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|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. | '''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018. As in ''[[Super Smash Bros. Brawl]]'', he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Sonic is classified as [[Fighter number|Fighter #38]]. | ||
As in '' | As in ''Smash 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 in the other languages. | ||
All of the voice actors' portrayals of Sonic are as follows: | All of the voice actors' portrayals of Sonic are as follows: | ||
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*Renato Novara in Italian. | *Renato Novara in Italian. | ||
*Marc Stachel in German. | *Marc Stachel in German. | ||
*Jonatán López in Spanish, in place of his current Spanish voice actor Ángel De Gracia. | *Jonatán López in Spanish, in place of his current Spanish voice actor Ángel De Gracia. This was the former's last game as Sonic's Spanish voice actor before he passed away in February 2020. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Sonic is a [[weight|lightweight]] who, staying true to his home series, has outstanding mobility. He unsurprisingly possesses the fastest [[dash]]ing speed in the game by default ( | Sonic is a [[weight|lightweight]] who, staying true to his home series, has outstanding mobility. He unsurprisingly possesses the fastest [[dash]]ing speed in the game by default (surpassed only by {{SSBU|Hero}} under the effects of [[Command Selection|Acceleratle]] which is technically using a Special Move), the 7th fastest [[walk]]ing speed, the 12th fastest [[air speed]] (tied with {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Little Mac}}, and {{SSBU|Inkling}}), and the highest [[traction]] in the game (surpassed only by {{SSBU|Sephiroth}} under the effects of [[Winged Form]]). When combined with his above average [[falling speed]] and jumps, this allows him to move across the stage at the speed of sound, despite his only average [[gravity]] and slow [[air acceleration]]. As a cherry on top, he can even [[wall jump]]. | ||
Spin Dash | Sonic's special moves are quite useful. [[Spin Dash]] and [[Spin Charge]] allow him to not only move across stages at varying speeds, but also do damage on contact, and both can follow up into an aerial attack or uncharged Homing Attack. Despite their very similar-looking appearances in functions, they both have different strengths and uses for various different situations. | ||
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 allows Sonic to jump around the stage while charging or holding the charge of the move and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it, however, loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup, 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 Spindash 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. | ||
While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a " | While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spinshot", although it can only be done while airborne and can't be reversed. | ||
Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed makes him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves | Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed makes him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves, such as Snake's [[C4]] or Yoshi's Egg Roll. Both moves also have Sonic's hurtbox extend beyond the attack's hitbox. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. However, they can bypass shields if fully-charged and jump over them on initial contact. | ||
[[Homing Attack]] deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and [[edge-guard breaking]]. Its uncharged state also has the potential to combo and its charged state has a small amount of KO potential at higher | [[Homing Attack]] deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and [[edge-guard breaking]]. Its uncharged state also has the potential to combo and its charged state has a small amount of KO potential at higher percents. [[Spring Jump]] is a useful recovery that grants intangibility at the start, goes very high, and is one of few recovery moves that do not cause a [[helpless]] state, enabling Sonic to attack and dodge during his descent and even extend his recovery with a directional air dodge. The spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and [[gimp]] opponents, respectively. | ||
Sonic also has a powerful air game. Neutral aerial is a great combo starter when [[SHFF]]'d, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for [[ | Sonic also has a powerful air game. Neutral aerial is a great combo starter when [[SHFF]]'d, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for [[edgeguarding]] and, in certain instances, it can combo into itself on-stage at low percentages, thanks to its generous [[auto-cancel]] window and Sonic's fast air speed. Up aerial possesses KO potential near the upper [[blast line]] and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial's clean hitbox is very powerful, making it one of his few reliable kill moves like his up aerial, and coupled with its strength within Sonic's kit, also makes it his best aerial finisher. Lastly, down aerial is a [[stall-then-fall]]; although it is Sonic's least effective aerial, it has noticeably less ending lag compared to other stall-then-falls, and its initial hitbox [[meteor smash]]es aerial opponents, allowing him to meteor smash an opponent near the edge of the stage and still be able to recover, even if he misses. | ||
Sonic's neutral attack, | Sonic's neutral attack, tilts, and throws have decent damage outputs and good speed, making them hard to [[punish]]. His grab game is decent overall: While none of Sonic's grabs excel in speed and each of them has average ranges, they are still fairly easy to land thanks to his outstanding speed. Sonic's [[pummel]] is also quick and has an average damage output, allowing him to rack up a fair amount of damage before throwing an opponent. Down throw is a [[semi-spike]] that has high base knockback, which makes it excellent for setting up edge-guards and [[tech-chase]]s. Back throw also has high base knockback and KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt. Up tilt can be reversed on startup and hit opponents through platforms above Sonic, and his Forward Smash has a bit of a deceptively large range due to him stepping forward during the punch. | ||
Up throw is a reliable combo starter, having decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as {{SSBU|Battlefield}}'s top platform, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him | Up throw is a reliable combo starter, having decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as {{SSBU|Battlefield}}'s top platform, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him. Like up throw, it can also function as a KOing option, albeit only when used on the edge at very high percentages. | ||
Mastering Sonic's running game is crucial to Sonic's ability to perform at high-level play; thanks to Sonic having the fastest dashing speed, Sonic mains can take advantage of a variety of dash or dash-related techniques. Dash-dancing is extremely useful for mindgames, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. The ability to use any attack out of a dash further compliments this strategy, as Sonic can retaliate almost immediately to an | Mastering Sonic's running game is crucial to Sonic's ability to perform at high-level play; thanks to Sonic having the fastest dashing speed, Sonic mains can take advantage of a variety of dash or dash-related techniques. Dash-dancing is extremely useful for mindgames, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. The ability to use any attack out of a dash further compliments this strategy, as Sonic can retaliate almost immediately to an opponent’s attack after dash-dancing. As such, it is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponents. This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backward) are particularly effective for this, as they can cause almost immediate turnarounds and allow for easy grabs. In general, Sonic arguably has the easiest time winning the neutral game due to his unmatched speed and maneuverability on-stage, and attacks that not only come out fast but can also be used to approach with. | ||
Sonic has some weaknesses however, the most noticeable being his KO potential. It is held back by his best kill 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 slow 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 | 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 killing 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 SDing. 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 '' | Like most other top-tier characters, Sonic was often regarded as one of the most potent characters in ''Smash 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 ''SSB4'' have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash | Several of Sonic's key strengths and moves from ''SSB4'' 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 endlag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its 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 | 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 endlag 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]]. | ||
Sonic also | 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. The ability to [[run cancel|use any attack out of a run]] 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 edgeguarding game while not compromising him much thanks to his great recovery, while the reintroduction of directional air dodges allows Sonic to gain a little extra distance after using Spring Jump. | ||
Overall, Sonic still retains | Overall, while Sonic still retains his powerful attributes and combo game, several of Sonic's most powerful tools from ''SSB4'' have either been worsened or have been removed altogether. This has lead to a generally less effective character than in ''SSB4'', 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 and gear towards a more creative and offensive playstyle than in ''SSB4''. Regardless, although Sonic initially had a below-average perception, it has become more positive over time, with smashers like {{Sm|KEN}}, {{Sm|Sonix}}, {{sm|Sonido}} and {{Sm|Wrath}} achieving some solid results in tournament play, albeit not to the same degree as in ''SSB4''. In the end, in spite of his initial mediocre perception, Sonic remains a viable, high tier character in competitive play once mastered, and as a result, he is one of the few ''SSB4'' top tier veterans to keep placing well in tournament play in ''Ultimate'', alongside {{SSBU|Mario}}, {{SSBU|Fox}}, {{SSBU|Zero Suit Samus}}, and {{SSBU|Cloud}}. | ||
{{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 | *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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|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |neutraldesc=The Punch + Punch + Kick combo from ''Sonic the Fighters''. Its first and second hit are capable of [[jab lock]]ing. Holding the attack button will have Sonic perform the first hit repeatedly. | ||
|ftiltname=Horse Kick ({{ja|馬キック|Uma Kikku}}) | |ftiltname=Horse Kick ({{ja|馬キック|Uma Kikku}}) | ||
|ftiltdmg=4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) | |ftiltdmg=4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) | ||
|ftiltdesc= | |ftiltdesc=The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, and as an [[out of shield]] option. | ||
|utiltname=Double Air Kick ({{ja|ダブルエアキック|Daburu Ea Kikku}}) | |utiltname=Double Air Kick ({{ja|ダブルエアキック|Daburu Ea Kikku}}) | ||
|utiltdmg=2% (hit 1), 6% (hit 2) | |utiltdmg=2% (hit 1), 6% (hit 2) | ||
|utiltdesc=A {{s|wikipedia|540 kick}}, similar to {{SSBU|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It resembles | |utiltdesc=A {{s|wikipedia|540 kick}}, similar to {{SSBU|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It resembles the Skip Kick from ''Sonic the Fighters''. | ||
|dtiltname=Leg Hitter ({{ja|レッグヒッター|Reggu Hittā}}) | |dtiltname=Leg Hitter ({{ja|レッグヒッター|Reggu Hittā}}) | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A legsweep. Unlike in '' | |dtiltdesc=A legsweep. Unlike in ''SSB4'', it launches opponents diagonally, which enables it to start combos at lower percentages. It resembles the Leg Throw from ''Sonic the Fighters'', and the Foot Sweep from ''Sonic the Hedgehog'' (2006) and ''Sonic Unleashed''. | ||
|dashname=Dash Kick ({{ja|ダッシュキック|Dasshu Kikku}}) | |dashname=Dash Kick ({{ja|ダッシュキック|Dasshu Kikku}}) | ||
|dashdmg=8% (clean), 6% (late) | |dashdmg=8% (clean), 6% (late) | ||
|dashdesc=A flying kick. A decent follow-up from a down throw, although this requires a read. While its very minimal start-up lag can allow it to pressure unwary opponents, its considerable ending lag | |dashdesc=A flying kick. A decent follow-up from a down throw, although this requires a read. While its very minimal start-up lag can allow it to pressure unwary opponents, it is quite punishable thanks to its considerable ending lag. | ||
|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= | |fsmashdesc=The Wind-Up Punch 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, at 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) | ||
|usmashdesc=A jumping Spin | |usmashdesc=A jumping Spin Dash. Coming out on frame 14, it has moderate start-up and noticeable ending lag, making it risky if used unwisely. It hits multiple times, with the last hit having extremely high knockback scaling but merely average base knockback. As a result, it should be used for KO attempts later instead of earlier. It is also excellent at shield poking, thanks to its somewhat large hitboxes. | ||
|dsmashname=Split Kick ({{ja|スプリットキック|Supuritto Kikku}}) | |dsmashname=Split Kick ({{ja|スプリットキック|Supuritto Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|12}} | |dsmashdmg={{ChargedSmashDmgSSBU|12}} | ||
|dsmashdesc=A split kick, similar to {{SSBU|Fox}} and {{SSBU|Falco}}'s down smashes. It has the lowest amount of start-up lag | |dsmashdesc=A split kick, similar to {{SSBU|Fox}} and {{SSBU|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks, at frame 12, and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding. However, it lasts for only 2 frames and, like his other smash attacks, has considerable ending lag. | ||
|nairname=Air Spin ({{ja|エアスピン|Ea Supin}}) | |nairname=Air Spin ({{ja|エアスピン|Ea Supin}}) | ||
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest) | |nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late), {{ShortHopDmgSSBU|5}} (latest) | ||
|nairdesc= | |nairdesc=The Air Spin from ''Sonic the Fighters''. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and [[Spring Jump]]-assisted combos, its launch angle makes its clean and late hitboxes useful combo starters at low to medium percentages when [[SHFF]]'d. | ||
|fairname=Sonic Turn ({{ja|ソニックターン|Sonikku Tān}}) | |fairname=Sonic Turn ({{ja|ソニックターン|Sonikku Tān}}) | ||
|fairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6) | |fairdmg={{ShortHopDmgSSBU|0.8}} (hits 1-5), {{ShortHopDmgSSBU|3}} (hit 6) | ||
|fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSBU|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials, coming out on frame 5. When coupled with the last hit's very high knockback growth, it is quite useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's very fast air speed and the move's fairly large [[auto-cancel]] window. It resembles | |fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSBU|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials, coming out on frame 5. When coupled with the last hit's very high knockback growth, it is quite useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's very fast air speed and the move's fairly large [[auto-cancel]] window. It resembles the Emerald Dive from ''Sonic the Fighters''. | ||
|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | |bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | |bairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean | |bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO moves, especially while edge-guarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high start-up lag for a back air, at frame 13, making it somewhat tough to land. | ||
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | |uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2) | ||
|uairdesc=A scissor kick. Its very | |uairdesc=A scissor kick. Its very large auto-cancel window and fairly low landing lag make it deceptively safe. In addition to being a reliable follow-up from Spin Dash and Spin Charge, it is a useful combo starter when SHFF'd. Due to its first hit's adjusted launching angles and its second hit's much lower knockback growth, it is noticeably less effective than it was in ''SSB4'' as 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) | ||
|dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to its noticeably lower ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents at the beginning of the attack, but not grounded opponents. It resembles | |dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to its noticeably lower ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. | |grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. | ||
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike. | |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) | ||
|fthrowdesc=A stretch kick. Due to its launching angle and overall knockback being noticeably lower than in '' | |fthrowdesc=A stretch kick. Due to its launching angle and overall knockback being noticeably lower than in ''SSB4'', it now functions as a serviceable edge-guard set-up at the very negligible cost of its almost nonexistent KO potential. It resembles the Top Kick from ''Sonic Battle''. | ||
|bthrowname=Spin Throw ({{ja|スピンスルー|Spin Surū}}) | |bthrowname=Spin Throw ({{ja|スピンスルー|Spin Surū}}) | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
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|uthrowname=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}}) | |uthrowname=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}}) | ||
|uthrowdmg=1% (hit 1), 5% (throw) | |uthrowdmg=1% (hit 1), 5% (throw) | ||
|uthrowdesc=Heaves the opponent overhead and then stabs them with his quills to launch them upwards. It can | |uthrowdesc=Heaves the opponent overhead and then stabs them with his quills to launch them upwards. It can be followed up with a neutral aerial, up aerial and inputted [[Homing Attack]] at low percentages. Due to its ending lag being increased since ''SSB4'', its Spring Jump-assisted follow-ups less consistent. It also has KO potential, albeit only at very high percentages and when used on highly positioned platforms, such as Battlefield's top platform. | ||
|dthrowname=Spinning Gear ({{ja|スピニングギア|Supinning Gia}}) | |dthrowname=Spinning Gear ({{ja|スピニングギア|Supinning Gia}}) | ||
|dthrowdmg=1% (hits 1-3), 5% (throw) | |dthrowdmg=1% (hits 1-3), 5% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles | |dthrowdesc=Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from ''Sonic the Fighters''. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
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|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Spin | |edgedesc=Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from ''Sonic the Hedgehog Spinball''. | ||
|nsname=Homing Attack | |nsname=Homing Attack | ||
|nsdmg=7%-20% | |nsdmg=7%-20% | ||
|nsdesc=Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier | |nsdesc=Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier, albeit dealing less damage. It can be used as a follow-up combo from various moves if executed early. | ||
|ssname=Spin Dash | |ssname=Spin Dash | ||
|ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump) | |ssdmg=7%-10.9% (dash), 5% (initial jump), 3% (jump) | ||
|ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent | |ssdesc=Curls up into a ball, performs a short jump, and then starts rolling toward the opponent at a fast speed. Holding the special button [[charge]]s it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. It also boasts horizontal recovery potential when it is [[jump-cancel]]ed immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air. | ||
|usname=Spring Jump | |usname=Spring Jump | ||
|usdmg=— (jump), 4% (spring) | |usdmg=— (jump), 4% (spring) | ||
|usdesc= | |usdesc=Sonic is sent upwards by a spring. When used on the ground, it remains in place for a few seconds, allowing Sonic and any other character to keep bouncing off of it until it vanishes. Although this move is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility at the start, while the spring itself can also be used to [[gimp]] recovering opponents underneath Sonic. | ||
|dsname=Spin Charge | |dsname=Spin Charge | ||
|dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump) | |dsdmg=1.5%-2.4% (loop), 4% (last), 6% (jump) | ||
|dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air | |dsdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics compared to Spin Dash, and requires button mashing in order to charge. However, it lacks a short jump at its beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air. | ||
|fsname=Super Sonic | |fsname=Super Sonic | ||
|fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch) | |fsdmg=12% (Chaos Emeralds), 6% (ram), 10% (launch) | ||
|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. | ||
}} | }} | ||
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<gallery> | <gallery> | ||
Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | ||
</gallery>'' | |||
</gallery> | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Spin | *Spin Dashes onto the stage from the foreground and strikes a pose. | ||
<gallery> | <gallery> | ||
SonicOnScreenAppearanceSSBU.gif|Sonic's on-screen appearance | SonicOnScreenAppearanceSSBU.gif|Sonic's on-screen appearance | ||
</gallery> | </gallery> | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses (most notably from ''Sonic Adventure'') | *'''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 '' | *'''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 | *'''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. | ||
Line 263: | Line 213: | ||
SSBUSonicTaunt3.gif|Sonic's down taunt. | SSBUSonicTaunt3.gif|Sonic's down taunt. | ||
</gallery> | </gallery> | ||
Sonic's taunt quotes in each language are: | |||
Sonic | |||
{|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!'') | ||
|} | |} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the ''Sonic the Hedgehog'' games for the Sega Genesis. | *Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the ''Sonic the Hedgehog'' games for the Sega Genesis. | ||
*Looks at the camera and wiggles his finger in a patronizing manner while smirking. It resembles the animation he performs after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3'' and ''Sonic Mania'' or his introduction in many 2D ''Sonic the Hedgehog'' games and in the | *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 three American DIC Entertainment cartoons. | ||
<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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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Sonic Cheer English | |[[File:Sonic Cheer English SSBU.ogg|center]]||[[File:Sonic Cheer Japanese SSBU.ogg|center]]||[[File:Sonic Cheer Italian SSBU.ogg|center]]||[[File:Sonic Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Sonic Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer Spanish NTSC | |[[File:Sonic Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer Spanish PAL SSBU.ogg|center]]||[[File:Sonic Cheer Russian SSBU.ogg|center]]||[[File:Sonic Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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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 | *'''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 | *'''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 | *'''Right:''' Performs the Sonic Flare from ''Sonic Battle'', a backflip, 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 | 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 | ||
Line 351: | Line 312: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
Upon ''Ultimate'''s release, Sonic was initially seen as a far less viable character comparative to ''Smash 4'' due to Spin Dash no longer being able to be shield canceled, Spin Charge no longer crossing up shield without a full charge, up air failing to connect at times, and Spin Charge's inconsistent ability to knock opponents upward with the jump, with the former being arguably his worst change. This has led to a mixed reception of him, and he was seen as a mid-tier character in general, with some top players even ranking him as far as low tier. | |||
However, he retained his superb mobility, long-distanced recovery, and combo game, along with a marginal improvement to several moves' KO potential. The character has amassed notoriety for his hit-and-run playstyle, allowing multiple top players to resort to [[time out]] strategies due to the difficulty of intercepting him. As a result of capitalizing on these strengths, Sonic saw a rise in results across the Fall 2019 PGRU season, having notable placements in majors such as Frostbite 2020 and EVO Japan 2020, courtesy of players like Sonido, Wrath, and KEN. When patch 9.0.0 was released, Sonic was given more buffs, most notably his Up Aerial, which can connect more reliably and consistently, giving Sonic more combo potential. His other moves have less end lag and startup, making his approach options safer. As his results have continued to mount in the post-pandemic environment, the general perception of him has become significantly favorable, with many professional players arguing that he's a solid or upper high tier at minimum, and several thinking he's a top tier. | |||
Within the online meta, 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 is not worthy of a ban, 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 warriors such as {{Sm|Sonix}} being able to compete in more tournaments, who is currently ranked fourth in the [[Wi-Fi Warrior Rank v6]]. | |||
Overall, Sonic is one of six ''Smash 4'' top tier veterans (the other five being {{SSBU|Mario}}, {{SSBU|Fox}}, {{SSBU|Diddy Kong}}, {{SSBU|Zero Suit Samus}}, and {{SSBU|Cloud}}) who continues to earn great representation and consistently places well in 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 --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Sonic professionals (SSBU)]]'' | |||
*{{Sm|Daige|Mexico}} - The best Sonic 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}}. Currently ranked 37th on the [[Mexican Power Rankings]]. | |||
*{{Sm|KEN|Japan}} (#16) - One of the two best Sonic players in the world, co-mains with {{SSBU|Sephiroth}}. 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}}. Currently ranked 3rd in the [[Japan Player Rankings#Super Smash Bros. Ultimate Rankings|Japan Player Rankings]]. | |||
*{{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}}, and 13th at {{Trn|Kings of Fields 95}} with a win over {{Sm|Glutonny}}. | |||
The | *{{Sm|Sonido|USA}} - One of the best Sonic players 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|Frostbite 2020}} with wins over players such as wins over {{Sm|Samsora}}, {{sm|Mr E}}, and {{sm|Salem}}. Currently ranked 5th on the [[Georgia Power Rankings#Super Smash Bros. Ultimate rankings|Georgia Ultimate Power Rankings]]. | ||
*{{Sm|Sonix|Dominican Republic}} - One of the two best Sonic players in the world and the best solo Sonic in the world. Placed 1st at {{Trn|CEO 2022}}, 3rd at both {{Trn|SWT: Central America Ultimate Regional Finals}} and {{Trn|Edgeguard}}, 5th at {{Trn|Pound 2022}} and {{Trn|MomoCon 2022}}, 9th at {{Trn|CEO 2021}} and {{Trn|Smash World Tour 2021 Championships}} and 25th at {{Trn|GENESIS 6}} with wins over players such as {{Sm|Tweek}}, {{Sm|Maister}}, and {{Sm|Dabuz}}. Currently ranked 1st on the [[Dominican Republic Power Rankings#Super Smash Bros. Ultimate Rankings|Dominican Republic Power Rankings]]. He is also one of the best players online, winning {{Trn|The Quarantine Series: Major Tournament 1}} and {{Trn|The Airlock}}. Currently ranked 2nd on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|SuperGirlKels|Canada}} - The best Sonic player in Canada. Placed 2nd at {{Trn|Terry Christmas}}, 5th at {{Trn|LAN ETS 2019}}, 7th at both {{Trn|ICARUS V}} and {{Trn|DreamHack Montreal 2019}}, and 65th at {{Trn|The Big House 9}}. Currenrly ranked 21st on the [[Smash Canada Rankings Ultimate]]. | |||
*{{Sm|TonyZTank|USA}} - 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 like {{Sm|Fatality}}, {{Sm|Ned}} and {{Sm|LeoN}}. Currently ranked 1st on the [[Nebraska Power Rankings]]. | |||
*{{Sm|VaLoR|USA}} - 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}}. Currently ranked 3rd on [[Utah Power Rankings#Super Smash Bros. Ultimate rankings|Utah Ultimate Power Rankings]]. | |||
*{{Sm|Wrath|USA}} (#51) - The best Sonic player in the United States. 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 like {{sm|Glutonny}}, {{Sm|kameme}}, and {{sm|Tweek}}. | |||
=={{SSBU|Classic Mode}}: At the Speed of Sound== | =={{SSBU|Classic Mode}}: At the Speed of Sound== | ||
[[File:SSBU Congratulations Sonic.png|thumb|Sonic's congratulations screen.]] | [[File:SSBU Congratulations Sonic.png|thumb|Sonic's congratulations screen.]] | ||
Sonic's opponents | Sonic's opponents in Classic Mode are a mix between the game's fastest characters as well as references to characters in other ''Sonic'' titles. The references to his games in Sonic's Classic Mode go in chronological order from each console generation starting from the 4th (Sega Genesis) to the 8th (Wii U). The title references Sonic's high speed and part 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 | ||
|- | |- | ||
|1||{{CharHead|Fox|SSBU|hsize=20px}}||[[Green Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}''||Fox | |1||{{CharHead|Fox|SSBU|hsize=20px}}||[[Green Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Green Hill Zone}}''||Fox represents Sonic’s sidekick, [[Miles "Tails" Prower]]. | ||
|- | |- | ||
|2||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Figure-8 Circuit]]||''{{SSBUMusicLink|Sonic The Hedgehog|Super Sonic Racing}}''|| | |2||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Figure-8 Circuit]]||''{{SSBUMusicLink|Sonic The Hedgehog|Super Sonic Racing}}''||The stage, music, and opponent all reference ''Sonic R'', a racing game. | ||
|- | |- | ||
|3||Giant Metal {{ | |3||Giant Metal {{Head|Sonic|g=SSBU|s=20px}} Sonic||[[Fourside]] ([[Ω form]])||''{{SSBUMusicLink|Sonic The Hedgehog|Open Your Heart}}''||''Open Your Heart'' being played during the battle and the city setting likely reference the boss battles against Chaos in ''Sonic Adventure'', particularly the one against Chaos 0; the stage and opponent could also reference the Metal Sonic boss fight at the end of Stardust Speedway Zone in ''Sonic CD''. Although the costume is revealed to be the default costume, the enemy will always have the default costume regardless of what costume the player has. | ||
|- | |- | ||
|4||{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}} {{SSBU|Kirby}} ( | |4||{{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}{{Head|Kirby|g=SSBU|s=20px|cl=Blue}}{{Head|Kirby|g=SSBU|s=20px|cl=Red}} {{SSBU|Kirby}} (x3)||[[Halberd]]||''{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}''||The Kirbys represent the three character types from ''Sonic Heroes'': Speed (Blue), Flight (Yellow), and Power (Red). The stage choice likely references Final Fortress, the final level of said game. | ||
|- | |- | ||
|5||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Mushroomy Kingdom]]||''{{SSBUMusicLink|Sonic The Hedgehog|Seven Rings in Hand}}''|| | |5||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Mushroomy Kingdom]]||''{{SSBUMusicLink|Sonic The Hedgehog|Seven Rings in Hand}}''||The stage, music, and opponent all reference ''Sonic and the Secret Rings'', which has an Arabian setting. | ||
|- | |- | ||
|6||Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''|| | |6||Giant {{CharHead|Incineroar|SSBU|hsize=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''||Incineroar represents Zavok, the leader of The Deadly Six, who debuted in ''Sonic Lost World''. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand. | |Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand. | ||
|} | |} | ||
Note: Every stage other than the final round plays a track from the ''Sonic'' universe, no matter what universe the stage originates from. | |||
[[Credits]] roll after completing Classic Mode. Completing it as Sonic has ''{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Sonic has ''{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}}'' accompany the credits. | ||
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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 | During the opening cutscene, Sonic was present on the cliffside when [[Galeem]] unleashed his beams of light. While attempting to run away, Sonic noticed {{SSBU|Pikachu}} doing the same and reached his hand towards Pikachu in an attempt to save it. However, he and Pikachu were vaporized and placed under Galeem's imprisonment. | ||
Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the [[Sacred Land]] sub-area as one of the fighters that block the [[Master Sword]], making him one of the obligatory unlocks. | Sonic was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He appears in the [[Sacred Land]] sub-area as one of the fighters that block the [[Master Sword]], making him one of the obligatory unlocks. His location could potentially be a reference to ''Sonic & the Black Knight'' and/or the ''Zelda''-themed level in ''Sonic Lost World''. | ||
He is later seen standing next to {{SSBU|Mario}}, as the heroes prepare their last stand against Galeem and Dharkon. | |||
{{clrl}} | {{clrl}} | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Sonic's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Sonic's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Sonic has been unlocked. Unlocking Sonic in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
Additionally, Sonic makes an appearance in a few primary spirits in other forms. | Additionally, Sonic makes an appearance in a few primary spirits in other forms. | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}} | |{{SSBUMusicLink|Sonic The Hedgehog|Live & Learn}} | ||
| | | | ||
[https://sonic.fandom.com/wiki/Sonic_the_Hedgehog Sonic the Hedgehog] | |||
|- | |- | ||
|780 | |780 | ||
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|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}} | |{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}} | ||
| | | | ||
[https://sonic.fandom.com/wiki/Metal_Sonic Metal Sonic] | |||
|- | |- | ||
|782 | |782 | ||
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|{{SSBUMusicLink|Sonic The Hedgehog|Rooftop Run}} | |{{SSBUMusicLink|Sonic The Hedgehog|Rooftop Run}} | ||
| | | | ||
[https://sonic.fandom.com/wiki/Silver_the_Hedgehog Silver the Hedgehog] | |||
|- | |- | ||
|797 | |797 | ||
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|{{SSBUMusicLink|Sonic The Hedgehog|Fist Bump}} | |{{SSBUMusicLink|Sonic The Hedgehog|Fist Bump}} | ||
| | | | ||
[https://sonic.fandom.com/wiki/Infinite Infinite] | |||
|- | |- | ||
|848 | |848 | ||
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|•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•The enemy favors special moves | |•The enemy's special moves have increased power<br>•Hostile assist trophies will appear<br>•The enemy favors special moves | ||
|{{SSBUMusicLink|Other|Frontier Battle}} | |{{SSBUMusicLink|Other|Frontier Battle}} | ||
| | |Dillon | ||
|- | |- | ||
|1,285 | |1,285 | ||
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|•The enemy's physical attacks have increased power<br>•[[Stamina battle]]<br>•Hostile assist trophies will appear | |•The enemy's physical attacks have increased power<br>•[[Stamina battle]]<br>•Hostile assist trophies will appear | ||
|{{SSBUMusicLink|Sonic The Hedgehog|Sunset Heights}} | |{{SSBUMusicLink|Sonic The Hedgehog|Sunset Heights}} | ||
| | |Rayman | ||
|} | |} | ||
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*One of the [[List of tips (SSBU)#Sonic|in-game tips for Sonic]] states that using his down aerial after a jump and Spring Jump in succession can allow for "no landing delay". However, this is incorrect, as Spring Jump actually incurs 10 frames of landing lag, which persists even if Sonic auto-cancels his down aerial by using it from high enough as stated by the tip. | *One of the [[List of tips (SSBU)#Sonic|in-game tips for Sonic]] states that using his down aerial after a jump and Spring Jump in succession can allow for "no landing delay". However, this is incorrect, as Spring Jump actually incurs 10 frames of landing lag, which persists even if Sonic auto-cancels his down aerial by using it from high enough as stated by the tip. | ||
**This tip is recycled from ''[[Super Smash Bros. 4]]'', where it is correct, as Spring Jump in said game does not incur additional landing lag. | **This tip is recycled from ''[[Super Smash Bros. 4]]'', where it is correct, as Spring Jump in said game does not incur additional landing lag. | ||
***It could, however, mean that no landing lag persists from the aerial move itself, and only occurs from Spring Jump, which was possibly added due to the universal landing lag reductions in '' | ***It could, however, mean that no landing lag persists from the aerial move itself, and only occurs from Spring Jump, which was possibly added due to the universal landing lag reductions in ''Ultimate''. | ||
*Sonic's stock icon in ''Ultimate'' bears a striking resemblance to several logos and icons in the {{uv|Sonic | *Sonic's stock icon in ''Ultimate'' bears a striking resemblance to several logos and icons in the ''{{uv|Sonic}}'' series, namely: | ||
**The logo for {{s|wikipedia|Sonic Team}}. | **The logo for {{s|wikipedia|Sonic Team}}. | ||
**Sonic's [[mariowiki:File:MyS emblem Sonic.png|character icon]] in some ''Sonic | **Sonic's [[mariowiki:File:MyS emblem Sonic.png|character icon]] in some ''Sonic'' spin-off games. | ||
**The [https://sonic.wikia.com/wiki/File:One_up_sonic_dif.png life icon and 1-ups] in ''{{s|wikipedia|Sonic Unleashed}}'' (when Sonic is not in his Werehog form), as well as [https://sonic.wikia.com/wiki/File:Cmn_obj_oneup_dif_SD.png the 1-ups] from ''{{s|wikipedia|Sonic Colors}}''. | **The [https://sonic.wikia.com/wiki/File:One_up_sonic_dif.png life icon and 1-ups] in ''{{s|wikipedia|Sonic Unleashed}}'' (when Sonic is not in his Werehog form), as well as [https://sonic.wikia.com/wiki/File:Cmn_obj_oneup_dif_SD.png the 1-ups] from ''{{s|wikipedia|Sonic Colors}}''. | ||
***It is also one of six to show the character's eyes, the others being {{SSBU|R.O.B.}}, {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, [[Steve (SSBU)|Zombie | ***It is also one of six to show the character's eyes, the others being {{SSBU|R.O.B.}}, {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, [[Steve (SSBU)|Zombie and Enderman]]. This is not counting {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises. | ||
*Sonic is one of three third-party characters in ''Ultimate'' with more than one [[Green Hill Zone|home]] [[Windy Hill Zone|stage]] representing their series, the others being {{SSBU|Cloud}} and {{SSBU|Sephiroth}}. | |||
*Sonic is one of three third-party | **Sonic is the only sole third-party fighter with this distinction. | ||
**Sonic is the only sole third-party fighter with this distinction | *Sonic, alongside {{SSBU|Mega Man}}, is one of two third-party characters with more than one [[Knuckles the Echidna|assist]] [[Shadow the Hedgehog|trophy]] representing their series. | ||
*Sonic | *Sonic's shoes and cuffs in his 7th and 8th alternate costumes were swapped in the transition from ''SSB4'' to ''Ultimate'', but his fur color was not. | ||
*Sonic's shoes and cuffs in his | |||
*Unlike other installments in the ''Super Smash Bros.'' series, Sonic slowly receives damage if he falls in any body of water, which is a nod to his inability to [[swim]] in his own series. | *Unlike other installments in the ''Super Smash Bros.'' series, Sonic slowly receives damage if he falls in any body of water, which is a nod to his inability to [[swim]] in his own series. | ||
**This makes Sonic the only third-party fighter to have this trait. | **This makes Sonic the only third-party fighter to have this trait. | ||
*''Ultimate'' is the first game where Sonic was the first third-party character announced | *''Ultimate'' is the first game where Sonic was the first third-party character announced, as {{SSBB|Snake}} was announced before him in ''[[Super Smash Bros. Brawl]]'', while {{SSB4|Mega Man}} was announced before him in ''SSB4''. | ||
*Sonic is one of only four | *Sonic is one of only four characters to face a metal opponent in Classic Mode, facing a giant metal version of himself. The others are [[Bowser]], who faces [[Metal Mario]] upon normal Mario's defeat in the final round, {{SSBU|Kazuya}}, who faces a metal version of himself upon defeating his normal self in the final round, and [[Sora]], who faces a metal version of himself in the sixth round. | ||
*Interestingly, {{SSBU|Little Mac}} is absent from Sonic's Classic Mode route despite possessing the 3rd fastest dashing speed in the game. | *Interestingly, {{SSBU|Little Mac}} is absent from Sonic's Classic Mode route, despite possessing the 3rd fastest dashing speed in the game. | ||
*Sonic is the only | *Sonic is the only character who travels to [[Green Hill Zone]] and [[Figure-8 Circuit]] in Classic Mode. | ||
*Prior to | *Prior to version 2.0.0, there was a glitch that allowed {{SSBU|Ridley}} to instantly KO Sonic. On 2D stages, if Ridley grabbed Sonic with his [[Space Pirate Rush]] while Sonic was recovering from a Homing Attack near the ledge, Sonic would be instantly sent into the horizontal blast line.<ref>https://www.youtube.com/watch?v=zyylKx0Jgg8</ref> | ||
*As is the case with '' | *As is the case with ''SSB4'', Sonic's snoring and surfacing voice clips are taken directly from ''[[Super Smash Bros. Brawl]]'', in which he was voiced by Jason Griffith, despite otherwise being voiced by Roger Craig Smith. | ||
**Also, like in '' | **Also, like in ''SSB4'', 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 | *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 | *The Chaos Emerald that appears in Sonic's victory pose is oddly more solid and less crystalline than the models used for his Final Smash and the [[Shadow]] Assist Trophy. | ||
*Sonic's pose in his official ''Ultimate'' | *Sonic's pose that he does in his official render in ''Ultimate'' 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 | **In the 2020 film, ''{{iw|wikipedia|Sonic the Hedgehog|film}}'', Sonic avoids one of Dr. Robotnik's attacks while striking a similar pose to his official render in ''Ultimate''. According to Sonic's actor {{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. | ||
**In a promotional image of the collaboration between | **In a promotional image of the collaboration between ''Sonic'' and the 2020 action game ''{{iw|wikipedia|Ninjala}}'', Berecca (who wears a Sonic costume) strikes a pose identical to Sonic's official render in ''Ultimate''.<ref>https://www.sonicstadium.org/2020/09/sonic-x-ninjala-collaboration-details-revealed-costumes-eggman-utsusemi-and-more/</ref> | ||
*In World of Light, Sonic is the only | *In World of Light, Sonic is the only character unlocked in the Dark Realm with a power level lower than 10,000. | ||
*When Sonic gets KO'd in | *When Sonic gets KO'd in Stamina battles, his "down" pose is similar to how he poses when hit by an enemy with no rings in 3D games from his series. | ||
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Sonic is one of the eight fighters fought there, being affiliated with Dharkon. | *When fighting off the fifty puppet fighter army as Master Hand in World of Light, Sonic is one of the eight fighters fought there, being affiliated with Dharkon. | ||
*If Sonic's size changes due to a [[Super Mushroom]], [[Poison Mushroom]], or something else while charging [[Homing Attack]], Sonic will no longer gain height. | *If Sonic's size changes due to a [[Super Mushroom]], [[Poison Mushroom]], or something else while charging [[Homing Attack]], Sonic will no longer gain height. | ||
*In {{SSBU|Steve}}'s reveal trailer, Sonic's forward smash launches {{SSBU|Mario}} through blocks into a ''Minecraft'' cave (transitioning to a cinematic), which led to many jokes and memes about Sonic being able to "punch people into ''Minecraft''". The official Sonic Twitter page [https://twitter.com/sonic_hedgehog/status/1407383749377945602?s=20 referenced this meme] when an official ''Minecraft'' collaboration with the ''Sonic | *In {{SSBU|Steve}}'s reveal trailer, Sonic's forward smash launches {{SSBU|Mario}} through blocks into a ''Minecraft'' cave (transitioning to a cinematic), which led to many jokes and memes about Sonic being able to "punch people into ''Minecraft''". The official Sonic Twitter page [https://twitter.com/sonic_hedgehog/status/1407383749377945602?s=20 referenced this meme] when an official ''Minecraft'' collaboration with the ''Sonic'' series took place. | ||
==Notes== | ==Notes== |