Editing Sonic (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S+
|tier = S
|ranking = 2
|ranking = 4
}}
}}
'''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]].
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. His return to the series was confirmed on June 12th, 2018. As in ''[[Super Smash Bros. Brawl]]'', Sonic is an [[unlockable character]] instead of being a [[starter character]]. Sonic is classified as [[Fighter number|Fighter #38]].


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 ''[[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''.
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*Jonatán López in Spanish, in place of his current Spanish voice actor Ángel De Gracia. ''Ultimate'' is López's last game as Sonic's Spanish voice actor prior to his death in February 2020.
*Jonatán López in Spanish, in place of his current Spanish voice actor Ángel De Gracia. ''Ultimate'' is López's last game as Sonic's Spanish voice actor prior to his death in February 2020.


Sonic is currently ranked 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.
Sonic is currently ranked 4th out of 82 on the ''Ultimate'' [[tier list]], placing him at the top of S tier. This is a slight improvement from his 7th/8th out of 54 placement in ''Smash 4'' (where he was tied with {{SSB4|Fox}}), and is the highest ranking he has achieved throughout his appearances. Sonic maintains his signature hit-and-run playstyle from past games, characterized by blistering speed true to his namesake, and sporting a massive array of burst options with a wide window of unreactable range thanks to moves like [[Spin Charge]] and [[Spin Dash]]. This gives Sonic unparalleled exertion over the [[stage]] as he is able to weave around enemy defenses, [[bait]] out [[approach|approaches]], and control the overall pace of the game.


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.
Sonic's ability to chase opponents both on and off stage thanks to his speed and great [[recovery]] distance is complemented by a strong repertoire of moves that are effective for means of [[Combo|combos]] and [[edgeguarding]], and several attacks like [[forward smash]] and [[forward tilt]] further allow Sonic to space his attacks with generous distance. Despite many of his key traits having been nerfed or reworked since ''Smash 4'', Sonic benefited from cast-wide balance changes, alterations to universal mechanics, and buffs to a number of individual moves that increased the character's combo potency while also giving him even greater mobility, defensive options, and off-stage survivability, courtesy of additions like the directional [[air dodge]].


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.
However, Sonic still sports several flaws. Notable shortcomings from previous games are primarily intact in ''Ultimate'', chief of which is his dearth of KO options. Despite buffs to several moves such as [[Homing Attack]], many others are still plagued with [[ending lag]], while others such as [[back aerial]] have been nerfed. While he has means to confirm into off-stage edgeguards, Sonic is overall better at inflicting damage than KOing outright.
 
Several of Sonic's moves (such as [[Spin Charge]] and [[up aerial]]) also have occasionally unreliable hit detection, which can render situations where the opponent may inadvertently escape one of his combos. While Sonic can field better in [[Neutral game|neutral]] and disadvantage now thanks to changes in air dodge mechanics, he is still generally disadvantaged against fighters who sport greater ranges and can readily intercept his approaches. These options are also partially weakened thanks to Spin Charge and Spin Dash's lessened on-shield safety, as well as the removal of shield cancelling.
 
Overall, many players believe that Sonic can play around any matchup, thanks to his pace-dictating mechanics. This has been reflected by his evasive and domineering playstyle commonly resulting in his playerbase achieving consistent success and representation in competitive play, and some of his players (such as {{Sm|Sonix}} and {{Sm|KEN}}) doing so even at major [[tournament]]s.


==How to unlock==
==How to unlock==
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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.
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.


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.
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.


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.
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.
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This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backward) are particularly effective for this, as they can cause almost immediate turnarounds and allow for easy grabs. In general, Sonic arguably has the easiest time winning the neutral game due to his unmatched speed and maneuverability on-stage, and attacks that not only come out fast but can also be used to approach with.
This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backward) are particularly effective for this, as they can cause almost immediate turnarounds and allow for easy grabs. In general, Sonic arguably has the easiest time winning the neutral game due to his unmatched speed and maneuverability on-stage, and attacks that not only come out fast but can also be used to approach with.


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]].
Sonic has some weaknesses however, the most noticeable being his KO potential. It is held back by his best KO moves (his smash attacks and clean back aerial) requiring good positioning and having noticeable startup and ending lag. His forward and up smashes are also burdened with low base knockback, which forces them to be used for KO attempts later instead of earlier, and his down smash, although it has decent startup, has high ending lag, making it easy to punish if missed. While Sonic's damage-racking ability is formidable, his actual ability to take stocks is among the worst in the game, which oftentimes results in his opponents surviving beyond 150% and even 200%. Despite his outstanding mobility, Sonic may struggle to land due to his very low air acceleration, leaving him susceptible to [[juggling]].


Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. Homing Attack can miss if his opponent is moving too fast or is in the middle of an attack when Sonic releases the move. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to being a lightweight.
Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. Homing Attack can miss if his opponent is moving too fast or is in the middle of an attack when Sonic releases the move. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to being a lightweight.


In all, Sonic has a great offensive play, a strong [[neutral game]], a good off-stage presence, and can very rapidly damage his opponents. However, like other characters of his archetype, he has some trouble KOing and can be difficult to keep track of, even for the player using him, which sometimes leads to accidentally putting him at a disadvantage or even inadvertently [[self-destruct]]ing. Although Sonic's attributes make him a hit-and-run character most of the time, his prowess for using mindgames and switching up tactics encourage multiple playstyles to succeed, which give him a higher learning curve but allows him to match up well against nearly every character in the cast.
In all, Sonic has a great offensive play, a strong [[neutral game]], a good off-stage presence, and can very rapidly damage his opponents. However, like other characters of his archetype, he has some trouble KOing and can be difficult to keep track of, even for the player using him, which sometimes leads to accidentally putting him at a disadvantage or even inadvertently [[self-destruct]]ing. Although Sonic's attributes make him a hit-and-run character most of the time, his prowess for using mindgames and switching up tactics encourage multiple playstyles to succeed, which give him a higher learning curve but allows him to match up well against nearly every character in the cast. As such, Sonic commands a strong playerbase at top-level play, with dedicated mains such as {{Sm|Sonix}} and {{Sm|KEN}} achieving great results with him.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Like most other top tier characters, Sonic was often regarded as one of the most potent characters in ''SSB4'' (tying with Fox for 7th out of 55 characters); this was due to a combination of 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.
Like most other top tier characters, Sonic was often regarded as one of the most potent characters in ''Super Smash Bros. 4'', 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]] strategies 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 was nerfed overall.
 
Several of Sonic's key strengths and moves from ''Smash 4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash: 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 ''Smash 4'', and it also forces 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 its ability to combo into Spring Jump-assisted setups, it 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 and increased falling speed also worsen his disadvantage state, making him easier to combo and KO if the opponent is able to catch him.
 
However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. In particular, [[Homing Attack]] has been buffed significantly: it has 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.
 
Additionally, some of Sonic's better moves have been buffed in various ways. Despite having been worsened overall, Spin Dash now has the ability to be jump canceled, alleviating some of Sonic's potential mix-up options, albeit they remain less effective than previously. 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]].


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.
Sonic also benefits incredibly from ''Ultimate's'' universal mechanic changes. Known for having high landing lag on his attacks in ''Smash 4'', 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 aerial a slightly safer (albeit still unsafe) landing option. Sonic's already unmatched ground mobility has been improved even further, with his initial dash now being among the fastest in the game, heightening his camping abilities via simply running away.


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]].
[[Dash-cancel]]ling's expanded utility also allows Sonic to take advantage of his phenomenal ground movement more than most other characters in ''Ultimate'', granting him powerful mix-up options he previously didn't have access to. 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.


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.
Overall, while Sonic still retains his powerful attributes and combo game, several of Sonic's most powerful tools from ''Smash 4'' have either been worsened or have been removed altogether. This has lead to a generally less oppressive character than in ''Smash 4'', as Sonic is now forced to make greater use of his standard moveset instead of relying on Spin Dash and Spin Charge to compensate for his underwhelming attacks, and must now take advantage of ''Ultimate's'' reworked mechanics, gearing towards a more creative and offensive playstyle than in ''Smash 4''.


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''.
Regardless, Sonic's initially below-average perception has improved over time, with smashers like {{Sm|KEN}}, {{Sm|Sonix}}, {{sm|Sonido}} and {{Sm|Wrath}} achieving strong results in tournament play. In the end, in spite of his initial mediocre perception, Sonic remains among the most viable characters in competitive play once mastered.


{{SSB4 to SSBU changelist|char=Sonic}}
{{SSB4 to SSBU changelist|char=Sonic}}
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==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 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 would drown and die instantly.
''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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|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|fsmashdmg={{ChargedSmashDmgSSBU|14}}
|fsmashdmg={{ChargedSmashDmgSSBU|14}}
|fsmashdesc=The Wind-Up Punch, one of Sonic's attacks from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can be angled. 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, one of Sonic's attacks from ''Sonic the Fighters''. It has high knockback growth and deceptive range, and it can be angled. Altogether, these traits make it one of Sonic's best KO moves, if not his absolute best one. However, it has low base knockback, and thus should be used for KO attempts later instead of earlier. It also has noticeable start-up (frame 18) and ending lag (28 frames), making it risky if used unwisely.
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}})
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}})
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8)
|usmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|1}} (hits 2-7), {{ChargedSmashDmgSSBU|3}} (hit 8)
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|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean 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 best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high start-up lag (frame 13) for a back aerial, which can make it somewhat challenging to hit with.
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2)
|uairdesc=A scissor kick. Its very 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 and fairly low landing lag make it deceptively safe. In addition to being a reliable follow-up from Spin Dash and Spin Charge, it is a useful combo starter when SHFF'd. Due to its first hit's adjusted launching angles and its second hit's much lower knockback growth, it is noticeably less effective than it was in ''Smash 4'' as both a follow-up from Spring Jump and as a KO option.
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
|dairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|5}} (late)
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|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|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=Close Kick ({{ja|クローズキック|Kurōsu Kikku}})
|fthrowdmg=1% (hit 1), 6% (throw)
|fthrowdmg=1% (hit 1), 6% (throw)
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|ssname=Spin Dash
|ssname=Spin Dash
|ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump)
|ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump)
|ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent quickly. Holding the special button [[charge]]s it up and increases its speed. In addition to granting 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 quickly. Holding the special button [[charge]]s it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. It also boasts horizontal recovery potential when it is [[jump-cancel]]ed immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air.
|usname=Spring Jump
|usname=Spring Jump
|usdmg=— (jump), 4% (spring)
|usdmg=— (jump), 4% (spring)
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|dsname=Spin Charge
|dsname=Spin Charge
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump)
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump)
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air. 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 compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
|fsname=Super Sonic
|fsname=Super Sonic
|fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch)
|fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch)
|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=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.
}}
===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
}}
}}


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


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[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 (most notably from ''{{s|wikipedia|Sonic Adventure}}'') while making a "tsk" sound three times.
*'''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 [https://sonic.fandom.com/wiki/Super_Peel_Out Super Peel Out], a technique that debuted in ''{{s|wikipedia|Sonic CD}}'', while grinning.
*'''Down taunt''': Performs the {{iw|wikipedia|windmill|b-boy move}}, a breakdancing move, while saying "Come on!"
*'''Down taunt''': Performs the {{iw|wikipedia|windmill|b-boy move}}, a breakdancing move.
<gallery>
<gallery>
SSBUSonicTaunt1.gif|Sonic's up taunt.
SSBUSonicTaunt1.gif|Sonic's up taunt.
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SSBUSonicTaunt3.gif|Sonic's down taunt.
SSBUSonicTaunt3.gif|Sonic's down taunt.
</gallery>
</gallery>
 
Sonic's taunt quotes in each language are:
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
{|class=wikitable
! !! Side !! Down
! !! Side !! Down
|-
! scope="row"|English
|"Sonic Speed!" || "Come on!"
|-
! scope="row"|Japanese
|"{{ja|遅すぎだぜ!|Oso sugi da ze!}}"<br>(''You're too slow!'') || "Come on!"
|-
|-
! scope="row"|French
! scope="row"|French
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|-
|-
! scope="row"|Spanish
! scope="row"|Spanish
|"¡Velocidad sónica!"<br>(''Sonic Speed!'') || "¡Vamos!"<br>(''Let's go!'')
|"¡Velocidad sónica!"<br>(''Sonic Speed!'') || "¡Vamos!" <br> (''Let's go!'')
|}
|}


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*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.
*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.
<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>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up while saying "That was almost too easy!" ("{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}", ''Lag behind and get left behind!''). It is possibly a reference to the Sega logo at the opening of the 16-bit version of ''Sonic the Hedgehog 2''.
*'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up. It is possibly a reference to the Sega logo at the opening of the 16-bit version of ''Sonic the Hedgehog 2''.
*'''Up:''' Runs up to the camera and grabs the blue [[Chaos Emerald]], then poses with it while saying "Piece of cake!" ("{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}", ''A piece of cake! An easy win!''). His Japanese line comes from ''Sonic Heroes'' and ''Sonic the Hedgehog (2006)'' after battles.
*'''Up:''' Runs up to the camera and grabs the blue [[Chaos Emerald]], then poses with it. His Japanese line comes from ''Sonic Heroes'' after battles.
*'''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 his Sonic Flare from ''Sonic Battle'', then strikes a pose. His Japanese line comes from ''Sonic Adventure'' after defeating a boss.  
[[File:SonicVictoryUltimate.ogg|thumb|[[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]]'s orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', entitled "Mission Clear", albeit with a slightly abridged ending.]]
[[File:SonicVictoryUltimate.ogg|thumb|[[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]]'s orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', entitled "Mission Clear", albeit with a slightly abridged ending.]]
<gallery>
<gallery>
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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:
Sonic victory quotes in each language are:
{|class=wikitable
{|class=wikitable
! !! Left !! Up !! Right
! !! Left !! Up !! Right
|-
! scope="row"|English
|"That was almost too easy!" || "Piece of cake!" || "Let's do that again sometime!"
|-
! scope="row"|Japanese
|"{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}"<br>(''Leaving behind to be dawdling!'') || "{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}"<br>(''A piece of cake! An easy win!'') || "{{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}}"<br>(''Hey guys! I'll play again next time!'')
|-
|-
! scope="row"|French
! scope="row"|French
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Upon the release of ''Super Smash Bros. Ultimate'', Sonic was initially seen as a far less viable fighter than he was in ''Super Smash Bros. 4'' due to a number of changes: [[Spin Dash]] losing its ability to be held indefinitely or shield canceled, up aerial's adjusted knockback and launching angles worsening its consistency, and [[Spin Charge]] being unable to cross-up a shield unless fully charged as well as its newfound inconsistency at launching opponents upward with the jump (with the latter being arguably his most negative change). This led to Sonic garnering a mixed reception: in general, he was seen as a mid tier fighter in general, yet some top players actually perceived him as being a low tier fighter.
However, Sonic retained his superb mobility and long-distanced recovery, while his combo game remained mostly useful and several moves gained slight improvements to their respective KO potentials. Although Sonic's moveset was adjusted in a number of ways to tone down his notorious hit-and-run playstyle from ''Smash 4'', said playstyle remained largely viable, thus allowing multiple top players to resort to [[time out]] strategies. By capitalizing on these strengths, Sonic's playerbase garnered a rise in results as the metagame progressed thanks to notable major placements from players such as {{Sm|Sonido}}, {{Sm|Wrath}}, and {{Sm|KEN}}.
Despite his improved reception, update 9.0.0 granted Sonic a few worthwhile buffs, such as lag decreases for a few moves and, most notably, his up aerial becoming more consistent thanks to it gaining an additional hitbox. Furthermore, Sonic's representation continued to rise, with the post-online metagame notably introducing {{Sm|Sonix}}, a player who has since seen multiple top 8 finishes at the largest tournaments of the year. As a result, the general perception of him has improved significantly: Sonic is ranked 4th on the current tier list, with some players arguing he could potentially be the best fighter on the roster.
Within the online metagame, Sonic is commonly considered one of the game's strongest characters and has seen exemplary tournament performance. The online environment of ''Ultimate'' arguably benefits Sonic more than any other character due to increased input lag, rendering it harder to contend with Sonic's campy playstyle and intercepting his already powerful burst options. Due to the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]] forcing competitive events to be held online throughout 2020, this has caused a controversial perception of Sonic in competitive play, as many players have been critical of how effective his playstyle and ability to time players out are, with some even going so far as saying he should be banned.
While the general consensus has been that Sonic does not warrant a ban in online play, many have argued for stricter rules in terms of camping and timing players out. Sonic's competitive results around this time were also partially bolstered by non-US players and [[Wi-Fi Warrior]]s, such as {{Sm|Sonix}} being able to compete in more tournaments, who is ranked 4th in the [[Wi-Fi Warrior Rank v6]], and has since gone on to translate his online success into offline tournaments..
===Most historically significant players===
===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 -->
<!--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 -->
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''See also: [[:Category:Sonic players (SSBU)]]''
''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.
*{{Sm|Daige|Mexico}} - The best Sonic player in Mexico. Placed 5th at {{Trn|BIT MASTER MTY 6}}, {{Trn|BIT MASTER MTY 9}} and {{Trn|Guerras Regias!}}, and 65th at {{Trn|GENESIS 7}} with wins over {{Sm|Ang}}, {{Sm|Maister}}, and {{Sm|Nanon}}. Ranked as high as 37th on the [[Mexican Power Rankings]].
*{{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}}.
*{{Sm|KEN|Japan}} - Co-mains Sonic alongside {{SSBU|Sephiroth}}, and is one of the best Sonic players in the world. Placed 1st at both {{Trn|Sumabato SP 6}}, {{Trn|Kagaribi}}, and {{Trn|Battle of BC 4}}, 2nd at {{Trn|Umebura SP 7}}, and 3rd at {{Trn|Temple: Hermès Edition}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Shuton}}, and {{sm|Zackray}}. Ranked 21st on the [[LumiRank Mid-Year 2023]].
*{{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.
*{{Sm|Peli|UK}} - The best Sonic player in Europe. Placed 1st at both {{Trn|DAT BlastZone 31}} and {{Trn|VCA 2021}}, 3rd at {{Trn|Invasion}}, 5th at {{Trn|SWT: Europe Ultimate Regional Finals}}, 7th at {{Trn|VCA 2022}}, and 17th at {{Trn|Battle of BC 4}} with wins over players such as {{Sm|Glutonny}} and {{Sm|BassMage}}. Ranked 17th on the [[PGRU v3 EU]].
*{{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|Sonido|USA}} - The best Sonic player in the United States. 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}}, and 33rd at {{Trn|The Big House 9}} with wins over players such as {{Sm|Samsora}}, {{Sm|Mr E}}, and {{sm|Salem}}. Ranked in the Area 51 on the [[Spring 2019 PGRU]].
*{{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|Sonix|Dominican Republic}} - The best Sonic player in the world. Placed 1st at {{Trn|CEO 2022}} and {{Trn|Get On My Level 2023}}, 2nd at {{Trn|Smash Factor X}}, 3rd at {{Trn|Let's Make Big Moves 2023}} and 4th at {{Trn|GENESIS 9}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Tweek}} and {{Sm|Sparg0}}. He is also one of the best players online, winning {{Trn|The Quarantine Series: Major Tournament 1}} and {{Trn|The Airlock}}. Ranked 4th on the [[LumiRank Mid-Year 2023]] and 2nd on the [[Wi-Fi Warrior Rank v7]].
*{{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]].
*{{Sm|SuperGirlKels|Canada}} - The best Sonic player in Canada, but has since retired from competitive play. Placed 2nd at {{Trn|Terry Christmas}}, 4th at {{Trn|Lan ETS 2022}}, 7th at both {{Trn|DreamHack Montreal 2019}} and {{Trn|Path to Glory}}, and 17th at {{Trn|Battle of BC 4}} with wins over players such as {{Sm|Ally}}, {{Sm|Dark Wizzy}}, and {{Sm|JW}}. Ranked 21st on the [[Smash Canada Rankings Ultimate]].
 
*{{Sm|Taikei|Japan}} - Placed 3rd at {{Trn|Sumabato SP 18}}, 5th at {{Trn|Seibugeki 12}}, 9th at both {{Trn|Seibugeki 8}} and {{Trn|WINNER! -Next 1-}}, and 13th at {{Trn|Kagaribi 8}} with wins over players such as {{Sm|kameme}}, {{Sm|Abadango}} and {{Sm|Paseriman}}. Ranked 54th on the [[Experimental Smash Player Rankings]].
===Tier placement and history===
*{{Sm|TonyZTank|USA}} - One of the best Sonic players in the United States. Placed 4th at both {{Trn|Spotlight}} and {{Trn|Frosty Faustings XII 2020}}, 17th at {{Trn|Riptide}}, and 25th at {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Fatality}}, {{Sm|Ned}} and {{Sm|LeoN}}. Ranked as high as 1st on the [[Nebraska Power Rankings]].
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.
*{{Sm|VaLoR|USA}} - One of the best Sonic players in the United States. Placed 1st at {{Trn|Speedy Summit 3}}, 9th at {{Trn|LAN King Smash Royale XI}}, 13th at {{Trn|GameTyrant Expo 2019}}, and 17th at both {{Trn|GENESIS 7}} and {{Trn|Super Ascension}} with wins over players like {{Sm|Salem}} and {{Sm|Sinji}}. Ranked 3rd on [[Utah Power Rankings#Super Smash Bros. Ultimate rankings|Utah Ultimate Power Rankings]].
 
*{{Sm|Wrath|USA}} - The best Sonic player in the United States during the early metagame. Placed 1st at {{Trn|Just Roll With It! 12}}, 5th at {{Trn|Frostbite 2020}}, 7th at {{Trn|DreamHack Atlanta 2019}}, 17th at {{Trn|MomoCon 2019}}, and 25th at {{Trn|2GG: Kongo Saga}} with wins over players such as {{sm|Glutonny}}, {{Sm|kameme}}, and {{sm|Tweek}}. Ranked in Area 51 on the [[Fall 2019 PGRU]].
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.
 
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.


=={{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 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''.
{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
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Sonic was among the fighters summoned to the cliffside to assist in defeating an army of [[Master Hand]]s.
Sonic was among the fighters summoned to the cliffside to assist in defeating an army of [[Master Hand]]s.


During the opening cutscene, Sonic was present on the cliffside when [[Galeem]] unleashed his beams of light. While attempting to run away, Sonic noticed {{SSBU|Pikachu}} doing the same and reached his hand out to Pikachu in an attempt to save it. However, 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 out to Pikachu in an attempt to save it. However, he and Pikachu were vaporized and placed under Galeem's imprisonment.


Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the [[Sacred Land]] sub-area as one of the fighters that block the [[Master Sword]], making him one of the obligatory unlocks.
Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the [[Sacred Land]] sub-area as one of the fighters that block the [[Master Sword]], making him one of the obligatory unlocks.
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**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''.
**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''.
*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.
*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.
*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:
*Sonic's pose in his official ''Ultimate'' render has been [[List of Super Smash Bros. references in other franchises|referenced]] in at least three later sources of media:
**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>
**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>
***This pose is additionally referenced in the 2022 sequel film, ''{{iw|wikipedia|Sonic the Hedgehog 2|film}}'', in a dance scene.
***This pose is additionally referenced in the 2022 sequel film, ''{{iw|wikipedia|Sonic the Hedgehog 2|film}}'', in a dance scene.

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