Editing Sonic (SSB4)
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Sonic has been | Sonic has been [[buff]]ed significantly in his transition from ''Brawl'' to ''Smash 4''. The most noticeable improvement he received was to his KO potential, which was his most glaring weakness in ''Brawl''. A decent number of Sonic's attacks have had their knockback increased, most notably his forward smash, up smash, and clean back aerial, all of which are much more viable kill options. His back throw also now possesses KO potential. | ||
Sonic's moveset in general has also been improved in various ways. Notably, two of his moves (dash attack and down smash) have been completely overhauled. Sonic's new dash attack hits multiple times, which is further supplemented by the weakening of [[SDI]], and it possesses very high knockback growth; altogether, these traits make it better than his previous dash attack in regard to [[punish]]ing and [[tech-chasing]]. In comparison, Sonic's new down smash is generally more useful than his previous one, thanks to it being a [[semi-spike]] that has a consistent damage output and much less overall lag. | Sonic's moveset in general has also been improved in various ways. Notably, two of his moves (dash attack and down smash) have been completely overhauled. Sonic's new dash attack hits multiple times, which is further supplemented by the weakening of [[SDI]], and it possesses very high knockback growth; altogether, these traits make it better than his previous dash attack in regard to [[punish]]ing and [[tech-chasing]]. In comparison, Sonic's new down smash is generally more useful than his previous one, thanks to it being a [[semi-spike]] that has a consistent damage output and much less overall lag. | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=The Punch + Punch + Kick combo from ''Sonic the Fighters''. Its first hit can be [[jab cancel]]ed reliably into any tilt attack, and is capable of [[jab lock]]ing. Holding the attack button will have Sonic perform the first hit repeatedly. | |neutraldesc=The Punch + Punch + Kick combo from ''Sonic the Fighters''. Its first hit can be [[jab cancel]]ed reliably into any tilt attack, and is capable of [[jab lock]]ing. Holding the attack button will have Sonic perform the first hit repeatedly. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) | |ftiltdmg=4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) | ||
|ftiltdesc=The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, or as an [[out of shield]] option. | |ftiltdesc=The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, or as an [[out of shield]] option. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=2% (hit 1), 6% (hit 2) | |utiltdmg=2% (hit 1), 6% (hit 2) | ||
|utiltdesc=A {{s|wikipedia|540 kick}}, similar to {{SSB4|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It can also combo into a short hopped forward aerial at 0%-40%, and into a [[Spring Jump]]-assisted forward aerial at 80%-90%. However, the former is reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on [[DI]]. It resembles the Skip Kick from ''Sonic the Fighters''. | |utiltdesc=A {{s|wikipedia|540 kick}}, similar to {{SSB4|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It can also combo into a short hopped forward aerial at 0%-40%, and into a [[Spring Jump]]-assisted forward aerial at 80%-90%. However, the former is reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on [[DI]]. It resembles the Skip Kick from ''Sonic the Fighters''. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A legsweep. It can potentially [[trip]] opponents. If used repeatedly in succession, it will slowly move Sonic forward. It resembles the Leg Throw from ''Sonic the Fighters''. | |dtiltdesc=A legsweep. It can potentially [[trip]] opponents. If used repeatedly in succession, it will slowly move Sonic forward. It resembles the Leg Throw from ''Sonic the Fighters''. | ||
|dashname= | |dashname= | ||
|dashdmg=1% (hits 1-3), 3% (hit 4) | |dashdmg=1% (hits 1-3), 3% (hit 4) | ||
|dashdesc=A Spin Dash followed by a flying kick. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag. It resembles the Somersault, an attack that debuted in ''Sonic Adventure 2''. | |dashdesc=A Spin Dash followed by a flying kick. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag. It resembles the Somersault, an attack that debuted in ''Sonic Adventure 2''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} | |fsmashdmg={{ChargedSmashDmgSSB4|14}} | ||
|fsmashdesc=The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely. It KOs middleweights at 102%/92% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. | |fsmashdesc=The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely. It KOs middleweights at 102%/92% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8) | |usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8) | ||
|usmashdesc=A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, and grants [[intangibility]] on frames 18-20. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier. Its last hit KOs aerial middleweights at 120%/110% (''3DS''/''Wii U'') from anywhere on Final Destination. | |usmashdesc=A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, and grants [[intangibility]] on frames 18-20. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier. Its last hit KOs aerial middleweights at 120%/110% (''3DS''/''Wii U'') from anywhere on Final Destination. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|12}} | |dsmashdmg={{ChargedSmashDmgSSB4|12}} | ||
|dsmashdesc=A split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding, especially when landing its back hit. Its back hit KOs middleweights at 122%/108% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it lasts for only 1 frame, and has considerable ending lag. Its front hit also KOs later than its back hit because of its below-average base knockback and knockback growth. | |dsmashdesc=A split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding, especially when landing its back hit. Its back hit KOs middleweights at 122%/108% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it lasts for only 1 frame, and has considerable ending lag. Its front hit also KOs later than its back hit because of its below-average base knockback and knockback growth. | ||
|nairname= | |nairname= | ||
|nairdmg=12% (clean), 8% (late), 5% (latest) | |nairdmg=12% (clean), 8% (late), 5% (latest) | ||
|nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'' and the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''. | |nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'' and the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''. | ||
|fairname= | |fairname= | ||
|fairdmg=0.8% (hits 1-5), 3% (hit 6) | |fairdmg=0.8% (hits 1-5), 3% (hit 6) | ||
|fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSB4|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large [[auto-canceling]] window. It resembles the Emerald Dive from ''Sonic the Fighters''. | |fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSB4|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large [[auto-canceling]] window. It resembles the Emerald Dive from ''Sonic the Fighters''. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean), 10% (late) | |bairdmg=14% (clean), 10% (late) | ||
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. Its clean hitbox KOs middleweights at 118%/107% (''3DS''/''Wii U'') while near the edge of Final Destination. If used while descending, Sonic's descent will be slowed slightly at its start. However, it has moderate start-up and ending lag, as well as high landing lag. | |bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. Its clean hitbox KOs middleweights at 118%/107% (''3DS''/''Wii U'') while near the edge of Final Destination. If used while descending, Sonic's descent will be slowed slightly at its start. However, it has moderate start-up and ending lag, as well as high landing lag. | ||
|uairname= | |uairname= | ||
|uairdmg=3% (hit 1), 6% (hit 2) | |uairdmg=3% (hit 1), 6% (hit 2) | ||
|uairdesc=A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid its fairly high landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Its second hit KOs middleweights at 133%/118% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. | |uairdesc=A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid its fairly high landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Its second hit KOs middleweights at 133%/118% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. | ||
|dairname= | |dairname= | ||
|dairdmg=8% (clean), 7% (late) | |dairdmg=8% (clean), 7% (late) | ||
|dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents on frames 19-22, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''. | |dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents on frames 19-22, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''. | ||
|grabname= | |grabname= | ||
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Sonic's standing grab is the thirteenth shortest ranged in the game. However, thanks to his [[pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Meta Knight}}'s for the third longest in the game, his pivot grab is useful. | |grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Sonic's standing grab is the thirteenth shortest ranged in the game. However, thanks to his [[pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Meta Knight}}'s for the third longest in the game, his pivot grab is useful. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A knee strike. A fairly fast pummel. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=1% (hit 1), 6% (throw) | |fthrowdmg=1% (hit 1), 6% (throw) | ||
|fthrowdesc=A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on with stages with highly elevated [[platform]]s, such as {{SSB4|Battlefield}}'s top platform. It resembles the Top Kick from ''Sonic Battle''. | |fthrowdesc=A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on with stages with highly elevated [[platform]]s, such as {{SSB4|Battlefield}}'s top platform. It resembles the Top Kick from ''Sonic Battle''. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}, a Judo throw. It is Sonic's only throw with consistent KO potential and, prior to update 1.0.6, was one of the strongest back throws in the game. As of update 1.0.6, it KOs middleweights at 173%/165% (''3DS''/''Wii U'') while near the edge of Final Destination. | |bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}, a Judo throw. It is Sonic's only throw with consistent KO potential and, prior to update 1.0.6, was one of the strongest back throws in the game. As of update 1.0.6, it KOs middleweights at 173%/165% (''3DS''/''Wii U'') while near the edge of Final Destination. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hit 1), 5% (hit 2) | |uthrowdmg=1% (hit 1), 5% (hit 2) | ||
|uthrowdesc=Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform. | |uthrowdesc=Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1% (hits 1-3), 4% (throw) | |dthrowdmg=1% (hits 1-3), 4% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from ''Sonic the Fighters''. | |dthrowdesc=Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from ''Sonic the Fighters''. | ||
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<gallery> | <gallery> | ||
Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | ||
</gallery>'' | </gallery>'' | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Sonic was initially perceived as a high-tier character, thanks to his buffs largely mitigating most of the weaknesses he had in ''Brawl''. While his newfound KOing options would be nerfed in game updates, Sonic's playerbase has nevertheless managed to display many different and effective playstyles. In addition to enriching Sonic's metagame, the likes of {{Sm|6WX}}, {{Sm|KEN}}, {{Sm|komorikiri}}, {{Sm|Seagull Joe}}, and {{Sm|SuperGirlKels}} have also resulted in him achieving very strong tournament results leading the general consensus to believe that Sonic is one of the best characters in the game. | |||
Sonic's highly favorable perception and continued success resulted in him being ranked 6th on the first and second iterations of the [[tier list]] and then 5th on the third tier list as he continued to perform well at most tournaments with {{Sm|KEN}} placing 2nd at [[2GGC: MkLeo Saga]] while defeating top players such as {{Sm|T}}, {{Sm|Raito}}, {{Sm|Elegant}}, {{Sm|Captain L}}, {{Sm|Larry Lurr}}, {{Sm|Lima}}, {{Sm|Dabuz}}, {{Sm|Nairo}}, and {{Sm|MkLeo}} as well as {{Sm|Manny}}, {{Sm|Wrath}}, {{Sm|6WX}}, {{Sm|komorikiri}}, {{Sm|Sonido}}, {{Sm|SuperGirlKels}}, and {{Sm|Jakal}} continuing to perform well with him. | |||
Although Sonic dropped to 7th/8th on the fourth and final tier list and is now tied with Fox, his ranking is debatable. Some players, such as {{Sm|MKLeo}} {{Sm|ESAM}}, {{Sm|ANTi}}, {{Sm|ZeRo}} and {{Sm|Dabuz}}, believe that he should be ranked slightly higher. Conversely, {{Sm|Salem}} and others view Sonic as overrated to the point of not being a top-tier character in spite of his tournament success in the tournament, with a primary argument being his unfavorable matchup with {{SSB4|Bayonetta}}. Regardless, Sonic remains a massive threat in competitive play and continues to gain consistent results. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1331 | |set10=1331 | ||
}} | }} | ||
===Most historically significant players=== | ===Most historically significant 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 --> | <!--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 --> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
''See also: [[:Category:Sonic players (SSB4)]]'' | ''See also: [[:Category:Sonic players (SSB4)]]'' | ||
*{{Sm|6WX|USA}} - One of the best Sonic players | *{{Sm|6WX|USA}} (#34) - One of the best Sonic players in the United States. Placed 4th at {{Trn|Shine 2016}}, 7th at both {{Trn|2GGC: GENESIS Saga}} and {{Trn|Smash Sounds}}, 9th at both {{Trn|Super Smash Con 2016}} and {{Trn|CEO Dreamland}} with wins over players such as {{Sm|Ally}}, {{Sm|Tweek}}, and {{Sm|Dabuz}}. | ||
*{{Sm| | *{{Sm|Ixis|UK}} (#89) - The best Sonic player in Europe. Placed 1st at {{Trn|Tech Republic III}}, 4th at both {{Trn|Syndicate 2016}} and {{Trn|Albion 2}}, and 13th at both {{Trn|Syndicate 2017}} and {{Trn|Midwest Mayhem 11}} with wins over players such as {{Sm|ESAM}}, {{Sm|Glutonny}}, and {{Sm|quiK}}. Ranked 1st on the [[English Power Rankings]]. | ||
*{{Sm|Jakal|USA}} - | *{{Sm|Jakal|USA}} - Placed 3rd at {{Trn|Final Smash Attack: Player's Ball}}, 5th at {{Trn|Shine 2018}}, 13th at {{Trn|XenoSaga XIII}}, and 17th at both {{Trn|Royal Flush}} and {{Trn|Smash Sounds}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Nairo}}, and {{Sm|Tweek}}. Ranked 1st on the [[New Jersey Smash 4 Power Rankings]]. | ||
*{{Sm|KEN|Japan}} - The best Sonic player | *{{Sm|KEN|Japan}} (#9) - The best Sonic player in the world. Placed 2nd at both {{Trn|Umebura Japan Major 2017}} and {{Trn|2GGC: MkLeo Saga}}, 3rd at {{Trn|2GGC: ARMS Saga}}, and 5th at both {{Trn|EVO 2017}} and {{Trn|EVO Japan 2018}}. Ranked 2nd on the [[JAPAN Power Rankings]]. | ||
*{{Sm|komorikiri|Japan}} - Uses Sonic as a secondary to his {{SSB4|Cloud}} and is considered one of the best Sonic players | *{{Sm|komorikiri|Japan}} (#12) - Uses Sonic as a secondary to his {{SSB4|Cloud}} and is considered one of the best Sonic players in the world. Placed 3rd at both {{Trn|2GGC: Greninja Saga}} and {{Trn|2GGC: Fire Emblem Saga}}, 4th at {{Trn|IBP Masters Showdown}}, 7th at both {{Trn|Shine 2017}} and {{Trn|2GGC: Nairo Saga}}. Ranked 6th on the [[JAPAN Power Rankings]]. | ||
*{{Sm|Manny|USA}} - One of | *{{Sm|Manny|USA}} (#39) - One of the best Sonic players in the United States. Placed 1st at {{Trn|Too Hot to Handle}}, 5th at {{Trn|2GGC: Fire Emblem Saga}}, 9th at both {{Trn|Shine 2016}} and {{Trn|MomoCon 2018}}, and 13th at {{Trn|EVO 2017}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Tweek}}, and {{Sm|VoiD}}. | ||
*{{Sm|Seagull Joe|USA}} - | *{{Sm|Seagull Joe|USA}} - One of the best Sonic players in the world during the early metagame. Placed 5th at {{Trn|Midwest Mayhem 4}}, 9th at both {{Trn|The Big House 5}} and {{Trn|MomoCon 2016}}, 17th at {{Trn|Pound 2016}}, and 33rd at {{Trn|EVO 2016}} with wins over players such as {{Sm|ZeRo}}, {{Sm|VoiD}}, and {{Sm|Zinoto}}. Ranked 48th on the [[Panda Global Rankings v1]]. | ||
*{{Sm|SuperGirlKels|Canada}} - | *{{Sm|SuperGirlKels|Canada}} (#100) - The best Sonic player in Canada. Placed 5th at both {{Trn|Royal Flush}} and {{Trn|Get On My Level 2017}}, 13th at both {{Trn|Shine 2016}} and {{Trn|Frame Perfect Series 2}}, and 17th at {{Trn|Shine 2018}} with wins over players such as {{Sm|Mr.R}}, {{Sm|CaptainZack}}, and {{Sm|ESAM}}. Ranked 1st on the [[Montreal Smash 4 Power Rankings|Montreal Power Rankings]]. | ||
*{{Sm|Wonf|Mexico}} - | *{{Sm|Wonf|Mexico}} - Co-mained Sonic alongside {{SSBU|Bayonetta}} and is the best Sonic player in Mexico. Placed 3rd at {{Trn|The Arena 2017}}, 4th at {{Trn|Smash Factor 5}}, 5th at both {{Trn|Smash Factor 4}} and {{Trn|Smash Factor 7}}, and 9th at {{Trn|Smash Factor 6}} with wins over players such as {{Sm|MkLeo}} and {{Sm|ANTi}}. Ranked 6th on the [[Mexican Power Rankings]]. | ||
*{{Sm|Wrath|USA}} - One of the best Sonic players in the United States | *{{Sm|Wrath|USA}} (#59) - One of the best Sonic players in the United States. Placed 4th at {{Trn|DreamHack Atlanta 2018}}, 7th at {{Trn|MomoCon 2018}}, 9th at {{Trn|MomoCon 2017}}, and 13th at {{Trn|CEO 2018}}, and 25th at {{Trn|2GGC: Civil War}} with wins over players such as {{Sm|Salem}}, {{Sm|Ally}}, and {{Sm|Fatality}}. | ||
== | ==[[List of Super Smash Bros. 4 character trailers#Sonic|Reveal trailer]]== | ||
{{#widget:YouTube|id=T7w5XUPHFoY}} | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
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|{{Head|Sonic|g=SSB4|s=50px|cl=Red}} | |{{Head|Sonic|g=SSB4|s=50px|cl=Red}} | ||
|} | |} | ||
==Gallery== | ==Gallery== |