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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]] | ||
}} | }} | ||
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. | {{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. | |||
{{s|wikipedia|Roger Craig Smith}}'s portrayal of Sonic from various ''Sonic'' games and {{s|wikipedia|Jun'ichi Kanemaru}}’s portrayal of Sonic from ''Brawl'' were repurposed for the English and Japanese versions of ''Ultimate''. {{s|wikipedia|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. | |||
Sonic | |||
==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]] | |||
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 | 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 default (surpassed only by [[Hero (SSBU)|Hero]] under the effects of [[Command Selection|Acceleratle]]), the 7th 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 wall jump. | ||
Sonic's special moves are quite useful. [[Spin Dash]] and [[Spin Charge]] allow him to not only move across stages at varying speeds, but also do damage on contact, and both can follow up into an aerial attack or uncharged Homing Attack. Despite their very similar looking appearances 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 | 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. | ||
[[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. | |||
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. | |||
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. | |||
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. | |||
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 | 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 | 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. | ||
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. | |||
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. | |||
==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. | |||
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 | 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. | ||
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''. | |||
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 generally 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. | |||
Due to these nerfs, worse tournament results, and lower representation as a result of previous ''SSB4'' Sonic players (including {{sm|Jakal}}, {{sm|kuma}}, and {{sm|Seagull Joe}}) either relegating him to a secondary or dropping him altogether, Sonic's overall perception has been mixed, but mostly relatively positive: While some players such as {{Sm|Mew2King}} and {{Sm|Leffen}} view him as an upper mid tier character or even a high tier in the case of {{Sm|ZeRo}}, {{sm|Samsora}}, {{sm|Tweek}} and {{sm|Dabuz}}, other players such as {{Sm|ESAM}} and {{sm|VoiD}} claim that he is lower mid tier character. Despite this, Sonic has achieved strong results competitively given the efforts of players including {{sm|Wrath}}, {{sm|Sonix}}, {{sm|Sonido}}, and especially {{sm|KEN}}, the latter of which has made several notable placements and has wins over many high-level players. As a result, Sonic's true viability currently remains up for debate. | |||
===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|Sonic is much more expressive than in Smash 4, as he now has a sly grin while dashing and now frowns when using his up tilt, forward smash, forward throw, and when shielding. His eyes are also slightly more emotive.}} | |||
*{{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 | ===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) now being the 3rd fastest.}} | |||
*{{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).}} | |||
===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 (4u/3.4u/3u → 2.3u/2.3u/2.8u (hit 2), 3u/3.5u/5u → 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 completely removes its 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)). It also has less knockback to compensate for the single hit's greater damage relative to the previous version's final hit (80 base/125 scaling → 88/80 (clean), 93/80 (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°), hindering its KO potential.}} | |||
*[[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.}} | |||
{{ | ===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|Its [[meteor smash]] hitbox is slightly larger (3.5u → 3.6u).}} | |||
***{{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.}} | |||
== | ===Throws and other attacks=== | ||
*[[Grab]]s: | |||
**{{nerf|All grabs 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.}} | |||
*[[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%).}} | |||
===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 launches Sonic at a straighter trajectory towards opponents, improving its 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 → 5u/5u).}} | |||
**{{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|It launches at a slightly lower angle (55° → 53°).}} | |||
**{{change|The move 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''.}} | |||
*[[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 (2u → 3u).}} | |||
**{{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, instead being unleashed automatically if charged for more than two seconds. However, this can be somewhat circumvented by starting the move on the ground, then jumping out of it and charging it in the air, in which case the automatic release does not happen until Sonic lands.}} | |||
**{{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.}} | |||
**{{change|Sonic does not hop if the move is released at full charge.}} | |||
**{{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 {{b|ladder|stage element}} 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.}} | |||
**{{nerf|It can no longer be held indefinitely, instead being unleashed automatically if charged for more than three seconds.}} | |||
**{{nerf|Like Spin Dash, it stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.}} | |||
**{{change|It 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.}} | |||
==Update history== | |||
Sonic has been buffed via game updates. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{UpdateList (SSBU)/4.0.0|char=Sonic}} | {{UpdateList (SSBU)/4.0.0|char=Sonic}} | ||
==Moveset== | ==Moveset== | ||
*Sonic can [[wall jump]]. | *Sonic can [[wall jump]]. | ||
*Sonic | *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]].'' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |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= | |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= | |ftiltdesc=The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, or as an [[out of shield]] option. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=2% (hit 1), 6% (hit 2) | |utiltdmg=2% (hit 1), 6% (hit 2) | ||
|utiltdesc=A {{s|wikipedia|540 kick}}, similar to {{ | |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= | |dtiltname= | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A legsweep. | |dtiltdesc=A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from ''Sonic the Fighters''. | ||
|dashname= | |dashname= | ||
|dashdmg= | |dashdmg=6% (clean), 4% (late) | ||
|dashdesc=A flying kick. | |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= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14}} | |fsmashdmg={{ChargedSmashDmgSSBU|14}} | ||
|fsmashdesc=The Wind-Up Punch | |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= | |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 | |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= | |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 | |dsmashdesc=A split kick, similar to {{SSBU|Fox}} and {{SSBU|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= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest) | |nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest) | ||
|nairdesc= | |nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'' and the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''. | ||
|fairname= | |fairname= | ||
|fairdmg={{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 | |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. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large [[auto-canceling]] window. It resembles the Emerald Dive from ''Sonic the Fighters''. | ||
|bairname= | |bairname= | ||
|bairdmg={{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 | |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= | |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 | |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 | |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 | |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= | |grabname= | ||
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. | |grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=1% (hit 1), 6% (throw) | |fthrowdmg=1% (hit 1), 6% (throw) | ||
|fthrowdesc=A stretch kick. Due to its | |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= | |bthrowname= | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the tomoe nage | |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= | |uthrowname= | ||
|uthrowdmg=1% (hit 1), 5% (throw) | |uthrowdmg=1% (hit 1), 5% (throw) | ||
|uthrowdesc=Heaves the opponent | |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= | |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 | |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 | |floorfdesc=Spin Dashes around in a circular motion while getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
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|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 | |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 | |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= | |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. | |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 | |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% ( | |fsdmg=12% (Chaos Emeralds), 6% (each ram), 10% (detransformation) | ||
|fsdesc= | |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. | ||
}} | }} | ||
===[[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.]] | ||
*Sonic Spin Dashes onto the stage from the foreground and strikes a pose. | |||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses | *'''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 | *'''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 | *'''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 324: | ||
SSBUSonicTaunt3.gif|Sonic's down taunt. | SSBUSonicTaunt3.gif|Sonic's down taunt. | ||
</gallery> | </gallery> | ||
===[[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. | ||
* | *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> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up | *'''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 | *'''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 | *'''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: | [[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 343: | ||
SonicVictoryPose3SSBU.gif | SonicVictoryPose3SSBU.gif | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Upon ''Ultimate's'' release, Sonic has been seen as not as viable as in ''Smash 4'' due Spin Dash no longer being able to be shield canceled and no longer crossing up shield, up air failing to connect at times and Spin Charge's inconsistent ability to knock opponents upward with the jump, with the former being arguably his worst change. This has led to a mixed reception of him and was seen as a mid tier in general. | |||
While Sonic overall continues to be seen as a mid tier, he retained his superb mobility, long distanced recovery and combo game has gotten notable placements in tournaments courtesy of Sonido, Wrath and especially KEN. Despite these results, his viability is still up for debate, although the general opinion on him is on a rise overall. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
The | ====Active==== | ||
*{{Sm|6WX|USA}} - The best Sonic player in the Tri-State region. Placed 9th at {{Trn|The Scarlet Classic V}}, 33rd at both {{Trn|Glitch 6}} and {{Trn|Glitch 8 - Missingno}}, and 49th at both {{Trn|Pound 2019}} and {{Trn|Glitch 7}}. | |||
*{{Sm|AlexDisC|Mexico}} - Placed 9th at {{Trn|2GG: Nightmare on Smashville}}, 25th at {{Trn|2GG: SwitchFest 2019}}, and 65th at {{Trn|2GG: Kongo Saga}} 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}}, 5th at {{Trn|Sumabato SP 7}}. and 7th at {{Trn|Sumabato SP 10}}. Has wins over {{sm|T}}, {{sm|Shuton}}, {{sm|Kome}}, {{sm|Raito}}, {{sm|Lea}}, {{Sm|Cosmos}}, {{sm|MkLeo}}, {{sm|ProtoBanham}}, etc. 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}}, 65th at {{Trn|2GG: Kongo Saga}}, and 97th at {{Trn|EVO 2019}}. | |||
*{{Sm|TonyZTank|USA}} - Placed 4th at {{Trn|Frosty Faustings XII 2020}}, 7th at {{Trn|Holiday Heist 5}}, 9th at {{Trn|Smash Out 2019}} and {{Trn|Thwacked}}, and 49th at {{Trn|Let's Make Big Moves}}. | |||
*{{Sm|PowPow|USA}} - The best Sonic player in Wisconsin. Placed 13th at both {{Trn|Midwest Mayhem Ultimate}} and {{Trn|Overextend}}, and 25th at {{Trn|Smash Out 2019}}. | |||
*{{Sm|Sonido|USA}} - 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}} - A prominent labber, considered the best Sonic player in the Dominican Republic and one of the best ones in the world. 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, 49th at {{Trn|2GG: Kongo Saga}}, and 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}} (#51) - He used to use Sonic as a co-main to {{SSBU|Joker}}. Placed 1st at {{Trn|Just Roll With It! 12}}, 7th at {{Trn|DreamHack Atlanta 2019}} and 25th at {{Trn|2GG: Kongo Saga}} using only Sonic. Placed 17th at {{Trn|MomoCon 2019}}, and 33rd at {{Trn|Super Smash Con 2019}} using both Sonic and Joker. He also placed 9th at {{Trn|Ultimate Gamer Miami}} where he used {{SSBU|Palutena}} anlongside with Sonic. Has wins over {{sm|RFang}}, {{sm|Ned}}, {{Sm|quiK}}, and {{sm|Tweek}}. Recently, he has considered using only Sonic from now on [https://twitter.com/WrathFGC/status/1193929245149614082]. | |||
====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 | 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||{{ | |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||{{ | |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 {{ | |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}} | |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||{{ | |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 {{ | |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 394: | ||
|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 403: | ||
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 | 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. However, he and Pikachu were vaporized and placed under Galeem's imprisonment. | ||
Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the | 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''. | ||
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]] | ||
| {{SSBU|Sonic}} | |||
|{{ | | {{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}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Sonic's | 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 | Additionally, Sonic makes an appearance in a few Primary Spirits in other forms. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Sonic Fighter Spirit.png|775. '''''Sonic the Hedgehog''''' | |||
Super Sonic Spirit.png|778. Super Sonic | |||
Werehog Spirit.png|796. Sonic the Werehog | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==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 466: | ||
|- | |- | ||
|778 | |778 | ||
|{{ | |{{anchor|Super Sonic}}[[File:Super Sonic Spirit.png|center|64x64px]] | ||
|''Sonic | |[[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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|13,700 | |13,700 | ||
|[[Windy Hill Zone]] | |[[Windy Hill Zone]] | ||
Line 474: | Line 479: | ||
|- | |- | ||
|780 | |780 | ||
|{{ | |{{anchor|Metal Sonic}}[[File:Metal Sonic Spirit.png|center|64x64px]] | ||
|''Sonic | |[[Metal Sonic]] | ||
|•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Green}} | |''Sonic the Hedgehog series'' | ||
| | |•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 [[ | |•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 | ||
|{{ | |{{anchor|Chaotix}}[[File:Chaotix Spirit.png|center|64x64px]] | ||
|''Sonic | |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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,600 | |1,600 | ||
|[[Windy Hill Zone]] | |[[Windy Hill Zone]] | ||
Line 498: | Line 505: | ||
|- | |- | ||
|788 | |788 | ||
|{{ | |{{anchor|Shadow the Hedgehog}}[[File:Shadow Spirit.png|center|64x64px]] | ||
|''Sonic | |[[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}} | ||
| | |[[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}} | ||
| | | | ||
|- | |- | ||
|795 | |795 | ||
|{{ | |{{anchor|Silver the Hedgehog}}[[File:Silver Spirit.png|center|64x64px]] | ||
|''Sonic | |[[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}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,600 | |3,600 | ||
|[[Green Hill Zone]] | |[[Green Hill Zone]] | ||
Line 522: | Line 531: | ||
|- | |- | ||
|797 | |797 | ||
|{{ | |{{anchor|Infinite}}[[File:Infinite Spirit.png|center|64x64px]] | ||
|''Sonic | |[[Infinite]] | ||
|•Metal {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}} | |''Sonic the Hedgehog series'' | ||
| | |•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 544: | ||
|- | |- | ||
|848 | |848 | ||
| | |[[File:Ablesisters.png|center|64x64px]] | ||
|''Animal Crossing'' | |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'' | ||
| | |•{{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 554: | ||
|•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}} | ||
| | |[[Nookipedia:Labelle|Labelle]], [[Nookipedia:Mabel|Mabel]] and [[Nookipedia:Sabel|Sabel]] | ||
|- | |- | ||
|1,262 | |1,262 | ||
|{{ | |{{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}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|9,800 | |9,800 | ||
|[[Midgar]] ( | |[[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| | |{{SSBUMusicLink|Nintendo|Frontier Battle}} | ||
| | | | ||
|- | |- | ||
|1,285 | |1,285 | ||
|{{ | |{{anchor|Rayman}}[[File:Rayman Spirit.png|center|64x64px]] | ||
|''Rayman'' | |Rayman | ||
|•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}} | |''Rayman series'' | ||
| | |•{{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]]) | ||
|•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 585: | ||
===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 604: | ||
|- | |- | ||
|776 | |776 | ||
|{{ | |{{anchor|Dr. Eggman}}[[File:Eggman Spirit.png|center|64x64px]] | ||
|''Sonic | |[[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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|13,200 | |13,200 | ||
|[[Green Hill Zone]] | |[[Green Hill Zone]] | ||
| | |•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 617: | ||
|- | |- | ||
|1,087 | |1,087 | ||
|{{ | |{{anchor|Nico Fire}}[[File:Nico Fire Spirit.png|center|64x64px]] | ||
|''StreetPass Mii Plaza'' | |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}} | ||
| | |[[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| | |{{SSBUMusicLink|Nintendo|Wii Sports Resort}} | ||
| | |Streetpass Cats | ||
|} | |} | ||
Line 633: | Line 649: | ||
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. | ||
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 664: | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=138MW7zOw0M}} | {{#widget:YouTube|id=138MW7zOw0M}} | ||
==Trivia== | ==Trivia== | ||
*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 persist even if Sonic auto-cancels his down aerial by using it from high enough as stated by the tip. | |||
*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 | **This tip is recycled from ''Smash 4'', where it is correct, as Spring Jump in said game does not incur additional landing lag. | ||
**This tip is recycled from '' | *Sonic's stock icon in ''Ultimate'' bears a striking resemblance to several logos and icons in the ''{{uv|Sonic}}'' series, namely: | ||
**The logo for {{s|wikipedia|Sonic Team}}. | |||
*Sonic's stock icon in ''Ultimate'' bears a striking resemblance to several logos and icons in the {{uv|Sonic | **Sonic's [[mariowiki:File:MyS emblem Sonic.png|character icon]] in some ''Sonic'' spin-off games. | ||
**The logo for {{s|wikipedia|Sonic Team}}. | |||
**Sonic's [[mariowiki:File:MyS emblem Sonic.png|character icon]] in some ''Sonic | |||
**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 | ***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}}. | ||
* | *Sonic is the only third-party character in ''Ultimate'' with more than one home stage representing his series. | ||
*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. | |||
*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 is one of only two characters to face a metal opponent in Classic Mode. The other is [[Bowser]] who faces [[Metal Mario]] upon normal Mario's defeat in the final round. | |||
*Sonic is the only character who travels to [[Green Hill Zone]] and [[Figure-8 Circuit]] in Classic Mode. | |||
*Unlike other installments in the ''Super Smash Bros.'' series, Sonic slowly | *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> | ||
* | |||
*Sonic is one of only | |||
*Sonic is the only | |||
*Prior to | |||
*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. | ||
* | *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 his [[victory theme]] changed in some way, being slightly sped up and abridged at the end. | |||
**So far, Sonic and {{SSBU|Joker}} are the only 2 characters to have their victory themes ripped directly from their respective games. | |||
**Both of these characters are also Sega representatives. | |||
*''Ultimate'' is the first game since ''Brawl'' that features Sonic in a CG cutscene. | |||
*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 [[Shadow]] Assist Trophy. | |||
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==Notes== | ==Notes== | ||
:1.{{note| | :1.{{note|b}}translates to "Circle Throw" | ||
==References== | ==References== | ||
Line 699: | Line 699: | ||
{{Sonic universe}} | {{Sonic universe}} | ||
[[Category:Sonic (SSBU)| ]] | [[Category:Sonic (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Sega]] | [[Category:Sega]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Sonic (SSBU)]] | [[es:Sonic (SSBU)]] |