. If your opponent does fail to tech, you can cover their getup options with a Spin Dash or a Spin Charge. Overall, this throw can be useful in some situations, but you'll rarely find yourself choosing it over Back Throw or Up Throw. | |dthrowdesc=Sonic drops the grabbed opponent on the ground and rolls on them. This throw is an oddity, having weak knockback and sending foes at an angle nearly parallel to the ground. Due to its low angle, it often leaves your thrown opponent lying on the ground in a knockdown state or teching out of it. If your opponent does fail to tech, you can cover their getup options with a Spin Dash or a Spin Charge. Overall, this throw can be useful in some situations, but you'll rarely find yourself choosing it over Back Throw or Up Throw. | ||
|b1=Homing Attack | |b1=Homing Attack | ||
|b1desc=After a brief delay, Sonic lunges at the closest opponent while curled into a ball | |b1desc=After a brief delay, Sonic lunges at the closest opponent while curled into a ball. | ||
|b2=Stomp | |b2=Stomp | ||
|b2desc=Sonic rams downward as a ball to deal a meteor smash | |b2desc=Sonic rams downward as a ball to deal a meteor smash. | ||
|b3=Surprise Attack | |b3=Surprise Attack | ||
|b3desc=Sonic takes faster to home in at foes, but the move has less power and homing range | |b3desc=Sonic takes faster to home in at foes, but the move has less power and homing range. | ||
|fb1=Spin Dash | |fb1=Spin Dash | ||
|fb1desc=Charge up the move by holding the special button down, then release it to make Sonic spin forward in a ball. Sonic will make a jump at the start of the dash | |fb1desc=Charge up the move by holding the special button down, then release it to make Sonic spin forward in a ball. Sonic will make a jump at the start of the dash. | ||
|fb2=Hammer Spin Dash | |fb2=Hammer Spin Dash | ||
|fb2desc=Sonic's initial jump is higher and can bury foes when he lands, but the move is overall slightly weaker | |fb2desc=Sonic's initial jump is higher and can bury foes when he lands, but the move is overall slightly weaker. | ||
|fb3=Burning Spin Dash | |fb3=Burning Spin Dash | ||
|fb3desc=Sonic spins forward while on fire, | |fb3desc=Sonic spins forward while on fire, dealing more damage when he hits. The move has no initial jump and gives lower height when jump canceled. | ||
|ub1=Spring Jump | |ub1=Spring Jump | ||
|ub1desc=Sonic bounces up with a spring and can use standard attacks afterward, but not special moves. If used on the ground, other characters can use the spring. The airborne version drops the spring as a harmful projectile. Sonic's Spring Jump is one of the most versatile Up Specials in the game. It gives him a lot of height that complements his high air speed and lets him attack out of the leap for self-defense or combo follow-ups. It is also a strong edgeguard tool that covers opponents recovering low while keeping Sonic well out of harm. Moreover, it can be used as a quick escape onstage in case you're surrounded, sometimes even in the middle of an attack string. Overall, this is an excellent move in Sonic's arsenal that should get almost as much use as his special spins. | |ub1desc=Sonic bounces up with a spring and can use standard attacks afterward, but not special moves. If used on the ground, other characters can use the spring. The airborne version drops the spring as a harmful projectile. Sonic's Spring Jump is one of the most versatile Up Specials in the game. It gives him a lot of height that complements his high air speed and lets him attack out of the leap for self-defense or combo follow-ups. It is also a strong edgeguard tool that covers opponents recovering low while keeping Sonic well out of harm. Moreover, it can be used as a quick escape onstage in case you're surrounded, sometimes even in the middle of an attack string. Overall, this is an excellent move in Sonic's arsenal that should get almost as much use as his special spins. |