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|ranking = 2
|ranking = 2
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'''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 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 exertion over the [[stage]] as he is able to weave around enemy defenses, [[bait]] out [[approach|approaches]], and control the overall pace of the game. In addition, Sonic can also play offensively, as his speed allows him to chase opponents across the entire stage while his great recovery also allows him to place pressure on the opponents offstage. All of this allows Sonic to rack up damage fast while keeping damage done towards him at a minimum.


However, Sonic has some noteworthy flaws, most notably his KO potential. Many of his best KO moves either require proper positioning to be most effective or have noticeable starting and ending lag; this can lead to opponents surviving up to high percents if Sonic is unable to secure an early KO. In addition, some of Sonic's moves, such as Spin Charge and his up aerial, 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.
However, Sonic has some noteworthy flaws, most notably his KO potential. Many of his best KO moves either require proper positioning to be most effective or have noticeable starting and ending lag; this can lead to opponents surviving up to high percents if Sonic is unable to secure an early KO. In addition, some of Sonic's moves, such as Spin Charge and his up aerial, also have occasionally unreliable hit detection, which can render situations where the opponent may inadvertently escape one of his combos.  


Overall, Sonic is a character that can rack up damage fast and pressure opponents 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.
Overall, Sonic is a character that can rack up damage fast and pressure opponents with his speed, however he himself could have some trouble KOing. Although initial impressions on Sonic were rather lukewarm, it has since improved dramatically due to the efforts of players such as {{Sm|KEN}} and {{Sm|Sonix}}, and he is widely considered to be one of the best characters in the game, if not the best.


==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.  


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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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 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 an error with the code 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.
|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)
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up while saying "That was almost too easy!" ("{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}", ''Lag behind and get left behind!''). It is possibly a reference to the Sega logo at the opening of the 16-bit version of ''Sonic the Hedgehog 2''.
*'''Left:''' Sprints off-screen and then sprints back on-screen before giving a thumbs up while saying "That was almost too easy!" ("{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}", ''Lag behind and get left behind!''). It is possibly a reference to the Sega logo at the opening of the 16-bit version of ''Sonic the Hedgehog 2''.
*'''Up:''' Runs up to the camera and grabs the blue [[Chaos Emerald]], then poses with it while saying "Piece of cake!" ("{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}", ''A piece of cake! An easy win!''). His Japanese line comes from ''Sonic Heroes'' and ''Sonic the Hedgehog (2006)'' after battles.
*'''Up:''' Runs up to the camera and grabs the blue [[Chaos Emerald]], then poses with it while saying "Piece of cake!" ("{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}", ''A piece of cake! An easy win!''). His Japanese line comes from ''Sonic Heroes'' after battles.
*'''Right:''' Performs 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 and says "Let's do that again sometime!" ("{{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}}", ''Hey guys! I'll play again next time!''). His Japanese line comes from ''Sonic Adventure'' after defeating a boss.  
[[File:SonicVictoryUltimate.ogg|thumb|[[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]]'s orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', entitled "Mission Clear", albeit with a slightly abridged ending.]]
[[File:SonicVictoryUltimate.ogg|thumb|[[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]]'s orchestrated remix of the tune that plays when a character has passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}'', entitled "Mission Clear", albeit with a slightly abridged ending.]]
<gallery>
<gallery>
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''See also: [[:Category:Sonic players (SSBU)]]''
''See also: [[:Category:Sonic players (SSBU)]]''


*{{Sm|KEN|Japan}} - 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|KEN|Japan}} - The second-best Sonic player of all-time, and the definitive best from 2019 to 2021. He was the first Sonic player to win a major, doing so at {{Trn|Sumabato SP 6}}.
*{{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|Peli|UK}} - The best Sonic player in Europe. He was the first European player to eliminate Glutonny at a national-level European tournament, doing so at the superregional {{Trn|VCA 2021}} and winning the event in the process. He has also seen several strong results at majors, including 5th at {{Trn|e-Caribana}} and 7th at {{Trn|VCA 2022}}.
*{{Sm|Sonido|USA}} - 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|Sonido|USA}} - One of the best Sonic players in the United States. Placing well at several events, including 5th at {{Trn|Come to Papa 3}} defeating {{Sm|Samsora}}, 9th at the major {{Trn|DreamHack Atlanta 2019}}, and 17th at the supermajor {{Trn|CEO 2019}}.
*{{Sm|Sonix|Dominican Republic}} - 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|Sonix|Dominican Republic}} - One of the [[Four Horsemen]] and is the best Sonic player of all-time, and one of the best players in 2023. He won the major {{Trn|CEO 2022}} and the supermajors {{Trn|Get On My Level 2023}} and {{Trn|Port Priority 8}}, making him the only Sonic player to ever win a supermajor.
*{{Sm|Taikei|Japan}} - The second-best Sonic player in Japan, 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|Taikei|Japan}} - The second-best Sonic player in Japan who consistently places highly at Japanese events, including 5th at the major {{Trn|Seibugeki 12}} and 7th at the major {{Trn|KOWLOON 5}}.
*{{Sm|Wrath|USA}} - The 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|Wrath|USA}} - The best Sonic player in the United States. Although his activity is lower compared to other top Sonic players, he has placed highly at most events he attended, including 5th at the supermajor {{Trn|Frostbite 2020}}, 7th at the major {{Trn|DreamHack Atlanta 2019}}, and 7th at the superregional {{Trn|Wavedash 2023}}.


===Tier placement and history===
===Tier placement and history===
Upon the release of ''Ultimate'', Sonic was initially seen as a far less viable fighter than he was in ''Smash 4'' due to a number of changes to his moveset, particularly to [[Spin Dash]] and [[Spin Charge]], 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.
Upon the release of ''Ultimate'', Sonic was initially seen as a far less viable fighter than he was in ''Smash 4'' due to a number of changes to his moveset, particularly to [[Spin Dash]] and [[Spin Charge]], that nerfed his biggest strengths from the previous game. On the other hand, Sonic retained his superb mobility and long-distanced recovery, while his combo game remained mostly useful. As a result, despite being weaker compared to his previous iteration, Sonic's "hit-and-run" playstyle still remained viable, allowing multiple top players to resort to [[time out]] strategies. Although early opinions placed him as a mid-tier, as a result of retaining his notorious playstyle as well as results from players such as {{Sm|Sonido}}, {{Sm|Wrath}}, and especially {{Sm|KEN}}, opinions on the character have shifted towards being a high-tier by the time of the online metagame.


The community's perception on Sonic began shifting even further during the online metagame due to the meteoric rise of {{Sm|Sonix}}, who became one of the metagame's best players. Sonic also received buffs to his moveset, most notably an additional hitbox to his up air that made the move more consistent, improving his KO power. These positive changes to Sonic's representation were brought into the offline metagame, as Sonix and KEN saw strong performances at many majors and supermajors. These players often utilized Sonic's hit-and-run playstyle to its fullest, with their sets often going to or close to a time-out. On the other hand, Sonix has also showcased Sonic's more oppressive nature, such as overwhelming his opponent or utilizing Sonic's speed and strong recovery to relentlessly edgeguard opponents. Due to all of this, the general consensus has since reassessed Sonic as a top tier character, with several players believing he could be the best character in the game. This was reflected in his placement on the first tier list, where he is ranked 4th, with eleven panelists ranking him as 1st.
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 Sonic 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.
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 best 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}} and {{Trn|Watch The Throne}}. 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 Sonic's 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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