Editing Sonic (SSB4)

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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=P / PP / PPK
|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=Horse Kick ({{ja|馬キック|Uma Kikku}})
|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=Double Air Kick ({{ja|ダブルエアキック|Daburu Ea Kikku}})
|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=Leg Hitter ({{ja|レッグヒッター|Reggu Hittā}})
|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=Short Spin Dash ({{ja|ショートスピンダッシュ|Shōto Supin Dasshu}})
|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=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|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=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}})
|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=Split Kick ({{ja|スプリットキック|Supuritto Kikku}})
|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=Air Spin ({{ja|エアスピン|Ea Supin}})
|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=Sonic Turn ({{ja|ソニックターン|Sonikku Tān}})
|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=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|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=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|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=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|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=Grab ({{ja|つかみ|Tsukami}})
|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=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Close Kick ({{ja|クローズキック|Kurōsu Kikku}})
|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=Spin Throw ({{ja|スピンスルー|Spin Surū}})
|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=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}})
|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=Spinning Gear ({{ja|スピニングギア|Supinning Gia}})
|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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|djump = 35
|djump = 35
|rdjump = 22
|rdjump = 22
|ellag = 4
|rellag = 1-46
}}
}}


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<gallery>
<gallery>
Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Sonic French Announcer SSBU.wav|French
</gallery>''
</gallery>''


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Sonic
!{{{name|}}}
|game=SSB4
!Cheer (English)
|desc-us=So-nic!
!Cheer (Japanese)
|desc-jp=Go! Go! So-nic!
!Cheer (Spanish)
|pitch-us=Crowd chant
|-
|pitch-jp=Crowd chant}}
! scope="row"|Cheer
|[[File:Sonic Cheer English SSB4 SSBU.ogg|center]]||[[File:Sonic Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|So - nic! || Go! Go! So - nic! || Sooooooo - nic! Sooooooo - nic! {{NTSC}}<br>Ese Sonic, ese Sonic! Eh! - Eh! {{PAL}}
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Sonic Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer French PAL SSB4.ogg|center]]||[[File:Sonic Cheer German SSB4.ogg|center]]||[[File:Sonic Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Allez So - nic ! || Sooooooo - nic! || Sooooooo - nic!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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*{{Sm|IxisNaugus|UK}} - The best Sonic player in Europe, dominating the British scene for most of ''Smash 4'' and placing highly at many large European events, including 1st at {{Trn|Tech Republic III}} and 4th at {{Trn|Albion 2}}. Internationally, his best tournament run was at {{Trn|EVO 2017}}, where he double-eliminated {{Sm|ESAM}} to place 33rd. He is ranked 89th on the [[PGR 100]], only one of three Europeans ranked on the list.
*{{Sm|IxisNaugus|UK}} - The best Sonic player in Europe, dominating the British scene for most of ''Smash 4'' and placing highly at many large European events, including 1st at {{Trn|Tech Republic III}} and 4th at {{Trn|Albion 2}}. Internationally, his best tournament run was at {{Trn|EVO 2017}}, where he double-eliminated {{Sm|ESAM}} to place 33rd. He is ranked 89th on the [[PGR 100]], only one of three Europeans ranked on the list.
*{{Sm|Jakal|USA}} - Came to prominence towards the end of competitive ''Smash 4'' thanks to his 5th-place finish at {{Trn|Shine 2018}} defeating {{Sm|MkLeo}} and {{Sm|VoiD}} along the way. His other notable results during this period include 4th at {{Trn|The Legend of Glentendo}} and 5th at {{Trn|Port Priority 3}} defeating {{Sm|ANTi}}.
*{{Sm|Jakal|USA}} - Came to prominence towards the end of competitive ''Smash 4'' thanks to his 5th-place finish at {{Trn|Shine 2018}} defeating {{Sm|MkLeo}} and {{Sm|VoiD}} along the way. His other notable results during this period include 4th at {{Trn|The Legend of Glentendo}} and 5th at {{Trn|Port Priority 3}} defeating {{Sm|ANTi}}.
*{{Sm|KEN|Japan}} - The best Sonic player of all-time as well as one of Japan's greatest players. He is the only Sonic player with a major win, doing so at {{Trn|Umebura S.A.T.}} He is ranked 9th on the [[PGR 100]].
*{{Sm|KEN|Japan}} - The best Sonic player of all-time as well as one of Japan's greatest players. He is the only Sonic player with a major win, doing so at {{Trn|Umebura S.A.T.}}. He is ranked 9th on the [[PGR 100]].
*{{Sm|komorikiri|Japan}} - Uses Sonic as a secondary to his {{SSB4|Cloud}} and is considered one of the best Sonic players of all-time. He used solo-Sonic to place 2nd at {{Trn|Umebura F.A.T.}} and has used both Sonic and Cloud to place top 8 at a multitude of majors and supermajors, most notably 2nd at {{Trn|2GGC: GENESIS Saga}} and 3rd at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|MomoCon 2018}}. He is ranked 12th on the [[PGR 100]].
*{{Sm|komorikiri|Japan}} - Uses Sonic as a secondary to his {{SSB4|Cloud}} and is considered one of the best Sonic players of all-time. He used solo-Sonic to place 2nd at {{Trn|Umebura F.A.T.}} and has used both Sonic and Cloud to place top 8 at a multitude of majors and supermajors, most notably 2nd at {{Trn|2GGC: GENESIS Saga}} and 3rd at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|MomoCon 2018}}. He is ranked 12th on the [[PGR 100]].
*{{Sm|Manny|USA}} - One of North America's all-time best Sonic players, with his best results being in 2015 thanks to placing 9th at {{Trn|EVO 2015}}, {{Trn|CEO 2015}}, and {{Trn|MLG World Finals 2015}} almost back-to-back. Although he was never that consistent since, he still managed to place highly at several majors, most notably 5th at {{Trn|2GGC: Fire Emblem Saga}} and 9th at {{Trn|MomoCon 2018}}. He is ranked 39th on the [[PGR 100]].
*{{Sm|Manny|USA}} - One of North America's all-time best Sonic players, with his best results being in 2015 thanks to placing 9th at {{Trn|EVO 2015}}, {{Trn|CEO 2015}}, and {{Trn|MLG World Finals 2015}} almost back-to-back. Although he was never that consistent since, he still managed to place highly at several majors, most notably 5th at {{Trn|2GGC: Fire Emblem Saga}} and 9th at {{Trn|MomoCon 2018}}. He is ranked 39th on the [[PGR 100]].
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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.
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.


==In Solo Modes==
==[[List of Super Smash Bros. 4 character trailers#Sonic|Reveal trailer]]==
===[[All-Star Mode]]===
{{#widget:YouTube|id=T7w5XUPHFoY}}
In All-Star Mode, Sonic is fought in Stage 4 in both versions alongside {{SSB4|Kirby}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, and {{SSB4|King Dedede}}.
 
==={{GameIcon|SSB4-U}}[[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.
 
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Sonic.png|Classic Mode
SSB4-3DS Congratulations All-Star Sonic.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Sonic.png|Classic Mode
SSB4-Wii U Congratulations All-Star Sonic.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Sonic's default trophy is obtained by clearing Classic Mode as Sonic. His alternate trophy is obtained by clearing All-Star Mode as Sonic in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Sonic). The Super Sonic trophy is obtained only in the Wii U version by clearing All-Star Mode as Sonic.
{{Trophy/Fighter
{{Trophy/Fighter
|name-ntsc=Sonic the Hedgehog
|name-ntsc=Sonic the Hedgehog
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}}
}}
{{clrl}}
{{clrl}}
==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}}
|}
|}
==[[List of Super Smash Bros. 4 character trailers#Sonic|Reveal trailer]]==
{{#widget:YouTube|id=T7w5XUPHFoY}}


==Gallery==
==Gallery==

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