nyuuzyou/wikis huggingface dataset:
Sonic (SSB4)/Up aerial

==Overview==
Sonic's up aerial is a scissor kick that hits twice, with the first hit dragging opponents above and towards Sonic for the second hit to connect. It has fast startup at frame 5, making it among the fastest up aerials in the game (losing only to , , , and 's), and like usual moves of said type, it launches at a vertical angle (91°). Most remarkably, however, it has an extremely fast autocancel window coming out right after its hitboxes cease, making it a very low risk move useful for pressuring aerial opponents.
At low percentages, landing with this move and autocanceling it as soon as possible allows it to set up an up tilt, neutral aerial, back aerial, forward aerial or another up aerial. At mid and fairly high percents is when the move is the most useful, as Spring Jump can aid in continuing combos, but most importantly, because it gives him a deadly combo in his up throw to Spring Jump to up aerial if the former is initiated on a platform, which can KO as early as below 100%, aiding significantly in Sonic's otherwise problematic KO power.
Sonic's up aerial does have some flaws, however, which lie in its fairly high landing lag (21 frames), poor KO ability anywhere except near the upper blast line (being unable to KO under 190% at the height of 's middle platforms), and the first hit's low range in relation to the move's ending lag (24 frames), making aerial followups require good timing and an accurate prediction. The former flaw is entirely offset by its ability to autocancel immediately, however, which makes the move extremely difficult to punish, and with Sonic's outstanding neutral game, his up aerial can still be consistently comboed into for deadly effects. Due to its notable advantages overall, it is a very useful part of Sonic's aerial game and has often been considered his best aerial.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hit 1 	5-7
Hit 2 	14-15
Ending autocancel*	16-
Interruptible 	40
Animation length 	54
|-
===Landing lag===
Animation length	21
==Trivia==
*The late auto-cancel window is listed to start on frame 11 but as it is listed after the command to remove the second hit's hitboxes in the move's script, it does not auto-cancel until frame 16. It seems that the move was not supposed to auto-cancel until frame 27 but due to this error, it auto-cancels much earlier. This was carried over from Brawl, although the move auto-cancels earlier than in Brawl due to the second hit's shorter hitbox duration. The same error can be seen with 's .
Category:Sonic (SSB4)
Category:Up aerials (SSB4)
Sonic (SSB4)/Up smash

==Overview==
A jumping Spin Dash. It hits multiple times, with its first hit rendering Sonic intangible. It has very high knockback growth, but average base knockback, which makes it better suited for KO attempts later rather than earlier. It also comes out on frame 19 and has 32 frames of ending lag, making it risky if used unwisely.
==Hitboxes==
|}
==Timing==
Charges between 	13-14
Intangibility 	18-20
Hit 1 	19
Hits 2-7 	21, 23, 25, 27, 29, 31
Hit 8 	33-34
Interruptible 	66
Animation length	79
|-
Category:Sonic (SSB4)
Category:Up smashes (SSB4)
Sonic (SSB4)/Up throw

==Overview==
Heaves the opponent upward and sharpens his quills to stab them. Depending on the opponent's damage, it can be followed up with a neutral, forward, back or up aerial. KOs at 180%. This throw is very useful as a combo starter. Its knockback is low enough for it to combo into any aerial at low percents (barring down aerial) and at mid percents, it can continue comboing with the aid of Spring Jump. It's reasonable knockback scaling allows it to be a situational KO move. This throw is very useful overall, being Sonic's best throw.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	22-27
Throw Release 	28
Interruptible 	43
Animation length	52
|-
Category:Sonic (SSB4)
Category:Up throws (SSB4)
Sonic (SSB4)/Up tilt

==Overview==
A 540 kick, similar to 's up smash. It has decent vertical range, but poor horizontal range. It can potentially be followed up with a short hopped forward aerial beginning at 0% and up to 40%, depending on DI. However, this combo is only reliable against heavyweights and fast-fallers. Originates from Sonic the Fighters.
==Hitboxes==
|}
==Timing==
Hit 1 (early, late)	7, 8-9
Hit 2 	18-19
Interruptible 	40
Animation length 	49
Category:Sonic (SSB4)
Category:Up tilts (SSB4)
Sonic (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	13-14
Late hit 	15-19
Ending autocancel 	29-
Animation length 	37
|-
===Landing lag===
Animation length	9
Category:Sonic (SSBB)
Category:Back aerials (SSBB)
Sonic (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	4-7
Late hit 	8-24
DACUS window 	3-4
Boost grab window	2-3
Interruptible 	44
Animation length 	66
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Sonic (SSBB)
Category:Dash attacks (SSBB)
Sonic (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	16-22
Late hit 	23-37
Ending autocancel 	39-
Animation length 	43
|-
===Landing lag===
Animation length	30
Category:Sonic (SSBB)
Category:Down aerials (SSBB)
Sonic (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	14-15
Clean hit 	17-20
Mid hit 	21-26
Late hit 	27-32
Latest hit 	33-41
Interruptible 	55
Animation length	74
Category:Sonic (SSBB)
Category:Down smashes (SSBB)
Sonic (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	18-41 (Rehit: 8)
Throw Release 	42
Animation length	74
|-
Category:Sonic (SSBB)
Category:Down throws (SSBB)
Sonic (SSBB)/Forward aerial

==Overview==
==Hitboxes==
===Hits 1-5===
|}
===Hit 6===
|}
==Timing==
Initial autocancel	1-2
Hits 1-5 	5, 7, 9, 11, 13
Hit 6 	15
Ending autocancel 	34-
Interruptible 	36
Animation length 	41
|-
===Landing lag===
Animation length	30
Category:Sonic (SSBB)
Category:Forward aerials (SSBB)
Sonic (SSBB)/Forward smash

Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	12-13
Hitboxes 	18-21
Interruptible 	44
Animation length	47
Category:Sonic (SSBB)
Category:Forward smashes (SSBB)
Sonic (SSBB)/Forward tilt

Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hit 1 	6
Hit 2 	8-11
Interruptible 	36
Animation length	43
Category:Sonic (SSBB)
Category:Forward tilts (SSBB)
Sonic (SSBB)/Grab

==Overview==
Sonic Clinches the opponent. Sonic's standing grab comes out quickly, while his dash and pivot grabs are not particularly fast or slow. Sonic's grab range is quite poor, with his pivot grab in particular having very poor range for a pivot grab.
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	10-11
Animation length	39
===Pivot grab===
Grab 	10-11
Animation length	35
Category:Sonic (SSBB)
Category:Grabs (SSBB)
Sonic (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (angled up) 	 	
Forward smash (angled down)	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Homing Attack	
Side special 	Spin Dash 	
Up special 	Spring Jump 	
Down special 	Spin Charge 	
Final Smash 	Super Sonic 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Sonic (SSBB)
Category:Hitboxes (SSBB)
Sonic (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	6-9
Mid hit 	10-19
Late hit 	20-37
Ending autocancel	48-
Animation length 	51
|-
===Landing lag===
Animation length	12
Category:Sonic (SSBB)
Category:Neutral aerials (SSBB)
Sonic (SSBB)/Neutral attack

==Overview==
Sonic's neutral attacks consist of 2 jabs and a kick. It comes from Sonic the Fighters.
For the technical data of each individual hit, see:
*Sonic (SSBB)/Neutral attack/Hit 1
*Sonic (SSBB)/Neutral attack/Hit 2
*Sonic (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3
Jab 2 	10-11
Jab 3 	19-21
Interruptible 	20, 30, 46
Animation lengths	24, 31, 54
|-
|-
Category:Sonic (SSBB)
Category:Neutral attacks (SSBB)
Sonic (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hit 1 	5-7
Hit 2 	14-18
Ending autocancel 	19-
Interruptible 	40
Animation length 	44
|-
===Landing lag===
Animation length	21
==Trivia==
The late auto-cancel window is listed to start on frame 11 but as it is listed after the command to remove the second hit's hitboxes in the move's script, it does not auto-cancel until frame 19. The move was likely intended to be auto-cancellable from frame 30 but due to the wrong timer being used, the move is listed to auto-cancel on frame 11 instead of being listed to auto-cancel after 11 frames. Interestingly, this error was never fixed and is still present in later games.
Category:Sonic (SSBB)
Category:Up aerials (SSBB)
Sonic (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	13-14
Intangibility 	18-20
Hit 1 	19
Hits 2-7 	21, 23, 25, 27, 29, 31
Hit 8 	33-34
Animation length	65
|Hitboxes 
|-
|Intangibility 
Category:Sonic (SSBB)
Category:Up smashes (SSBB)
Sonic (SSBU)/Back aerial

==Overview==
A backwards hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	13-14
Late hit 	15-19
Ending autocancel 	33-
Interruptible 	38
Animation length 	46
|-
===Landing lag===
Interruptible 	16
Animation length	24
Category:Sonic (SSBU)
Category:Back aerials (SSBU)
Sonic (SSBU)/Back throw

Sonic back throw hurtbox visualization	Sonic back throw hurtbox visualization	Sonic back throw hurtbox visualization	Sonic back throw hurtbox visualization	Sonic back throw hurtbox visualization
 	 	 	 	
==Overview==
Quickly backflips repeatedly with the opponent in tow before performing the (a Judo throw). It is Sonic's only throw with consistent KO potential.
==Throw Data==
|}
==Timing==
Invincibility 	1-43
Throw Release 	43
Interruptible 	67
Animation length	66
|-
==Notes==
:1.translates to "Circle Throw"
Category:Sonic (SSBU)
Category:Back throws (SSBU)
Sonic (SSBU)/Dash attack

==Overview==
A flying kick similar to 's. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag.
==Update history==
 
*
*
*
==Hitboxes==
! Shieldstun
|0.75×
|0.75×
|1.05×
|1.05×
|}
==Timing==
Clean hit 	5-8
Late hit 	9-20
Interruptible 	46
Animation length	64
Category:Sonic (SSBU)
Category:Dash attacks (SSBU)
Sonic (SSBU)/Down aerial

==Overview==
A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents.
It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move first sets Sonic's vertical momentum to 0.5 on frames 1-15, then sets his horizontal momentum to 0.9 and his vertical momentum to -4 from frame 16 onward. Manual horizontal movement is also disabled during frames 1-60.
Initial autocancel	1-3
Clean hit 	17-19
Late hit 	20-32
Ending autocancel 	41-
Interruptible 	46
Animation length 	61
|-
===Landing lag===
Interruptible 	22
Animation length	31
Category:Sonic (SSBU)
Category:Down aerials (SSBU)
Sonic (SSBU)/Down smash

==Overview==
A split kick, similar to and 's down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a semi-spike, which makes it very useful for edge-guarding. However, it lasts for only 2 frames, and has considerable ending lag.
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	12-13
Interruptible 	55
Animation length	69
Category:Sonic (SSBU)
Category:Down smashes (SSBU)
Sonic (SSBU)/Down throw

Sonic down throw hurtbox visualization	Sonic down throw hurtbox visualization	Sonic down throw hurtbox visualization	Sonic down throw hurtbox visualization	Sonic down throw hurtbox visualization
 	 	 	 	
==Overview==
Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from Sonic the Fighters.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-42
Multihits 	18-41 (rehit rate: 8)
Throw Release 	42
Interruptible 	75
Animation length	89
|-
Category:Sonic (SSBU)
Category:Down throws (SSBU)
Sonic (SSBU)/Down tilt

==Overview==
A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from Sonic the Fighters.
==Hitboxes==
|}
==Timing==
Jostling is disabled during frames 3-7.
Hitboxes 	6-7
Interruptible 	28
Animation length	46
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Sonic (SSBU)
Category:Down tilts (SSBU)
Sonic (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-21
Intangibility (2nd grab)	1-17
Intangibility (3rd grab)	1-10
Hitbox 	19-21
Interruptible 	56
Animation length 	64
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Sonic (SSBU)
Category:Edge attacks (SSBU)
Sonic (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-21
Hitbox 	15-21
Interruptible 	46
Animation length	49
|-
==Trivia==
*Alongside 's back floor attack, this is the only floor attack in the game to consist of a single hit, rather than two separate hits to the character's respective sides.
**It also deals less damage than each hit of other characters' floor attacks (7% → 6%), but with some more shield damage to compensate (8 → 10).
Category:Sonic (SSBU)
Category:Floor attacks (SSBU)
Sonic (SSBU)/Forward aerial

==Overview==
A corkscrew battering ram, similar to 's forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials, coming out on frame 5. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large auto-canceling window. It resembles the Emerald Dive from Sonic the Fighters.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hits 1-5 	5, 7, 9, 11, 13
Hit 6 	15
Ending autocancel 	34-
Interruptible 	46
Animation length 	55
|-
===Landing lag===
Interruptible 	17
Animation length	26
Category:Sonic (SSBU)
Category:Forward aerials (SSBU)
Sonic (SSBU)/Forward smash

Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations	Sonic forward smash hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range (outspacing several other disjointed moveshttps://www.youtube.com/watch?v=sIhr-eWrJRc), and can be angled, all of which make it one of Sonic's most viable KOing options and can be used to two-frame opponents at the ledge when angled downward. Sonic's hurtbox extends only to his wrist when performing the move, making it somewhat disjointed. Because of this disjointed range, it can clang with most projectiles, and beat out many non-disjointed moves. It is also relatively safe on shield when spaced. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. Like most forward smashes, it also has noticeable start-up and ending lag, making it risky if used unwisely.
==Hitboxes==
|}
==Timing==
Charges between 	12-13
Hitboxes 	18-20
Interruptible 	48
Animation length	57
Category:Sonic (SSBU)
Category:Forward smashes (SSBU)
Sonic (SSBU)/Forward throw

Sonic forward throw hurtbox visualization	Sonic forward throw hurtbox visualization	Sonic forward throw hurtbox visualization	Sonic forward throw hurtbox visualization	Sonic forward throw hurtbox visualization
 	 	 	 	
==Overview==
A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on edges and at very high percents. It resembles the Top Kick from Sonic Battle.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-11
Hitbox 	10
Throw Release 	11
Interruptible 	38
Animation length	52
|-
Category:Sonic (SSBU)
Category:Forward throws (SSBU)
Sonic (SSBU)/Forward tilt

Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations	Sonic forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
The Horse Kick from Sonic the Fighters. It hits twice, has minimal start-up lag, good knockback and can be angled. Altogether, these traits make it useful for spacing, starting tech-chase, or KOing opponents near the ledge.
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Jostling is disabled during frames 1-25.
Hit 1 	6
Hit 2 	8-11
Interruptible 	36
Animation length	47
Category:Sonic (SSBU)
Category:Forward tilts (SSBU)
Sonic (SSBU)/Grab

==Overview==
Clinches the opponent. His standing and dash grab have below average range, but his pivot grab as respectable range.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	38
Animation length	37
===Dash grab===
Grab 	10-11
Interruptible 	48
Animation length	47
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	39
Category:Sonic (SSBU)
Category:Grabs (SSBU)
Sonic (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	P 	
Neutral attack 2 	PP 	
Neutral attack 3 	PPK 	
Forward tilt (mid) 	Horse Kick 	
Forward tilt (high) 	Horse Kick 	
Forward tilt (low) 	Horse Kick 	
Up tilt 	Double Air Kick 	
Down tilt 	Leg Hitter 	
Dash attack 	Dash Kick 	
Forward smash (mid) 	Wind-Up Punch 	
Forward smash (high) 	Wind-Up Punch 	
Forward smash (low) 	Wind-Up Punch 	
Up smash 	Short Spin 	
Down smash 	Split Kick 	
Neutral aerial 	Air Spin 	
Forward aerial 	Sonic Turn 	
Back aerial 	Back Spin Kick 	
Up aerial 	Air Scissors 	
Down aerial 	Shooting Star Kick	
Neutral special 	Homing Attack 	
Side special (ground) 	Spin Dash 	
Side special (air) 	Spin Dash 	
Side special (hop start) 	Spin Dash 	
Side special (jump) 	Spin Dash 	
Side special (slope high)	Spin Dash 	
Side special (slope low) 	Spin Dash 	
Up special 	Spring Jump 	
Down special 	Spin Charge 	
Down special (end) 	Spin Charge 	
Down special (jump) 	Spin Charge 	
Down special (air) 	Spin Charge 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Kneebutt 	
Forward throw 	Close Kick 	
Back throw 	Spin Throw 	
Up throw 	Hedgehog Needle 	
Down throw 	Spinning Gear 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Sonic (SSBU)
Category:Hitboxes (SSBU)
Sonic (SSBU)/Neutral aerial

==Overview==
Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, its launching angle, fast startup (frame 6) and low landing lag (10 frames) allow its clean and late hitboxes to serve as useful combo starters at low to medium percentages when SHFF'd, allowing it to be followed up by any aerial. At high percents, landing immediately with the late hit can combo into a back aerial, which can lead to a KO near the ledge.
It resembles the Air Spin from Sonic the Fighters and the Insta-Shield, an attack that debuted in Sonic the Hedgehog 3.
==Hitboxes==
|}
==Timing==
===Attack===
Clean hit 	6-9
Mid hit 	10-19
Late hit 	20-38
Ending autocancel	48-
Interruptible 	50
Animation length 	69
|-
===Landing lag===
Interruptible 	11
Animation length	16
Category:Sonic (SSBU)
Category:Neutral aerials (SSBU)
Sonic (SSBU)/Neutral attack

==Overview==
Sonic's neutral attacks consist of 2 jabs and a kick. It comes from Sonic the Fighters. It does 7.5% in total.
For the technical data of each individual hit, see:
*Sonic (SSBU)/Neutral attack/Hit 1
*Sonic (SSBU)/Neutral attack/Hit 2
*Sonic (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3
Consecutive jab 	10
Jab 2 	8
Jab 3 	15-16
Interruptible 	20, 28, 47
Animation lengths	29, 37, 56
|-
|-
Category:Sonic (SSBU)
Category:Neutral attacks (SSBU)
Sonic (SSBU)/Neutral attack/Hit 1

==Overview==
The first punch of Sonic's neutral attack. It is capable of locking opponents.
==Hitboxes==
! Hitstun
|+8 frames
|+8 frames
|+8 frames
|+8 frames
|}
==Timing==
Hitboxes 	3
Continuability window	7-24
Consecutive jab frame	10
Interruptible 	20
Animation length 	29
|-
Category:Sonic (SSBU)
Category:Neutral attacks (SSBU)
Sonic (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+4 frames
|+4 frames
|+4 frames
|}
==Timing==
Hitboxes 	2
Continuability window	6-24
Interruptible 	22
Animation length 	31
|-
Category:Sonic (SSBU)
Category:Neutral attacks (SSBU)
Sonic (SSBU)/Up aerial

==Overview==
A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however. Despite this, the move still possesses good combo potential should the second hit land. It also has the lowest start up (tied with forward aerial) of Sonic's aerials, coming out on frame 5.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hit 1 	5-7
Hit 2 	14-15
Ending autocancel 	16-
Interruptible 	40
Animation length 	54
|-
===Landing lag===
Interruptible 	14
Animation length	21
==Trivia==
*The immediate auto-canceling of this move is a coding error caused by the wrong type of timing function being used. In the move's scripts, the second hit is deleted on frame 16, then a timer with a count of 11 is placed in the next line for the auto-cancel window. However, this is an asynchronous timer, which enables the auto-cancel on frame 11, rather than a synchronous timer, which would enable it 11 frames after the hitboxes are deleted (on frame 27). As a result, the auto-cancel is instead enabled on frame 16, as the line is still read after the timer for deleting the hitboxes.
**This was also the case for the move in Brawl and Smash 4.
Category:Sonic (SSBU)
Category:Up aerials (SSBU)