Editing Sonic (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Sonic
|name = Sonic
|image = [[File:Sonic SSBU.png|x250px]]
|image = [[File: Sonic SSBU.png|x250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S+
|ranking = 2
}}
}}
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Like all veterans, 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]].
{{cquote|''This speedy fighter has a lot of rush-type attacks. His final smash, Super Sonic, lets him fly around the stage at an incredible speed!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018. Sonic is classified as fighter #38.


As in ''[[Super Smash Bros. 4]]'', Sonic's voice clips from ''Brawl'' were repurposed for the Japanese version of ''Ultimate'', while his voice clips from ''Sonic Generations'' and the ''{{iw|mariowiki|Mario & Sonic|series}}'' series were repurposed for other versions of ''Ultimate''.
As in ''Smash 4,'' Roger Craig Smith's portrayal of Sonic from various ''Sonic'' games and Jun'ichi Kanemaru’s portrayal of Sonic from ''Brawl'' was repurposed for the English and Japanese versions of ''Ultimate'' respectively. Alexandre Gillet, Jonathan López, Marc Stachel and Renato Novara's portrayals of Sonic from various ''Sonic'' games used in ''Smash 4'' were also repurposed for the French, Spanish, German, and Italian versions respectively.
 
All of the voice actors' portrayals of Sonic are as follows:
 
*{{s|wikipedia|Roger Craig Smith}} in English.
*{{s|wikipedia|Jun'ichi Kanemaru}} in Japanese.
*{{s|wikipedia|Alexandre Gillet}} in French.
*Renato Novara in Italian.
*Marc Stachel in German.
*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 2nd out of 82 on the ''Ultimate'' [[tier list]], sharing the S+ tier alongside {{SSBU|Steve}}. This is a slight improvement from his 7th/8th out of 54 placement in ''Smash 4'' (where he was tied with {{SSB4|Fox}}), makes him the highest ranking base-game character, and marks his best placement in the series. Sonic's biggest strength is his speed, which allows him to utilize 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]], which are regarded as some of the best neutral options in the game. This grants Sonic unparalleled mobility over the [[stage]], as he is able to weave around enemy defenses, [[bait]] out [[approach]]es, 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, can occasionally have trouble connecting, which can render situations where the opponent may inadvertently escape one of his combos. Lastly, Sonic’s endurance has been decreased noticeably from his previous incarnation, making him more prone to getting KOed.
 
Overall, Sonic is a character that can rack up damage fast and pressure opponents both on and offstage. However, he can often have a tough time closing out stocks if his opponents space him effectively. While initial impressions on Sonic were rather lukewarm, they have since improved dramatically following the online era and the changes to the metagame. Sonic has since seen competitive success thanks to the efforts of {{Sm|KEN}} and {{Sm|Sonix}}, and he is widely considered to be one of the best characters in the game, if not the best.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or anyone in his unlock tree, being the 1st character unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or anyone in his unlock tree, being the 1st character unlocked.
*Have Sonic join the player's party in [[World of Light]].
*Have Sonic join the player's party in [[World of Light]].
Sonic must then be defeated on [[Green Hill Zone]] (the [[Ω form]] is used in World of Light).
 
With the exception of the third method, Sonic must then be defeated on [[Green Hill Zone]].


==Attributes==
==Attributes==
Sonic is a [[weight|lightweight]] who, staying true to his home series, has outstanding mobility. He unsurprisingly possesses the fastest [[dash]]ing speed in the game by default (which is surpassed only by {{SSBU|Hero}} while using [[Command Selection|Acceleratle]]), the 7th fastest [[walk]]ing speed, the 12th fastest [[air speed]] (which tied with {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Little Mac}}, and {{SSBU|Inkling}}), and the highest [[traction]] in the game (surpassed only by [[Winged Form]] {{SSBU|Sephiroth}}). When combined with his above-average [[falling speed]] and jump heights, these attributes allow Sonic to move across the stage at a blisteringly quick pace, even in spite of his average [[gravity]] and low [[air acceleration]]. To round out his attributes, Sonic is also capable of [[wall jump]]ing.
Sonic is a [[weight|lightweight]] who, staying true to his home series, has very fast mobility. He possesses the fastest [[dash]] speed in the game by far (not counting [[Hero (SSBU)|Hero]] under the effects of [[Command Selection|Acceleratle]]), the seventh-fastest [[walk]] speed, the 12th fastest [[air speed]] (tied with [[Mario (SSBU)|Mario]], [[Donkey Kong (SSBU)|Donkey Kong]], [[Little Mac (SSBU)|Little Mac]] and [[Inkling (SSBU)|Inkling]]), and the highest [[traction]]. Combined with his above-average [[fall speed|falling speed]], Sonic can move across the stage at blinding speeds despite his slow [[air acceleration]]. In addition, he can also wall jump.
 
Sonic's special moves are quite useful. [[Spin Dash]] and [[Spin Charge]] allow him to not only move across stages at varying speed, but also do damage on contact, and can both follow up into an aerial attack, or uncharged Homing Attack. Despite their very similar looking appearance in functions, they both have different strengths and uses for various different situations.
 
Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move, and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it however loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup. Due to the amount of branching options Sonic has when starting Spin Dash, it is his most reliable attack in neutral and one of his best approach options overall. From jumping into cancellation, charging it to alter its timing, switching directions after releasing, and utilizing the spin shot, Spin Dash plays an extremely important role when attempting to play mind games versus Sonic's opponent.
 
While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge on the other hand hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spinshot", although it can only be done while airborne.  


Sonic's special moves are quite useful. [[Spin Dash]] and [[Spin Charge]] allow him to travel across stages at varying speeds, inflict damage on contact, and follow up into an aerial attack or uncharged Homing Attack. Despite appearing very similar aesthetically and mechanically, they both have different strengths and uses for various different situations.
Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed make him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves, such as Snake's [[C4]] or Yoshi's Egg Roll. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. However, they can bypass shields if fully-charged.


Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move and can be released in the air, and the hop at the start of the move allows Sonic to "spin shot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them; it, however, loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup, which can bypass even [[Wonderwing]]. The intangible fully charged version can pass through most grounded attacks but will clank with projectiles and aerial attacks.
[[Homing Attack]] deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and [[edge-guard breaking]]. Its uncharged state also has potential to combo and its charged state has K.O. potential at higher percents. [[Spring Jump]] is a useful recovery that grants intangibility at the start, goes very high, and is one of few recovery moves that do not cause a [[helpless]] state, enabling Sonic to attack and dodge during his descent and even extend his recovery with a directional air dodge. The spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and [[gimp]] opponents, respectively.


The non-fully charged version with the hop though can bypass if not beat out almost anything due to being aerial. The fully charged version of Spin Dash will also be intangible whenever Sonic turns the move around. Due to the number of branching choices Sonic has when starting Spin Dash, it is his most reliable attack in neutral and one of his best approach options overall. From jumping into cancellation, charging it to alter its timing, switching directions after releasing, and utilizing the spin shot, Spin Dash plays an extremely important role when attempting to play mind games versus Sonic's opponent.
Sonic also has a powerful air game. Neutral aerial is a great combo starter when [[SHFF]]'d, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for [[edge-guarding]] and, in certain instances, can combo into itself on-stage at low percentages, thanks to its [[auto-canceling]] window and Sonic's fast air speed. Up aerial possesses KO potential near the upper [[blast line]] and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial's clean hitbox is powerful, making it one of his few reliable KOing options like his up aerial, and coupled with its strength within Sonic's kit, also makes it his best aerial finisher. Lastly, down aerial is a [[stall-then-fall]]; although it is Sonic's least effective aerial, it has noticeably less ending lag compared to other stall-then-falls, and its initial hitbox [[meteor smash]]es aerial opponents.


While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spin shot", although it can only be done while airborne and can't be reversed.
Sonic's neutral attack, tilts, and throws have decent damage outputs and good speed, making them hard to [[punish]]. His grab game is decent overall: While none of Sonic's grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his outstanding speed. Sonic's [[pummel]] is also quick and has an average damage output, allowing him to rack up a fair amount of damage before throwing an opponent. Down throw is a [[semi-spike]] that has high base knockback, which makes it excellent for setting up edge-guards and [[tech-chase]]s. Back throw also has high base knockback and KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt. Up tilt can be reversed on startup, and hit opponents through platforms above Sonic, and his Forward Smash has a bit of a deceptively large range due to him stepping forward during the punch.


Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed makes him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves (such as [[C4]] or [[Egg Roll]]). Both moves also have Sonic's hurtbox extend beyond the attack's hitbox. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. However, they can bypass shields if fully-charged and jump over them on initial contact.
Up throw is a reliable combo starter, having decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as {{SSBU|Battlefield}}'s top platform, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him. Like up throw, it can also function as a KOing option, albeit only when used on the edge at very high percentages.


[[Homing Attack]] deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and [[edge-guard breaking]]. Its uncharged state also has the potential to combo and its charged state has a small amount of KO potential at higher percentages. [[Spring Jump]] is a useful recovery that grants intangibility at the start, goes very high, and is one of few recovery moves that do not cause a [[helpless]] state, enabling Sonic to attack and dodge during his descent and even extend his recovery with a directional air dodge. The spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and [[gimp]] opponents, respectively.
Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. Dash-dancing can be extremely useful for mind games in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponents. 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 backwards) are particularly effective for this, as they can cause almost immediate turnarounds and then grabs can then be used to punish opponents. In general, Sonic has the easiest time winning neutral exchanges 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 also has a powerful air game. Neutral aerial is a great combo starter when [[SHFF]]'d, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for [[edge-guarding]] and, in certain instances, it can combo into itself on-stage at low percentages thanks to its generous [[auto-cancel]] window and Sonic's fast air speed. Up aerial's auto-canceling window makes it a useful and deceptively safe combo starter when SHFF'd. Back aerial's clean hitbox is very powerful, to the point that it is one of Sonic's most reliable KO options. Lastly, down aerial is a [[stall-then-fall]] that has noticeably less ending lag compared to other stall-then-falls. When coupled with its initial hitbox's ability to [[meteor smash]] airborne opponents, down aerial can potentially gimp an opponent, if not KO them outright, and yet still allow Sonic to recover immediately afterward, even if he misses.
Sonic has some weaknesses however, the most noticeable of which is his KO potential. His KO potential is held back by his most reliable KOing options (smash attacks, and clean back aerial) requiring good positioning and having noticeable start-up 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 down smash, while having decent start up, has high ending lag, making it easy to punish if missed. While his damage-racking potential is formidable, his actual ability to close out a stock is one of the worst in the game, often resulting in his opponents surviving beyond 150% and even 200%. Despite his outstanding mobility, Sonic may struggle to land due to his very slow air acceleration, leaving him susceptible to [[juggling]].


Sonic's neutral attack, tilt attacks, and throws have mediocre damage outputs, yet their quick speed can make them difficult to [[punish]]. His grab game is decent overall: while none of Sonic's grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his outstanding mobility. Sonic's [[pummel]] is also quick and has an average damage output, allowing him to rack up a fair amount of damage before throwing an opponent. Down throw is a [[semi-spike]] that has high base knockback, which makes it excellent for setting up edge-guards and [[tech-chase]]s. Back throw also has high base knockback and KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt. Up tilt can be reversed on startup and hit opponents through platforms above Sonic, and his forward smash has a bit of a deceptively large range due to him stepping forward during the punch.
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. 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 his light weight.


Up throw is a reliable combo starter, having decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as {{SSBU|Battlefield}}'s top platform, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him and setting up an edge-guard.
Much like in ''Brawl'', Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Depending on the play-style of the Sonic, he can have a decent matchup against almost any character in the game, even at competitive levels. Because of his prowess for mindgaming and switching up tactics, as well as the inherent strengths and weaknesses to each style of play, some Sonic mains argue that Sonic has no truly disadvantageous matchups as a character, and that his matchups are much more heavily influenced by playstyle than his actual attributes.


Mastering Sonic's running game is crucial to Sonic's ability to perform at high-level play; thanks to Sonic having the fastest dashing speed, Sonic mains can take advantage of a variety of dash or dash-related techniques. Dash-dancing is extremely useful for mindgames, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. The ability to use any attack out of a dash further compliments this strategy, as Sonic can retaliate almost immediately to an opponent's attack after dash-dancing. As such, it is often regarded by Sonic players that it is better to run away from the opponent and run back than to use [[roll]]s to avoid opponents.
In all, Sonic has a great offensive play, has a strong [[neutral game]], a good off-stage presence, and can very rapidly damage his opponents, but like other characters of his archetype, has some trouble KOing.


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.
==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'', which was reflected in its latest tier list (tied with Fox for 7th out of 55th). His phenomenal ground movement and Spin Dash not only granted him a powerful [[neutral game]], but also encouraged a borderline oppressive hit-and-run playstyle, to a point where Sonic players would often utilize [[Time out|time outs]] after having a stock/percentage lead to win games. Likely as a result of this, Sonic was given a mix of buffs and nerfs in his transition to ''Ultimate'', but has been nerfed overall.


Despite the plethora of strengths, Sonic has some weaknesses, 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 ability to reliably close out stocks is among the worst in the game, which oftentimes results in his opponents surviving beyond 150% and even 200% if he is unable to score an early kill, forcing him to rely on hard reads in order to reliably take stocks at high percents. Despite his outstanding mobility, Sonic may struggle to land due to his very low air acceleration, leaving him susceptible to [[juggling]].
Several of Sonic's key strengths and moves from ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash: The move 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 mind games from ''SSB4'', and now requires 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. This is further compounded by up throw's nerf; known for being a potential finisher due to it's ability to combo into Spring Jump-assisted setups, it now has increased endlag, 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 once powerful edge guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight and increased falling speed also noticeably worsen his endurance.  


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.
However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. Homing Attack has been significantly buffed, now having less start-up lag, less endlag upon hitting an opponent, better homing capabilities, and increased damage output; this has lead to the move becoming a much more viable combo tool as well as a potential option to break neutral. Down tilt now launches opponents at a higher angle, granting the move combo potential, down smash and up smash have increased KO potential, giving Sonic a slightly easier time KOing with them. Additionally, some of Sonic's already stronger moves have been buffed in various ways: Despite having been worsened overall, Spin Dash now has the ability to be jump canceled, granting Sonic some potential mix-up options, albeit less effective ones than previously. Spring Jump now grants Sonic slightly more distance and due to ''Ultimate's'' mechanic changes regarding air dodges, allows Sonic to directionally air dodge out of it to gain a little extra height, buffing his already impressive recovery. Lastly, several of Sonic multi-hitting attacks now link into each other more reliably, including Spin Charge, up smash, forward aerial, and forward tilt.


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.
Lastly, Sonic has received improvements as a result of ''Ultimate's'' universal mechanic changes. 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; this grants neutral aerial increased combo potential, improves back aerial's safety as a spacing option, and makes down aerials a slightly safer (albeit still unsafe) landing option. Sonic's already unmatchable ground mobility has been improved even further, with his initial dash now being among the fastest in the game, heightening his camping abilities via running. Lastly, the ability to [[run cancel]] allows Sonic to take advantage of his phenomenal ground movement far more than any other character in ''Ultimate'', granting him powerful mix-up options he didn't have access to in ''SSB4''.


==Changes from ''[[Super Smash Bros. 4]]''==
Overall, while Sonic still retains his powerful attributes and combo game, several of Sonic's most powerful tools from ''SSB4'' have either been worsened or have been removed altogether. As a result, Sonic must take advantage of ''Ultimate's'' reworked mechanics and gear towards a more offensive playstyle than in the previous game. This has lead to a notably less effective character between games, as Sonic is forced to make greater use of his below average moveset compared to his previous incarnation, who mainly relied on Spin Dash to compensate for his generally underwhelming attacks.
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 an outstanding 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.
Due to these nerfs, worse tournament results, and lower representation as a result of previous ''SSB4'' Sonic players (including {{sm|Jakal}}, {{sm|kuma}}, {{sm|Seagull Joe}} and {{sm|VaLoR}}) either relegating him to a secondary or dropping him altogether, Sonic's overall perception has been mixed: While some players such as {{Sm|ZeRo}}, {{Sm|Mew2King}} and {{Sm|Leffen}} view him as an upper mid tier character and {{sm|Samsora}} even claiming him to be a low-high tier character, other players such as {{Sm|ESAM}}, {{sm|VoiD}} and {{sm|Dabuz}} claim that he is lower mid tier character.  Despite these claims, however, Sonic has achieved respectable results competitively thanks to the efforts of players including {{sm|Wrath}}, {{sm|Sonix}}, {{sm|Sonido}}, and {{sm|KEN}}, with notable placements including Sonido placing 5th at {{Trn|Come to Papa 3}}, 7th at {{Trn|Just Roll With It! 11}} and 17th at {{Trn|CEO 2019}}, Wrath placing 17th at {{Trn|MomoCon 2019}}, and KEN placing 2nd at {{Trn|Umebura SP 7}}, 3rd at {{Trn|Umebura SP 3}} and {{Trn|Sumabato SP 9}}, 1st at {{Trn|EGS Cup}} and {{Trn|Sumabato SP 6}} and 4th at {{Trn|Umebura SP 4}} and {{Trn|Umebura SP 6}}; KEN in particular has notable wins over several high-level players, including {{sm|Tea}}, {{sm|MKLeo}}, {{sm|T}}, and {{sm|ProtoBanham}}. As a result, Sonic's true viability currently remains up for debate.


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]].
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Sonic's model features a more subdued color scheme. His fur is now lightly detailed similar to other furry characters.}}
*{{change|Like most of the cast, Sonic is more expressive, as he now has a sly grin while dashing and now has an angry expression when using some of his attacks.}}
*{{change|Sonic's head quills bounce and move around more, resembling how their movement was in ''Brawl''.}}
*{{change|Sonic now grins during his running [[victory pose]] instead of smirking, like in ''Brawl''.}}
*{{change|Sonic's Chaos Emerald [[victory animation]] now has him running up to the Emerald before grabbing it.}}


Sonic also enormously benefits from ''Ultimate's'' universal mechanic changes, moreso than any other returning veteran. His 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 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.
===Attributes===
*{{buff|Like all characters, Sonic's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Sonic [[walk]]s faster (1.375 → 1.444).}}
*{{buff|Sonic [[run]]s faster (3.5 → 3.85).}}
**{{buff|Sonic's initial [[dash]] is significantly faster (1.5 → 2.31).}}
*{{buff|Sonic's [[traction]] has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish [[out of shield]].}}
*{{buff|Sonic's [[air speed]] is faster (1.15 → 1.208).}}
*{{change|Sonic [[falling speed|falls]] faster (1.45 → 1.65).}}
*{{buff|Sonic's [[fast-fall]] is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.}}
*{{nerf|Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than {{SSBU|Zelda}} and being lighter than {{SSBU|Little Mac}}, worsening his endurance. While this change would make him less susceptible to combos, this is prevented by his faster fall speed.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-15 → 4-14) and has more ending lag ([[FAF]] 28 → 29).}}
*{{nerf|Back roll has more ending lag (FAF 28 → 34).}}
*{{nerf|[[Spot dodge]] has more startup (frame 2 → 3).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 2-25 → 2-26).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 31 → 51).}}
*{{buff|The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to [[Spring Jump]] not causing [[helplessness]], he can get additional distance with a directional air dodge after using it.}}
*{{nerf|Sonic now takes a slight amount of damage per second when [[swimming]]. He shares this trait with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}.}}
**{{change|His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).}}


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 and his worse endurance has given him a newly defined weakness. This has lead to a less oppressive and polarized character, his playstyle shifting into a more offensive and creative one than before where Sonic now makes greater use of his standard moveset and newly buffed Homing Attack 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''.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/[[361]]° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 [[set knockback|set]]/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but inflict additional frames of [[hitstun]] (0 → 8 (hit 1), 4 (hit 2)). This allows them to connect more reliably, and the second hit to [[lock]] opponents.}}
**{{buff|Consecutive uses of the first hit are faster (13 → 10 frames).}}
**{{buff|The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).}}
**{{buff|The third hit launches at a lower angle (50° → 361°), allowing it to force opponents offstage more effectively and set up [[tech-chase]]s.}}
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}}
**{{nerf|The first hit has had its three large hitboxes replaced with four smaller ones (3u/3.5u/4u → 1.4u/1.4u/1.6u/1.6u). The second and third hits have smaller hitboxes as well (4.0u/3.4u/3.0u → 2.3u/2.3u/2.8u (hit 2), 3.0u/3.5u/5.0u → 2.6u/2.6u/3.6u (hit 3)).}}
**{{nerf|The second hit deals less damage (2% → 1.5%).}}
**{{nerf|The third hit has a shorter hitbox duration (frames 4-6 → 4-5).}}
**{{change|The third hit has a slightly different animation.}}
*[[Forward tilt]]:
**{{buff|The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.}}
**{{buff|The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.}}
*[[Up tilt]]
**{{buff|Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag. This slightly hinders it's combo potential.}}
**{{change|The first hit's late portion no longer uses the [[autolink angle]] (365° → 95°).}}
**{{nerf|The first active hitbox is slightly smaller (5.5u → 5.2u).}}
*[[Down tilt]]:
**{{buff|Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 base/80 scaling → 40/100), improving its combo potential.}}
**{{buff|It returns Sonic to his original position after kicking, rather than moving him forward, making it safer to use for [[spacing]].}}
*[[Dash attack]]:
**{{change|Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times, although its total damage remains intact (1% (hits 1-3), 3% (hit 4) → 6% (clean), 4% (late)).}}
**{{buff|It has much less ending lag (FAF 62 → 50).}}
**{{buff|The late hit has gained a [[shieldstun]] multiplier of 1.57×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it safer on shield.}}
**{{nerf|It launches at a lower angle (70° → 60°) and deals less knockback (80 base/125 scaling → 88/80 (clean), 93/80 (late)), reducing its KO ability.}}
*[[Forward smash]]:
**{{buff|Sonic's arm stretches out further during the punch, improving its range.}}
*[[Up smash]]:
**{{buff|Up smash has less startup lag (frame 19 → 18).}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|Up smash's looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.}}
**{{buff|The first hit launches opponents towards Sonic (90° → 95°), while the looping hits have a lower [[SDI]] multiplier (0.6× → 0.5×), and both use [[weight-independent]] knockback, allowing them to connect more reliably.}}
**{{buff|The last hit has increased knockback scaling (165 → 170), improving its KO potential.}}
*[[Down smash]]:
**{{buff|Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.}}


{{SSB4 to SSBU changelist|char=Sonic}}
===Aerial attacks===
*{{buff|All aerials have less landing lag (16 frames → 10 (neutral), 26 → 16 (forward), 30 → 15 (back), 21 → 13 (up), 38 → 21 (down)).}}
*[[Forward aerial]]:
**{{buff|Forward aerial's multi-hits consist of one large hitbox instead of four smaller ones (2u → 5.5u), which uses the autolink angle (130°/60°/200°/340° → 367°) and has more set knockback (30 → 40), allowing them to connect more reliably. They also have a lower hitlag multiplier (1× → 0.7×), making them harder to SDI out of.}}
*[[Back aerial]]:
**{{nerf|Back aerial's late hit has much less knockback scaling (100 → 76), significantly hindering its KO potential.}}
*[[Up aerial]]:
**{{nerf|Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.}}
**{{buff|The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).}}
*[[Down aerial]]:
**{{change|Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).}}
***{{buff|This allows for the aerial [[meteor smash]] to be landed much more easily.}}
***{{nerf|However, this reduces the clean hit's duration against grounded opponents.}}
**{{buff|The late hit deals more knockback (80 base/70 scaling → 75/80).}}
**{{nerf|The late hit has gained a sourspot that deals less damage (7% → 5%) without compensation on knockback.}}


==Update history==
===Throws and other attacks===
Aside from glitch fixes, Sonic was buffed via game updates. Update 2.0.0 improved his forward tilt's consistency and decreased his back aerial's landing lag, while update 3.0.0 ensured that Sonic retains his double jump upon using [[Spin Dash]] or [[Spin Charge]] on a platform. Update 7.0.0 enlarged Sonic's shield as part of a near-universal buff, and significantly improved his up smash's reliability against an opponent standing on a platform, the latter of which was shared with {{SSBU|Roy}} and {{SSBU|Chrom}}'s up smashes.  
*{{nerf|All [[grab]]s have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).}}
*{{nerf|Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).}}
*{{nerf|Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).}}
*[[Pummel]]:
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).}}
**{{change|It has a slightly different animation.}}
*[[Forward throw]]:
**{{buff|Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).}}
**{{nerf|It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.}}
**{{nerf|It has significantly less knockback scaling (100 → 75), no longer KOing at high percents.}}
*[[Up throw]]:
**{{nerf|Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.}}
**{{nerf|Up throw deals less knockback, worsening its KO potential.}}
*[[Down throw]]:
**{{buff|Down throw's release deals more damage (4% → 5%), with its base knockback compensated (80 → 75).}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


However, update 9.0.0 brought about Sonic's most significant buffs. His up tilt and dash attack had their ending lag decreased, while the latter's poor damage output was also increased. As a result, both moves are safer on shield. Up smash gained more intangibility, its overall lag was decreased, and its first hit's angle and knockback were adjusted; altogether, these changes improved its consistency and safety. Lastly, up aerial's second hit received another hitbox below Sonic, which improved the move's somewhat infamous inconsistency.
===Special moves===
*[[Homing Attack]]:
**{{buff|Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 22-34 → frames 15-82).}}
***{{buff|It has less startup when uncharged (frame 22 → 15), allowing it to be comboed into from other moves.}}
**{{buff|It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.}}
**{{buff|It has improved accuracy.}}
**{{buff|It incurs less ending lag upon hitting an opponent (FAF 32 → 27), allowing it to combo into other moves at certain percentages.}}
**{{buff|It has larger hitboxes (3.5u/3.5u → 5.0u/5.0u).}}
**{{nerf|It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in ''Smash 4'', despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shield.}}
**{{change|Homing Attack shows a reticle on the opponent right before Sonic is about to strike, as in games from ''Sonic and the Secret Rings'' onward. The reticle most closely resembles its design in ''Sonic Colors''.}}
**{{change|It launches at a slightly lower angle (55° → 53°).}}
*[[Spin Dash]]:
**{{buff|A grounded charged Spin Dash can be released in the air while keeping its charge.}}
**{{buff|The first jump hit deals slightly more damage (4% → 5%) and has a bigger hitbox (2.0u → 3.0u).}}
**{{nerf|Its charge can no longer be canceled by shielding, removing its usefulness for faking out approaches.}}
**{{nerf|It can no longer be held indefinitely, now being unleashed automatically if charged for more than two seconds.}}
**{{nerf|The move stops upon hitting an opponent's shield, and cannot [[cross up]] unless it is charged enough, reducing its safety.}}
**{{change|The trail changes from purple to yellow when fully charged.}}
**{{bugfix|Sonic no longer loses his double jump after landing with an aerial Spin Dash or [[Spin Charge]].}}
*[[Spring Jump]]:
**{{buff|Sonic gains slightly more vertical height from Spring Jump, matching the move's vertical height from ''Brawl''.}}
**{{nerf|The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.}}
**{{nerf|It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.}}
**{{nerf|Using the move incurs 10 frames of landing lag.}}
**{{bugfix|Grabbing onto a [[Ladder (stage element)|ladder]] no longer causes Sonic to become helpless whenever he lets go or falls after climbing to the top.}}
*[[Spin Charge]]:
**{{buff|Spin Charge's hits launch at a more horizontal angle (60° → 9°), and have more base knockback (40 → 70), but drastically less knockback scaling (60 → 15), as well as lower hitlag and SDI multipliers (1× → 0.5×). This allows them to connect much more reliably.}}
**{{change|Spin Charge changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.}}
*[[Super Sonic]]:
**{{change|Super Sonic's functionality has been changed. Instead of being fully controllable, he moves automatically across the horizontal axis at a drastically increased speed, and only his vertical position can be controlled.}}
**{{buff|When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.}}
**{{nerf|Super Sonic's damage output is significantly weaker than its previous iterations, and it lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.}}


Overall, Sonic fares better than he did at the launch of ''Ultimate'', and he continues to achieve excellent results in both offline and online tournaments.
==Update history==
Sonic has been buffed via game updates.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
{{UpdateList (SSBU)/1.1.0|char=Sonic}}
*{{change|Updated Sonic's animations for crouching while holding an item and swinging a battering item.}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Sonic}}
*{{buff|Forward tilt's hits connect more reliably.}}
*{{buff|Forward aerial's looping hits have a lower hitlag multiplier (1× → 0.7×). This makes them more difficult to SDI out of.}}
*{{buff|Back aerial has less landing lag (18 frames → 15).}}
*{{buff|[[Super Sonic]]'s [[Final Smash Meter]] has a higher knockback multiplier (0.62× → 0.71×).}}
*{{bugfix|Fixed a glitch that caused [[Space Pirate Rush]] to instantly drag Sonic to the left [[blast line]] and KO him if used on 2D stages.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Sonic}}
*{{buff|Sonic no longer loses his [[double jump]] after using [[Spin Dash]] or [[Spin Charge]] on a platform.}}
*{{buff|Super Sonic has a larger hitbox.}}
*{{buff|Super Sonic has more knockback and range when used via the Final Smash Meter.}}
*{{bugfix|Fixed a glitch where climbing a ladder after using [[Spring Jump]] renders Sonic helpless once he lets go or climbs to the top.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Sonic}}
*{{change|Down aerial no longer has its downward movement disabled when used out of hitstun.}}
 
*{{change|Created a glitch where, upon recovering with Spring Jump and then landing, the landing lag animation plays slower.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Sonic}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Sonic}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Sonic}}


==Moveset==
==Moveset==
*Sonic can [[wall jump]].
*Sonic can [[wall jump]].
*Sonic continuously receives damage while [[swimming]]. This trait is shared with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}. This is a reference to the classic ''Sonic the Hedgehog'' games where Sonic is unable to swim, and needs to constantly collect air bubbles or else he drowns and die instantly.
*Sonic takes continuous damage when [[swimming]]. This trait is shared with {{SSBU|Charizard}}, {{SSBU|Inkling}}, and {{SSBU|Incineroar}}.
''For a gallery of Sonic's hitboxes, see [[Sonic (SSBU)/Hitboxes|here]].''
''For a gallery of Sonic's hitboxes, see [[Sonic (SSBU)/Hitboxes|here]].''


Line 117: Line 228:
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=P / PP / PPK
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Sonic's Punch and Punch-Kick from ''Sonic the Fighters''. Its first and second hits are 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 and second hit are 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=Sonic's 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, and 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 {{SSBU|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It resembles Sonic's 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 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. Unlike in ''Smash 4'', it launches opponents diagonally, which enables it to start combos at low percentages. Its most reliable follow-ups are forward aerial and up aerial. It resembles Sonic's Leg Throw from ''Sonic the Fighters'', and his Foot Sweep from ''Sonic the Hedgehog'' (2006) and ''Sonic Unleashed''.
|dtiltdesc=A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from ''Sonic the Fighters''.
|dashname=Dash Kick ({{ja|ダッシュキック|Dasshu Kikku}})
|dashname=
|dashdmg=8% (clean), 6% (late)
|dashdmg=6% (clean), 4% (late)
|dashdesc=A flying kick. A decent follow-up from a down throw, although this requires a read. While its very minimal start-up lag can allow it to pressure unwary opponents, its considerable ending lag makes it quite punishable.
|dashdesc=A flying kick similar to Fox's. 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.
|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|fsmashname= 
|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. It's also disjointed and beats several hitboxes because Sonic doesn't have a hurtbox on his hands. 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.
|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.
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}})
|usmashname= 
|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)
|usmashdesc=A jumping Spin Dash. It has moderate start-up (frame 14) and noticeable ending lag, making it risky if used unwisely. It hits multiple times, with the last hit having extremely high knockback scaling but merely average base knockback. As a result, it should be used for KO attempts later instead of earlier. It is also excellent at shield poking, thanks to its somewhat large hitboxes.
|usmashdesc=A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier.  
|dsmashname=Split Kick ({{ja|スプリットキック|Supuritto Kikku}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdmg={{ChargedSmashDmgSSBU|12}}
|dsmashdesc=A split kick, similar to {{SSBU|Fox}} and {{SSBU|Falco}}'s down smashes. It has the lowest amount of start-up lag (frame 12) out of Sonic's smash attacks and hits both in front of and behind himself simultaneously, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding. However, it lasts for only 2 frames and, like his other smash attacks, it has considerable ending lag.
|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. However, it lasts for only 1 frame, and has considerable ending lag.
|nairname=Air Spin ({{ja|エアスピン|Ea Supin}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest)
|nairdesc=Sonic's Air Spin from ''Sonic the Fighters''. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and [[Spring Jump]]-assisted combos, its launch angle makes its clean and late hitboxes useful combo starters at low to medium percentages when [[SHFF]]'d.
|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={{ShortHopDmgSSBU|0.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|fairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6)
|fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSBU|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials, coming out on frame 5. When coupled with the last hit's very high knockback growth, it is quite useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's very fast air speed and the move's fairly large [[auto-cancel]] window. It resembles Sonic's 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={{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 and has low ending lag. However, it does have moderately high start-up lag (frame 13) for a back aerial, which can make it somewhat challenging to hit with.
|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. However, it has moderate start-up.
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairname= 
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdesc=A scissor kick. Its very generous auto-cancel window and fairly low landing lag make it deceptively safe, as it autocancels as soon as the hitboxes cease, which is actually due to a coding error that wasn't fixed from the previous games. 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 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.
|uairdesc=A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low 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. Both hits don't always connect very reliably however.
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairname=Shooting Star Kick
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (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 its noticeably lower ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents at the beginning of the attack, but not grounded opponents. It resembles Sonic's Stomp Dive from ''Sonic the Fighters'', and his 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 at the beginning of the attack, 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.
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent.  
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|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 launching angle and overall knockback being noticeably lower than in ''Smash 4'', it now functions as a serviceable edge-guard set-up at the very negligible cost of its almost nonexistent KO potential. It resembles Sonic's 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 edges and at very high percents. 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 tomoe nage,{{ref|a}} a judo throw. Sonic's strongest throw by far, and his only one that KOs at reasonable percentages.
|bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}{{ref|b}} (a Judo throw). It is Sonic's only throw with consistent KO potential.
|uthrowname=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}})
|uthrowname=
|uthrowdmg=1% (hit 1), 5% (throw)
|uthrowdmg=1% (hit 1), 5% (throw)
|uthrowdesc=Heaves the opponent overhead and then stabs them with his quills to launch them upwards. It can combo into neutral aerial, up aerial and inputted [[Homing Attack]] at low percentages. Due to its ending lag being increased since ''Smash 4'', its Spring Jump-assisted follow-ups less consistent. It also has KO potential, albeit only at very high percentages and when used on 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 a neutral aerial, up aerial and inputted Homing Attack at low 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), 5% (throw)
|dthrowdmg=1% (hits 1-3), 5% (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 Sonic's 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''.
|floorfname=
|floorfname=
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Spin Dashes in a circle before getting up.
|floorfdesc=Spin Dashes around in a circular motion while getting up.
|floorbname=
|floorbname=
|floorbdmg=7%
|floorbdmg=7%
Line 189: Line 300:
|nsname=Homing Attack
|nsname=Homing Attack
|nsdmg=7%-20%
|nsdmg=7%-20%
|nsdesc=Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier at the cost of it inflicting less damage. It can be used as a follow-up from various moves if executed early.
|nsdesc=Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier, albeit dealing less damage. It can be comboed into from various moves if executed early.
|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 5 frames of intangibility after the charge is released, 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. When it is charged, however, the move is very safe on shield. 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. Sonic can only hold the charge for two seconds when his Spin Dash is fully charged, but as the move can be jump-canceled, he can still charge it on the ground, cancel the charge with a jump and release it in the air while still keeping its charge.
|ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent at a fast speed. 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)
|usdesc=Bounces off of a Spring. When used on the ground, it remains in place for a few seconds, allowing Sonic and any other character to keep bouncing off of it until it vanishes. Although Spring Jump is used primarily for recovering, it is also useful for partaking in combos. It grants intangibility at the start, while the Spring itself can also be used to [[gimp]] recovering opponents underneath Sonic.
|usdesc=Sonic is sent upwards by a spring. When used on the ground, it remains in place for a few seconds, allowing Sonic and any other character to keep bouncing off of it until it vanishes. Although this move is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility at the start, while the spring itself can also be used to [[gimp]] recovering opponents underneath Sonic.
|dsname=Spin Charge
|dsname=Spin Charge
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump)
|dsdmg=1.5%-2.3% (loop), 4% (last hit), 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. Its charge can only be held for three seconds after Spin Charge is fully charged.
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, and requires button mashing in order to charge. However, it lacks the short jump at the 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% (each ram), 10% (detransformation)
|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 flies around rapidly horizontally and can change his vertical position. Any opponents that are near Sonic when he returns to normal will be damaged.
|fsdesc=Summons 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 flies around rapidly horizontally and can change his horizontal position. Any opponents that are near Sonic when he returns to normal will be damaged.
}}
 
===Stats===
{{Attributes
|weight    = 86
|rweight    = 70-71
|cast      = 89
|dash      = 2.31
|rdash      = 4
|run        = 3.85
|rrun      = 1
|walk      = 1.444
|rwalk      = 7
|trac      = 0.138
|rtrac      = 1
|airfric    = 0.01
|rairfric  = 40-51
|air        = 1.208
|rair      = 12-16
|baseaccel  = 0.01
|rbaseaccel = 72-80
|addaccel  = 0.04
|raddaccel  = 72-80
|gravity    = 0.09
|rgravity  = 45-51
|fall      = 1.65
|rfall      = 33-38
|ff        = 2.64
|rff        = 34-39
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 35
|rjumpheight= 22-24
|shorthop  = 16.89
|rshorthop  = 30
|djump      = 35
|rdjump    = 32
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Sonic French Announcer SSBU.wav|French
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Spin Dashes onto the stage from the foreground and strikes a pose.
[[File:Sonic on-screen appearance.gif|thumb|Sonic's on-screen appearance.]]
<gallery>
*Sonic Spin Dashes onto the stage from the foreground and strikes a pose.
SonicOnScreenAppearanceSSBU.gif|Sonic's on-screen appearance.
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses (most notably from ''Sonic Adventure''), while making a "tsk" sound three times.
*'''Up taunt''': Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds.
*'''Side taunt''': Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while grinning and saying "Sonic Speed!" ("{{ja|遅すぎだぜ!|Oso sugi da ze!}}", ''You're too slow!'')
*'''Side taunt''': 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!'').
*'''Down taunt''': Performs the {{iw|wikipedia|windmill|b-boy move}}, a breakdancing move, while saying "Come on!"
*'''Down taunt''': Performs the [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move, while saying "C'mon!" both in English and Japanese.
<gallery>
<gallery>
SSBUSonicTaunt1.gif|Sonic's up taunt.
SSBUSonicTaunt1.gif|Sonic's up taunt.
Line 263: Line 328:
SSBUSonicTaunt3.gif|Sonic's down taunt.
SSBUSonicTaunt3.gif|Sonic's down taunt.
</gallery>
</gallery>
Sonic also uses his English lines if the language is set to Dutch or Russian, and uses his Japanese lines if the language is set to Chinese or Korean. His taunt voice lines in other languages are as follows:
{|class=wikitable
! !! Side !! Down
|-
! scope="row"|French
|"Vitesse Sonic !"<br>(''Sonic Speed!'') || "Allez !"<br>(''Come on!'', lit. ''Go!'')
|-
! scope="row"|Italian
|"Velocità supersonica!"<br>(''Super Sonic Speed!'') || "Andiamo!"
|-
! scope="row"|German
|"Lichtgeschwindigkeit!" || "Los geht's!"
|-
! scope="row"|Spanish
|"¡Velocidad sónica!"<br>(''Sonic Speed!'') || "¡Vamos!"<br>(''Let's go!'')
|}


===[[Idle pose]]s===
===[[Idle pose]]s===
*Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the ''Sonic the Hedgehog'' games for the Sega Genesis.
*Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the ''Sonic the Hedgehog'' games for the Sega Genesis.
*Looks at the camera and wiggles his finger in a patronizing manner while smirking. It resembles the animation he performs after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3'' and ''Sonic Mania'' or his introduction in many 2D ''Sonic the Hedgehog'' games and in the [[wikipedia:Adventures of Sonic the Hedgehog|three]] [[wikipedia:Sonic the Hedgehog (TV series)|American]] [[wikipedia:Sonic Underground|DIC Entertainment]] cartoons as well as the animation he does before jumping offscreen in ''Sonic CD'' if the game is left idle for three minutes.
*Turns towards the player and waves his finger in a patronizing manner while smiling. It resembles an animation he performs after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3'' and ''Sonic Mania''.
<gallery>
<gallery>
SSBUSonicIdle1.gif|Sonic's first idle pose.
SSBUSonicIdle1.gif|Sonic's first idle pose
SSBUSonicIdle2.gif|Sonic's second idle pose.
SSBUSonicIdle2.gif|Sonic's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Sonic Cheer English SSBU.ogg|center]]||[[File:Sonic Cheer Japanese SSBU.ogg|center]]||[[File:Sonic Cheer Italian SSBU.ogg|center]]||[[File:Sonic Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|So - nic! || Go! Go! So - nic! || Sooooooo - nic! || Gooooo - Sonic! || Allez So - nic!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Sonic Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer Spanish PAL SSBU.ogg|center]]||[[File:Sonic Cheer Russian SSBU.ogg|center]]||[[File:Sonic Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Sooooooo - nic! || Sooooooo - nic! Sooooooo - nic! {{NTSC}}<br>Este Sonic! Este Sonic! E! E! {{PAL}} || So - nic! *claps 3 times* || So - nic!
|}
</div>
</div>


===[[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 and 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!}}", ''Leaving behind to be dawdling!'').
*'''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'' and ''Sonic the Hedgehog (2006)'' after battles.
*'''Up:''' Runs up and collects the blue [[Chaos Emerald]] and then poses with it before 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!'').
*'''Right:''' Performs a break dance move that resembles 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.  
*'''Right:''' 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!" ("{{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!''), which he would also say after a boss is beaten in ''Sonic Adventure''.
[[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:SonicTheme.ogg|thumb|Ripped directly from [[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]], which itself is an orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', although the ending is slightly abridged.]]
<gallery>
<gallery>
SonicVictoryPose1SSBU.gif
SonicVictoryPose1SSBU.gif
Line 336: Line 347:
SonicVictoryPose3SSBU.gif
SonicVictoryPose3SSBU.gif
</gallery>
</gallery>
Sonic also uses his English lines if the language is set to Dutch or Russian, and his Japanese lines if the language is set to Chinese or Korean. His victory quotes in other languages are as follows:
{|class=wikitable
! !! Left !! Up !! Right
|-
! scope="row"|French
|"C'était presque trop facile !"<br>(''That was almost too easy!'') || "Du gâteau !"<br>(''Piece of cake!'', lit. ''Some cake!'') || "Faudra se refaire ça un jour !"<br>([We] ''need to do that again sometime!'')
|-
! scope="row"|Spanish
|"¡Pero que fácil!" || "¡Chupado!" || "¡A ver si lo repetimos!"
|-
! scope="row"|Italian
|"Persino troppo semplice!" || "Un gioco da ragazzi!" || "Rifacciamolo presto!"
|}
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''See also: [[:Category:Sonic players (SSBU)]]''


*{{Sm|KEN|Japan}} - A top 30 player for most of competitive ''Ultimate'', and the second-best Sonic player of all-time, being the definitive best from the early metagame to Sonix's rise at the start of 2022. He was one of the first Sonic players to succeed in competitive play in spite of Sonic's nerfs from the previous game, including winning {{Trn|EGS Cup}} by double-eliminating {{Sm|MkLeo}} and winning {{Trn|Sumabato SP 6}}, becoming the first Sonic player to win a major. Even after Sonix's rise, KEN remained one of the best Sonic players in the world, most notably winning {{Trn|Battle of BC 4}} with primarily Sonic.
==In competitive play==
*{{Sm|Peli|UK}} - The best Sonic player in Europe, picking up the character in the post-pandemic metagame. He is best known for winning {{Trn|VCA 2021}} and becoming the first European player to eliminate Glutonny from a ranked European event. This performance, alongside several other noteworthy performances such as winning {{Trn|DAT BlastZone 31}} and placing 5th at {{Trn|SWT: Europe Ultimate Regional Finals}}, eventually led him to rank 69th on the [[OrionRank Ultimate: Eclipse]]. Although he was never able to replicate his performance at VCA 2021, he has nevertheless placed highly at several other large European events, including 5th at {{Trn|e-Caribana}} and 7th at {{Trn|VCA 2022}}.
===Notable players===
*{{Sm|Sonido|USA}} - The best Sonic player in North America in the game's early months. He is best known for placing 5th at {{Trn|Come to Papa 3}}, where he also defeated {{Sm|Samsora}}. Alongside placing 9th at {{Trn|CEO 2019}}, where he defeated {{Sm|Mr.R}}, and placing 7th at the back-to-back superregionals {{Trn|Just Roll With It! 11}} and {{Trn|2GG: Grand Tour - South Carolina}}, he became the first Sonic player to appear on a global ranking, ranking in the Area 51 position on the [[Spring 2019 PGRU]]. He remains active in competitive play; however, aside from some occasional noteworthy performances such as 9th at {{Trn|DreamHack Atlanta 2019}}, he has yet to replicate his performances from the spring season.
<!--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.-->
*{{Sm|Sonix|Dominican Republic}} - The greatest Sonic player of all-time, and one of the best players in the world since 2023. He has been competing since the early metagame, but first became known for his performances during the online metagame, where he is regarded as one of the best online players of all-time. Since the post-pandemic metagame, he has won four majors -- {{Trn|CEO 2022}}, {{Trn|Get On My Level X}}, {{Trn|Port Priority 8}}, and {{Trn|The Coinbox IRL}} -- and is the only Sonic player across all ''Smash'' games to win a supermajor.
*{{Sm|Taikei|Japan}} - The second-best Sonic player in Japan, making his debut in the post-pandemic metagame, and has since been ranked in the top 100, peaking at 77th on the [[LumiRank 2023]]. He is best known for finishing 5th at {{Trn|Seibugeki 12}} and 7th {{Trn|KOWLOON 5}}, defeating {{Sm|Kameme}} in the former event, and has come close to placing top 8 at many other majors, including placing 9th at {{Trn|Seibugeki 8}} and {{Trn|Seibugeki 14}}. In addition, he has defeated KEN at several events, including {{Trn|Sumabato SP 51}}, and has also notably defeated {{Sm|Dabuz}} at {{Trn|Kagaribi 10}}.
*{{Sm|Wrath|USA}} - The second-best Sonic player in North America, and was in contention for being one of the best Sonic players in the early metagame in spite of his low attendance, having placed 5th at {{Trn|Frostbite 2020}} and 7th at {{Trn|DreamHack Atlanta 2019}}. He became more active in the online metagame, where he was one of the best online players, and the post-pandemic metagame, where he notably won {{Trn|MomoCon 2024}} and placed 4th at {{Trn|Patchwork 2024}} and 5th at {{Trn|The Coinbox IRL}}, ultimately ranking 34th on the [[LumiRank 2024.1]].


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
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]], which 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 "hit-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 was reflected in his placement on the first tier list, where he is ranked 4th, with eleven panelists ranking him as 1st.
====Active====
*{{Sm|6WX|USA}} - The best Sonic player in the Tri-State region. Placed 9th at {{Trn|The Scarlet Classic V}}, 33rd at {{Trn|Glitch 6}}, and 49th at both {{Trn|Pound 2019}} and {{Trn|Glitch 7}}.
*{{Sm|AlexDisC|Mexico}} - Placed 9th at {{Trn|2GG: Nightmare on Smashville}} and 25th at {{Trn|2GG: SwitchFest 2019}} with wins over {{sm|Eon}}, {{sm|Benny&TheJets}}, and {{sm|Cyro}}.
*{{Sm|Craftis|USA}} - The best Sonic player in New England. Placed 5th at {{Trn|Return to Subspace 2}}, and 17th at both {{Trn|Overclocked Ultimate}} and {{Trn|Overclocked Ultimate II}}.
*{{Sm|KEN|Japan}} - The best Sonic player in the world. Placed 1st at {{Trn|Midwest Mayhem Ultimate}}, {{Trn|EGS Cup}}, and {{Trn|Sumabato SP 6}}, 2nd at {{Trn|Umebura SP 7}}, 3rd at both {{Trn|Umebura SP 3}} and {{Trn|Sumabato SP 9}}, 4th at both {{Trn|Umebura SP 4}} and {{Trn|Umebura SP 6}}, and 5th at {{Trn|Sumabato SP 7}}. Has wins over {{sm|T}}, {{sm|Shuton}}, {{sm|Kome}}, {{sm|Raito}}, {{sm|Lea}}, {{sm|MKLeo}}, and {{sm|ProtoBanham}}. Ranked 22nd in the [[Japan Player Rankings#Super Smash Bros. Ultimate Rankings|Japan Player Rankings]].
*{{Sm|Meteor|USA}} - Co-mains Sonic with {{SSBU|Wolf}} and placed 3rd at {{Trn|2GG: Breakthrough 2019}}.
*{{Sm|Phoenix|USA}} - Placed 7th at {{Trn|2GG: Breakthrough 2019}}, 49th at {{Trn|2GG: Prime Saga}}, and 97th at {{Trn|EVO 2019}}.
*{{Sm|PowPow|USA}} - The best Sonic player in Wisconsin. Placed 13th at both {{Trn|Midwest Mayhem Ultimate}} and {{Trn|Overextend}}.
*{{Sm|Sonido|USA}} (#51) - One of the best Sonic players in the world. Placed 2nd at {{Trn|Buccaneer Brawl}}, 5th at {{Trn|Come to Papa 3}}, 7th at {{Trn|Just Roll With It! 11}}, 9th at {{Trn|DreamHack Atlanta 2019}}, 33rd at both {{Trn|Glitch 7}} and {{Trn|The Big House 9}}, 49th at both {{Trn|Frostbite 2019}} and {{Trn|Super Smash Con 2019}}, and 65th at {{Trn|GENESIS 6}}. Has wins over {{Sm|Samsora}}, {{Sm|ScAtt}}, {{sm|Mr E}}, {{sm|Salem}}, and {{Sm|Suarez}}.
*{{Sm|Sonix|Dominican Republic}} - The best Sonic player in the Dominican Republic and one of the best ones in the world. He is a prominent labber for the character, pushing what the character can do. He is PR'd #1 in the [[Dominican Republic Power Rankings#Super Smash Bros. Ultimate Rankings|Dominican Republic Power Rankings]]. and was the highest placing Sonic at {{Trn|GENESIS 6}} with 25th, and placed 65th at {{Trn|Super Smash Con 2019}}. He also placed 5th at {{Trn|Pre-Genesix}}.
*{{Sm|SuperGirlKels|Canada}} - The best Sonic player in Canada. Placed 5th at {{Trn|LAN ETS 2019}}, 7th at both {{Trn|ICARUS V}} and {{Trn|DreamHack Montreal 2019}}, and 65th at {{Trn|The Big House 9}}. Ranked 4th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].
*{{Sm|UR2SLOW|USA}} - One of the best Sonic players in the United States. Placed 13th at {{Trn|GatorLAN Fall 2019}} and 17th at {{Trn|Overlords of Orlando: OCTOBERLORDS}}. Has notable wins over players such as {{Sm|Mystearica}} and {{Sm|Dath}}.
*{{Sm|Wrath|USA}} - Uses Sonic as a co-main to {{SSBU|Joker}}. Placed 7th at {{Trn|DreamHack Atlanta 2019}} using only Sonic, and placed 9th at {{Trn|Ultimate Gamer Miami}}, 17th at {{Trn|MomoCon 2019}}, and 33rd at {{Trn|Super Smash Con 2019}} using both Sonic and Joker. Has wins over {{sm|RFang}}, {{sm|Ned}}, and {{sm|Tweek}}. Recently, he has considered using only Sonic from now on [https://twitter.com/WrathFGC/status/1193929245149614082].


Opinions on Sonic only further improved following the first tier list, as Sonix established himself as one of ''Ultimate''{{'}}s [[Four Horsemen]]. In addition, players began realizing that Sonic was likely one of the best counters to {{SSBU|Steve}}, the highest-ranking character in the game, as Sonic's ability to overwhelm opponents exploits Steve's poor mobility. This became more evident with Sonix's track record against Steve players, which includes dominantly defeating {{Sm|acola}} at {{Trn|Port Priority 8}}, {{Trn|Watch The Throne}} and {{Trn|Supernova 2024}}. Finally, the metagame began heavily favoring a campier, more patient playstyle that was perfect for Sonic players. As a result, many players now consider Sonic to be the second-best character in the game, which led to his rise to 2nd, ranking alongside Steve in the S+ tier.
====Inactive====
*{{Sm|Lui$|USA}} - Placed 9th at {{Trn|Super Splat Bros}} using Sonic alongside {{SSBU|Dr. Mario}} and {{SSBU|Greninja}}. He took sets from {{Sm|Sho}} and {{Sm|Xzax}} using the character.


=={{SSBU|Classic Mode}}: At the Speed of Sound==
=={{SSBU|Classic Mode}}: At the Speed of Sound==
[[File:SSBU Congratulations Sonic.png|thumb|Sonic's congratulations screen.]]
[[File:SSBU Congratulations Sonic.png|thumb|Sonic's congratulations screen.]]
Sonic's opponents reference characters from a variety of {{uv|Sonic the Hedgehog}} games. Each round also proceeds in the chronological order of each console generation to feature Sonic, starting from the 4th generation (Sega Genesis) to the 8th generation (Wii U), complete with Rounds 1 through 6 playing music from the ''Sonic the Hedgehog'' series (regardless of what universe the stage originates from). The title of Sonic's Classic Mode route also references a portion of the lyrics of "Escape from the City" from ''Sonic Adventure 2''.
Sonic's opponents are a mix between the game's fastest characters as well as references to characters in other ''Sonic'' titles. The references to his games in Sonic's Classic Mode go in chronological order from each console generation starting from the 4th (Sega Genesis) to the 8th (Wii U).
{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Fox|SSBU|hsize=20px}}||[[Green Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}''||Fox references [[Miles "Tails" Prower]], a fox who is Sonic's best friend and sidekick.
|1||{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px}}||[[Green Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}''||Fox represents Sonic’s sidekick, [[Miles "Tails" Prower]].
|-
|-
|2||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Figure-8 Circuit]]||''{{SSBUMusicLink|Sonic The Hedgehog|Super Sonic Racing}}''||Captain Falcon, the stage, and the music all reference ''Sonic R'', a racing game.
|2||{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px}}||[[Figure-8 Circuit]]||''{{SSBUMusicLink|Sonic The Hedgehog|Super Sonic Racing}}''||The stage, music, and opponent all reference ''Sonic R'', a racing game.
|-
|-
|3||Giant Metal {{CharHead|Sonic|SSBU|hsize=20px}}||[[Fourside]] ([[Ω form]])||''{{SSBUMusicLink|Sonic The Hedgehog|Open Your Heart}}''||The stage and the music likely reference the boss battles against Chaos in ''Sonic Adventure'', particularly the one against Chaos 0. Giant metal Sonic and the stage could also reference the Metal Sonic boss fight at the end of Stardust Speedway Zone in ''Sonic CD''. Giant metal Sonic will also use Sonic's default appearance, albeit while clad in metal, even if the player is also using Sonic's default appearance.
|3||Giant Metal Sonic {{Head|Sonic|g=SSBU|s=20px}}||[[Fourside]] ([[Ω form]])||''{{SSBUMusicLink|Sonic The Hedgehog|Open Your Heart}}''||The music and city setting, as well as its chronological placement, likely reference the battle against Perfect Chaos at the end of ''Sonic Adventure''; the stage and opponent could also reference the Metal Sonic boss fight at the end of Stardust Speedway Zone in ''Sonic CD''.
|-
|-
|4||{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}} {{SSBU|Kirby}} (×3)||[[Halberd]]||''{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}''||The Kirbys represent the character types in ''Sonic Heroes'': Speed (Blue), Flight (Yellow), and Power (Red). The stage likely references Final Fortress, the final level of said game.
|4||{{SSBU|Kirby}} (x3) {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}}||[[Halberd]]||''{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}''||The Kirbys represent the three character types from ''Sonic Heroes'': Speed (Blue), Flight (Yellow), and Power (Red). The stage choice likely references Final Fortress, the final level of said game.
|-
|-
|5||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Mushroomy Kingdom]]||''{{SSBUMusicLink|Sonic The Hedgehog|Seven Rings in Hand}}''||Sheik, the stage, and the music all reference ''Sonic and the Secret Rings'', which has an Arabian setting.
|5||{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px}}||[[Mushroomy Kingdom]]||''{{SSBUMusicLink|Sonic The Hedgehog|Seven Rings in Hand}}''||The stage, music, and opponent all reference ''Sonic and the Secret Rings'', which has an Arabian setting.
|-
|-
|6||Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''||Giant Incineroar references Zavok, the leader of The Deadly Six, who debuted in ''Sonic Lost World''.
|6||Giant {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''||Incineroar represents Zavok, the leader of The Deadly Six from ''Sonic Lost World''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 392: Line 393:
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
|}
Note: Every stage other than the final round plays a track from the ''Sonic'' universe, no matter what universe the stage originated from.


[[Credits]] roll after completing Classic Mode. Completing it as Sonic has ''{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Sonic has ''{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}'' accompany the credits.
Line 400: Line 402:
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, before Sonic could grab a hold of Pikachu, both were vaporized and placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.
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 towards Pikachu in an attempt to save it, but both 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. His location could potentially be a reference to ''Sonic & the Black Knight'' and/or the ''Zelda''-themed level in ''Sonic Lost World''.


Sonic is later seen standing next to {{SSBU|Mario}} as the other heroes prepare their last stand against Galeem and Dharkon.
He is later seen standing next to {{SSBU|Mario}}, as the heroes prepare their last stand against Galeem and Dharkon.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|38
| 38
|[[File:Sonic SSBU.png|center|108x108px]]
| [[File:Sonic SSBU.png|center|108x108px]]
|Sonic
| {{SSBU|Sonic}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|9,800
| 9,800
|[[Green Hill Zone]] ([[Ω form]])
| [[Green Hill Zone]] ([[Ω form]])
|''{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}''
| ''{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Sonic's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Sonic has been unlocked. Unlocking Sonic in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Sonic's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Sonic in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, Sonic makes an appearance in a few primary spirits in other forms.
Additionally, Sonic makes an appearance in a few Primary Spirits in other forms.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Sonic the Hedgehog.png|775. '''''Sonic the Hedgehog'''''
Sonic Fighter Spirit.png|775. '''''Sonic the Hedgehog'''''
SSBU spirit Super Sonic.png|778. Super Sonic
Super Sonic Spirit.png|778. Super Sonic
SSBU spirit Sonic the Werehog.png|796. Sonic the Werehog
Werehog Spirit.png|796. Sonic the Werehog
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 462: Line 465:
|-
|-
|778
|778
|{{SpiritTableName|Super Sonic|link=y|size=64}}
|{{anchor|Super Sonic}}[[File:Super Sonic Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|[[Super Sonic]]
|''Sonic the Hedgehog series''
|•Gold {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|•Gold {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,700
|13,700
|[[Windy Hill Zone]]
|[[Windy Hill Zone]]
Line 474: Line 478:
|-
|-
|780
|780
|{{SpiritTableName|Metal Sonic|link=y|size=64}}
|{{anchor|Metal Sonic}}[[File:Metal Sonic Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|[[Metal Sonic]]
|•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}} (100 HP)
|''Sonic the Hedgehog series''
|{{SpiritType|Shield}}
|•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,600
|4,600
|[[Windy Hill Zone]]
|[[Windy Hill Zone]]
|N/A
|N/A
|•Timed [[stamina battle]] (2:00)<br>•The enemy is metal<br>•The enemy starts the battle with a [[Rocket Belt]]
|•Timed [[Stamina battle]]<br>•The enemy is metal<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}
|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}
|
|
|-
|-
|782
|782
|{{SpiritTableName|Chaotix|size=64}}
|{{anchor|Chaotix}}[[File:Chaotix Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|Chaotix
|''Sonic the Hedgehog series''
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pichu}} {{Head|Pichu|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,600
|1,600
|[[Windy Hill Zone]]
|[[Windy Hill Zone]]
Line 498: Line 504:
|-
|-
|788
|788
|{{SpiritTableName|Shadow the Hedgehog|link=y|size=64}}
|{{anchor|Shadow the Hedgehog}}[[File:Shadow Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|[[Shadow the Hedgehog]]
|''Sonic the Hedgehog series''
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[New Pork City]] ([[Battlefield form]])
|[[New Pork City]] ([[Battlefield form]])
|•Assist Trophy Enemies (Shadow)<br>•Item: [[Timer]]
|•Assist Trophy Enemies ([[Shadow]])<br>•Item: [[Timer]]
|•The enemy's dash attacks have increased power<br>•Hostile assist trophies will appear<br>•The enemy is easily distracted by items
|•The enemy's dash attacks have increased power<br>•Hostile assist trophies will appear<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}
|{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}
|[https://sonic.fandom.com/wiki/Sonic_the_Hedgehog Sonic the Hedgehog]
|
|-
|-
|795
|795
|{{SpiritTableName|Silver the Hedgehog|link=y|size=64}}
|{{anchor|Silver the Hedgehog}}[[File:Silver Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|[[Silver the Hedgehog]]
|''Sonic the Hedgehog series''
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,600
|3,600
|[[Green Hill Zone]]
|[[Green Hill Zone]]
Line 522: Line 530:
|-
|-
|797
|797
|{{SpiritTableName|Infinite|size=64}}
|{{anchor|Infinite}}[[File:Infinite Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|[[Infinite]]
|•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}} (140 HP)
|''Sonic the Hedgehog series''
|{{SpiritType|Attack}}
|•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,400
|4,400
|[[Big Blue]]
|[[Big Blue]]
Line 534: Line 543:
|-
|-
|848
|848
|{{SpiritTableName|Able Sisters|size=64}}
|[[File:Ablesisters.png|center|64x64px]]
|''Animal Crossing'' Series
|Able Sisters
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}{{Head|Sonic|g=SSBU|s=20px|cl=Orange}}{{Head|Sonic|g=SSBU|s=20px|cl=Purple}}
|''Animal Crossing series''
|{{SpiritType|Attack}}
|•{{SSBU|Sonic}} (x3) ({{Head|Sonic|g=SSBU|s=20px|cl=Green}}{{Head|Sonic|g=SSBU|s=20px|cl=Orange}}{{Head|Sonic|g=SSBU|s=20px|cl=Purple}})
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Town and City]]
|[[Town and City]]
Line 543: Line 553:
|•The enemy starts the battle with a [[Drill]]
|•The enemy starts the battle with a [[Drill]]
|{{SSBUMusicLink|Animal Crossing|Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf}}
|{{SSBUMusicLink|Animal Crossing|Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf}}
|{{iw|Nookipedia|Labelle}}, {{iw|Nookipedia|Mabel}}, and {{iw|Nookipedia|Sabel}}
|[[Nookipedia:Labelle|Labelle]], [[Nookipedia:Mabel|Mabel]] and [[Nookipedia:Sabel|Sabel]]
|-
|-
|1,262
|1,262
|{{SpiritTableName|Dillon|link=y|size=64}}
|{{anchor|Dillon}}[[File:Dillon.png|center|64x64px]]
|[[Dillon]]
|''Dillon's Dead-Heat Breakers''
|''Dillon's Dead-Heat Breakers''
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,800
|9,800
|[[Midgar]] (hazards off)
|[[Midgar]] ([[Battlefield form]])
|•Assist Trophy Enemies (Dillon)
|•Assist Trophy Enemies ([[Dillon]])
|•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•The enemy favors special moves
|•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•The enemy favors special moves
|{{SSBUMusicLink|Other|Frontier Battle}}
|{{SSBUMusicLink|Nintendo|Frontier Battle}}
|
|
|-
|-
|1,285
|1,285
|{{SpiritTableName|Rayman|size=64}}
|{{anchor|Rayman}}[[File:Rayman Spirit.png|center|64x64px]]
|''Rayman'' Series
|Rayman
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}} (160 HP)
|''Rayman series''
|{{SpiritType|Neutral}}
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,100
|9,100
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[The Great Cave Offensive]] ([[Battlefield form]])
|•Assist Trophy Enemies ([[Sukapon]])
|•[[Assist Trophy]] Enemies ([[Sukapon]])
|•The enemy's physical attacks have increased power<br>•[[Stamina battle]]<br>•Hostile assist trophies will appear
|•The enemy's physical attacks have increased power<br>•[[Stamina battle]]<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Sonic The Hedgehog|Sunset Heights}}
|{{SSBUMusicLink|Sonic The Hedgehog|Sunset Heights}}
Line 572: Line 584:
===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 590: Line 603:
|-
|-
|776
|776
|{{SpiritTableName|Dr. Eggman|link=y|size=64}}
|{{anchor|Dr. Eggman}}[[File:Eggman Spirit.png|center|64x64px]]
|''Sonic The Hedgehog'' Series
|[[Dr. Eggman]]
|''Sonic the Hedgehog series''
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|•[[Bowser Jr. (SSBU)|Roy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}<br>•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,200
|13,200
|[[Green Hill Zone]]
|[[Green Hill Zone]]
|•[[Bob-omb]] Festival<br>•Item: Shooting Types
|•Bob-omb Festival<br>•Item: Shooting Types
|•Bob-ombs will rain from the sky after a little while<br>•The enemy's shooting items have increased power<br>•Items will be pulled toward the enemy
|•Bob-ombs will rain from the sky after a little while<br>•The enemy's shooting items have increased power<br>•Items will be pulled toward the enemy
|{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}
|{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}
Line 602: Line 616:
|-
|-
|1,087
|1,087
|{{SpiritTableName|Nico Fire|size=64}} {{Flag|North America}}<br>Nico Flame {{Flag|PAL}}
|{{anchor|Nico Fire}}[[File:Nico Fire Spirit.png|center|64x64px]]
|''StreetPass Mii Plaza'' Series
|Nico Fire
|''StreetPass Mii Plaza series''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,500
|1,500
|[[Big Blue]]
|[[Big Blue]]
|•Uncontrollable Speed
|•Uncontrollable Speed
|•All fighters move faster and can't stop quickly
|•All fighters move faster and can't stop quickly
|{{SSBUMusicLink|Other|Wii Sports Resort}}
|{{SSBUMusicLink|Nintendo|Wii Sports Resort}}
|StreetPass Cats
|Streetpass Cats
|}
|}


Line 633: Line 648:
Sonic artwork.jpg|Sonic artwork, as posted on the official Japanese Sega Twitter account.
Sonic artwork.jpg|Sonic artwork, as posted on the official Japanese Sega Twitter account.
SSBU Sonic Number.png|Sonic's fighter card.
SSBU Sonic Number.png|Sonic's fighter card.
Sonic unlock notice SSBU.jpg|Sonic's unlock notice.
SSBUWebsiteSonic1.jpg|Sonic [[idling]] on [[Wrecking Crew]].
SSBUWebsiteSonic1.jpg|Sonic [[idling]] on [[Wrecking Crew]].
SSBUWebsiteSonic2.jpg|[[Running]] on [[Mushroomy Kingdom]].
SSBUWebsiteSonic2.jpg|[[Running]] on [[Mushroomy Kingdom]].
Line 649: Line 663:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=138MW7zOw0M}}
{{#widget:YouTube|id=138MW7zOw0M}}


==Trivia==
==Trivia==
[[File:SonicUltimateMoviePose.jpeg|thumb|Sonic recreating his ''Ultimate'' render pose in the 2020 ''Sonic the Hedgehog'' film.]]
*Sonic's stock icon in ''Ultimate'' bears a striking resemblance to several logos and icons in the ''{{uv|Sonic}}'' series, namely:
*One of the [[List of tips (SSBU)#Sonic|in-game tips for Sonic]] states that using his down aerial after a jump and Spring Jump in succession can allow for "no landing delay". However, this is incorrect, as Spring Jump actually incurs 10 frames of landing lag, which persists even if Sonic auto-cancels his down aerial by using it from high enough as stated by the tip.
**The logo for {{s|wikipedia|Sonic Team}}.  
**This tip is recycled from ''[[Super Smash Bros. 4]]'', where it is correct, as Spring Jump in said game does not incur additional landing lag.
**Sonic's [[mariowiki:File:MyS emblem Sonic.png|character icon]] in some ''Sonic'' spin-off games.
***It could, however, mean that no landing lag persists from the aerial move itself, and only occurs from Spring Jump, which was possibly added due to the universal landing lag reductions in ''Super Smash Bros. Ultimate''.
*Sonic's stock icon in ''Ultimate'' bears a striking resemblance to several logos and icons in the {{uv|Sonic the Hedgehog}} series, namely:
**The logo on the box art of ''{{s|wikipedia|Sonic & Knuckles}}''.
**The logo for {{s|wikipedia|Sonic Team}}.
**Sonic's [[mariowiki:File:MyS emblem Sonic.png|character icon]] in some ''Sonic the Hedgehog'' spin-off games.
**The [https://sonic.wikia.com/wiki/File:One_up_sonic_dif.png life icon and 1-ups] in ''{{s|wikipedia|Sonic Unleashed}}'' (when Sonic is not in his Werehog form), as well as [https://sonic.wikia.com/wiki/File:Cmn_obj_oneup_dif_SD.png the 1-ups] from ''{{s|wikipedia|Sonic Colors}}''.
**The [https://sonic.wikia.com/wiki/File:One_up_sonic_dif.png life icon and 1-ups] in ''{{s|wikipedia|Sonic Unleashed}}'' (when Sonic is not in his Werehog form), as well as [https://sonic.wikia.com/wiki/File:Cmn_obj_oneup_dif_SD.png the 1-ups] from ''{{s|wikipedia|Sonic Colors}}''.
***It is also one of six to show the character's eyes, the others being {{SSBU|R.O.B.}}, {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, [[Steve (SSBU)|Zombie, and Enderman]].
***It is also one of four to show the character's eyes, the others being {{SSBU|R.O.B.}}, {{SSBU|Kirby}}, and {{SSBU|Meta Knight}}.
****This is not counting {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
*Sonic is the only third-party character in ''Ultimate'' with more than one home stage representing his series.
*Sonic is one of three third-party fighters in ''Ultimate'' with more than one [[Green Hill Zone|home]] [[Windy Hill Zone|stage]] representing their series, the others being {{SSBU|Cloud}} and {{SSBU|Sephiroth}}.
*Unlike other installments in the ''Super Smash Bros.'' series, Sonic slowly takes damage if he falls in any body of water, which is a nod to his inability to [[swim]] in his own series.
**Sonic is the only sole third-party fighter with this distinction.
*While Sonic has appeared in three installments, ''Ultimate'' marked the first time Sonic was the first third-party character announced, as {{SSBB|Snake}} was announced before him in ''[[Super Smash Bros. Brawl]]'', while {{SSB4|Mega Man}} was announced before him in ''[[Super Smash Bros. 4]]''.
*Sonic and {{SSBU|Mega Man}} are the only third-party fighters whose respective series features more than one [[Knuckles the Echidna|assist]] [[Shadow the Hedgehog|trophy]].
*Sonic being unlocked by clearing Classic Mode as {{SSBU|Mario}} is a reference to the bitter rivalry between the two of them in the '90s through 2001, while Sega was still a console manufacturer.
*Sonic's shoes and cuffs in his Player 7 and Player 8 alternate costumes were swapped in the transition from ''Smash 4'' to ''Ultimate'', but his fur color was not.
**On the flipside, they have also been the only fighters to appear as metal opponents in Classic Mode.
*Unlike other installments in the ''Super Smash Bros.'' series, Sonic slowly receives damage if he falls in any body of water, which is a nod to his inability to [[swim]] in his own series.
**Not to mention, Sonic is the only animal fighter unlocked in Mario's unlock column, despite Olimar being established as an alien and not a human.
**This makes Sonic the only third-party fighter to have this trait.
***Despite {{SSBU|Bayonetta}} (who is unlocked just after Sonic in Mario's column) having only her sequels published by Nintendo, Sonic is also the only third-party character in Mario's unlock column.
*''Ultimate'' is the first game where Sonic was the first third-party character announced. {{SSBB|Snake}} was announced before him in ''[[Super Smash Bros. Brawl]]'', and {{SSB4|Mega Man}} was announced before him in ''Smash 4''.
*Sonic is the only character who travels to [[Green Hill Zone]] and [[Figure-8 Circuit]] in Classic Mode.
*Sonic is one of only four fighters to face a metal opponent in Classic Mode, facing a giant metal version of himself. The others are {{SSBU|Bowser}} (who faces [[Metal Mario]] upon normal Mario's defeat in the Final Round), {{SSBU|Kazuya}} (who faces a metal version of himself upon defeating his normal self in the Final Round), and {{SSBU|Sora}} (who faces a metal version of himself in the Round 6).
*Sonic is the only character who faces a giant metal opponent in Classic Mode.
*Interestingly, {{SSBU|Little Mac}} is absent from Sonic's Classic Mode route despite possessing the 3rd fastest dashing speed in the game.
**He is also one of only two characters to face a metal opponent in Classic Mode in general. The other is [[Bowser]] who faces [[Metal Mario]] upon normal Mario's defeat in the final round.
*Sonic is the only fighter who travels to [[Green Hill Zone]] and [[Figure-8 Circuit]] in Classic Mode.
*{{SSBU|Ike}}, {{SSBU|Shulk}}, {{SSBU|Duck Hunt}} and {{SSBU|Terry}} are the only characters who faces Sonic as a Classic Mode opponent.
*Prior to update 2.0.0, there was a glitch that allowed {{SSBU|Ridley}} to instantly KO Sonic. On 2D stages, if Ridley grabbed Sonic with his [[Space Pirate Rush]] while Sonic was recovering from a Homing Attack near the edge, Sonic would be instantly sent into the horizontal blast line.<ref>https://www.youtube.com/watch?v=zyylKx0Jgg8</ref>
*Although Sonic's Classic Mode contains characters with a running speed rate of 2.4 or higher, with the exceptions of the Kirby team and Incineroar each, [[Little Mac]] does not appear as an opponent for Sonic, despite running faster than Fox and Sheik each, but slower than Captain Falcon and Sonic himself.
*Prior to version 2.0.0, there was a glitch that allowed {{SSBU|Ridley}} to instantly KO Sonic. On 2D stages, if Ridley grabbed Sonic with his [[Space Pirate Rush]] while Sonic is recovering from a Homing Attack near the ledge, Sonic would be instantly sent into the horizontal blast line.<ref>https://www.youtube.com/watch?v=zyylKx0Jgg8</ref>
*As is the case with ''Smash 4'', Sonic's snoring and surfacing voice clips are taken directly from ''[[Super Smash Bros. Brawl]]'', in which he was voiced by Jason Griffith, despite otherwise being voiced by Roger Craig Smith.
*As is the case with ''Smash 4'', Sonic's snoring and surfacing voice clips are taken directly from ''[[Super Smash Bros. Brawl]]'', in which he was voiced by Jason Griffith, despite otherwise being voiced by Roger Craig Smith.
**Also, like in ''Smash 4'', Jason Griffith is uncredited in the credits.
**Also, like in ''Smash 4'', Jason Griffith is uncredited in the credits.
**These voice clips are also used in the French, Italian, German, and Spanish versions of the game, as Sonic was not voiced in these languages in ''Brawl''.
*With the exception of his Japanese voice and the aforementioned ''Brawl'' voice clips, Sonic is among the few voiced fighters in ''Ultimate'' whose voice clips are sourced from their own games rather than specifically recorded for a ''Smash'' game. He shares this trait with {{SSBU|Inkling}}, {{SSBU|Bowser Jr.}} and the Koopalings, {{SSBU|Daisy}}, {{SSBU|Rosalina & Luma}}, {{SSBU|Yoshi}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Young Link}} and {{SSBU|Toon Link}}.
*Sonic is the only third-party veteran to have their [[victory theme]] changed in some way, being slightly sped up and abridged at the end.
*Sonic is the only third-party veteran to have his [[victory theme]] changed in some way, being slightly sped up and abridged at the end.
*The Chaos Emerald that appears in Sonic's victory pose is oddly more solid and less crystalline than the models used for his Final Smash and the one used by [[Shadow the Hedgehog]] as an Assist Trophy.
**So far, Sonic and {{SSBU|Joker}} are the only 2 characters to have their victory themes ripped directly from their respective games.
*Sonic's pose in his official ''Ultimate'' artwork has been [[List of Super Smash Bros. references in other franchises|referenced]] in at least three later sources of media:
**Both of these characters are also Sega representatives.
**In the 2020 film, ''{{iw|wikipedia|Sonic the Hedgehog|film}}'', Sonic avoids one of Dr. Robotnik's attacks while striking a very similar pose to his official ''Ultimate'' render. According to Sonic's voice actor in the film, {{iw|wikipedia|Ben Schwartz}}, this was an intentional reference.<ref>https://comicbook.com/gaming/2020/02/16/sonic-the-hedgehog-super-smash-bros-ultimate-easter-eggs/</ref>
*''Ultimate'' is the first game since ''Brawl'' that features Sonic in a CG cutscene.
***This pose is additionally referenced in the 2022 sequel film, ''{{iw|wikipedia|Sonic the Hedgehog 2|film}}'', in a dance scene.
**In a promotional image of the collaboration between the ''Sonic the Hedgehog'' series and the 2020 action game ''{{iw|wikipedia|Ninjala}}'', Berecca (who wears a Sonic costume) strikes a pose identical to Sonic's official ''Ultimate'' render.<ref>https://www.sonicstadium.org/2020/09/sonic-x-ninjala-collaboration-details-revealed-costumes-eggman-utsusemi-and-more/</ref>
*In World of Light, Sonic is the only fighter unlocked in [[The Dark Realm]] with a power level lower than 10,000.
*When Sonic gets KO'd in [[Stamina Mode]], his downed pose is similar to the pose he strikes in his 3D games when he is hit by an enemy while lacking Rings.
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Sonic is one of the eight fighters fought there, being affiliated with Dharkon.
*If Sonic's size changes due to a [[Super Mushroom]], [[Poison Mushroom]], or something else while charging [[Homing Attack]], Sonic will no longer gain height.
*In {{SSBU|Steve}}'s reveal trailer, Sonic's forward smash launches {{SSBU|Mario}} through blocks into a ''Minecraft'' cave (transitioning to a cinematic), which led to many jokes and memes about Sonic being able to "punch people into ''Minecraft''". The official Sonic Twitter page [https://twitter.com/sonic_hedgehog/status/1407383749377945602?s=20 referenced this meme] when an official ''Minecraft'' collaboration with the ''Sonic the Hedgehog'' series occurred.


==Notes==
==Notes==
:1.{{note|a}}translates to "Circle Throw"
:1.{{note|b}}translates to "Circle Throw"


==References==
==References==
Line 699: Line 702:
{{Sonic universe}}
{{Sonic universe}}
[[Category:Sonic (SSBU)| ]]
[[Category:Sonic (SSBU)| ]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Sega]]
[[Category:Sega]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Sonic (SSBU)]]
[[es:Sonic (SSBU)]]

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