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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A | ||
|ranking = 7 | |ranking = 7 | ||
}} | }} | ||
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on October 1st, 2013 during a [[Nintendo Direct]].<ref>[https://www.youtube.com/watch?v=Xdk6IKbIJa0 Nintendo Direct - 10/1/2013]</ref> Sonic is one of the six third-party characters in the game, alongside fellow [[Sega]] fighter {{SSB4|Bayonetta}}; [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}; [[Bandai Namco]]'s {{SSB4|Pac-Man}}; and [[Square Enix]]'s {{SSB4|Cloud}}. He was the second third-party character to be revealed in the game, and is the first third-party [[veteran]] in the series. | '''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on October 1st, 2013 during a [[Nintendo Direct]].<ref>[https://www.youtube.com/watch?v=Xdk6IKbIJa0 Nintendo Direct - 10/1/2013]</ref> Sonic is one of the six third-party characters in the game, alongside fellow [[Sega]] fighter {{SSB4|Bayonetta}}; [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}; [[Bandai Namco]]'s {{SSB4|Pac-Man}}; and [[Square Enix]]'s {{SSB4|Cloud}}. He was the second third-party character to be revealed in the game, and is the first third-party [[veteran]] in the series. | ||
In the English version, Sonic is now voiced by {{s|wikipedia|Roger Craig Smith}}, albeit via recycled voice clips from games such as ''Sonic Generations'' | In the English version, Sonic is now voiced by {{s|wikipedia|Roger Craig Smith}}, albeit via recycled voice clips from games such as ''Sonic Generations'' and ''Mario & Sonic at the London 2012 Olympic Games''. This reflects his succession of {{s|wikipedia|Jason Griffith}} as Sonic's voice actor, who voiced Sonic from 2005 until 2010. {{s|wikipedia|Jun'ichi Kanemaru}} reprises his role in the Japanese version, albeit through recycled voice clips from ''[[Super Smash Bros. Brawl]]''. For the first time, Sonic has alternate voices for the French, Spanish, German, and Italian versions, as ''Sonic the Hedgehog'' games from ''Sonic Generations'' onward were dubbed into those languages; he is voiced by Alexandre Gillet, Jonathan López, Marc Stachel, and Renato Novera respectively. | ||
Sonic is ranked 7th | Sonic is ranked 7th out of 55 on the [[tier list]], placing him in the A tier and tying him with {{SSB4|Fox}}. This is a significant improvement over his mid-tier placement in ''Brawl'', where he was ranked 22nd out of 38. Sonic unsurprisingly boasts the fastest [[dash]]ing speed in the game; when coupled with his [[special move]]s allowing him to attack while in motion with little fear of reprisal, Sonic's [[approach]] and [[neutral game]] are both impressive. The majority of Sonic's moveset also has improved utility, most notably in regard to his KO potential. | ||
However, Sonic's KOing options are hindered by their high lag, which makes them risky and impairs his ability to KO outside of the neutral game. Despite his mobility, the linearity of Sonic's recovery makes him susceptible to [[gimp]]ing. By extension, he has trouble contending with [[projectile]] [[camping]], owing to both his lack of a reliable projectile and an effective way to stop them. | However, Sonic's KOing options are hindered by their high lag, which makes them risky and impairs his ability to KO outside of the neutral game. Despite his mobility, the linearity of Sonic's recovery makes him susceptible to [[gimp]]ing. By extension, he has trouble contending with [[projectile]] [[camping]], owing to both his lack of a reliable projectile and an effective way to stop them. | ||
Thanks to his newfound and retained strengths outweighing his flaws, Sonic has attained a large playerbase that | Thanks to his newfound and retained strengths outweighing his flaws, Sonic has attained a large playerbase that consistently achieves strong results in tournaments. | ||
==Attributes== | ==Attributes== | ||
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Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. Lastly, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and {{SSB4|Luigi}}, some of his attacks are very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable if Spring Jump is his only recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. | Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. Lastly, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and {{SSB4|Luigi}}, some of his attacks are very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable if Spring Jump is his only recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. | ||
Sonic has many beneficial [[Character customization|custom moves]] at his disposal. Stomp can meteor smash opponents, making it more useful for edge-guarding. Hammer Spin Dash can [[bury]] opponents during start-up, allowing for follow-ups that Spin Dash would not permit. In comparison, Burning Spin Dash deals much more damage and its lower jumps leave Sonic less vulnerable after landing a hit. Auto-Spin Charge removes the need for button mashing in order to charge and has a deceptive charging animation that does not reveal when the move starts losing power, the latter of which makes it suitable for mindgames. Lastly, Gravitational Charge has a [[ | Sonic has many beneficial [[Character customization|custom moves]] at his disposal. Stomp can meteor smash opponents, making it more useful for edge-guarding. Hammer Spin Dash can [[bury]] opponents during start-up, allowing for follow-ups that Spin Dash would not permit. In comparison, Burning Spin Dash deals much more damage and its lower jumps leave Sonic less vulnerable after landing a hit. Auto-Spin Charge removes the need for button mashing in order to charge and has a deceptive charging animation that does not reveal when the move starts losing power, the latter of which makes it suitable for mindgames. Lastly, Gravitational Charge has a [[wind]] effect that [[Windbox#Pulling attacks|pulls]] opponents in front of Sonic toward him, making it easier for him to hit them. However, it also [[Windbox#Pushing attacks|pushes]] away opponents behind him, which can make it more difficult for them to punish him directly. | ||
Overall, Sonic is a character with incredible offensive prowess that must force opponents to make a mistake in order to safely rack up damage and use his excellent mobility to avoid heavy punishment. | Overall, Sonic is a character with incredible offensive prowess that must force opponents to make a mistake in order to safely rack up damage and use his excellent mobility to avoid heavy punishment. Despite receiving nerfs from game updates, Sonic remains a strong choice for competitive play, with professionals such as {{Sm|KEN}}, {{Sm|6WX}}, and {{Sm|komorikiri}} consistently achieving great results with him. | ||
==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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However, Sonic has received some nerfs, mainly to his speed, both in terms of mobility and frame data. A number of his moves have become laggier to varying degrees, with a good example being his back aerial, which incurs drastically more landing lag and has a worse auto-cancel window, which significantly harms its utility despite its increased power. Some moves (such as his forward smash, down smash, up aerial, and down aerial) also have shorter durations. Despite his overall higher KO potential, some of his moves have reduced KO potential, such as up aerial and down smash, and his overall damage output is lower, reducing his damage racking capabilities, although this was the case for most returning veterans. | However, Sonic has received some nerfs, mainly to his speed, both in terms of mobility and frame data. A number of his moves have become laggier to varying degrees, with a good example being his back aerial, which incurs drastically more landing lag and has a worse auto-cancel window, which significantly harms its utility despite its increased power. Some moves (such as his forward smash, down smash, up aerial, and down aerial) also have shorter durations. Despite his overall higher KO potential, some of his moves have reduced KO potential, such as up aerial and down smash, and his overall damage output is lower, reducing his damage racking capabilities, although this was the case for most returning veterans. | ||
Sonic's mobility has also taken a hit relative to the cast, although this is mainly due to the changes to ''Smash 4''{{'}}s mechanics combined with the general increase other characters received to their mobility. While Sonic still has the fastest dashing speed by a huge margin, it is nevertheless lower relative to the cast, as he was one of the few characters whose dashing speed was left unchanged. His walking speed was also slightly decreased. The removal of [[DACUS]] also hinders up smash's versatility, as it hinders its approach potential, and to make matters worse, his running up smash covers significantly less distance. The removal of [[glide toss]]ing also hinders Sonic’s approach with items. | Sonic's mobility has also taken a hit relative to the cast, although this is mainly due to the changes to ''Smash 4''{{'}}s mechanics combined with the general increase other characters received to their mobility. While Sonic still has the fastest dashing speed by a huge margin, it is nevertheless lower relative to the cast, as he was one of the few characters whose dashing speed was left unchanged. His walking speed was also slightly decreased. The removal of [[DACUS]] also hinders up smash's versatility, as it hinders its approach potential, and to make matters worse, his running up smash covers significantly less distance. The removal of [[glide toss]]ing also hinders Sonic’s approach with items. | ||
Although remaining very respectable, Sonic's recovery has nevertheless worsened in two particular ways: [[Spring Jump]] covers less vertical distance, its [[intangibility]] has increased startup lag, and Sonic cannot act as soon out of it, not only making it a worse recovery option, but also making it a less effective combo breaker. Homing Attack can also no longer be used repeatedly without landing on the ground again, removing Sonic's ability to infinitely [[stall]] with it. Lastly, [[Spin Dash]]'s damage racking potential was toned down via update [[1.0.6]], and it can no longer be used with [[momentum canceling]], which significantly hinders Sonic's endurance. 1.0.6 also notably made his back throw weaker. | Although remaining very respectable, Sonic's recovery has nevertheless worsened in two particular ways: [[Spring Jump]] covers less vertical distance, its [[intangibility]] has increased startup lag, and Sonic cannot act as soon out of it, not only making it a worse recovery option, but also making it a less effective combo breaker. Homing Attack can also no longer be used repeatedly without landing on the ground again, removing Sonic's ability to infinitely [[stall]] with it. Lastly, [[Spin Dash]]'s damage racking potential was toned down via update [[1.0.6]], and it can no longer be used with [[momentum canceling]], which significantly hinders Sonic's endurance. 1.0.6 also notably made his back throw weaker. | ||
Ultimately, Sonic's increased KO potential perfectly makes up for his reduced speed and damage output, and the changes to the game's mechanics help him more than they hurt him. As a result, he is a significantly better and more effective character, and he has seen a lot more success at high level play overall. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Sonic's design is now based on his appearances in ''Sonic Unleashed'' onwards. His quills are slightly shorter and significantly more rigid, his mouth is now positioned on the side of his muzzle by default, and his irises are spread slightly further away from each other. Additionally, Sonic's fur and skin are slightly more vibrant, and his eye color is slightly more subdued. Lastly, his shoes now have a polished finish.}} | *{{change|Sonic's design is now based on his appearances in ''Sonic Unleashed'' onwards. His quills are slightly shorter and significantly more rigid, his mouth is now positioned on the side of his muzzle by default, and his irises are spread slightly further away from each other. Additionally, Sonic's fur and skin are slightly more vibrant, and his eye color is slightly more subdued. Lastly, his shoes now have a polished finish.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{nerf|Sonic is [[Weight|lighter]] (95 → 94). When combined with the changes to [[hitstun canceling]] and [[momentum canceling]], this hinders his endurance while also making him more susceptible to combos.}} | |||
*{{nerf|Sonic [[walk]]s slower (1.4 → 1.375).}} | *{{nerf|Sonic [[walk]]s slower (1.4 → 1.375).}} | ||
*{{buff|Sonic's [[air speed]] is faster (1.1092 → 1.15).}} | *{{buff|Sonic's [[air speed]] is faster (1.1092 → 1.15).}} | ||
*{{change|Sonic's [[gravity]] is higher (0.085 → 0.09).}} | *{{change|Sonic's [[gravity]] is higher (0.085 → 0.09).}} | ||
*{{buff|Sonic's [[fast fall]]ing speed is faster (2.0 → 2.32) | *{{buff|As with all returning veterans, Sonic's [[fast fall]]ing speed is faster (2.0 → 2.32). This improves his air game, and makes him less susceptible to juggling.}} | ||
*{{nerf|Sonic's [[traction]] is lower (0.07 → 0.06).}} | *{{nerf|Sonic's [[traction]] is lower (0.07 → 0.06).}} | ||
*{{buff| | *{{buff|[[Air dodge]] (frame 49 → 31), [[roll]]s (frame 32 → 28) and [[spot dodge]] (frame 26 → 25) all have less ending lag. Air dodge also has less startup lag (frame 4 → 2).}} | ||
*{{nerf|Air dodge (frames 4-29 → 2-25), rolls (frames 4-19 → 4-15) and spot dodge (frames 2-20 → 2-15) all have a shorter duration.}} | |||
*{{nerf|The removal of [[glide toss]]ing hinders Sonic's approach with [[items]].}} | |||
*{{nerf|Air dodge | |||
*{{nerf| | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff| | **{{buff|Neutral attack's last hit deals 1% more damage (3% → 4%) and knockback (24 (base), 130 (scaling) → 50/110).}} | ||
**{{change|The angles of the first two hits have been altered (361° (both) → 92°/60°/361° (hit 1), 80°/60°/48° (hit 2)). These changes allow neutral attack to connect more reliably and improve its [[jab cancel]]ing potential but removes the second hit's ability to [[lock]] and the first hit can only lock when used at close range | **{{change|The angles of the first two hits have been altered (361° (both) → 92°/60°/361° (hit 1), 80°/60°/48° (hit 2)) and they have increased set knockback (10 → 18). These changes allow neutral attack to connect more reliably and improve its [[jab cancel]]ing potential but removes the second hit's ability to [[lock]] and the first hit can only lock when used at close range making jab locking slightly harder.}} | ||
**{{nerf|The third hit has more ending lag (FAF 31 → 36).}} | **{{nerf|The third hit has more ending lag (FAF 31 → 36).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}} | **{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt deals less damage (3% (early)/4% (hit 1)/7% (hit 2) → 2% (hit 1)/6% (hit 2)) although the base knockback on the second hit was compensated (35 → 40). Its second hit also has a shorter duration (frames 18-20 → 18-19), and its early hitbox has been removed.}} | |||
**{{buff|Up tilt has decreased ending lag (FAF 50 → 40).}} | |||
**{{nerf|Up tilt deals | |||
**{{buff| | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{ | **{{nerf|Down tilt has decreased base knockback (40/30 (base) → 30) and a shorter duration (frames 6-8 → 6-7). Sonic also doesn’t slide forward during the move (instead only doing so after he attacks, but even then the distance he slides is significantly lower), hindering its range and making it less effective as a pseudo crawl.}} | ||
**{{change|Down tilt's angle has been altered (80° (near)/70° (mid)/[[Sakurai angle|361°]] (far) → 361° (all)). This improves its [[lock]]ing potential, but significantly hinders its combo potential.}} | |||
**{{buff|Down tilt's is more reliable at [[tripping]] opponents due to its altered angle despite its decreased chance of tripping (40% → 20%).}} | |||
**{{ | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{buff|Sonic's dash attack has been substantially altered. It is now a Spin Attack followed by a flying kick. Compared to the previous dash attack, it has more knockback (70 (base), 50 (scaling) → 80/125). Unlike the previous dash attack, it hits multiple times. These differences make it more effective at [[punish]]ing and [[tech-chasing]].}} | ||
**{{nerf|Dash attack has more startup (frame 4 → 5) and significantly more ending lag (FAF 44 → 62) compared to the previous dash attack. It is also less reliable due to being a multi hit.}} | |||
**{{nerf|Dash attack has more startup | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has increased knockback scaling (98 → 101), improving its KO potential.}} | **{{buff|Forward smash has increased knockback scaling (98 → 101), improving its KO potential.}} | ||
**{{nerf|Forward smash has increased ending lag (FAF 44 → 48) and a shorter duration (frames 18-21 → 18-20).}} | |||
**{{change|Sonic now grunts during the move instead of saying "Go!"}} | **{{change|Sonic now grunts during the move instead of saying "Go!"}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff| | **{{buff|Up smash's last hit has increased knockback (70 (base), 153 (scaling) → 80/165) and launches opponents at a higher angle (75° → 82°), significantly improving its KO potential.}} | ||
**{{buff|The weakening of [[SDI]] makes up smash significantly more difficult to escape from.}} | |||
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential. To further compound this, up smash also does not cover as much distance when performed out of a dash.}} | |||
**{{nerf| | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|Sonic has a new down smash, a split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes.}} | **{{change|Sonic has a new down smash, a split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes.}} | ||
**{{buff|Unlike his old down smash, it deals consistent damage (12% (early)/9% (clean)/7% (mid)/5% (late) → 12% (front/back)), and has less start-up (frame 17 → 12) and ending lag (FAF 58 → 55). Unlike the previous down smash, it is a [[semi-spike]], making it significantly more effective at [[edge-guarding]].}} | |||
**{{nerf|Down smash has decreased knockback (40 (base), 100 (scaling) → 55/63 (front), 50/80 (back)), greatly hindering its KO capability. It also has a shorter duration (frames 17-37 → 12-13) and less range than his old down smash.}} | |||
**{{nerf|Down smash has | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Clean neutral aerial deals more damage (11% → 12%). | **{{buff|Clean neutral aerial deals 1% more damage (11% → 12%). Neutral aerial also has a larger hitbox and now launches opponents vertically (361° → 75°). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential.}} | ||
**{{nerf|Neutral aerial incurs more landing lag (12 frames → 16).}} | |||
**{{nerf|Neutral aerial | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf|Forward aerial deals less damage (1%/2% (hits 1-5)/4% (hit 6) → 0.8% (hits 1-5)/3% (hit 6)), although the last hit's knockback scaling was compensated (120 → 135). The move also has more ending lag (FAF 36 → 46).}} | |||
**{{buff|Forward aerial incurs less landing lag (30 frames → 26).}} | |||
**{{change|It now uses a [[normal]] effect instead of a [[slash]] effect.}} | |||
**{{buff|The weakening of SDI makes forward aerial significantly more difficult to escape from.}} | |||
**{{nerf|Forward aerial deals less damage (1%/2% (hits 1-5)/4% (hit 6 | |||
**{{ | |||
**{{ | |||
**{{ | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial | **{{buff|Back aerial deals 1% more damage (13% (clean)/9% (late) → 14%/10%), and the late hit has increased knockback scaling although the clean hit's knockback scaling was somewhat compensated (94 (clean)/90 (late) → 90/100).}} | ||
**{{nerf|Back aerial incurs significantly more landing lag (9 frames → 30).}} | |||
**{{nerf|Back aerial auto-cancels later (frame 29 → 33). This, combined with its increased landing lag, makes it a much worse spacing and landing tool.}} | |||
**{{nerf|Back aerial | |||
**{{nerf|Back aerial auto-cancels later (frame 29 → 33). | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{ | **{{nerf|Up aerial's second hit deals less knockback (63 (base), 90 (scaling) → 66/82), hindering its KO potential. The second hit also has a shorter duration (frames 14-18 → 14-15).}} | ||
**{{buff|Up aerial incurs less landing lag (22 frames → 21), and due to the second hit's shorter duration, it auto-cancels three frames earlier (frame 19 → 16).}} | |||
**{{change|Up aerial's animation has slightly changed. Sonic no longer twirls while performing the kick, instead facing the screen during the entirety.}} | |||
**{{ | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff| | **{{buff|Due to its angle being altered (37° → 285°), clean down aerial is now a [[meteor smash]] against aerial opponents. When coupled with the removal of [[meteor canceling]], this significantly improves its edge-guarding potential.}} | ||
**{{nerf|Down aerial has increased start-up lag with a shorter duration (frames 16-37 → 17-32). It also has more ending lag (FAF 44 → 46), it incurs more landing lag (30 frames → 38), and it auto-cancels two frames later (frame 39 → 41).}} | |||
**{{nerf|Down aerial has | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|Standing and pivot grabs have increased ending lag (FAF 29 → 31 (standing), FAF 35 → 37 (pivot)).}} | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{nerf|Pummel deals 1% less damage (3% → 2%).}} | |||
**{{nerf|Pummel deals less damage (3% → 2%).}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{ | **{{nerf|Forward throw deals 2% less damage (3% → 1% (hit), 9% → 7% (total)).}} | ||
**{{buff|Forward throw has increased base knockback (60 → 100) granting it KO potential at high percentages when used on a [[platform]].}} | |||
**{{buff| | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{nerf|Back throw deals less damage (8% → 7%).}} | **{{nerf|Back throw deals 1% less damage (8% → 7%).}} | ||
**{{buff|Back throw has increased knockback scaling (60 → 79) | **{{buff|Back throw has increased knockback scaling (60 → 79) improving its KO potential in spite of its lower damage output.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw deals less damage (3% → 1% (hit), 9% → 5% (throw), 12% → 6% (total)), and the knockback on the throw was compensated (65 (base)/70 (scaling) → 92/80).}} | |||
**{{nerf|Up throw deals less damage (3% (hit) | **{{buff|Up throw's angle has also been altered (100° → 92°). When coupled with the changes to hitstun canceling, these changes improve its combo potential at low to medium percentages despite its higher knockback.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals less damage ( | **{{nerf|Down throw deals 1% less damage (8% → 7%) although its knockback scaling was compensated (30 → 35).}} | ||
**{{nerf|The removal of [[chain grab]]bing hinders down throw's damage racking potential.}} | |||
**{{nerf | |||
===Special moves=== | ===Special moves=== | ||
*[[Homing Attack]]: | *[[Homing Attack]]: | ||
**{{ | **{{change|Homing Attack no longer deals consistent damage (8% → 5%-12%), and it has increased knockback scaling (80 → 90).}} | ||
**{{buff|Homing Attack | **{{buff|Homing Attack has decreased start-up lag (frame 51 (non-inputted)/frame 26 (inputted) → 34/22).}} | ||
**{{buff|Homing Attack has decreased ending lag after hitting an opponent (FAF frame 50 → 34).}} | |||
**{{buff|Homing Attack has | **{{nerf|Aerial Homing Attack can only be used once instead of repeatedly, hindering its recovery potential.}} | ||
**{{ | **{{change|A missed Homing Attack propels Sonic farther.}} | ||
**{{change|Homing Attack | |||
*[[Spin Dash]]: | *[[Spin Dash]]: | ||
**{{ | **{{nerf|Spin Dash's roll and jump deal less damage (7%-10% → 6%/7% (roll), 7% → 3% (jump)), hindering its damage racking potential.}} | ||
**{{change|Spin Dash's short hop is significantly faster. This improves its combo and mindgame potential, but hinders its recovery potential.}} | |||
**{{ | **{{buff|Charged Spin Dash can now be held while jumping, improving its mindgame potential.}} | ||
**{{nerf|If Sonic uses Spin Dash on a slope, he will no longer gain invincibility during it.}} | |||
**{{ | |||
**{{nerf| | |||
*[[Spring Jump]]: | *[[Spring Jump]]: | ||
**{{ | **{{change|Spring Jump covers slightly less vertical distance, but can now [[edge sweetspot]] some time after being used.}} | ||
**{{change|Grounded Spring Jump's spring remains on-stage for a shorter amount of time (240 frames → 235).}} | **{{change|Grounded Spring Jump's spring remains on-stage for a shorter amount of time (240 frames → 235).}} | ||
**{{ | **{{buff|Sonic can immediately reuse Spring Jump after landing on a grounded spring, slightly improving its safety.}} | ||
**{{buff|Aerial Spring Jump's spring now lingers after it hits an opponent.}} | |||
**{{change|{{GameIcon|ssb4-3ds}}Sonic now scowls while he ascends instead of grinning like in ''Brawl''.}} | **{{change|{{GameIcon|ssb4-3ds}}Sonic now scowls while he ascends instead of grinning like in ''Brawl''.}} | ||
**{{ | **{{buff|The removal of the [[grab release glitch]] allows Sonic to re-use Spring Jump if he has been grabbed in midair.}} | ||
**{{nerf|Sonic can no longer reuse Spring Jump if he is hit out of it with {{SSB4|Mario}}'s [[Cape]].}} | **{{nerf|Sonic can no longer reuse Spring Jump if he is hit out of it with {{SSB4|Mario}}'s [[Cape]].}} | ||
*[[Spin Charge]]: | *[[Spin Charge]]: | ||
**{{change| | **{{change|Spin Charge now hits multiple times.}} | ||
**{{buff|The changes to hitstun canceling improve [[Spin Charge]]'s combo potential.}} | |||
**{{nerf|If Sonic lands with aerial Spin Charge, he can no longer cancel it by shielding.}} | **{{nerf|If Sonic lands with aerial Spin Charge, he can no longer cancel it by shielding.}} | ||
*[[Super Sonic]]: | *[[Super Sonic]]: | ||
**{{change|Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"}} | **{{change|Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"}} | ||
**{{nerf|Super Sonic's horizontal (0.5 → 0.4) and vertical (0.03 → 0.02) acceleration have decreased.}} | **{{nerf|Super Sonic's horizontal (0.5 → 0.4) and vertical (0.03 → 0.02) acceleration have decreased.}} | ||
**{{nerf|Super Sonic's idle deals much less damage (13% → 5%) and knockback (30 (base), 90 (scaling) → 45/72), greatly hindering its KO potential.}} | **{{nerf|Super Sonic's idle deals much less damage (13% → 5%) and knockback (30 (base), 90 (scaling) → 45/72), greatly hindering its KO potential.}} | ||
**{{buff|Super Sonic's ram has a larger hitbox (10u → 11.5u).}} | **{{buff|Super Sonic's ram has a larger hitbox (10u → 11.5u).}} | ||
**{{nerf|Super Sonic's ram's damage now scales depending on how fast Super Sonic is travelling. This results in the move dealing much less damage during a slower ram, while still dealing less damage at maximum speed (18% → 6%-16%).}} | **{{nerf|Super Sonic's ram's damage now scales depending on how fast Super Sonic is travelling. This results in the move dealing much less damage during a slower ram, while still dealing less damage at maximum speed (18% → 6%-16%).}} | ||
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Back throw | *{{nerf|Back throw's knockback growth decreased|90|79, significantly hindering its KO potential.}} | ||
*{{change|[[Homing Attack]] now only targets characters, instead of also targeting certain projectiles, such as [[Trick Shot]].}} | *{{change|[[Homing Attack]] now only targets characters, instead of also targeting certain projectiles, such as [[Trick Shot]].}} | ||
*{{nerf|[[Spin Dash]]'s roll and jump deal less damage | *{{nerf|[[Spin Dash]]'s roll and jump deal less damage|7%-10% (roll)/7% (jump)|6%/7% (roll)/3% (jump), hindering its damage racking potential.}} | ||
*{{nerf|Burning Spin Dash's [[invincibility]] removed.}} | |||
*{{nerf|Burning Spin Dash's [[ | |||
*{{buff|Spring Jump can no longer be [[Pocket]]ed.}} | *{{buff|Spring Jump can no longer be [[Pocket]]ed.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{nerf|Up smash's last hit's knockback | *{{nerf|Up smash's last hit's knockback growth decreased|177|165, significantly hindering its KO potential.}} | ||
*{{nerf|Item toss | *{{nerf|Item toss speed decreased (0.983333 → 0.98).}} | ||
*{{nerf|Max walk speed while carrying heavy items | *{{nerf|Max walk speed while carrying heavy items decreased (1.005 → 0.995).}} | ||
*{{buff|Down aerial | *{{buff|Down aerial's ending lag decreased|frame 50|46, restoring its ending lag from ''Brawl''.}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{nerf|Forward smash | *{{nerf|Forward smash's knockback growth decreased|106|101, hindering its KO potential.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff| | *{{buff|Floor attack's [[shield damage]] increased|1|10.}} | ||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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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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|fsdesc=Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the ''Sonic the Hedgehog'' games. When activated while very close to an opponent, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and can fly in any chosen direction, depending on where the [[control stick]]/circle pad is tilted. The longer the control stick is held in a certain direction, the faster and more damaging his ramming attack will be. | |fsdesc=Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the ''Sonic the Hedgehog'' games. When activated while very close to an opponent, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and can fly in any chosen direction, depending on where the [[control stick]]/circle pad is tilted. The longer the control stick is held in a certain direction, the faster and more damaging his ramming attack will be. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|desc-up=Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds. | |desc-up=Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds. | ||
|desc-side=Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while saying "Sonic SPEED!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!''). | |desc-side=Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while saying "Sonic SPEED!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!''). | ||
|desc-down=Performs the | |desc-down=Performs the [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move, while saying "C'mon!" both in English and Japanese. | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Sonic | |||
|game=SSB4 | |||
|desc-us=So-nic! | |||
|desc-jp=Go! Go! So-nic! | |||
|pitch-us=Crowd chant | |||
| | |pitch-jp=Crowd chant}} | ||
| | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|victory-desc=The Mission Clear jingle from ''Sonic the Hedgehog'' (2006), which is an orchestrated remix of the Act Clear jingle from ''Sonic the Hedgehog 3'', entitled ''Mission Clear''. | |victory-desc=The Mission Clear jingle from ''Sonic the Hedgehog'' (2006), which is an orchestrated remix of the Act Clear jingle from ''Sonic the Hedgehog 3'', entitled ''Mission Clear''. | ||
|desc-1=Collects the blue [[Chaos Emerald]] and then poses with it before saying "Piece of cake!" In Japanese, he says "{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}" (''A piece of cake! An easy win!'') | |desc-1=Collects the blue [[Chaos Emerald]] and then poses with it before saying "Piece of cake!" In Japanese, he says "{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}" (''A piece of cake! An easy win!'') | ||
|desc-2=Sprints off-screen and then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!" In Japanese, he says "{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}" ('' | |desc-2=Sprints off-screen and then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!" In Japanese, he says "{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}" (''Leaving behind to be dawdling!'') It highly resembles the SEGA start-up from ''Sonic the Hedgehog 2''. | ||
|desc-3=Performs the [[wikipedia:Kick (b-boy move)#Variants|pike]], a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "{{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}}" (''Hey guys! I'll play again next time!'') It resembles his victory animation upon achieving an S-Rank in the Xbox 360 and PlayStation 3 versions of ''Sonic Unleashed'', as well as Blaze the Cat's victory animation when she clears a mission in ''Sonic The Hedgehog'' (2006). | |desc-3=Performs the [[wikipedia:Kick (b-boy move)#Variants|pike]], a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "{{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}}" (''Hey guys! I'll play again next time!'') It resembles his victory animation upon achieving an S-Rank in the Xbox 360 and PlayStation 3 versions of ''Sonic Unleashed'', as well as Blaze the Cat's victory animation when she clears a mission in ''Sonic The Hedgehog'' (2006). | ||
|char=Sonic}} | |char=Sonic}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1331 | |set10=1331 | ||
}} | }} | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''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.'' | |||
====Active==== | |||
*{{Sm|6WX|USA}} (#34) - One of the best Sonic players in the world. Placed 4th at [[Apex 2015]]. Ranked 43rd on the [[Panda Global Rankings]]. | |||
*{{Sm|aperture|UK}} - Placed 7th at [[B.E.A.S.T 7]]; 25th at [[2GGC: Nairo Saga]]; and 17th at [[2GGC: West Side Saga]]. He has wins over {{Sm|ANTi}} and {{Sm|Tweek}}. | |||
*{{Sm|Craftis|USA}} - Placed 7th at [[Shine 2016]]. He has wins over ANTi, {{Sm|Marss}}, {{Sm|Light|p=Connecticut}}, {{Sm|Mr E}}, and {{Sm|Pugwest}}. | |||
*{{Sm|Goof|USA}} - One of the best Sonic players in the Midwest. Ranked 12th on the [[Michigan Power Rankings]]. She has wins over {{Sm|Ally}}, {{Sm|Ryuga}}, {{Sm|Blacktwins}}, and {{Sm|Ryo}}. | |||
*{{Sm|Ixis|UK}} (#89) - The best Sonic player in the United Kingdom. Ranked 1st on the [[United Kingdom Smash 4 Power Rankings|United Kingdom Power Rankings]]. | |||
*{{Sm|Jakal|USA}} - One of the best Sonic players in the United States. Placed 5th at [[Shine 2018]], ranked 3rd on the [[New Jersey Power Rankings]] and has wins over {{Sm|MkLeo}}, ANTi, Marss, {{Sm|VoiD}}, {{Sm|James}}, and Mr E. | |||
*{{Sm|KEN|Japan}} (#9) - The best Sonic player in the world. Placed 2nd at {{Trn|2GGC: MkLeo Saga}} and 5th at {{Trn|EVO 2017}}. Ranked 2nd on the [[JAPAN Power Rankings]] and 9th on the [[Panda Global Rankings|Panda Global Rankings 100]]. | |||
*{{Sm|K.I.D.Goggles|USA}} - Placed 9th [[Pound 2016]]. He has wins over Mr E, {{Sm|Vinnie}}, and {{Sm|False}}. | |||
*{{Sm|komorikiri|Japan}} (#12) - One of the best Sonic players in the world. Ranked 16th on the [[Panda Global Rankings]] and 6th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Kuma|USA}} - The best Sonic in New England. Ranked 5th on the [[New England Power Rankings]], and 1st on the [[New Hampshire Power Rankings]]. | |||
*{{Sm|Manny|USA}} (#39) - One of the best Sonic players in the world. Placed 9th at both [[EVO 2015]] and [[CEO 2015]]. Ranked 23rd on the Panda Global Rankings. He has wins over {{Sm|Dabuz}}, ANTi, and Zinoto. | |||
*{{Sm|Peli|UK}} - One of the best Sonic players in the United Kingdom. Placed 33rd at [[GENESIS 5]]. Ranked 6th on the [[United Kingdom Smash 4 Power Rankings|United Kingdom Power Rankings]]. Has wins over {{Sm|Fatality}}, {{Sm|Locus}}, and {{Sm|TLTC}}. | |||
*{{Sm|Phoenix|USA}} - Placed 13th at [[2GGT: Abadango Saga]] and 25th at [[2GGC: ARMS Saga]]. Ranked 13th on the [[SoCal Smash 4 Power Rankings|SoCal Smash Rankings]]. He has taken sets off of {{Sm|Elegant}}, {{Sm|AC}}, and {{Sm|K9sbruce}}. | |||
*{{Sm|Seagull Joe|USA}} - The third player to take a set off of {{Sm|ZeRo}} in 2015 upon defeating him at [[The Big House 5]]. | |||
*{{Sm|Sonido|USA}} - Ranked 3rd on the [[Georgia Smash 4 Power Rankings|Georgia Power Rankings]]. He has wins over {{Sm|Mew2King}}, Fatality, Zinoto, and {{Sm|CaptainZack}}. | |||
*{{Sm|Sonix|Dominican Republic}} - The best Sonic player in the Dominican Republic. | |||
*{{Sm|SuperGirlKels|Canada}} (#100) - The best female Smash player and Sonic player in Canada. Placed 5th at {{b|Royal Flush|tournament}} and [[Canada Cup 2018]]. Ranked 1st on the [[Montreal Smash 4 Power Rankings|Montreal Power Rankings]]. | |||
*{{Sm|Wonf|Mexico}} - The best Sonic player in Mexico. Ranked 6th on the [[Mexican Power Rankings]]. | |||
*{{Sm|Wrath|USA}} (#59) - One of the best Sonic players in the world. Currently ranked 29th on the Panda Global Rankings. He has wins over {{Sm|Salem}}, Ally, Fatality, and {{Sm|ScAtt}}. | |||
*{{Sm|VaLoR|USA}} - The best Sonic player in the Southwest. Placed 13th at [[2GGC: West Side Saga]]. Ranked 2nd on the [[Utah Power Rankings|Utah Power Rankings]]. He has a win over {{Sm|Tyroy}}. | |||
=== | ====Inactive==== | ||
*{{Sm|Blue|USA}} - One of the best Sonic players in the United States before switching to {{SSB4|Mewtwo}} and {{SSB4|Charizard}}. | |||
*{{Sm|Mew2King|USA}} - Placed 4th at [[The Come Up]] and 2nd at [[KTAR XI]]. He has wins over {{Sm|6WX}} and {{Sm|Meekspeedy}}. | |||
'' | ===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 on the fourth and current 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. | |||
==[[List of Super Smash Bros. 4 character trailers#Sonic|Reveal trailer]]== | |||
{{#widget:YouTube|id=T7w5XUPHFoY}} | |||
==Trophies== | |||
:'''Sonic''' | |||
::{{flag|North America}} ''The main star of the Sonic the Hedgehog series. He's an easygoing hedgehog who blows past the competition with his speed. Seriously, on the ground he's faster than anyone else in Smash Bros. Use this to your advantage, avoiding blows while landing lightning-fast attacks.'' | |||
::{{flag|Europe}} ''A certain hedgehog from a certain series you just might have heard of. Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim. He's by far the fastest runner of all the fighters, so take advantage of that by making sure no one gets the chance to hit him. (Just try not to end up in the water.)'' | |||
{{Trophy games|console1=none|game1=Sonic the Hedgehog (06/1991)|console2=WiiU|game2=Sonic Lost World (10/2013)}} | |||
Sonic' | :'''Sonic (Alt.)''' | ||
::{{flag|North America}} ''Sonic's up special Spring Jump lets him reach great heights by jumping on a spring, becoming invincible for a moment. He can't use any other specials during the jump, but he can attack or dodge. This move's great for returning from a long launch. Other fighters can use the spring, though!'' | |||
::{{flag|Europe}} ''Sonic's Spring Jump up special lets you bounce to great heights and briefly makes you invincible at the start. You can't use other specials while in the air, but you can use normal attacks, dodge and so on. It's great for getting both back to the stage and out of tough spots, but just remember that everyone else can use the spring too!'' | |||
{{Trophy games|console1=none|game1=Sonic the Hedgehog (06/1991)|console2=WiiU|game2=Sonic Lost World (10/2013)}} | |||
:'''Super Sonic''' | |||
::''The Chaos Emeralds are said to hold enough power to control the whole world. It's that power that turns Sonic into Super Sonic. He turns a glorious golden color and can fly at nearly the speed of light. In his Final Smash, this high-speed flight damages anyone who gets in its way and can even launch them!'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
SonicTheHedgehogTrophy3DS.png|Classic (3DS) | |||
SonicTheHedgehogAltTrophy3DS.png|Alt. (3DS) | |||
SonicTheHedgehogTrophyWiiU.png|Classic (Wii U) | |||
SonicTheHedgehogAltTrophyWiiU.png|Alt. (Wii U) | |||
SuperSonicTrophyWiiU.png|[[Super Sonic]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[All-Star Battle: Secret]]''': Sonic is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games. | |||
* '''[[The FINAL Final Battle]]''': The player must defeat Sonic, {{SSB4|Mario}}, {{SSB4|Pac-Man}}, and {{SSB4|Mega Man}}. | |||
* '''[[Up to Speed]]''': Sonic must defeat {{SSB4|Fox}}, {{SSB4|Falco}}, and {{SSB4|Captain Falcon}} in a high-speed, one stock battle. | |||
}} | |||
{{ | |||
===Co-op Events=== | |||
* '''[[Full Speed Ahead]]''': Sonic and Captain Falcon must defeat another Sonic and Captain Falcon in a high-speed, one stock battle. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
==[[Alternate costume (SSB4)#Sonic|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Sonic|Alternate costumes]]== | ||
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|{{Head|Sonic|g=SSB4|s=50px|cl=Red}} | |{{Head|Sonic|g=SSB4|s=50px|cl=Red}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
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SSB4 - Ore Club.jpg|Sonic hitting Pit with an [[Ore Club]]. | SSB4 - Ore Club.jpg|Sonic hitting Pit with an [[Ore Club]]. | ||
Sonic meteor smash.gif|Using his down aerial to [[meteor smash]] {{SSB4|Marth}}. | Sonic meteor smash.gif|Using his down aerial to [[meteor smash]] {{SSB4|Marth}}. | ||
Spindashcharging.gif|Using Spin Dash. | |||
</gallery> | </gallery> | ||
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*On the official ''Super Smash Bros.'' Facebook page, there is a picture for every character in ''SSB4'', including Sonic. Sonic's was posted on December 29th, 2014 with the caption "Five gold rings", in reference to the {{s|wikipedia|Twelve Days of Christmas}}. | *On the official ''Super Smash Bros.'' Facebook page, there is a picture for every character in ''SSB4'', including Sonic. Sonic's was posted on December 29th, 2014 with the caption "Five gold rings", in reference to the {{s|wikipedia|Twelve Days of Christmas}}. | ||
*''SSB4'' marks the only time a third-party character returns as a starter. | *''SSB4'' marks the only time a third-party character returns as a starter. | ||
==References== | ==References== | ||
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{{Sonic universe}} | {{Sonic universe}} | ||
[[Category:Sonic (SSB4)| ]] | [[Category:Sonic (SSB4)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||
[[Category:Sega]] | [[Category:Sega]] | ||
[[es:Sonic (SSB4)]] | [[es:Sonic (SSB4)]] |