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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Sonic | |name = Sonic | ||
|image | |image = [[Image:Sonic SSBB.jpg|250px]] | ||
| | |mod = Project M | ||
|base = ssbb | |||
|altcostume = Jet Set | |moveset1 = Sonic (SSBB) | ||
| | |tier = Lower-Mid | ||
|altcostume = Jet Set Sonic | |||
|ranking = 35 | |||
}} | }} | ||
'''Sonic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. | '''Sonic''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been buffed for his ''Project M'' showing. <!--tier position paragraph--> | ||
==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 | [[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 | 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 | 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 | [[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.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff| | *{{buff|Dashing speed was increased (3.5 → 4).}} | ||
*{{nerf|Sonic is significantly lighter, drastically worsening vertical and horizontal endurance (95 → 82).}} | |||
*{{nerf|Sonic is significantly lighter (95 → 82) | |||
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}} | *{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|Jab combo does more damage | *{{buff|Jab combo does more damage.}} | ||
*{{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 | *{{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''.}} | ||
*{{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'' | *{{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.}} | ||
*{{ | *{{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|[[ | *{{buff|Dash attack does more damage, and deals higher knockback.}} | ||
*{{ | *{{nerf|Down tilt's IASA frames are later.}} | ||
*{{nerf|New up tilt has less damage potential.}} | |||
*{{buff| | |||
*{{nerf| | |||
*{{ | |||
*{{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''.}} | ||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff|[[Neutral aerial]] | *{{buff|[[Neutral aerial]] does much more damage and has stronger knockback and has a larger hitbox.}} | ||
*{{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]] | *{{buff|Back aerial does more damage and is a stronger KO move.}} | ||
*{{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.}} | |||
*{{buff|Back aerial | *{{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.}} | ||
*{{nerf|New forward air has less damage potential.}} | |||
*{{buff|[[Up aerial]] | |||
*{{buff|[[Down aerial]] | |||
*{{nerf| | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff|[[Up throw]] sends for better follow-ups.}} | |||
*{{buff|[[Up throw]] sends | |||
*{{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.}} | ||
*{{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]].}} | ||
*{{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.}} | ||
*{{ | *{{change|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''.}} | |||
==Revisions== | ==Revisions== | ||
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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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*{{buff|Down air initial hitbox spikes on both grounded and airborne opponents.}} | *{{buff|Down air initial hitbox spikes on both grounded and airborne opponents.}} | ||
*{{nerf|Somersault can no longer be jump canceled immediately, and the invincibility is completely gone.}} | *{{nerf|Somersault can no longer be jump canceled immediately, and the invincibility is completely gone.}} | ||
*{{ | *{{change|Aerial mobility is slightly lower.}} | ||
*{{ | *{{change|C-Stick up while shielding now correctly jumps instead of up smashing.}} | ||
*{{change|Up tilt has a new animation.}} | *{{change|Up tilt has a new animation.}} | ||
*{{change|Down tilt moves forward and back, and the hitboxes and animation were adjusted.}} | *{{change|Down tilt moves forward and back, and the hitboxes and animation were adjusted.}} | ||
*{{change|Down tilt sends foes up and behind him.}} | *{{change|Down tilt sends foes up and behind him.}} | ||
*{{ | *{{change|Forward air has slightly faster startup with endlag and knockback adjusted.}} | ||
*{{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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|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.}} | ||
*{{change|Grounded Somersault goes into a multi-hit somersault instead of a spindash.}} | *{{change|Grounded Somersault goes into a multi-hit somersault instead of a spindash.}} | ||
*{{ | *{{change|Grounded Somersault somersault is jump cancelable, and if you press Attack Sonic will perform a slide kick.}} | ||
*{{ | *{{change|Grounded Somersaults somersault and slide kick are both edge cancelable.}} | ||
*{{ | *{{change|[[Spin Charge]] releases into spindash sooner.}} | ||
===v2.6b=== | ===v2.6b=== | ||
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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.}} | ||
*{{ | *{{change|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.}} | ||
*{{change|Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sonic.}} | *{{change|Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sonic.}} | ||
*{{change|Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sonic, but no longer shrink during the move's duration>}} | *{{change|Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sonic, but no longer shrink during the move's duration>}} | ||
*{{ | *{{change|Neutral aerial's active duration is faster.}} | ||
*{{change|Neutral aerial's initial damage was matched to Brawl Sonic's values, and the knockback compensated to match the last hit of Brawl Sonic's forward aerial.}} | *{{change|Neutral aerial's initial damage was matched to Brawl Sonic's values, and the knockback compensated to match the last hit of Brawl Sonic's forward aerial.}} | ||
*{{change|Forward aerial starts up faster and now hits while Sonic's leg is further above him. Cooldown was increased slightly.}} | *{{change|Forward aerial starts up faster and now hits while Sonic's leg is further above him. Cooldown was increased slightly.}} | ||
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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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|[[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.}} | ||
*{{ | *{{change|[[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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*{{buff|Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.}} | *{{buff|Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.}} | ||
*{{buff|Spin Dash knockback stats and trajectory tweaked to aid in comboing.}} | *{{buff|Spin Dash knockback stats and trajectory tweaked to aid in comboing.}} | ||
*{{buff|Spring | *{{buff|Spring attack use is now reset if Sonic is grabbed.}} | ||
*{{nerf|Forward air’s early sweetspot has reduced knockback growth.}} | *{{nerf|Forward air’s early sweetspot has reduced knockback growth.}} | ||
*{{nerf|Homing attack lock-on range reduced by about 1/3.}} | *{{nerf|Homing attack lock-on range reduced by about 1/3.}} | ||
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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.}} | ||
==Moveset== | ==Moveset== | ||
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|- | |- | ||
! colspan=2 rowspan=3 | Neutral attack | ! colspan=2 rowspan=3 | Neutral attack | ||
| rowspan=3 | || 3% || rowspan=3 | | | 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" | | | 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 | | 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. | | || 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 | | || 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 | ||
| | | || {{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 | | || {{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 | | || 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 | | || 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 | | || 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 | | || 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 | | [[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 | | 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 | | [[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 srping. 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 | | [[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]]== | ||
=== | ===Notable players=== | ||
====Active==== | |||
*{{Sm|GabPR|Puerto Rico}} | |||
*{{Sm|Star|Australia}} | |||
*{{Sm|Zenokids|USA}} | |||
*{{Sm|Jfyst|USA}} | |||
*{{Sm|Gooley|USA}} | |||
*{{Sm|Goode|USA}} | |||
*{{Sm|Wyld|USA}} | |||
*{{Sm|Shockbound|USA}} | |||
*{{Sm|Solharath|USA}} | |||
*{{Sm|N810|USA}} | |||
*{{Sm|Odds (secondary)|USA}} | |||
====Inactive/Retired==== | |||
*{{Sm| | *{{Sm|Wizzrobe|USA}} | ||
*{{Sm| | *{{Sm|Aion|USA}} | ||
*{{Sm| | *{{Sm|Karma|USA}} | ||
*{{Sm|Nazo|USA}} | |||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
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 | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Sonic Palette (PM).png|frame|center|Sonic's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:SonicHeadSSBB.png]] | ||
|[[ | |[[Image:SonicHeadRedPM.png]] | ||
|[[ | |[[Image:SonicHeadPurplePM.png]] | ||
|[[ | |[[Image:SonicHeadGreenPM.png]] | ||
|[[ | |[[Image:SonicHeadShadowPM.png]] | ||
|[[ | |[[Image:SonicHeadTailsPM.png]] | ||
|[[ | |[[Image:SonicHeadSilverPM.png]] | ||
|[[ | |[[Image:SonicHeadBeatPM.png]] | ||
|} | |} | ||
*Blue | *Blue | ||
*Red, a | *Red, a reference to [[Knuckles the Echidna]] | ||
*Purple, a | *Purple, a reference to Big the Cat | ||
*Green, a | *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]] | ||
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*An alternate costume based on Beat from ''{{s|wikipedia|Jet Set Radio}}''. | *An alternate costume based on Beat from ''{{s|wikipedia|Jet Set Radio}}''. | ||
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. | |||
==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 | *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''] | ||
==External links== | ==External links== | ||
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[[Category:Sonic]] | [[Category:Sonic]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] | ||
[[Category:Third | [[Category:Third party characters]] |