Editing Sonic (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Sonic
|name         = Sonic
|image = {{tabber|title1=Sonic (PM)|content1=[[File:Sonic SSBB.jpg|250x250px]]|title2=Sonic (P+)|content2=[[File:PPlus Sonic.png|250x250px]]|title3=Jet Set Radio (PM)|content3=[[File:JetSetSonicPM.png|250x250px]]|title4=Jet Set Radio (P+)|content4=[[File:PPlus Jet Set Sonic.png|250x250px]]|title5=Racing Suit (P+)|content5=[[File:PPlus Racing Suit Sonic.png|250x250px]]|title6=Sega Kid (P+)|content6=[[File:PPlus Sega Kid Sonic.png|250x250px]]}}
|image       = [[Image:Sonic SSBB.jpg|250px]]
|mod = Project M
|mod          = Project M
|base = SSBB
|base        = ssbb
|altcostume = Jet Set Radio, Racing Suit Sonic (''[[Project+]]''), Sega Kid Sonic (''Project+'')
|moveset1    = Sonic (SSBB)
|moveset1 = Sonic (SSBB)
|tier        = High-Mid
|altcostume   = Jet Set Sonic
|ranking      = 20
}}
}}
'''Sonic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. Sonic is currently ranked 10th out of 41 characters on the [[Project M#Tier list|official]] [[tier list]], near the top of A tier, and a considerable improvement over his placement in ''Brawl'', where he was 22nd out of 38. In the official ''Project+'' {{h2|Project+|tier list}}, he is ranked 4th at the top of the A+ tier, another considerable improvement over his placement in ''Project M''.
'''Sonic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. Sonic is currently ranked 20th out of 41 characters on the Project M Tier List, near the top of B tier, and a slight improvement over his placement in ''Brawl'', where he was 22nd out of 38.  


==Attributes==
==Attributes==
True to his series, Sonic is the fastest character in the game, having the fastest dash speed and a fast air speed. These traits make him able to rack up damage very easily and execute combos across the stage. His strengths include extremely fast and tricky movement, a great combo game, good edgeguards, and one of the best recoveries in the game. He has been given the option to [[moonwalk]] as a result of the game's return to ''Melee'' physics, which can help mix up his approach. He also now has the ability to dash jump, which almost doubles his already fast air speed. Sonic also sports a plethora of recovery options, as all four of his special moves can help him recover in some capacity.  
[[File:JetSetSonicPM.png|180px|thumb|Sonic's ''Jet Set Radio'' costume in Project M.]]
True to his series, Sonic is the fastest character in the game, having the fastest dash speed and a fast air speed. These traits make him able to rack up damage very easily and execute combos across the stage. His strengths include extremely fast and tricky movement, a great combo game, good edgeguards and among the best recoveries in the game, and said traits can be utilized to his advantage against his foes. Additionally, he has been given the option to [[moonwalk]] as a result of the game's return to ''Melee'' physics, which can guide him in his approach. He also now has the ability to dash jump, which almost doubles his already fast air speed. Sonic also sports a plethora of recovery options, as all four of his special moves can help him recover in some capacity.  


While Sonic was known in ''Brawl'' for his high speed and movement, he was held back by his poor KO potential due to his extremely weak attacks and few finishers, all of which were unreliable and ineffective. This has been addressed in ''Project M'', as he has been given more KO power in his moveset, making him stronger than before.
While Sonic was known in ''Brawl'' for his high speed and movement, he was held back by his poor KO potential due to his extremely weak attacks and few finishers, all of which were unreliable and ineffective. This has been addressed in ''Project M'', as he has been given more KO power in his moveset, making him stronger than before.


Sonic's flaws include having poor range on most of his moves (in addition to a lack of projectiles), poor hitbox placements, and weak horizontal and vertical endurance due to being light with only an average falling speed (even floatier characters like {{PM|Samus}} take less vertical knockback due to her extra weight), while also being very susceptible to juggles despite generally not being easy to combo. As such, while Sonic can combo easily due to his maneuverability, he himself is very easy to K.O. at lower percents, as attacks with high power can send him flying off the stage for good despite his multitude of recovery options, and his low range and lack of projectiles compel him to come close to his opponents rather than harass them from afar. As such, Sonic must make use of his speed and movement options in order to open up opponents and compensate for his weaknesses.
Sonic's flaws include having poor range on most of his moves (in addition to a lack of projectiles), poor hitbox placements, and weak horizontal and vertical endurance due to being light with only an average falling speed (even floatier characters like {{PM|Samus}} take less vertical knockback due to her extra weight), while also being very susceptible to juggles despite generally not being easy to combo. As such, while Sonic can combo easily due to his maneuverability, he himself is very easy to K.O. at lower percents, as attacks with high power can send him flying off the stage for good despite his multitude of recovery options, and his low range and lack of projectiles compel him to come close to his opponents rather than heckle them from afar. As such, Sonic must make use of his speed and movement options in order to open up opponents and compensate for his weaknesses.


==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
Sonic was buffed in transition to PM. His already impressive mobilty has been improved, he has more KO power and many of his moves have been altered to be more reliable and have more utility. While he has seen some nerfs mainly to his endurance and recovery, he overall has much better tools and the new mechanics of ''Project M'' benefit him more than they hinder him.  
Sonic was buffed in transition to PM, with an even faster dash, more KO power, and an introduction to his new F-air.
[[File:Sonic PM Taunt.gif|thumb|Sonic's new up taunt in Project M.]]
[[File:Project M Sonic Taunt.gif|thumb|Sonic's new up taunt in Project M.]]
[[File:SonicFairPM.png|200px|thumb|Sonic's new forward aerial.]]
[[File:SonicFairPM.png|200px|thumb|Sonic's new forward aerial.]]
===Aesthetics===
===Aesthetics===
*{{change|Up taunt now features a horizontal spin and finger wag. Additionally, all of Sonic's taunts can be held indefinitely by holding down the taunt button.}}
*{{change|Up taunt now features a horizontal spin and finger wag. Additionally, all of Sonic's taunts can be held indefinitely by holding down the taunt button.}}
*{{buff|Sonic can now [[taunt cancel]] all three of his taunts.}}
*{{*Sonic can now [https://www.ssbwiki.com/Taunt_canceling taunt cancel] all three of his taunts.}}
*{{change|Sonic has all new alternate costumes with one of his costumes being based on Beat, the main protagonist from fellow Sega franchise ''{{iw|wikipedia|Jet Set Radio}}''.}}


===Attributes===
===Attributes===
*{{buff|Sonic's already impressive [[Dash]]ing speed was further increased (3.5 → 4).}}
*{{buff|Dashing speed was increased (3.5 → 4).}}
*{{buff|Sonic's [[air speed]] was negligibly increased (1.1092 → 1.11).}}
*{{nerf|Sonic is significantly lighter, drastically worsening vertical and horizontal endurance (95 → 82).}}
*{{buff|Sonic's [[jump]]squat is faster (5 frames → 3).}}
*{{change|Sonic's [[falling speed]] was increased (1.45 → 1.9) although it is lower relative to the cast.}}
*{{change|Sonic's [[gravity]] was increased (0.085 → 0.111).}}
*{{change|Sonic's traction is higher (0.07 → 0.085) although it is lower relative to the cast. While this makes it easier for him to punish out of shield, it also means that his new [[wavedash]] covers below average distance.}}
*{{nerf|Sonic's already low [[air acceleration]] was decreased (0.05 → 0.045).}}
*{{nerf|Sonic is significantly lighter (95 → 82). When combined with the removal of [[momentum canceling]], this drastically worsens his horizontal endurance although his vertical endurance is similar due to his higher fall speed.}}
**{{buff|This weight change however allows him to be knocked down by {{PM|Fox}}'s shine.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}}
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}}
*{{nerf|Sonic's [[glide toss]] covers less distance.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Jab combo does more damage (7% → 10%) and the second and third hits have longer durations (frame 2 → 2-3 (hit 2), frame 3 → 4-6 (hit 3)).}}
*{{buff|Jab combo does more damage.}}
*{{nerf|The third hit of jab has more startup lag (frame 3 → 4) and the removal of [[jab lock]]ing hinders jab's damage racking potential if the opponent misses a [[tech]].}}
*{{buff|[[Forward tilt]] is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike ''Brawl'', and slightly more KO potential.}}
*{{buff|[[Forward tilt]] is now a single hit, while still dealing 11% if the sweetspot connects, and it has slightly more KO potential despite its decreased knockback scaling (115 → 90). It also has less ending lag (frame 35 → 32).}}
*{{buff|[[Up tilt]] is now a flash kick with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and is based off of Sonic Up Draft from ''Sonic Battle''.}}
*{{nerf|Forward tilt has more startup lag (frame 6 → 7).}}
*{{buff|Forward smash does more damage and is a better KO move.}}
*{{buff|[[Up tilt]] is now a flash kick with a single hitbox instead of a double high kick based off of Sonic Up Draft from ''Sonic Battle''. It acts better as a launcher, with less startup (frame 7 → 6) and ending lag (frame 50 → 30) and it has a lot more utility than the old up tilt.}}
*{{buff|[[Up smash]] has much less [[ending lag]] and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.}}
*{{nerf|New up tilt deals less damage (14% → 11%).}}
*{{buff|[[Down smash]] changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sonic Flare, from ''Sonic Battle''. It acts similar to the original, but has faster start-up and deals higher damage with much more knockback and can [[punish]] [[shield]]ing or [[crouch cancel]]ing foes.}}
*{{buff|[[Down tilt]] has a longer duration (frames 6-9 → 6-10) and has more combo potential due to the removal of [[hitstun canceling]].}}
*{{buff|Dash attack does more damage, and deals higher knockback.}}
*{{nerf|Down tilt's IASA frames are later (frame 28 → 29). It can also no longer be used as a pseudo crawl.}}
*{{nerf|Down tilt's IASA frames are later.}}
*{{buff|Dash attack has less startup lag with a longer duration (frames 5-23 → 2-22), has less ending lag (frame 43 → 40), the clean hit deals more damage (6% → 8%) and deals higher knockback.}}
*{{nerf|New up tilt has less damage potential.}}
*{{buff|Forward smash has less startup lag with a longer duration (frames 18-22 → 16-22), has less ending lag (frame 45 → 42), deals more damage (14% → 16%) and has increased knockback scaling (98 → 100) improving its KO potential.}}
*{{nerf|Forward smash now has a late hit which deals less damage (14% → 12%) and knockback (30 (base), 98 (scaling) → 10/85).}}
*{{buff|[[Up smash]] has less startup (frame 19 → 18) and much less ending lag (frame 66 → 50) and it is no longer a multi hit only having two hitboxes. The first is weak, while the second is much stronger and deals more damage (5% (hit 1), 1% (hits 2-7), 3% (hit 8), 14% (total) → 2% (early), 16% (clean)) and produces more knockback (70 (base), 153 (scaling) → 37/102) making the move much more reliable and improving its KO potential dramatically.}}
*{{change|Sweetspots of neutral aerial and up smash now have a [[slash]] effect, and the former has a new look inspired by ''Sonic 3''.}}
*{{change|Sweetspots of neutral aerial and up smash now have a [[slash]] effect, and the former has a new look inspired by ''Sonic 3''.}}
*{{nerf|Sonic's [[DACUS]] covers less distance and he gains less distance when performing up smash out of a dash greatly hindering up smash's approach potential. It also has a shorter overall duration (frames 19-32 → 18/20-24).}}
*{{buff|[[Down smash]] changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sonic Flare, from ''Sonic Battle''. It acts similar to the original, but has less startup (frame 17 → 10) and ending lag (frame 58 → 51) and and deals higher damage (12% (early), 9% (clean), 7% (mid), 5% (late) → 15% (front), 12% (back)) improving its KO potential despite its decreased knockback (40 (base), 100 (scaling) → 25 (front), 20 (back)/91) and can [[punish]] [[shield]]ing or [[crouch cancel]]ing foes more effectively.}}
*{{nerf|New down smash has less range and a shorter duration (frames 17-37 → 10-19 (front), 24-30 (back)).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|[[Neutral aerial]] has a new initial hit which deals more damage (11% → 15%) and has stronger knockback and has a larger hitbox. It also has less startup (frame 6 → 4) and ending lag (frame 47 → 31) and [[auto-cancel]]s earlier now doing so in a [[short hop]].}}
*{{buff|[[Neutral aerial]] does much more damage and has stronger knockback and has a larger hitbox.}}
*{{nerf|Neutral aerial has more landing lag (12 frames → 15).}}
*{{buff|[[Forward aerial]] is now a faster front-flip kick, based on the Sonic Eagle from ''Sonic Battle''. It has much more utility, covering a wider area in front of Sonic and [[meteor smash]]ing at the heel of his foot, which when combined with his enhanced [[air speed]] gives Sonic a deadly [[Ken Combo]].}}
*{{buff|[[Forward aerial]] is now a front-flip kick, based on the Sonic Eagle from ''Sonic Battle''. It has much more utility, covering a wider area in front of Sonic and [[meteor smash]]ing at the heel of his foot, which when combined with his enhanced [[air speed]] gives Sonic a deadly [[Ken Combo]]. It also has less landing lag (30 frames → 22), and is much more reliable due to no longer being a multihit.}}
**{{nerf|New forward air has less damage potential.}}
*{{nerf|New forward air deals less damage (14% → 11%). It also has more startup (frame 5 → 8) and ending lag (frame 36 → 38).}}
*{{buff|Back aerial does more damage and is a stronger KO move.}}
*{{buff|Back aerial now has a sweetspot on Sonic's foot which deals more damage (13% → 16%) improving its KO potential. It also has a longer duration (frames 13-16 → 13-21) and less ending lag (frame 37 → 34).}}
*{{buff|[[Up aerial]] has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.}}
*{{nerf|Both the early and late hits of back aerial now have a sourspot which deals less damage (13% (clean), 9% (late) → 12%/6%) and the sweetspot has reduced knockback scaling (94 → 90). Back aerial also has more landing lag (9 frames → 18 (although it's landing lag is identical when [[L-cancel]]ed)) and it auto-cancels later (frame 29 → 33).}}  
*{{buff|[[Down aerial]] does more damage and has more knockback on its sweetspot, has significantly faster startup, and is now better at starting aerial combos when [[L-cancel]]ed.}}
*{{buff|[[Up aerial]]'s second hit has less startup lag (frame 14 → 10), both hits link better as the first hit has reduced set knockback (90 → 30) and hitlag and the second hit comes out faster, deals much more damage (3% (hit 1), 6% (hit 2) → 4%/13%), the hitbox at the tips of his shoes has stronger knockback (63 (base), 90 (scaling) → 25/100), and the initial hitbox is a [[spike]].}}
*{{nerf|Up aerial no longer auto-cancels as soon as the hitbox ends (frame 19 → 32) greatly hindering its use as a landing option.}}
*{{buff|[[Down aerial]] deals more damage (8% (clean), 7% (late) → 10%/9%) and has more knockback on its sweetspot, has significantly faster startup (frame 16 → 9), and is now better at starting aerial combos due to the removal of hitstun canceling and its lower landing lag (30 frames → 28) which can be further reduced with L-canceling. It also now has a meteor smash hitbox and it auto-cancels earlier (frame 39 → 36).}}
*{{nerf|Down aerial has a much shorter duration (frames 16-37 → 9-24) now giving it a fair amount of ending lag after the hitbox has deceased.}}  


===Grabs and Throws===
===Grabs and Throws===
*{{nerf|Standing [[grab]] has more startup lag (frame 6 → 7) and standing and pivot grabs have more ending lag (frame 29 → 31 (standing), frame 35 → 36 (pivot)).}}
*{{buff|[[Up throw]] sends for better follow-ups.}}
*{{change|Forward throw sends opponents at a more horizontal angle. This hinders its follow up potential but gives it tech chasing potential.}}
*{{buff|[[Up throw]] sends opponents at a slightly different angle (100° → 95°) and the removal of hitstun canceling and the increased falling speeds improve its follow-up potential.}}
*{{nerf|Up throw deals less damage (12% → 8%) with altered knockback (65 (base), 70 (scaling) → 95/60) hindering its combo potential.}}
*{{buff|[[Down throw]] is faster, giving the opponent less time to [[DI]].}}
*{{buff|[[Down throw]] is faster, giving the opponent less time to [[DI]].}}
*{{nerf|Up throw does less damage.}}


===Special Moves===
===Special Moves===
*{{buff|[[Homing Attack]] can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to [[juggling]] them at medium percentages.}}
*{{buff|[[Homing Attack]] can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to [[juggling]] them at medium percentages.}}
*{{nerf|Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential. Additionally, if Sonic does not hit a wall or at least target anybody, he will go into [[helpless]] state and if he does hit a wall with it, it has a lot more ending lag no longer giving him an infinite stalling option.}}
*{{buff|Pressing the attack button during the startup of Homing Attack lets Sonic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sonic now strikes a pose after successfully hitting with a Homing Attack.}}
*{{buff|[[Side special]] is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the ''Sonic Advance'' games. Both attacks cancel upon falling off a ledge. This gives Sonic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his [[down special]]. It also sweetspots ledges when used in midair, improving Sonic's horizontal [[recovery]].}}
*{{buff|[[Side special]] is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the ''Sonic Advance'' games. Both attacks cancel upon falling off a ledge. This gives Sonic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his [[down special]]. It also sweetspots ledges when used in midair, improving Sonic's horizontal [[recovery]].}}
*{{nerf|[[Spring Jump]] gives slightly less vertical distance, and Sonic can no longer [[air dodge]] after performing the move; also, using it causes Sonic to lose all of his momentum as a result of the move resetting. He can also no longer re-use it if he is hit out of it with {{PM|Mario}}'s [[Cape]].}}
*{{change|Falling animation after using Spring Jump is now identical to his [[helpless]] animation, though without the black overlay. Sonic now additionally spins horizontally during the rising portion of the move in a manner similar to ''Sonic CD''.}}
*{{buff|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties. It can additionally damage opponents when being charged.}}
*{{buff|Down special is still his [[Spin Charge]], but has gained most of the nuances the original [[Spin Dash]] had while retaining all of its own properties. It can additionally damage opponents when being charged.}}
*{{nerf|Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential. Additionally, if Sonic does not hit a wall or at least target anybody, he will go into [[helpless]] state.}}
*{{nerf|[[Spring Jump]] gives slightly less vertical distance, and Sonic can no longer [[air dodge]] after performing the move; also, using it causes Sonic to lose all of his momentum as a result of the move resetting.}}
*{{nerf|[[Spin Charge]] can no longer be held indefinitely.}}
*{{nerf|[[Spin Charge]] can no longer be held indefinitely.}}
*{{nerf|[[Super Sonic]] is considerably weaker as he can no longer deal damage when idling and his ram deals less damage (18% → 16%). The increased falling speeds also further hinder his KO ability.}}
*{{buff|Pressing the attack button during the startup of Homing Attack lets Sonic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sonic now strikes a pose after successfully hitting with a Homing Attack.}}
*{{change|Falling animation after using Spring Jump is now identical to his [[helpless]] animation, though without the black overlay. Sonic now additionally spins horizontally during the rising portion of the move in a manner similar to ''Sonic CD''.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===v2.5b===
===v2.5b===
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*{{buff|Aerial Somersault can grab ledges.}}
*{{buff|Aerial Somersault can grab ledges.}}
*{{buff|[[Spin Charge]] can be B-reversed.}}
*{{buff|[[Spin Charge]] can be B-reversed.}}
*{{buff|Spin Charge startup is faster.}}
*{{buff|[[Spin Charge]] startup is faster.}}
*{{buff|Up smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger.}}
*{{buff|Up smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger.}}
*{{buff|Jump startup is slightly faster.}}
*{{buff|Jump startup is slightly faster.}}
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*{{change|Down air no longer has disabled air mobility, and can be fastfalled to change the dive speed.}}
*{{change|Down air no longer has disabled air mobility, and can be fastfalled to change the dive speed.}}
*{{change|[[Homing Attack]] on-hit cancel is removed.}}
*{{change|[[Homing Attack]] on-hit cancel is removed.}}
*{{buff|Homing Attack can be shortened by pressing Attack before he homes-in, this is called Blast Attack.}}
*{{buff|[[Homing Attack]] can be shortened by pressing Attack before he homes-in, this is called Blast Attack.}}
*{{change|Homing Attack hit animation is now reversible.}}
*{{change|[[Homing Attack]] hit animation is now reversible.}}
*{{change|Somersault initial hitbox sends outward, and halfway through aerial Side B it will send upwards.}}
*{{change|Somersault initial hitbox sends outward, and halfway through aerial Side B it will send upwards.}}
*{{nerf|Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.}}
*{{nerf|Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.}}
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*{{nerf|[[Spring Jump]] can no longer be canceled with a walljump, or wall jump after using [[Spring Jump]].}}
*{{nerf|[[Spring Jump]] can no longer be canceled with a walljump, or wall jump after using [[Spring Jump]].}}
*{{nerf|[[Spin Charge]]'s hitboxes can no longer clank other moves and have increased hitlag.}}
*{{nerf|[[Spin Charge]]'s hitboxes can no longer clank other moves and have increased hitlag.}}
*{{nerf|Spin Charge's spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.}}
*{{nerf|[[Spin Charge]]'s spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.}}
*{{buff|Sonic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.}}
*{{buff|Sonic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.}}
*{{change|Forward tilt tipper hit angle raised and homogenized amongst angled variants.}}
*{{change|Forward tilt tipper hit angle raised and homogenized amongst angled variants.}}
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*{{change|Down aerial's dive no longer slows down when fast-fell.}}
*{{change|Down aerial's dive no longer slows down when fast-fell.}}
*{{change|[[Homing Attack]] has a longer window to acquire a homing target, and a slightly longer start-up.}}
*{{change|[[Homing Attack]] has a longer window to acquire a homing target, and a slightly longer start-up.}}
*{{nerf|Homing Attack's hit rebound animation has a later interrupt window.}}
*{{nerf|[[Homing Attack]]'s hit rebound animation has a later interrupt window.}}
*{{change|Homing Attack's hit angle is notably higher.}}
*{{change|[[Homing Attack]]'s hit angle is notably higher.}}
*{{change|Somersault's hits earlier with a new graphical cue before the move goes into the hop or tumble. This can allow it to hit twice with the hop. Somersault's initial damage and knockback were reduced to compensate.}}
*{{change|Somersault's hits earlier with a new graphical cue before the move goes into the hop or tumble. This can allow it to hit twice with the hop. Somersault's initial damage and knockback were reduced to compensate.}}
*{{change|Somersault's previous momentum now has a large effect on the hop's height, making when you use the move more important.}}
*{{change|Somersault's previous momentum now has a large effect on the hop's height, making when you use the move more important.}}
*{{change|Somersault's grounded tumble hitboxes have less time between hits, but end faster.}}
*{{change|Somersault's grounded tumble hitboxes have less time between hits, but end faster.}}
*{{change|[[Spring Jump]] no longer has invincibility, but can be interrupted with an aerial earlier.}}
*{{change|[[Spring Jump]] no longer has invincibility, but can be interrupted with an aerial earlier.}}
*{{nerf|Spring Jump's turnaround window is slightly longer.}}
*{{nerf|[[Spring Jump]]'s turnaround window is slightly longer.}}
*{{change|Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.}}
*{{change|Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.}}
*{{bugfix|[[Spin Charge]]'s jump inputs now properly recognize the tap-jump setting.}}
*{{bugfix|[[Spin Charge]]'s jump inputs now properly recognize the tap-jump setting.}}
*{{change|Spin Charge's charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sonic is moving.}}
*{{change|[[Spin Charge]]'s charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sonic is moving.}}
*{{nerf|Spin Charge's charge now sends Sonic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.}}
*{{nerf|[[Spin Charge]]'s charge now sends Sonic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.}}
*{{nerf|Spin Charge's charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.}}
*{{nerf|[[Spin Charge]]'s charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.}}
*{{nerf|Spin Charge's spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sonic to skid to a stop.}}
*{{nerf|[[Spin Charge]]'s spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sonic to skid to a stop.}}
*{{nerf|Spin Charge's spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sonic has hit with spindash or spin turn in the last nine frames.}}
*{{nerf|[[Spin Charge]]'s spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sonic has hit with spindash or spin turn in the last nine frames.}}
*{{change|Spin Charge's spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.}}
*{{change| [[Spin Charge]]'s spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.}}


===v3.0===
===v3.0===
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*{{change|Down aerial's falling speed was reduced by 10%.}}
*{{change|Down aerial's falling speed was reduced by 10%.}}
*{{nerf|Somersault now has one less hit.}}
*{{nerf|Somersault now has one less hit.}}
===v3.6===
*{{buff|Opening hitbox of dash attack significantly increased in size to match Sonic's model.}}
*{{buff|Lingering hitbox of dash attack increased to match the size of the old opening hitbox.}}
*{{change|Down tilt hitbox active one frame earlier (7->6) and terminates one frame earlier (11->10)}}
*{{buff|Range increased to cover more of the animation which was also slightly tweaked.}}
*{{buff|Neutral aerial opening sourspot increased in size.}}
*{{change|Neutral aerial hitboxes redone and centered within his body instead of spinning around the sides of his model, to function consistently.}}
*{{change|Animations for Sonic's Down Smash, forward aerial, homing attack, side special, and crouch have been redone.}}


==Moveset==
==Moveset==
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|-
|-
! colspan=2 rowspan=3 | Neutral attack
! colspan=2 rowspan=3 | Neutral attack
| rowspan=3 | || 3% || rowspan=3 | The Punch + Punch + Kick Combo from ''Sonic The Fighters''.
| rowspan=3 | || 3% || rowspan=3 | Two punches followed by a side kick.
|-
|-
| 3%
| 3%
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|-
|-
! rowspan="3" | Forward tilt || ↗
! rowspan="3" | Forward tilt || ↗
| rowspan="3" | Horse Kick || 12% (feet), 10% (legs) || rowspan="3" | The Horse Kick from ''Sonic The Fighters'' where Sonic stands on both hands and kicks out both legs at the opponent. This move can be angled up or down.
| rowspan="3" | || 12% (feet), 10% (legs) || rowspan="3" | Sonic stands on both hands and kicks out both legs at the opponent. This move can be angled up or down.
|-
|-
!→
!→
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|-
|-
! colspan=2 | Up tilt
! colspan=2 | Up tilt
| Sonic Up-Draft || 11% (foot), 9% (leg) || Sonic performs a bicycle kick. Based on the Sonic Up-Draft move from ''Sonic Battle''.
| Sonic Up-Draft || 11% (foot), 9% (leg) || Sonic performs a backflip kick. Based on the Sonic Up-Draft move from ''Sonic Battle''.
|-
|-
! colspan=2 | Down tilt
! colspan=2 | Down tilt
| || 6% || Sonic throws his leg out and does a sweep kick. Originates from ''Sonic The Fighters'' (Leg Throw) and ''Sonic 06'' (Foot Sweep)
| || 6% || Sonic throws his leg out and does a sweep kick.
|-
|-
! colspan=2 | Dash attack
! colspan=2 | Dash attack
| || 8% (clean), 4% (late) || Sonic curls into a ball to rush at any opponent in his path. Based on the Spin Attack from the original ''Sonic the Hedgehog''.
| || 8% (clean), 4% (late) || Sonic curls into a ball to rush at any opponent in his path.
|-
|-
! colspan=2 | Forward smash
! colspan=2 | Forward smash
| Wind-Up Punch || {{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|12}} (late) || Sonic winds up his fist, then throws a punch forwards. This move can be aimed up or down. Based on the move of the same name from ''Sonic the Fighters''.
| || {{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|12}} (late) || Sonic winds up his fist, then throws a punch forwards. This move can be aimed up or down.
|-
|-
! colspan=2 | Up smash
! colspan=2 | Up smash
| || {{ChargedSmashDmgSSBM|2}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) || Sonic jumps up and curls up into a spiky ball. This move hits twice, with the first hit linking onto the second hit. Sonic himself is [[intangible]] while the first hitbox is active. Based on when he jumps to attack enemies in the original ''Sonic the Hedgehog''.
| || {{ChargedSmashDmgSSBM|2}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) || Sonic jumps up and curls up into a spiky ball. This move hits twice, with the first hit linking onto the second hit. Sonic himself is [[intangible]] while the first hitbox is active.
|-
|-
! colspan=2 | Down smash
! colspan=2 | Down smash
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|-
|-
! colspan=2 | Down aerial
! colspan=2 | Down aerial
| || 10% (early hit), 9% (fall) || Sonic stalls for a brief moment, then shoots downwards foot first, via a [[stall-then-fall]] move. The move's initial hitbox can [[spike]] opponents. Based on the Stomp Dive from Sonic the Fighters and the Sonic Rocket move from ''Sonic Battle''.
| || 10% (early hit), 9% (fall) || Sonic stalls for a brief moment, then shoots downwards foot first, via a [[stall-then-fall]] move. The move's initial hitbox can [[spike]] opponents.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
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|-
|-
! colspan=2 | Forward throw
! colspan=2 | Forward throw
| || 3% (hit 1), 6% (throw) || Sonic kicks the opponent forward. Based on the Top Kick move from ''Sonic Battle''.
| || 3% (hit 1), 6% (throw) || Sonic kicks the opponent forward.
|-
|-
! colspan=2 | Back throw
! colspan=2 | Back throw
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|-
|-
! colspan=2 | Up throw
! colspan=2 | Up throw
| || 3% (hit 1), 5% (throw) || Sonic throws the opponent up and sharpens his quills to stab the opponent. An excellent combo starter.
| || 3% (hit 1), 5% (throw) || Sonic throws the opponent up and sharpens his quills to stab the opponent.
|-
|-
! colspan=2 | Down throw
! colspan=2 | Down throw
| || 1% (hits 1-3), 5% (throw) || Sonic pins the opponent on the ground to spin-grind on top of them. Based on the Double Spin move from ''Sonic the Fighters''.
| || 1% (hits 1-3), 5% (throw) || Sonic pins the opponent on the ground to spin-grind on top of them.
|-
|-
! colspan=2 | Floor attack (front)
! colspan=2 | Floor attack (front)
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|-
|-
! colspan=2 | Neutral special
! colspan=2 | Neutral special
| [[Homing Attack]] / Blast Attack || 8% || Sonic curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them. He'll perform a pose if he hits. If he fails to aquire a target and doesn't hit a wall or some other obstruction, Sonic will become [[helpless]]. Based on the move of the same name from ''Sonic Adventure''.
| [[Homing Attack]] / Blast Attack || 8% || Sonic curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them. He'll perform a pose if he hits.
|-
|-
! colspan=2 | Side special
! colspan=2 | Side special
| Somersault || 4% (startup), 8% (jump), 1% (rolling hits)<br/>Slide kick: 9% (clean), 6% (late) || Sonic leaps a small distance in the air while in ball form, then performs a couple of somersault when he lands. This move can be linked into a sliding kick or canceled by jumping, making it a powerful mix-up option. Based on the move of the same name from ''Sonic Adventure 2''.
| Somersault || 4% (startup), 8% (jump), 1% (rolling hits)<br/>Slide kick: 9% (clean), 6% (late) || Sonic leaps a small distance in the air while in ball form, then performs a couple of somersault when he lands. This move can be linked into a sliding kick or canceled by jumping.
|-
|-
! colspan=2 | Up special
! colspan=2 | Up special
| [[Spring Jump]] || 4% || Summons out a spring from the ''Sonic the Hedgehog'' games and uses it to leap into the air. The spring acts as a projectile when used in mid-air. Useful for both recovery and edge-guarding. All of Sonic's momentum is reset when the using the spring. He can't use special moves again until returning to the ground, getting hit, or getting grabbed.
| [[Spring Jump]] || 4% || Summons out a spring from the ''Sonic the Hedgehog'' games and uses it to leap into the air. All of Sonic's momentum is reset when the using the spring. The spring acts as a projectile when used in mid-air.
|-
|-
! colspan=2 | Down special
! colspan=2 | Down special
| [[Spin Charge]] || 1% (charging hits), 6-11% (dash), 4% (jump) || Sonic curls himself into a spiky ball and dashes forward. This move can be charged by rapidly pressing the special button while holding down, making it both faster and stronger. Unlike in ''Brawl'', this move cannot be charged infinitely. Based on the iconic Spin Dash that first appeared in ''Sonic the Hedgehog 2''.
| [[Spin Charge]] || 1% (charging hits), 6-11% (dash), 4% (jump) || Sonic curls himself into a spiky ball and dashes forward. This move can be charged by rapidly pressing the special button while holding down, making it both faster and stronger. Unlike in ''Brawl'', this move cannot be charged infinitely.
|-
|-
! colspan=2 | Final smash
! colspan=2 | Final smash
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
====Active====
*{{Sm|AriYo|USA}} - Notably beat SK92, and JPeGImage
*{{Sm|Aion|USA}} - The best active Sonic main; has notable wins over Sosa and Jose V.
*{{Sm|Guerrilla|USA}} - Notably beat Dakpo
*{{Sm|Gooley|USA}} - Notably beat Aidan, Flipp, and Jose V, and got 25th at Blacklisted
*{{Sm|Jfyst|USA}} - Notably beat Dirtboy, N0ne, Hero of Time,2nd at CEO 2015
*{{Sm|JJLinyard|UK}} - Notably beat Fuzzyness, Jolteon and Alpha Dash
*{{Sm|Mapmark|USA}} - Notably beat Tantalus, Omni, EE, and BaconPancakes
*{{Sm|N810|USA}} - 25th at FinalBOSS
*{{Sm|Solharath|USA}} - Best Midwest Sonic main
*{{Sm|Star|Australia}} - Best Australian Sonic Main
*{{Sm|Zenokidz|USA}} - 5th at FinalBOSS
*{{Sm|Zeus|USA}} - Notably beat Denti and SparkingZero


 
====Inactive====
''See also: [[:Category:Sonic players (PM)]]''
*{{Sm|Wizzrobe|USA}} - Widely considered the best Sonic main before his retirement. 2nd at [[CEO 2014]], 1st at [[Tipped Off 10]], 5th at [[The Big House 4]].
*{{Sm|Aion|USA}} - Formerly ranked 3rd on the [[SoCal Power Rankings]] and is an Honorable Mention on [[PMRank 2017]]. Has notable wins over {{Sm|Sosa}} and {{Sm|Jose V}}. Placed 13th at [[Low Tier City 5]] and 33rd at [[Smash 'N' Splash 4]].
*{{Sm|Karma|USA}}
*{{Sm|SipMastah|USA}} - Ranked #9 on [[PMRank 2022]] and ranked 3rd on the [[NorCal Power Rankings]]. Co-mains Sonic with {{PM|Meta Knight}} and {{PM|Lucario}}.
*{{Sm|Nazo|USA}}
*{{Sm|Motobug|USA}} -  Ranked #30 on [[PMRank 2023]] co-maining Sonic and Knuckles. 4th on the Massachusetts Power Rankings. Placed 13th at [[The Encore]], 7th at [[Resting Stitch Face 2]], and 2nd at [[Invincible 5]].
*{{Sm|Scarfy|USA}} - Formerly ranked 41st on [[PMRank 2018]]. Placed 17th at [[The Bigger Balc]], 3rd at [[Tipped Off 12]], 9th at [[SuperNova 2]], 17th at [[Low Tier City 5]], and 9th at [[Smash 'N' Splash 4]].
*{{Sm|Star|Australia}} - Best Australian Sonic main, now dual mains with Ike. Ranked 3rd on the Australian ''Project M'' Power Rankings. Placed 33rd at [[Smash 'N' Splash 3]].
*{{Sm|Wyld|USA}} - Formerly ranked #34 on [[PMRank 2019]] and 2nd on the Illinois Power Rankings. Placed 25th at [[Smash 'N' Splash 4]] and 9th at [[Frozen Phoenix 2019]].


==Alternate costumes==
==Alternate costumes==
===Project M===
Sonic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other ''Sonic'' characters, while his alternate costume is based on another series that was created by SEGA, ''Jet Set Radio''.
Sonic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other ''Sonic'' characters, while his alternate costume is based on Beat, a character from another series that was created by SEGA, ''Jet Set Radio''.  
 
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Sonic Palette (PM).png|frame|center|Sonic's alternate costumes in PM]]
|colspan=8|[[Image:Sonic Palette (PM).png|frame|center|Sonic's alternate costumes in PM]]
|-
|-
|[[File:SonicHeadSSBB.png]]
|[[Image:SonicHeadSSBB.png]]
|[[File:SonicHeadRedPM.png]]
|[[Image:SonicHeadRedPM.png]]
|[[File:SonicHeadPurplePM.png]]
|[[Image:SonicHeadPurplePM.png]]
|[[File:SonicHeadGreenPM.png]]
|[[Image:SonicHeadGreenPM.png]]
|[[File:SonicHeadShadowPM.png]]
|[[Image:SonicHeadShadowPM.png]]
|[[File:SonicHeadTailsPM.png]]
|[[Image:SonicHeadTailsPM.png]]
|[[File:SonicHeadSilverPM.png]]
|[[Image:SonicHeadSilverPM.png]]
|[[File:SonicHeadBeatPM.png]]
|[[Image:SonicHeadBeatPM.png]]
|}
|}
*Blue
*Blue
*Red, a generic red costume that was planned to become a [[Dr. Eggman]] reference prior to Project M's development ending.
*Red, a reference to [[Knuckles the Echidna]]
*Purple, a generic purple costume.
*Purple, a reference to Big the Cat
*Green, a generic green costume that was planned to become a [[Jet the Hawk]] costume prior to Project M's development ending.
*Green, a reference to Jet the Hawk
*Black, a reference to [[Shadow the Hedgehog]]
*Black, a reference to [[Shadow the Hedgehog]]
*Yellow, a reference to [[Tails|Miles "Tails" Prower]]
*Yellow, a reference to [[Tails|Miles "Tails" Prower]]
Line 348: Line 324:
*An alternate costume based on Beat from ''{{s|wikipedia|Jet Set Radio}}''.
*An alternate costume based on Beat from ''{{s|wikipedia|Jet Set Radio}}''.


===Project+===
Interestingly, if Sonic is using his Silver or Beat costumes, his running animation and side taunt animation revert to him wearing his signature red shoes, though this was fixed in a later revison.
In ''[[Project+]]'', his ''Jet Set Radio'' costume receives a set of recolors for [[Team Battle|Team Battles]], which are based on Gum, Cube, and Mew. He also receives a new alternate costume based on his Racing Suit from ''Sonic Adventure 2: Battle''. His third costume set Sega Kid Sonic is based on artwork from Yuji Uekawa that imagined Sonic as a human boy. The green alt for the Sega Kid costume bears resemblance to Scourge the Hedgehog, a character exclusive to the Archie comics' canon, as well as Surge the Tenrec from the IDW comic series.
 
[[File:Sonic Palette (P+).png|1280px|thumb|center|Sonic's alternate costumes in P+]]
 
'''Z-Secret Costume:''' ''Sonic Adventure'' design
 
'''R-Secret Costume:''' Sonic the Werehog from ''Sonic Unleashed


==Trivia==
==Trivia==
*One of the poses Sonic performs when using the Homing Attack [http://img1.wikia.nocookie.net/__cb20100707130920/sonic/images/d/d3/Sonicadventuredcog.jpg shows a strong resemblance] to his pose in the box art of ''Sonic Adventure''.
*One of the poses Sonic performs when using the Homing Attack [http://img1.wikia.nocookie.net/__cb20100707130920/sonic/images/d/d3/Sonicadventuredcog.jpg shows a strong resemblance to his pose in the box art of ''Sonic Adventure'']
*''Jet Set Radio'' composer Hideki Naganuma has [https://twitter.com/Hideki_Naganuma/status/519621527164047360 expressed approval] of Sonic's Beat Costume.


==External links==
==External links==
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[[Category:Sonic]]
[[Category:Sonic]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]
[[Category:Third-party characters]]
[[Category:Third party characters]]

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