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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = S | |tier = S | ||
|ranking = | |ranking = 4 | ||
}} | }} | ||
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. His return to the series was confirmed on June 12th, 2018. As in ''[[Super Smash Bros. Brawl]]'', Sonic is an [[unlockable character]] instead of being a [[starter character]]. Sonic is classified as [[Fighter number|Fighter #38]]. | '''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. His return to the series was confirmed on June 12th, 2018. As in ''[[Super Smash Bros. Brawl]]'', Sonic is an [[unlockable character]] instead of being a [[starter character]]. Sonic is classified as [[Fighter number|Fighter #38]]. | ||
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*Jonatán López in Spanish, in place of his current Spanish voice actor Ángel De Gracia. ''Ultimate'' is López's last game as Sonic's Spanish voice actor prior to his death in February 2020. | *Jonatán López in Spanish, in place of his current Spanish voice actor Ángel De Gracia. ''Ultimate'' is López's last game as Sonic's Spanish voice actor prior to his death in February 2020. | ||
Sonic is currently ranked | Sonic is currently ranked 4th out of 82 on the ''Ultimate'' [[tier list]], placing him at the top of S tier. This is a slight improvement from his 7th/8th out of 54 placement in ''Smash 4'' (where he was tied with {{SSB4|Fox}}), and is his best placement in the series. Sonic's biggest strength is his speed, which allows him to have a hit-and-run playstyle. Complementing this speed is his massive array of burst options with a wide window of unreactable range thanks to moves like [[Spin Charge]] and [[Spin Dash]], giving Sonic unparalleled exertion over the [[stage]] as he is able to weave around enemy defenses, [[bait]] out [[approach|approaches]], and control the overall pace of the game. In addition, Sonic can also play offensively, as his speed allows him to chase opponents across the entire stage while his great recovery also allows him to place pressure on the opponents offstage. All of this allows Sonic to rack up damage fast while keeping damage done towards him at a minimum. | ||
However, Sonic has some noteworthy flaws, most notably his KO potential. Many of his best KO moves either require proper positioning to be most effective or have noticeable starting and ending lag; this can lead to opponents surviving up to high percents if Sonic is unable to secure an early KO. In addition, some of Sonic's moves, such as Spin Charge and his up aerial, | However, Sonic has some noteworthy flaws, most notably his KO potential. Many of his best KO moves either require proper positioning to be most effective or have noticeable starting and ending lag; this can lead to opponents surviving up to high percents if Sonic is unable to secure an early KO. In addition, some of Sonic's moves, such as Spin Charge and his up aerial, also have occasionally unreliable hit detection, which can render situations where the opponent may inadvertently escape one of his combos. | ||
Overall, Sonic is a character that can rack up damage fast and pressure opponents | Overall, Sonic is a character that can rack up damage fast and pressure opponents with his speed, however he himself could have some trouble KOing. Although initial impressions on Sonic were rather lukewarm, it has since improved dramatically due to the efforts of players such as {{Sm|KEN}} and {{Sm|Sonix}}, and he is widely considered one of the best characters in the game. | ||
==How to unlock== | ==How to unlock== | ||
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This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backward) are particularly effective for this, as they can cause almost immediate turnarounds and allow for easy grabs. In general, Sonic arguably has the easiest time winning the neutral game due to his unmatched speed and maneuverability on-stage, and attacks that not only come out fast but can also be used to approach with. | This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backward) are particularly effective for this, as they can cause almost immediate turnarounds and allow for easy grabs. In general, Sonic arguably has the easiest time winning the neutral game due to his unmatched speed and maneuverability on-stage, and attacks that not only come out fast but can also be used to approach with. | ||
Sonic has some weaknesses however, the most noticeable being his KO potential. It is held back by his best KO moves (his smash attacks and clean back aerial) requiring good positioning and having noticeable startup and ending lag. His forward and up smashes are also burdened with low base knockback, which forces them to be used for KO attempts later instead of earlier, and his down smash, although it has decent startup, has high ending lag, making it easy to punish if missed. While Sonic's damage-racking ability is formidable, his actual ability to take stocks is among the worst in the game, which oftentimes results in his opponents surviving beyond 150% and even 200%. Despite his outstanding mobility, Sonic may struggle to land due to his very low air acceleration, leaving him susceptible to [[juggling]]. | |||
Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. Homing Attack can miss if his opponent is moving too fast or is in the middle of an attack when Sonic releases the move. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to being a lightweight. | Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. Homing Attack can miss if his opponent is moving too fast or is in the middle of an attack when Sonic releases the move. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to being a lightweight. | ||
In all, Sonic has a great offensive play, a strong [[neutral game]], a good off-stage presence, and can very rapidly damage his opponents. However, like other characters of his archetype, he has some trouble KOing and can be difficult to keep track of, even for the player using him, which sometimes leads to accidentally putting him at a disadvantage or even inadvertently [[self-destruct]]ing. Although Sonic's attributes make him a hit-and-run character most of the time, his prowess for using mindgames and switching up tactics encourage multiple playstyles to succeed, which give him a higher learning curve but allows him to match up well against nearly every character in the cast. | In all, Sonic has a great offensive play, a strong [[neutral game]], a good off-stage presence, and can very rapidly damage his opponents. However, like other characters of his archetype, he has some trouble KOing and can be difficult to keep track of, even for the player using him, which sometimes leads to accidentally putting him at a disadvantage or even inadvertently [[self-destruct]]ing. Although Sonic's attributes make him a hit-and-run character most of the time, his prowess for using mindgames and switching up tactics encourage multiple playstyles to succeed, which give him a higher learning curve but allows him to match up well against nearly every character in the cast. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Like most other top tier characters, Sonic was often regarded as one of the most potent characters in ''SSB4'' (tying with Fox for 7th out of 55 characters); this was due to a combination of | Like most other top tier characters, Sonic was often regarded as one of the most potent characters in ''SSB4'' (tying with Fox for 7th out of 55 characters); this was due to a combination of a phenomenal ground movement and [[Spin Dash]] granting him a powerful [[neutral game]], and encouraged a borderline oppressive hit-and-run playstyle that benefitted from [[time out]] strategies after gaining a stock/percentage lead. Likely as a result of this, Sonic was given a mix of buffs and nerfs in his transition to ''Ultimate'', though while initially considered to be nerfed overall, universal gameplay changes, metagame shifts and game updates have allowed Sonic to keep up with the rest of the cast. All in all, Sonic has been slightly buffed overall. | ||
Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash, as it can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mindgames from ''SSB4'', forcing Sonic to rely more on his pure speed to play defensively. [[Up aerial]], known for its status as a strong KO option off of moves like [[Spring Jump]] and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. [[Up throw]], previously able to combo into Spring Jump-assisted setups, now has increased ending lag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its edge-guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight also worsens his endurance, and combined with his faster falling speed, he is more vulnerable to combos and KOs if the opponent is able to catch up to him. | Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash, as it can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mindgames from ''SSB4'', forcing Sonic to rely more on his pure speed to play defensively. [[Up aerial]], known for its status as a strong KO option off of moves like [[Spring Jump]] and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. [[Up throw]], previously able to combo into Spring Jump-assisted setups, now has increased ending lag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its edge-guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight also worsens his endurance, and combined with his faster falling speed, he is more vulnerable to combos and KOs if the opponent is able to catch up to him. | ||
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However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. In particular, [[Homing Attack]] has been buffed significantly, with faster startup, less ending lag upon hitting an opponent, better accuracy, and the ability to be charged for longer; this has lead to the move becoming a much more viable combo tool as well as a potential option in the neutral game. His [[down tilt]] launches opponents at a higher angle now, granting it combo potential. All of his smash attacks were improved, with [[forward smash]] gaining more range, and [[up smash|up]] and [[down smash]] having better KO potential. Despite their nerfs, some of Sonic's better moves have been compensated for in various ways. Spin Dash now has the ability to be jump canceled, alleviating some of Sonic's potential mix-up options. Spring Jump now grants Sonic slightly more distance, buffing his already impressive recovery. Several of Sonic multi-hitting attacks (sans up aerial) now link into each other more reliably, including [[Spin Charge]], up smash, [[forward aerial]], and [[forward tilt]]. | However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. In particular, [[Homing Attack]] has been buffed significantly, with faster startup, less ending lag upon hitting an opponent, better accuracy, and the ability to be charged for longer; this has lead to the move becoming a much more viable combo tool as well as a potential option in the neutral game. His [[down tilt]] launches opponents at a higher angle now, granting it combo potential. All of his smash attacks were improved, with [[forward smash]] gaining more range, and [[up smash|up]] and [[down smash]] having better KO potential. Despite their nerfs, some of Sonic's better moves have been compensated for in various ways. Spin Dash now has the ability to be jump canceled, alleviating some of Sonic's potential mix-up options. Spring Jump now grants Sonic slightly more distance, buffing his already impressive recovery. Several of Sonic multi-hitting attacks (sans up aerial) now link into each other more reliably, including [[Spin Charge]], up smash, [[forward aerial]], and [[forward tilt]]. | ||
Sonic also | Sonic also benefits from ''Ultimate's'' universal mechanic changes more than any other returning veteran. Most notably, Sonic's already unmatched mobility has been improved even further, with an even faster initial dash and run speed as well as more serviceable aerial and falling speeds; this notably heightens his camping abilities via simply running away, which nearly fully compensates for the nerfs to Spin Dash. The introduction of [[dash-cancel]]ing's also allows Sonic to take advantage of his phenomenal ground movement to mix-up his approach. Known for having high landing lag on his attacks in ''SSB4'', Sonic now possesses much less landing lag on all of his aerials (although still above average relative to the cast); notably, this grants neutral aerial increased combo potential. Finally, the changes to [[air dodge]] mechanics improve Sonic's edge-guarding game while not compromising him much thanks to his great recovery, while the reintroduction of directional air dodges allows Sonic to gain a little extra distance after using Spring Jump. | ||
Overall, Sonic still retains many of his powerful attributes and combo game, though several of his most powerful tools from ''SSB4'' have either been worsened or removed altogether | Overall, Sonic still retains many of his powerful attributes and combo game, though several of his most powerful tools from ''SSB4'' have either been worsened or removed altogether. This has lead to a less oppressive and polarized character and his playstyle has shifted into a more offensive and creative one than before, where Sonic now makes greater use of his standard moveset instead of relying on Spin Dash and Spin Charge to compensate for his underwhelming attacks, and must now take advantage of ''Ultimate's'' reworked mechanics, which have proven to be extremely benefitial to him. In the end, Sonic has retained his viability in competitive play, and given the nerfs to the previous game's top tiers and in spite of the introduction of powerful DLC characters in game updates, he performs better relative to the cast than he did in ''SSB4''. | ||
{{SSB4 to SSBU changelist|char=Sonic}} | {{SSB4 to SSBU changelist|char=Sonic}} | ||
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|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}}) | |fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14}} | |fsmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|fsmashdesc=The Wind-Up Punch, one of Sonic's attacks from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can be angled | |fsmashdesc=The Wind-Up Punch, one of Sonic's attacks from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can be angled. Altogether, these traits make it one of Sonic's best KO moves, if not his absolute best one. However, it has low base knockback, and thus should be used for KO attempts later instead of earlier. It also has noticeable start-up (frame 18) and ending lag (28 frames), making it risky if used unwisely. | ||
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}}) | |usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8) | |usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8) | ||
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|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | |bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | |bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean | |bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high start-up lag (frame 13) for a back aerial, which can make it somewhat challenging to hit with. | ||
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | |uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2) | ||
|uairdesc=A scissor kick. Its very | |uairdesc=A scissor kick. Its very large auto-cancel window and fairly low landing lag make it deceptively safe. In addition to being a reliable follow-up from Spin Dash and Spin Charge, it is a useful combo starter when SHFF'd. Due to its first hit's adjusted launching angles and its second hit's much lower knockback growth, it is noticeably less effective than it was in ''Smash 4'' as both a follow-up from Spring Jump and as a KO option. | ||
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}}) | |dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}}) | ||
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late) | |dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late) | ||
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|ssname=Spin Dash | |ssname=Spin Dash | ||
|ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump) | |ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump) | ||
|ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent quickly. Holding the special button [[charge]]s it up and increases its speed. In addition to granting | |ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent quickly. Holding the special button [[charge]]s it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. It also boasts horizontal recovery potential when it is [[jump-cancel]]ed immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air. | ||
|usname=Spring Jump | |usname=Spring Jump | ||
|usdmg=— (jump), 4% (spring) | |usdmg=— (jump), 4% (spring) | ||
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|dsname=Spin Charge | |dsname=Spin Charge | ||
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump) | |dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump) | ||
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air | |dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air. | ||
|fsname=Super Sonic | |fsname=Super Sonic | ||
|fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch) | |fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch) | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up while saying "That was almost too easy!" ("{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}", ''Lag behind and get left behind!''). It is possibly a reference to the Sega logo at the opening of the 16-bit version of ''Sonic the Hedgehog 2''. | *'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up while saying "That was almost too easy!" ("{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}", ''Lag behind and get left behind!''). It is possibly a reference to the Sega logo at the opening of the 16-bit version of ''Sonic the Hedgehog 2''. | ||
*'''Up:''' Runs up to the camera and grabs the blue [[Chaos Emerald]], then poses with it while saying "Piece of cake!" ("{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}", ''A piece of cake! An easy win!''). His Japanese line comes from ''Sonic Heroes | *'''Up:''' Runs up to the camera and grabs the blue [[Chaos Emerald]], then poses with it while saying "Piece of cake!" ("{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}", ''A piece of cake! An easy win!''). His Japanese line comes from ''Sonic Heroes'' after battles. | ||
*'''Right:''' Performs | *'''Right:''' Performs his Sonic Flare from ''Sonic Battle'', then strikes a pose and says "Let's do that again sometime!" ("{{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!''). His Japanese line comes from ''Sonic Adventure'' after defeating a boss. | ||
[[File:SonicVictoryUltimate.ogg|thumb|[[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]]'s orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', entitled "Mission Clear", albeit with a slightly abridged ending.]] | [[File:SonicVictoryUltimate.ogg|thumb|[[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]]'s orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', entitled "Mission Clear", albeit with a slightly abridged ending.]] | ||
<gallery> | <gallery> | ||
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''See also: [[:Category:Sonic players (SSBU)]]'' | ''See also: [[:Category:Sonic players (SSBU)]]'' | ||
*{{Sm|KEN|Japan}} - The second-best Sonic player of all-time, and the definitive best from 2019 to 2021. He was the first Sonic player to win a major, doing so at {{Trn| | *{{Sm|KEN|Japan}} - The second-best Sonic player of all-time, and the definitive best from 2019 to 2021. He was the first Sonic player to win a major, doing so at {{Trn|Battle of BC 4}} using Sonic for most of the tournament. | ||
*{{Sm|Peli|UK}} - The best Sonic player in Europe. He was the first European player to eliminate Glutonny at a national-level European tournament, doing so at the superregional {{Trn|VCA 2021}} and winning the event in the process. He has also seen several strong results at majors, including 5th at {{Trn|e-Caribana}} and 7th at {{Trn|VCA 2022}}. | *{{Sm|Peli|UK}} - The best Sonic player in Europe. He was the first European player to eliminate Glutonny at a national-level European tournament, doing so at the superregional {{Trn|VCA 2021}} and winning the event in the process. He has also seen several strong results at majors, including 5th at {{Trn|e-Caribana}} and 7th at {{Trn|VCA 2022}}. | ||
*{{Sm|Sonido|USA}} - One of the best Sonic players in the United States. Placing well at several events, including 5th at {{Trn|Come to Papa 3}} defeating {{Sm|Samsora}}, 9th at the major {{Trn|DreamHack Atlanta 2019}}, and 17th at the supermajor {{Trn|CEO 2019}}. | *{{Sm|Sonido|USA}} - One of the best Sonic players in the United States. Placing well at several events, including 5th at {{Trn|Come to Papa 3}} defeating {{Sm|Samsora}}, 9th at the major {{Trn|DreamHack Atlanta 2019}}, and 17th at the supermajor {{Trn|CEO 2019}}. | ||
*{{Sm|Sonix|Dominican Republic}} - One of the [[Four Horsemen]] and is the best Sonic player of all-time, and one of the best players | *{{Sm|Sonix|Dominican Republic}} - One of the [[Four Horsemen]] and is the best Sonic player of all-time, and one of the best players in 2023. He won the major {{Trn|CEO 2022}} and the supermajors {{Trn|Get On My Level 2023}} and {{Trn|Port Priority 8}}, making him the only Sonic player to ever win a supermajor. | ||
*{{Sm|Taikei|Japan}} - The second-best Sonic player in Japan who consistently places highly at Japanese events, including 5th at the major {{Trn|Seibugeki 12}} and 7th at the major {{Trn|KOWLOON 5}}. | *{{Sm|Taikei|Japan}} - The second-best Sonic player in Japan who consistently places highly at Japanese events, including 5th at the major {{Trn|Seibugeki 12}} and 7th at the major {{Trn|KOWLOON 5}}. | ||
*{{Sm|Wrath|USA}} - The best Sonic player in the United States. Although his activity is lower compared to other top Sonic players, he has placed highly at most events he attended, including 5th at the supermajor {{Trn|Frostbite 2020}}, 7th at the major {{Trn|DreamHack Atlanta 2019}}, | *{{Sm|Wrath|USA}} - The best Sonic player in the United States. Although his activity is lower compared to other top Sonic players, he has placed highly at most events he attended, including 5th at the supermajor {{Trn|Frostbite 2020}}, 7th at the major {{Trn|DreamHack Atlanta 2019}}, and 7th at the superregional {{Trn|Wavedash 2023}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Upon the release of ''Ultimate'', Sonic was initially seen as a far less viable fighter than he was in ''Smash 4'' due to a number of changes to his moveset, particularly to [[Spin Dash]] and [[Spin Charge]], that nerfed his biggest strengths from the previous game. On the other hand, Sonic retained his superb mobility and long-distanced recovery, while his combo game remained mostly useful. As a result, despite being weaker compared to his previous iteration, Sonic's " | Upon the release of ''Super Smash Bros. Ultimate'', Sonic was initially seen as a far less viable fighter than he was in ''Super Smash Bros. 4'' due to a number of changes to his moveset, particularly to [[Spin Dash]] and [[Spin Charge]], that nerfed his biggest strengths from the previous game. On the other hand, Sonic retained his superb mobility and long-distanced recovery, while his combo game remained mostly useful. As a result, despite being weaker compared to his previous iteration, Sonic's "play-and-run" playstyle still remained viable, allowing multiple top players to resort to [[time out]] strategies. Although early opinions placed him as a mid-tier, as a result of retaining his notorious playstyle as well as results from players such as {{Sm|Sonido}}, {{Sm|Wrath}}, and especially {{Sm|KEN}}, opinions on the character have shifted towards being a high-tier by the time of the online metagame. | ||
The community's perception on Sonic began shifting even further during the online metagame due to the meteoric rise of {{Sm|Sonix}}, who became one of the metagame's best players. Sonic also received buffs to his moveset, most notably an additional hitbox to his up air that made the move more consistent, improving his KO power. These positive changes to Sonic's representation were brought into the offline metagame, as Sonix and KEN saw strong performances at many majors and supermajors. These players often utilized Sonic's hit-and-run playstyle to its fullest, with their sets often going to or close to a time-out. On the other hand, Sonix has also showcased Sonic's more oppressive nature, such as overwhelming his opponent or utilizing Sonic's speed and strong recovery to relentlessly edgeguard opponents. Due to all of this, the general consensus has since reassessed Sonic as a top tier character, with several players believing he could be the best character in the game. This | The community's perception on Sonic began shifting even further during the online metagame due to the meteoric rise of {{Sm|Sonix}}, who became one of the metagame's best players. Sonic also received buffs to his moveset, most notably an additional hitbox to his up air that made the move more consistent, improving his KO power. These positive changes to Sonic's representation were brought into the offline metagame, as Sonix and KEN saw strong performances at many majors and supermajors. These players often utilized Sonic's hit-and-run playstyle to its fullest, with their sets often going to or close to a time-out. On the other hand, Sonix has also showcased Sonic's more oppressive nature, such as overwhelming his opponent or utilizing Sonic's speed and strong recovery to relentlessly edgeguard opponents. Due to all of this, the general consensus has since reassessed Sonic as a top tier character, with several players believing he could be the best character in the game. This is reflected in his placement on the current tier list, where he is ranked 4th, with eleven panelists ranking Sonic as 1st. | ||
=={{SSBU|Classic Mode}}: At the Speed of Sound== | =={{SSBU|Classic Mode}}: At the Speed of Sound== | ||
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Sonic was among the fighters summoned to the cliffside to assist in defeating an army of [[Master Hand]]s. | Sonic was among the fighters summoned to the cliffside to assist in defeating an army of [[Master Hand]]s. | ||
During the opening cutscene, Sonic was present on the cliffside when [[Galeem]] unleashed his beams of light. While attempting to run away, Sonic noticed {{SSBU|Pikachu}} doing the same and reached his hand out to Pikachu in an attempt to save it. However, | During the opening cutscene, Sonic was present on the cliffside when [[Galeem]] unleashed his beams of light. While attempting to run away, Sonic noticed {{SSBU|Pikachu}} doing the same and reached his hand out to Pikachu in an attempt to save it. However, he and Pikachu were vaporized and placed under Galeem's imprisonment. | ||
Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the [[Sacred Land]] sub-area as one of the fighters that block the [[Master Sword]], making him one of the obligatory unlocks. | Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the [[Sacred Land]] sub-area as one of the fighters that block the [[Master Sword]], making him one of the obligatory unlocks. |