Sonic Orochi
Smash Ace
Snagging the code from my old thread because
In-depth Guide on 5onic's Moveset
- 11/26/18: updated with moveset %, frame data, etc;
- 09/10/18: more VODs.
BSBSBS discoverednvm dat, im dum; - 08/27/18: one more VOD added. One deleted (video was not available anymore);
- 07/04/18: more VODs added. New SCR mechanic and DSmash footage;
- 06/21/18: third VOD added. Weird ASC, no airdodging out of spinball, Up Tilt FINALLY fixed and HA buff, no more BSBS;
- 06/13/18: updated with new (old) layout;
- 06/12/18: thread created.
- General stuff
- 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
- Quick Reference
General stuff
- Instant Dash Attack is now done by pressing the C-stick in the same direction as the run;
- All aerials had their landing lag reduced;
- You STILL can't walljump by pressing jump against a wall: you'll have to actually tap the analog stick away from the wall in order to do so;
- It's possible to pivot land now. For instance, when facing right, do an autocancelled Dair then press in order to pivot the landing;
- It's not possible to footstool an opponent in the reeling/tumbling state anymore, so spinstool is obviously not a thing now.
Standard and Running Attacks
Tilts
Smashes
Aerial Attacks
Grab
Standard Attack
Move Specs - Jab Combo
|
Damage (fresh, 1v1) | 2.4%, 1.8%, 4.8% (total: 9.0%)
Frame Data (jab1) | 3: hitbox active
| 7: Jab1->2 transition
FAF | 20
Frame Data (jab2) | 2: hitbox active
| 6: Jab2->3 transition
FAF | 22
Frame Data (jab3) | 4: hitbox active
FAF | 36
Running Attack/
Move Specs - Running Attack
|
Damage (fresh, 1v1) | 7.2% (initial hit), 4.8% (late hit)
Frame Data | 5: hitbox active
FAF | 50
Damage (fresh, 1v1) | 2.4%, 1.8%, 4.8% (total: 9.0%)
Frame Data (jab1) | 3: hitbox active
| 7: Jab1->2 transition
FAF | 20
Frame Data (jab2) | 2: hitbox active
| 6: Jab2->3 transition
FAF | 22
Frame Data (jab3) | 4: hitbox active
FAF | 36
- Last attack of jab combo slightly changed. Also, jab combos seem to always lock the opponent into place now, with a special property of also not turning them around when you hit their backs, apparently;
- Does not move Sonic forward anymore.
Running Attack/
Damage (fresh, 1v1) | 7.2% (initial hit), 4.8% (late hit)
Frame Data | 5: hitbox active
FAF | 50
- Dash Attack is the same as Sm4sh's last hit only (aka: no more edgeguarding with the low horizontal knockback from the multihit part);
- Instant Dash Attack is now done by pressing the C-stick in the same direction as the run;
- The strong hitbox can crossup shields.
Tilts
Forward Tilt
Move Specs - Forward Tilt
|
Damage (fresh, 1v1) | 4.8%, 8.4% (total 13.2%)
Frame Data | 6: 1st hitbox active
| 8: 2nd hitbox active
FAF | 36
Other info | Can be angled up/down.
Up Tilt
Move Specs - Up Tilt
|
Damage (fresh, 1v1) | 2.4%, 7.2% (total: 9.6%)
Frame Data | 6: 1st hitbox active
| 13: 2nd hitbox active
FAF | 40
Down Tilt
Move Specs - Down Tilt
|
Damage (fresh, 1v1) | 7.2%
Frame Data | 6: hitbox active
FAF | 28
Damage (fresh, 1v1) | 4.8%, 8.4% (total 13.2%)
Frame Data | 6: 1st hitbox active
| 8: 2nd hitbox active
FAF | 36
Other info | Can be angled up/down.
- The first hitbox tends to knock people away from the second one at higher percents;
- Second hitbox can make opponent trip.
Up Tilt
Damage (fresh, 1v1) | 2.4%, 7.2% (total: 9.6%)
Frame Data | 6: 1st hitbox active
| 13: 2nd hitbox active
FAF | 40
- New animation. Hitboxes come out way faster now;
- Vertical range might have been increased but horizontal one is as meh as ever.
Down Tilt
Damage (fresh, 1v1) | 7.2%
Frame Data | 6: hitbox active
FAF | 28
- Sends the opponents upwards again, just like it was in Brawl;
- Doesn't have a "tipper" hitbox anymore.
Smashes
Forward Smash /
Move Specs - Forward Smash
|
Damage (fresh, 1v1) | 16.8% ~ 23.5%
Frame Data | 18: hitbox active
FAF | 48
Other info | Can be angled up/down.
Up Smash /
Move Specs - Up Smash
|
Damage (fresh, 1v1) | 6.0%, 6x 1.2%, 3.6% (total: 16.8%) ~ 8.4%, 6x 1.6666%, 5.0% (total: 23.5%)
Frame Data | 18: 1st hitbox active
Invulnerability frames | 18-20
FAF | 66
Down Smash /
Move Specs - Down Smash
|
Damage (fresh, 1v1) | 14.4% ~ 20.1%
Frame Data | 12: hitbox active
FAF | 55
Damage (fresh, 1v1) | 16.8% ~ 23.5%
Frame Data | 18: hitbox active
FAF | 48
Other info | Can be angled up/down.
- Seemingly the same as before.
Up Smash /
Damage (fresh, 1v1) | 6.0%, 6x 1.2%, 3.6% (total: 16.8%) ~ 8.4%, 6x 1.6666%, 5.0% (total: 23.5%)
Frame Data | 18: 1st hitbox active
Invulnerability frames | 18-20
FAF | 66
- Seemingly the same as before but with increased KO power.
Down Smash /
Damage (fresh, 1v1) | 14.4% ~ 20.1%
Frame Data | 12: hitbox active
FAF | 55
- Front hitbox was increased SIGNIFICANTLY;
- There's no difference between front and back hit aside from their range.
Aerial Attacks
Neutral Air
Move Specs - Neutral Air
|
Damage (fresh, 1v1) | 14.4% (initial hit), 9.6% (right after starting), 6.0% (mid to end of the move's duration)
Damage (fresh, 1v1, shorthopped) | 12.2% (initial hit), 8.1% (right after starting), 5.1% (mid to end of the move's duration)
Frame Data | 7: 1st hitbox active
Landing FAF | 11
Forward Air
Move Specs - Forward Air
|
Damage (fresh, 1v1) | 5x 0.96%, 3.6% (total: 8.4%)
Damage (fresh, 1v1, shorthopped) | 5x 0.81%, 3.01% (total: 7.1%)
Frame Data | 5: 1st hitbox active
Landing FAF | 17 frames
Back Air
Move Specs - Back Air
|
Damage (fresh, 1v1) | 16.8% (initial hit), 12.0% (late hit)
Damage (fresh, 1v1, shorthopped) | 14.2% (initial hit), 10.2% (late hit)
Frame Data | 13: hitbox active
Landing FAF | 19 frames
Up Air
Move Specs - Up Air
|
Damage (fresh, 1v1) | 3.6%, 9.6% (total: 13.2%)
Damage (fresh, 1v1, shorthopped) | 3.05%, 8.15% (total: 11.2%)
Frame Data | 5: 1st hitbox active
| 14: 2nd hitbox out
Landing FAF | 14 frames
Down Air
Move Specs - Down Air
|
Damage (fresh, 1v1) | 9.6% (inicial hit), 8.4% (late hit)
Damage (fresh, 1v1, shorthopped) | 8.1% (inicial hit), 7.1% (late hit)
Frame Data | 17: hitbox active
Landing FAF | 22 frames
Damage (fresh, 1v1) | 14.4% (initial hit), 9.6% (right after starting), 6.0% (mid to end of the move's duration)
Damage (fresh, 1v1, shorthopped) | 12.2% (initial hit), 8.1% (right after starting), 5.1% (mid to end of the move's duration)
Frame Data | 7: 1st hitbox active
Landing FAF | 11
- Seemingly the same as before.
Forward Air
Damage (fresh, 1v1) | 5x 0.96%, 3.6% (total: 8.4%)
Damage (fresh, 1v1, shorthopped) | 5x 0.81%, 3.01% (total: 7.1%)
Frame Data | 5: 1st hitbox active
Landing FAF | 17 frames
- The first hitbox is way better now, making it possible to scoop up EVERY SINGLE CHARACTER in the cast from the ground with a buffered shorthop Fair;
- The new multihit changes in the engine makes this move much more consistent now;
- Increased KO power, apparently.
Back Air
Damage (fresh, 1v1) | 16.8% (initial hit), 12.0% (late hit)
Damage (fresh, 1v1, shorthopped) | 14.2% (initial hit), 10.2% (late hit)
Frame Data | 13: hitbox active
Landing FAF | 19 frames
- Seemingly the same as before, but the late hit KO power has been nerfed.
Up Air
Damage (fresh, 1v1) | 3.6%, 9.6% (total: 13.2%)
Damage (fresh, 1v1, shorthopped) | 3.05%, 8.15% (total: 11.2%)
Frame Data | 5: 1st hitbox active
| 14: 2nd hitbox out
Landing FAF | 14 frames
- In addition to the first hitbox nerf, the new engine change that makes it impossible to go through other characters (even in the air) makes connecting both hits a whole lot harder.
Down Air
Damage (fresh, 1v1) | 9.6% (inicial hit), 8.4% (late hit)
Damage (fresh, 1v1, shorthopped) | 8.1% (inicial hit), 7.1% (late hit)
Frame Data | 17: hitbox active
Landing FAF | 22 frames
- Spike hitbox is now instant (the moment the hitbox is active).
Grab
Grab / Dash Grab / Pivot Grab
Move Specs - Grab
|
Frame Data (grab) | 7: hitbox active
Frame Data (dash grab) | 10: hitbox active
Frame Data (pivot grab) | 11: hitbox active
Pummel
Move Specs - Pummel
|
Damage (fresh, 1v1) | 1.56%
Frame Data | 1: hitbox active
Rehit rate | every 7 frames
Forward Throw
Move Specs - Forward Throw
|
Damage (fresh, 1v1) | 1.2%, 7.2% (total: 8.4%)
Frame Data | 10: 1st hitbox active
| 11: 2nd hitbox active
FAF | 27 (after releasing opponent)
| 38 (from flicking the analog stick)
Trajectory |
Back Throw
Move Specs - Back Throw
|
Damage (fresh, 1v1) | 8.4%
Frame Data |
FAF | 24 (after releasing opponent)
| 67 (from flicking the analog stick)
Trajectory |
Up Throw
Move Specs - Up Throw
|
Damage (fresh, 1v1) | 1.2%, 6.0% (total: 7.2%)
Frame Data | 22: 1st hitbox active
| 23: 2nd hitbox active
FAF | 20 (after releasing opponent)
| 43 (from flicking the analog stick)
Trajectory |
Down Throw
Move Specs - Down Throw
|
Damage (fresh, 1v1) | 3x 1.2%, 6.0% (total 9.6%)
Frame Data | 18: 1st hitbox active
Rehits on | 26, 34, 42
FAF | 33 (after releasing opponent)
| 75 (from flicking the analog stick)
Trajectory |
Frame Data (grab) | 7: hitbox active
Frame Data (dash grab) | 10: hitbox active
Frame Data (pivot grab) | 11: hitbox active
Pummel
Damage (fresh, 1v1) | 1.56%
Frame Data | 1: hitbox active
Rehit rate | every 7 frames
Forward Throw
Damage (fresh, 1v1) | 1.2%, 7.2% (total: 8.4%)
Frame Data | 10: 1st hitbox active
| 11: 2nd hitbox active
FAF | 27 (after releasing opponent)
| 38 (from flicking the analog stick)
Trajectory |
- Trajectory is now more horizontal than vertical.
Back Throw
Damage (fresh, 1v1) | 8.4%
Frame Data |
FAF | 24 (after releasing opponent)
| 67 (from flicking the analog stick)
Trajectory |
- Seemingly the same as before.
Up Throw
Damage (fresh, 1v1) | 1.2%, 6.0% (total: 7.2%)
Frame Data | 22: 1st hitbox active
| 23: 2nd hitbox active
FAF | 20 (after releasing opponent)
| 43 (from flicking the analog stick)
Trajectory |
- Seemingly the same as before.
Down Throw
Damage (fresh, 1v1) | 3x 1.2%, 6.0% (total 9.6%)
Frame Data | 18: 1st hitbox active
Rehits on | 26, 34, 42
FAF | 33 (after releasing opponent)
| 75 (from flicking the analog stick)
Trajectory |
- It seems like we have 6 frames of advantage even if the opponent DIs down and techs the throw.
Homing Attack
Move Specs - Homing Attack
|
Damage (fresh, 1v1) | 8.4% (quick cancel/charge) ~ 24% (no cancel/full charge)
Frame Data | 13: fastest cancel
| 80: full charge release
FAF | 27 after hitting shields/opponents
| 75 after hitting ground
| 32 after landing a missed HA
| 48 after releasing a unlocked HA and recovering in the air (while dropping around 12 training stage units)
| 54 after releasing a locked HA and recovering in the air
Other info | Damage increases by around 0.2~0.3% per extra frame of charging
Trajectory (uncharged) |
Trajectory (charged) |
Spin Dash
Move Specs - Spin Dash
|
Damage (fresh, 1v1) | 6% (hop), 9.6%~13.1% (roll initial hit, speed dependent), 4.8%/8.4% (roll final hit - no idea how to get the stronger hit consistently), 8.4%~13.4% (aerial version initial hit, can hit twice if uncharged and if holding forward, CHARGE dependent), 8.4%~13.4% (aerial version, speed dependent), 3.6% (jump)
Frame Data | 8: Double Jump cancel possible (aerial version only), ISDJ possible, VSDJ possible
| 9: VSJ possible (and ISDJ not possible anymore)
| 17: SDH/aerial hitbox active
| 23: Spinshot possible
| 47: full charge
Spring Jump
Move Specs - Spring Jump
|
Damage (fresh, 1v1) | 4.8%
Frame Data | 3: Spring Ride
| 5-7: invincibility frames
| 12: ledge grab possible
FAF | 19
Spin Charge
Move Specs - Spin Charge
|
Damage (fresh, 1v1) | 2.2%~2.8% (1st hit), 2.0%~2.6% (2nd hit), 1.9%~2.5% (3rd hit), 1.8%~2.3% (4th), 1.8%~2.2% (5th), 1.8%~2.0% (6th), 1.8%~1.9% (7th), 1.8% (8th), 4.8% (last hit), 7.2% (jump), 3.0% (aerial version initial hit, can hit twice if holding forward), 1.8% (aerial version)
Frame Data | 14: first charge, VSJ possible
| 15: hitbox active (if released)
FAF (uncharged) | 41
Spin Moves
Damage (fresh, 1v1) | 8.4% (quick cancel/charge) ~ 24% (no cancel/full charge)
Frame Data | 13: fastest cancel
| 80: full charge release
FAF | 27 after hitting shields/opponents
| 75 after hitting ground
| 32 after landing a missed HA
| 48 after releasing a unlocked HA and recovering in the air (while dropping around 12 training stage units)
| 54 after releasing a locked HA and recovering in the air
Other info | Damage increases by around 0.2~0.3% per extra frame of charging
Trajectory (uncharged) |
Trajectory (charged) |
- It is SO much faster now;
- The opponent is sent away from where the HA hits (just like it was in Brawl);
- After connecting, Sonic will steer slightly backwards before being able to act again. Therefore, when edgeguarding, it's advised to use HA with your back towards the opponent;
- Neutral airdodging takes around 50 frames with only 26 frames of invincibility. It's entirely possible to bait an airdodge, wait for it to finish and then release the HA.
Spin Dash
Damage (fresh, 1v1) | 6% (hop), 9.6%~13.1% (roll initial hit, speed dependent), 4.8%/8.4% (roll final hit - no idea how to get the stronger hit consistently), 8.4%~13.4% (aerial version initial hit, can hit twice if uncharged and if holding forward, CHARGE dependent), 8.4%~13.4% (aerial version, speed dependent), 3.6% (jump)
Frame Data | 8: Double Jump cancel possible (aerial version only), ISDJ possible, VSDJ possible
| 9: VSJ possible (and ISDJ not possible anymore)
| 17: SDH/aerial hitbox active
| 23: Spinshot possible
| 47: full charge
- The hop now only occurs when SD isn't fully charged;
- Spin Dash now doesn't seem to make Sonic "spasm" all over the place when charging;
- SDR trail is now yellow instead of blue when fully charged;
- Its aerial version isn't just the hop anymore;
- For the "speed dependent" aerial version, just holding forward is enough to get the 13.4% hitbox. The initial hitbox depends only on the charge;
- The short hopped spin jump's aerials count as full hop aerials (i.e.: no damage penalty).
Spring Jump
Damage (fresh, 1v1) | 4.8%
Frame Data | 3: Spring Ride
| 5-7: invincibility frames
| 12: ledge grab possible
FAF | 19
- Invulnerability was heavily nerfed.
Spin Charge
Damage (fresh, 1v1) | 2.2%~2.8% (1st hit), 2.0%~2.6% (2nd hit), 1.9%~2.5% (3rd hit), 1.8%~2.3% (4th), 1.8%~2.2% (5th), 1.8%~2.0% (6th), 1.8%~1.9% (7th), 1.8% (8th), 4.8% (last hit), 7.2% (jump), 3.0% (aerial version initial hit, can hit twice if holding forward), 1.8% (aerial version)
Frame Data | 14: first charge, VSJ possible
| 15: hitbox active (if released)
FAF (uncharged) | 41
- While incredibly weak in its aerial version (a mere shadow of what it was in Brawl), the ground version is more reliable than SD for comboability;
- It's possible to link Dair spike after a SCJ at around 50%~70%.
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;
- 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;
- Unlike Smash 4, you can actually release the SD while doing a VSDJ;
- Buffering the SD release during a VSDJ can lead to an almost as fast (if not as fast) SD from a higher height. This technique is known as Hop Dash (HD);
- 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 more horizontal knockback;
- The jump from SCR is the Spin Charge Jump (SCJ). It has a more diagonal knockback;
- Using a grounded SC and immediately pressing any direction on the C-Stick (except for down) will lead into an "almost instant" SCJ;
- The aerial versions of the moves also look similar but act differently:
- The ASD is a different move now, and kind of works like a Spin Dash Hop (SDH) and SDR combined into one;
- The ASC is terrible now;
- A roll that goes off a platform will transition into a new move:
- A SDR will become an ASD;
- A SCR will become an ASC;
- Spinshotting can now be done from SD only:
- For SD, you'll have to time an attack or jump press right after releasing the SD (the C-Stick also works);
- The ground version can only be done from SD;
Sonic's most damaging moves:
Spring Ride:
Consists on using Spring right below the opponent, making it possible for both characters to be sent upwards by the trampoline.
As a general rule, it should be possible to use it after an Uthrow with a single hop up to around 40% for floaties, 50% for average and 60% for heavies. Also works with a quick double jump at around 0.8~1.2 of that value.
In SmUsh it's possible for Sonic to use the Spring before the opponent does (literally 1 frame earlier than usual), making it possible for him to act earlier during the Ride. Certain characters that bounce too high for Sonic's Uair2 to reach them can actually be hit if this happens.
Character-specific shenanigans:
| Footstool Dair (same/opposite direction FS) | Buffered SH Aerials vs. standing opponent (Uair2 may need one or multiple of the following: crossup, RAR, Uair1's outer hitbox). Fair works on ALL characters (though not perfectly against Pikachu and only Pikachu). | Spring Ride effectiveness (whether Uair works or not) | Uthrow to Hop Dash (may need to be reversed before the jump; can lead to Spring Ride or even a footstool. "Combos" based on what Training mode tells us. HD can be delayed a bit and combo on even higher % sometimes.)
| Doesn't work | Nair, Fair, Bair, Uair | Works | Combo (up to 13%), followup (up to 24%)
| Opposite | Nair, Fair, Bair, Uair (1) | Doesn't work | Combo (up to 18%), followup (up to 32%)
| Doesn't work | Nair, Fair, Uair | Works | Combo (up to 13%), followup (up to 21%)
| Doesn't work | Nair, Fair, Bair, Uair | Doesn't work | Combo (up to 20%), followup (up to 29%)
| Doesn't work | Nair, Fair, Bair (not too reliable), Uair (1) | Works | Combo (up to 20%), followup (up to 34% o_O)
| Opposite | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 18%), followup (up to 20%)
| Doesn't work | Nair, Fair, Uair (1) | Doesn't work | Combo (at 0% - frame perfect), followup (up to 21%)
| Doesn't work | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 28%)
| Opposite | Nair, Fair, Uair (1) | Works | Followup (up to 5%)
| Opposite | Nair (not too reliable), Fair, Uair (1) | Works | Combo (up to 2%), followup (up to 9%)
| Doesn't work | Nair, Fair, Bair, Uair (1) | Doesn't work | Followup (up to 9%)
| Doesn't work | Nair, Fair, Uair (1) | Doesn't work | Combo (up to 13%), followup (up to 21%)
| Doesn't work | Nair, Fair, Bair, Uair | Works but timing is strict | Combo (up to 13%), followup (up to 18%)
| Doesn't work | Nair (not too reliable), Fair, Uair (1) | Doesn't work | Combo (up to 14%), followup (up to 18%)
| Opposite (main), Both (CPU) | Nair, Fair, Uair (1) | Works | Followup (up to 9%)
| Same | Nair, Fair, Bair, Uair | Works | Combo (up to 22%), followup (up to 24%)
| Doesn't work | Nair, Fair, Bair, Uair (1) | Doesn't work | Combo (up to 6%), followup (up to 23%)
| Opposite | Nair, Fair, Uair | Works | Combo (up to 2%), followup (up to 9%)
| Can work both ways but is finnicky | Nair, Fair, Uair (1) | Works (2 hits) | Followup (up to 9%)
| Same | Nair, Fair, Uair (not too reliable) | Works (2 hits) | Combo (up to 1% lol), followup (up to 8%)
| Doesn't work | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 23%)
| Doesn't work | Nair, Fair, Bair, Uair | Works but timing is strict | Combo (up to 31%)
| Same | Fair | Works (2 hits) | Combo (up to 1% lol), followup (up to 9%)
| Same | Nair, Fair, Uair | Works | Combo (up to 15%), followup (up to 19%)
| Doesn't work | Nair, Fair, Uair (1) | Works | Combo (up to 12%), followup (up to 17%)
| Same | Nair, Fair, Uair (not too reliable) | Works | Combo (up to 15%), followup (up to 20%)
| Same | Nair, Fair, Uair (1) | Works | Followup (up to 8%)
| Opposite | Nair, Fair, Uair (1) | Works | Followup (up to 3%)
| Opposite | Nair, Fair, Uair (1) | Works | Followup (up to 8%)
| Opposite | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 23%)
| Opposite | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 23%)
| Same | Nair, Fair, Uair (1) | Works | Combo (up to 12%), followup (up to 18%)
| Doesn't work | Fair, Uair (1) | Works | Followup (up to 8%)
| Both | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 17%), followup (up to 27%)
| : doesn't work ; : same | : Nair, Fair, Uair (1)
| Same | Nair, Fair, Uair (1)
| Same | Nair, Fair, Uair (1) | Works (2 hits) | Combo (up to 1% lol), followup (up to 9%)
| Opposite | Fair, Uair (1 - not too reliable)
| Opposite | Nair, Fair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (not too reliable)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Fair
| Can work when facing opposite ways but it's finnicky | Fair | Works | Combo (up to 1% lol), followup (up to 11%)
| |
| Same | Nair, Fair, Bair, Uair (1)
| Same | Nair, Fair, Bair, Uair (1)
| : doesn't work ; : same | : Nair (not too reliable), Fair, Uair (1); : Nair, Fair, Uair (1)
| Same | Nair, Fair, Bair, Uair | Works | Combo (up to 34%), followup (up to 39%)
| Doesn't work | Nair, Fair, Bair, Uair
| Same | Nair, Fair, Bair, Uair (1)
| Opposite | Nair, Fair, Bair, Uair
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Both | Nair, Fair, Bair, Uair | Works (2 hits) | Combo (up to 21%), followup (up to 27%)
| Both | Nair, Fair, Bair, Uair | Works (2 hits) | Combo (up to 21%), followup (up to 27%)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Same | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 21%), followup (up to 25%)
| Same | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 21%), followup (up to 25%)
| Same | Nair, Fair, Bair, Uair (1)
| Same | Nair, Fair, Uair (1)
| Same | Nair, Fair, Uair (1)
| Can work both ways but is finnicky | Nair, Fair, Uair (1)
| Doesn't work | Nair, Fair, Uair (1)
| Opposite | Nair, Fair, Bair, Uair (not too reliable)
| Doesn't work | Nair, Fair, Uair (1)
| Can work both ways but is finnicky | Nair, Fair, Bair, Uair (1) | Works (2 hits) | Combo (up to 10%)
| Doesn't work | Nair, Fair, Uair (1)
| Opposite | Nair, Fair, Bair, Uair (not too reliable)
| Doesn't work | Nair, Fair, Bair, Uair (1)
- Full charge Homing Attack (24%);
- Fully charged Forward and Up Smashes (23.5%);
- Fully charged Down Smash (20.1%);
- Uncharged Forward and Up Smashes, sweetspotted Bair (16.8%);
- Uncharged Down Smash, sweetspotted Nair (14.4%);
- Forward tilt, Uair (13.2%)
Spring Ride:
Consists on using Spring right below the opponent, making it possible for both characters to be sent upwards by the trampoline.
As a general rule, it should be possible to use it after an Uthrow with a single hop up to around 40% for floaties, 50% for average and 60% for heavies. Also works with a quick double jump at around 0.8~1.2 of that value.
In SmUsh it's possible for Sonic to use the Spring before the opponent does (literally 1 frame earlier than usual), making it possible for him to act earlier during the Ride. Certain characters that bounce too high for Sonic's Uair2 to reach them can actually be hit if this happens.
Character-specific shenanigans:
| Footstool Dair (same/opposite direction FS) | Buffered SH Aerials vs. standing opponent (Uair2 may need one or multiple of the following: crossup, RAR, Uair1's outer hitbox). Fair works on ALL characters (though not perfectly against Pikachu and only Pikachu). | Spring Ride effectiveness (whether Uair works or not) | Uthrow to Hop Dash (may need to be reversed before the jump; can lead to Spring Ride or even a footstool. "Combos" based on what Training mode tells us. HD can be delayed a bit and combo on even higher % sometimes.)
| Doesn't work | Nair, Fair, Bair, Uair | Works | Combo (up to 13%), followup (up to 24%)
| Opposite | Nair, Fair, Bair, Uair (1) | Doesn't work | Combo (up to 18%), followup (up to 32%)
| Doesn't work | Nair, Fair, Uair | Works | Combo (up to 13%), followup (up to 21%)
| Doesn't work | Nair, Fair, Bair, Uair | Doesn't work | Combo (up to 20%), followup (up to 29%)
| Doesn't work | Nair, Fair, Bair (not too reliable), Uair (1) | Works | Combo (up to 20%), followup (up to 34% o_O)
| Opposite | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 18%), followup (up to 20%)
| Doesn't work | Nair, Fair, Uair (1) | Doesn't work | Combo (at 0% - frame perfect), followup (up to 21%)
| Doesn't work | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 28%)
| Opposite | Nair, Fair, Uair (1) | Works | Followup (up to 5%)
| Opposite | Nair (not too reliable), Fair, Uair (1) | Works | Combo (up to 2%), followup (up to 9%)
| Doesn't work | Nair, Fair, Bair, Uair (1) | Doesn't work | Followup (up to 9%)
| Doesn't work | Nair, Fair, Uair (1) | Doesn't work | Combo (up to 13%), followup (up to 21%)
| Doesn't work | Nair, Fair, Bair, Uair | Works but timing is strict | Combo (up to 13%), followup (up to 18%)
| Doesn't work | Nair (not too reliable), Fair, Uair (1) | Doesn't work | Combo (up to 14%), followup (up to 18%)
| Opposite (main), Both (CPU) | Nair, Fair, Uair (1) | Works | Followup (up to 9%)
| Same | Nair, Fair, Bair, Uair | Works | Combo (up to 22%), followup (up to 24%)
| Doesn't work | Nair, Fair, Bair, Uair (1) | Doesn't work | Combo (up to 6%), followup (up to 23%)
| Opposite | Nair, Fair, Uair | Works | Combo (up to 2%), followup (up to 9%)
| Can work both ways but is finnicky | Nair, Fair, Uair (1) | Works (2 hits) | Followup (up to 9%)
| Same | Nair, Fair, Uair (not too reliable) | Works (2 hits) | Combo (up to 1% lol), followup (up to 8%)
| Doesn't work | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 23%)
| Doesn't work | Nair, Fair, Bair, Uair | Works but timing is strict | Combo (up to 31%)
| Same | Fair | Works (2 hits) | Combo (up to 1% lol), followup (up to 9%)
| Same | Nair, Fair, Uair | Works | Combo (up to 15%), followup (up to 19%)
| Doesn't work | Nair, Fair, Uair (1) | Works | Combo (up to 12%), followup (up to 17%)
| Same | Nair, Fair, Uair (not too reliable) | Works | Combo (up to 15%), followup (up to 20%)
| Same | Nair, Fair, Uair (1) | Works | Followup (up to 8%)
| Opposite | Nair, Fair, Uair (1) | Works | Followup (up to 3%)
| Opposite | Nair, Fair, Uair (1) | Works | Followup (up to 8%)
| Opposite | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 23%)
| Opposite | Nair, Fair, Bair, Uair | Works | Combo (up to 17%), followup (up to 23%)
| Same | Nair, Fair, Uair (1) | Works | Combo (up to 12%), followup (up to 18%)
| Doesn't work | Fair, Uair (1) | Works | Followup (up to 8%)
| Both | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 17%), followup (up to 27%)
| : doesn't work ; : same | : Nair, Fair, Uair (1)
| Same | Nair, Fair, Uair (1)
| Same | Nair, Fair, Uair (1) | Works (2 hits) | Combo (up to 1% lol), followup (up to 9%)
| Opposite | Fair, Uair (1 - not too reliable)
| Opposite | Nair, Fair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (not too reliable)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Fair
| Can work when facing opposite ways but it's finnicky | Fair | Works | Combo (up to 1% lol), followup (up to 11%)
| |
| Same | Nair, Fair, Bair, Uair (1)
| Same | Nair, Fair, Bair, Uair (1)
| : doesn't work ; : same | : Nair (not too reliable), Fair, Uair (1); : Nair, Fair, Uair (1)
| Same | Nair, Fair, Bair, Uair | Works | Combo (up to 34%), followup (up to 39%)
| Doesn't work | Nair, Fair, Bair, Uair
| Same | Nair, Fair, Bair, Uair (1)
| Opposite | Nair, Fair, Bair, Uair
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Both | Nair, Fair, Bair, Uair | Works (2 hits) | Combo (up to 21%), followup (up to 27%)
| Both | Nair, Fair, Bair, Uair | Works (2 hits) | Combo (up to 21%), followup (up to 27%)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Doesn't work | Nair, Fair, Bair, Uair (1)
| Same | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 21%), followup (up to 25%)
| Same | Nair, Fair, Bair, Uair (1) | Works | Combo (up to 21%), followup (up to 25%)
| Same | Nair, Fair, Bair, Uair (1)
| Same | Nair, Fair, Uair (1)
| Same | Nair, Fair, Uair (1)
| Can work both ways but is finnicky | Nair, Fair, Uair (1)
| Doesn't work | Nair, Fair, Uair (1)
| Opposite | Nair, Fair, Bair, Uair (not too reliable)
| Doesn't work | Nair, Fair, Uair (1)
| Can work both ways but is finnicky | Nair, Fair, Bair, Uair (1) | Works (2 hits) | Combo (up to 10%)
| Doesn't work | Nair, Fair, Uair (1)
| Opposite | Nair, Fair, Bair, Uair (not too reliable)
| Doesn't work | Nair, Fair, Bair, Uair (1)
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