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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 = 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 | '''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== | ||
[[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 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. | 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. | ||
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, a new up tilt and a new forward 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.}} | ||
*{{buff|Sonic can now [[taunt cancel]] all three of his taunts.}} | *{{buff|Sonic can now [[taunt cancel]] all three of his taunts.}} | ||
===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]] | **{{nerf|New forward air has less damage potential.}} | ||
*{{nerf|New forward air | *{{buff|Back aerial does more damage and is a stronger KO move.}} | ||
*{{buff|Back aerial | *{{buff|[[Up aerial]] has faster start-up, links better, does 4-5% more damage, the hitbox at the tips of his shoes has stronger knockback, and the initial hitbox is a [[spike]]}} | ||
*{{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]] | |||
*{{buff|[[Down aerial]] | |||
===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.}} | ||
*{{ | *{{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''.}} | |||
==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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*{{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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|- | |- | ||
! 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 | 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 | 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. If he fails to aquire a target and doesn't hit a wall or some other obstruction, Sonic will become [[helpless]] | | [[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]]. | ||
|- | |- | ||
! 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 | | 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. | ||
|- | |- | ||
! colspan=2 | Up special | ! colspan=2 | Up special | ||
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|- | |- | ||
! 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|Aion|USA}} - Ranked 9th on the [[SoCal Power Rankings]] and 42nd on the [[PMRank 2016]], the best active Sonic main; has notable wins over {{Sm|Sosa}} and {{Sm|Jose V}}. | |||
*{{Sm|GabPR|Puerto Rico}}-The best Project M player in Puerto Rico. Placed 33rd at [[The Bigger Balc]] after defeating {{Sm|Hungrybox}}. | |||
*{{Sm|Goode|USA}} - Ranked 4th on the MD/VA Power Rankings, has notable wins over {{Sm|Envy}}, {{Sm|Switch}}, {{Sm|BP}}, and {{Sm|Silver}}. Placed 25th at [[Blacklisted 3]] and 13th at [[SuperNova 2]] | |||
*{{Sm|Gooley|USA}} - Has wins over Aidan, Flipp, and Jose V. Is currently ranked 5th on the Connecticut Project M Power Rankings. Placed 33rd at [[The Bigger Balc]]. | |||
*{{Sm|JFyst|USA}} - Has wins over {{Sm|Dirtboy}}, {{Sm|N0ne}}, {{Sm|Venom}}. Placed 17th at [[The Bigger Balc]], 9th at [[SuperNova 2]] and 2nd at [[CEO 2015]]. Is currently ranked 3rd on the Florida Project M Power Rankings. | |||
*{{Sm|Odds|Canada}} - Uses Sonic as a secondary. | |||
*{{Sm|Shockbound|USA}} - Ranked 7th on the [[Washington Power Rankings]]. | |||
*{{Sm|Solharath|USA}} - Placed 25th at [[The Big House 4]] and 33rd at [[Smash 'N' Splash 3]]. | |||
*{{Sm|Star|Australia}} - Best Australian Sonic main. Ranked 3rd on the Australian Project M Power Rankings. Placed 33rd at [[Smash 'N' Splash 3]]. | |||
*{{Sm|Wyld|USA}} - Ranked 10th (?) on the Illinois Power Rankings. Placed 25th at [[Smash 'N' Splash 3]]. | |||
*{{Sm|Zenokids|USA}} - Ranked 9th on the [[SoCal Power Rankings]]. Placed 5th at [[FinalBOSS]], 49th at [[The Bigger Balc]], and 25th at [[Paragon Los Angeles 2015]]. | |||
*{{Sm|Zeus|USA}} - Ranked 4th on the DFW Power Rankings. Has wins over {{Sm|Denti}} and {{Sm|SparkingZero}}. Placed 7th at Don't Sleep. | |||
====Inactive==== | |||
*{{Sm|Karma|USA}} | |||
*{{Sm| | *{{Sm|Mapmark|USA}} - Has wins over Tantalus, Omni, EE,Nazo, and BaconPancakes. Known for "Double-clawning" his controllers. Placed 13th at PMS3 | ||
*{{Sm| | *{{Sm|N810|USA}} - Placed 25th at FinalBOSS. Formerly ranked 10th on the Arizona Project M Power Rankings. | ||
*{{Sm| | *{{Sm|Nazo|USA}} | ||
*{{Sm| | *{{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]]. | ||
==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]] |