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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A | ||
|ranking = 7 | |ranking = 7-8 | ||
}} | }} | ||
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on October 1st, 2013 during a [[Nintendo Direct]].<ref>[https://www.youtube.com/watch?v=Xdk6IKbIJa0 Nintendo Direct - 10/1/2013]</ref> Sonic is one of the six third-party characters in the game, alongside fellow [[Sega]] fighter {{SSB4|Bayonetta}}; [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}; [[Bandai Namco]]'s {{SSB4|Pac-Man}}; and [[Square Enix]]'s {{SSB4|Cloud}}. He was the second third-party character to be revealed in the game, and is the first third-party [[veteran]] in the series. | '''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced on October 1st, 2013 during a [[Nintendo Direct]].<ref>[https://www.youtube.com/watch?v=Xdk6IKbIJa0 Nintendo Direct - 10/1/2013]</ref> Sonic is one of the six third-party characters in the game, alongside fellow [[Sega]] fighter {{SSB4|Bayonetta}}; [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}; [[Bandai Namco]]'s {{SSB4|Pac-Man}}; and [[Square Enix]]'s {{SSB4|Cloud}}. He was the second third-party character to be revealed in the game, and is the first third-party [[veteran]] in the series. | ||
In the English version, Sonic is now voiced by {{s|wikipedia|Roger Craig Smith}}, albeit via recycled voice clips from games such as ''Sonic Generations'' | In the English version, Sonic is now voiced by {{s|wikipedia|Roger Craig Smith}}, albeit via recycled voice clips from games such as ''Sonic Generations'', ''Mario & Sonic at the London 2012 Olympic Games'', and ''Mario & Sonic at the Sochi 2014 Olympic Winter Games''. This reflects his succession of {{s|wikipedia|Jason Griffith}} as Sonic's voice actor, who voiced Sonic from 2005 until 2010. {{s|wikipedia|Jun'ichi Kanemaru}} reprises his role in the Japanese version, albeit through recycled voice clips from ''[[Super Smash Bros. Brawl]]''. For the first time, Sonic has alternate voices for the French, Spanish, German, and Italian versions, as ''Sonic the Hedgehog'' games from ''Sonic Generations'' onward were dubbed into those languages; he is voiced by Alexandre Gillet, Jonatán López, Marc Stachel, and Renato Novara respectively. | ||
Sonic is ranked 7th out of | Sonic is ranked 7th/8th out of 54 on the [[tier list]], placing him in the A tier and tying him with {{SSB4|Fox}}. This is a significant improvement over his mid-tier placement in ''Brawl'', where he was ranked 22nd out of 38. Sonic unsurprisingly boasts the fastest [[dash]]ing speed in the game; when coupled with his [[special move]]s allowing him to attack while in motion with little fear of reprisal, Sonic's [[approach]] and [[neutral game]] are both impressive. The majority of Sonic's moveset also has improved utility, most notably in regard to his KO potential. | ||
However, Sonic's KOing options are hindered by their high lag, which makes them risky and impairs his ability to KO outside of the neutral game. Despite his mobility, the linearity of Sonic's recovery makes him susceptible to [[gimp]]ing. By extension, he has trouble contending with [[projectile]] [[camping]], owing to both his lack of a reliable projectile and an effective way to stop them. | However, Sonic's KOing options are hindered by their high lag, which makes them risky and impairs his ability to KO outside of the neutral game. Despite his mobility, the linearity of Sonic's recovery makes him susceptible to [[gimp]]ing. By extension, he has trouble contending with [[projectile]] [[camping]], owing to both his lack of a reliable projectile and an effective way to stop them. | ||
Thanks to his newfound and retained strengths outweighing his flaws, Sonic has attained a large playerbase that consistently | Thanks to his newfound and retained strengths outweighing his flaws, Sonic has attained a large playerbase that has consistently achieved excellent results in high-level play. | ||
==Attributes== | ==Attributes== | ||
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Sonic has many beneficial [[Character customization|custom moves]] at his disposal. Stomp can meteor smash opponents, making it more useful for edge-guarding. Hammer Spin Dash can [[bury]] opponents during start-up, allowing for follow-ups that Spin Dash would not permit. In comparison, Burning Spin Dash deals much more damage and its lower jumps leave Sonic less vulnerable after landing a hit. Auto-Spin Charge removes the need for button mashing in order to charge and has a deceptive charging animation that does not reveal when the move starts losing power, the latter of which makes it suitable for mindgames. Lastly, Gravitational Charge has a [[windbox]] that [[Windbox#Pulling attacks|pulls]] opponents in front of Sonic toward him, making it easier for him to hit them. However, it also [[Windbox#Pushing attacks|pushes]] away opponents behind him, which can make it more difficult for them to punish him directly. | Sonic has many beneficial [[Character customization|custom moves]] at his disposal. Stomp can meteor smash opponents, making it more useful for edge-guarding. Hammer Spin Dash can [[bury]] opponents during start-up, allowing for follow-ups that Spin Dash would not permit. In comparison, Burning Spin Dash deals much more damage and its lower jumps leave Sonic less vulnerable after landing a hit. Auto-Spin Charge removes the need for button mashing in order to charge and has a deceptive charging animation that does not reveal when the move starts losing power, the latter of which makes it suitable for mindgames. Lastly, Gravitational Charge has a [[windbox]] that [[Windbox#Pulling attacks|pulls]] opponents in front of Sonic toward him, making it easier for him to hit them. However, it also [[Windbox#Pushing attacks|pushes]] away opponents behind him, which can make it more difficult for them to punish him directly. | ||
Overall, Sonic is a character with incredible offensive prowess that must force opponents to make a mistake in order to safely rack up damage and use his excellent mobility to avoid heavy punishment | Overall, Sonic is a character with incredible offensive prowess that must force opponents to make a mistake in order to safely rack up damage and use his excellent mobility to avoid heavy punishment. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Sonic has been [[buff]]ed | Sonic has been heavily [[buff]]ed in his transition from ''Brawl'' to ''Smash 4''. The most noticeable improvement he received was to his KO potential, which was his most glaring weakness in ''Brawl''. A decent number of Sonic's attacks have had their knockback increased, most notably his forward smash, up smash, and clean back aerial, all of which are much more viable kill options. His back throw also now possesses KO potential. | ||
Sonic's moveset in general has also been improved in various ways. Notably, two of his moves (dash attack and down smash) have been completely overhauled. Sonic's new dash attack hits multiple times, which is further supplemented by the weakening of [[SDI]], and it possesses very high knockback growth; altogether, these traits make it better than his previous dash attack in regard to [[punish]]ing and [[tech-chasing]]. In comparison, Sonic's new down smash is generally more useful than his previous one, thanks to it being a [[semi-spike]] that has a consistent damage output and much less overall lag. | Sonic's moveset in general has also been improved in various ways. Notably, two of his moves (dash attack and down smash) have been completely overhauled. Sonic's new dash attack hits multiple times, which is further supplemented by the weakening of [[SDI]], and it possesses very high knockback growth; altogether, these traits make it better than his previous dash attack in regard to [[punish]]ing and [[tech-chasing]]. In comparison, Sonic's new down smash is generally more useful than his previous one, thanks to it being a [[semi-spike]] that has a consistent damage output and much less overall lag. | ||
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However, Sonic has received some nerfs, mainly to his speed, both in terms of mobility and frame data. A number of his moves have become laggier to varying degrees, with a good example being his back aerial, which incurs drastically more landing lag and has a worse auto-cancel window, which significantly harms its utility despite its increased power. Some moves (such as his forward smash, down smash, up aerial, and down aerial) also have shorter durations. Despite his overall higher KO potential, some of his moves have reduced KO potential, such as up aerial and down smash, and his overall damage output is lower, reducing his damage racking capabilities, although this was the case for most returning veterans. | However, Sonic has received some nerfs, mainly to his speed, both in terms of mobility and frame data. A number of his moves have become laggier to varying degrees, with a good example being his back aerial, which incurs drastically more landing lag and has a worse auto-cancel window, which significantly harms its utility despite its increased power. Some moves (such as his forward smash, down smash, up aerial, and down aerial) also have shorter durations. Despite his overall higher KO potential, some of his moves have reduced KO potential, such as up aerial and down smash, and his overall damage output is lower, reducing his damage racking capabilities, although this was the case for most returning veterans. | ||
Sonic's mobility has also taken a hit relative to the cast, although this is mainly due to the changes to ''Smash 4''{{'}}s mechanics combined with the general increase other characters received to their mobility. While Sonic still has the fastest dashing speed by a huge margin, it is nevertheless lower relative to the cast, as he was one of the few characters whose dashing speed was left unchanged. His walking speed was also slightly decreased. The removal of [[DACUS]] also hinders up smash's versatility, as it hinders its approach potential, and to make matters worse, his running up smash covers significantly less distance. The removal of [[glide toss]]ing also hinders Sonic’s approach with items. | Sonic's mobility has also taken a hit relative to the cast, although this is mainly due to the changes to ''Smash 4''{{'}}s mechanics combined with the general increase other characters received to their mobility. While Sonic still has the fastest dashing speed by a huge margin, it is nevertheless lower relative to the cast, as he was one of the few characters whose dashing speed was left unchanged. His walking speed was also slightly decreased. The removal of [[DACUS]] also hinders up smash's versatility, as it hinders its approach potential, and to make matters worse, his running up smash covers significantly less distance. The removal of [[glide toss]]ing also hinders Sonic’s approach with items. | ||
Although remaining very respectable, Sonic's recovery has nevertheless worsened in two particular ways: [[Spring Jump]] covers less vertical distance, its [[intangibility]] has increased startup lag, and Sonic cannot act as soon out of it, not only making it a worse recovery option, but also making it a less effective combo breaker. Homing Attack can also no longer be used repeatedly without landing on the ground again, removing Sonic's ability to infinitely [[stall]] with it. Lastly, [[Spin Dash]]'s damage racking potential was toned down via update [[1.0.6]], and it can no longer be used with [[momentum canceling]], which significantly hinders Sonic's endurance. 1.0.6 also notably made his back throw weaker | Although remaining very respectable, Sonic's recovery has nevertheless worsened in two particular ways: [[Spring Jump]] covers less vertical distance, its [[intangibility]] has increased startup lag, and Sonic cannot act as soon out of it, not only making it a worse recovery option, but also making it a less effective combo breaker. Homing Attack can also no longer be used repeatedly without landing on the ground again, removing Sonic's ability to infinitely [[stall]] with it. Lastly, [[Spin Dash]]'s damage racking potential was toned down via update [[1.0.6]], and it can no longer be used with [[momentum canceling]], which significantly hinders Sonic's endurance. 1.0.6 also notably made his back throw weaker. | ||
Ultimately, Sonic's increased KO potential outweighs his reduced speed and damage output, and the changes to the game's mechanics help him more than they hurt him. As a result, he is a significantly more effective character, and he has seen much more usage in high level play. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Sonic's design is now based on his appearances in ''Sonic Unleashed'' onwards. His quills are slightly shorter and significantly more rigid, his mouth is now positioned on the side of his muzzle by default, and his irises are spread slightly further away from each other. Additionally, Sonic's fur and skin are slightly more vibrant, and his eye color is slightly more subdued. Lastly, his shoes now have a polished finish.}} | *{{change|Sonic's design is now based on his appearances in ''Sonic Unleashed'' onwards. His quills are slightly shorter and significantly more rigid, his mouth is now positioned on the side of his muzzle by default, and his irises are spread slightly further away from each other. Additionally, Sonic's fur and skin are slightly more vibrant, and his eye color is slightly more subdued. Lastly, his shoes now have a polished finish.}} | ||
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===Attributes=== | ===Attributes=== | ||
*{{nerf|Sonic [[walk]]s slower (1.4 → 1.375).}} | *{{nerf|Sonic [[walk]]s slower (1.4 → 1.375).}} | ||
*{{buff|Sonic's [[air speed]] is faster (1.1092 → 1.15).}} | *{{buff|Sonic's [[air speed]] is faster (1.1092 → 1.15).}} | ||
*{{change|Sonic's [[gravity]] is higher (0.085 → 0.09).}} | *{{change|Sonic's [[gravity]] is higher (0.085 → 0.09).}} | ||
*{{buff| | *{{buff|Sonic's [[fast fall]]ing speed is faster (2.0 → 2.32) although relative to the cast, it has gone from the 16th highest out of 39 characters to the 37th highest out of 58.}} | ||
*{{nerf|Sonic is slightly [[Weight|lighter]] (95 → 94).}} | |||
*{{nerf|Sonic's [[traction]] is lower (0.07 → 0.06).}} | *{{nerf|Sonic's [[traction]] is lower (0.07 → 0.06).}} | ||
*{{buff| | *{{buff|Rolls have less ending lag (FAF 32 → 28).}} | ||
*{{nerf|Air dodge (frames 4-29 → 2-25) | *{{nerf|Rolls have a shorter duration (frames 4-19 → 4-15).}} | ||
*{{nerf| | *{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 49 → 31).}} | ||
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}} | |||
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25).}} | |||
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}} | |||
*{{nerf|Sonic's [[item]] throw is slower (1 → 0.98). When combined with the removal of [[glide toss]]ing, this noticeably hinders Sonic's item game.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff| | **{{buff|The first two hits of neutral attack have increased set knockback (10 → 18).}} | ||
**{{change|The angles of the first two hits have been altered (361° (both) → 92°/60°/361° (hit 1), 80°/60°/48° (hit 2) | **{{change|The angles of the first two hits have been altered (361° (both) → 92°/60°/361° (hit 1), 80°/60°/48° (hit 2)). These changes allow neutral attack to connect more reliably and improve its [[jab cancel]]ing potential but removes the second hit's ability to [[lock]] and the first hit can only lock when used at close range, making jab locking slightly harder.}} | ||
**{{buff|The first hit's far hit has been moved further away from Sonic (x offset: 4 → 6), giving it more range.}} | |||
***{{nerf|However, the mid and close hits have also been moved further forwards, reducing the move's range behind Sonic.}} | |||
**{{buff|The first hit's mid hitbox is larger (3u → 3.5u).}} | |||
**{{buff|The second hit's far hit has been moved further away from Sonic (x offset: -3 → 6), slightly improving its range.}} | |||
***{{nerf|However, the mid and close hits have also been moved further forwards, reducing the move's range behind Sonic.}} | |||
**{{buff|The second hit's mid hitbox is larger (3u → 3.4u).}} | |||
**{{buff|The third hit deals more damage (3% → 4%) and its knockback was not fully compensated (24 (base), 130 (scaling) → 50/110), improving its KO potential.}} | |||
**{{nerf|The third hit has more ending lag (FAF 31 → 36).}} | **{{nerf|The third hit has more ending lag (FAF 31 → 36).}} | ||
**{{nerf|The third hit launches opponents at a higher angle (361° → 50°).}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}} | **{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt deals less damage (3% ( | **{{buff|Up tilt has less ending lag (FAF 50 → 40).}} | ||
**{{buff| | **{{nerf|Up tilt has a shorter duration (frames 7-10 (hit 1)/8-10 (hit 2)/18-20 (hit 3) → 7-9/8-9/18-19).}} | ||
**{{nerf|Up tilt deals much less less damage (3% (hit 1)/4% (hit 2)/7% (hit 3)/14% (total) → 2% (hit 1)/6% (hit 2)/8% (total)), with the second hit only receiving a slight increase to its base knockback (35 → 40), hindering its KO potential.}} | |||
***{{nerf|Additionally, the first kick's hitboxes have a lower part value (1 → 0) meaning that Sonic can no longer connect both the ground hit and the kick hit. This results in the move now only having two hits instead of three.}} | |||
**{{buff|The ground hitbox is positioned slightly further out (z offset: 4 → 4.5), giving it more range.}} | |||
**{{change|The ground hitbox has increased set knockback (80 → 100).}} | |||
**{{change|The first kick's hitboxes have altered angles (70°/80°/270° → 90°/360°) and set knockback (40/30/12 → 60/35/12).}} | |||
**{{nerf|The first hit's upper hitboxes are smaller (5u/7u → 4u/5u) and the foot hitbox is positioned lower (y offset: 8 → x offset: 7), noticeably reducing its range.}} | |||
**{{buff|The second hit launches opponents at a higher angle (70° → 78°). When combined with up tilt's reduced ending lag along with the changes the [[hitstun canceling]] and [[Directional Influence|DI]], this improves up tilt's combo potential and makes it less susceptible to DI.}} | |||
**{{buff|The second hit's body hitbox is larger (3u → 4u).}} | |||
**{{nerf|The second hit's foot hitbox is positioned lower (y offset: 8 → x offset: 7), reducing its range.}} | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{ | **{{change|Down now only has one extended hitbox rather than three normal hitboxes, with this new hitbox functioning like the previous foot hitbox. This gives the move consistent base knockback (40/30 → 30) and it makes the move consistently launch opponents horizontally (80°/70°/361° → 361° (all)).}} | ||
**{{ | ***{{buff|This makes down tilt a more consistent locking and [[trip]]ping tool.}} | ||
**{{ | ***{{nerf|However, this also removes its combo potential outside of those scenarios.}} | ||
**{{nerf|Down tilt has a shorter duration (frames 6-8 → 6-7).}} | |||
**{{nerf|Down tilt has a smaller hitbox (3u/4u/5u → 3.4u) with the move having less vertical range, as well as having less range inside of Sonic.}} | |||
**{{nerf|Sonic does not slide as far forward during the move (only doing so after he attacks, with the distance being much shorter), hindering its range and making it less effective as a pseudo crawl.}} | |||
***{{buff|However, this also makes it a safer poking tool.}} | |||
**{{nerf|Down tilt has a lower extra trip chance (40% → 20%).}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{ | **{{change|Sonic has a new dash attack. He still performs a Spin Attack but it now ends with a flying kick. The move acts as a multi hit, rather than having a clean hit and a late hit (6% (clean)/4% (late) → 1% (hits 1-3)/3% (hit 4)/6% (total)).}} | ||
**{{nerf|Dash attack has more startup ( | **{{buff|Dash attack has larger hitboxes (3u (clean)/2.5u (late) → 3u/3u (hits 1-3)/5u/3.5u/3.5u (hit 4)).}} | ||
**{{buff|The final hit deals more knockback compared to the previous clean hit (70 (base), 50 (scaling) → 80/125), greatly improving its KO potential despite its lower damage.}} | |||
**{{nerf|Dash attack has more startup lag with a shorter duration (frames 4-7 (clean)/8-24 (late) → 5-15 (hits 1-3)/17-20 (hit 4)).}} | |||
**{{nerf|Dash attack has much more ending lag (FAF 44 → 62).}} | |||
**{{nerf|Dash attack covers less distance.}} | |||
**{{nerf|Due to it now being a multi hit, dash attack is overall less reliable, as opponents can fall out of the multi hits before the final hit connects.}} | |||
**{{nerf|The final hit launches opponents at a less favorable angle compared to the previous clean hit (80° → 70°), hindering its KO potential and making it more susceptible to DI.}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has increased knockback scaling (98 → 101), improving its KO potential.}} | **{{buff|Forward smash has increased knockback scaling (98 → 101), improving its KO potential.}} | ||
**{{change|Sonic now grunts during the move instead of saying "Go!"}} | **{{change|Sonic now grunts during the move instead of saying "Go!"}} | ||
**{{nerf|Forward smash has a shorter duration (frames 18-21 → 18-20).}} | |||
**{{nerf|Forward smash has more ending lag (FAF 44 → 48).}} | |||
**{{nerf|Forward smash has smaller hitboxes (2u/3u/4u/5u → 4.5u/3.5u/2.5u).}} | |||
**{{nerf|Sonic no longer lunges farther when performing a pivoted forward smash, significantly hindering its approach and whiff punishment potential.}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff| | **{{buff|The changes to knockback stacking means that the knockback from the multi-hits now completely cancel out the knockback of the first hit at higher percents. This drastically improves up smash's reliability at higher percents, as the opponent will no longer fly too far away after the first hit to fall out of the move before the final hit can connect.}} | ||
**{{buff|The weakening of [[SDI]] makes up smash more difficult to escape from.}} | |||
**{{nerf| | **{{nerf|Hits 2-7 have smaller hitboxes (4.5u/4.5u/4.5u/4.5u → 4u/4u/4u/4u) and the upper hitboxes are positioned lower (y offset: 26 → 24), reducing their range.}} | ||
**{{buff|The last hit deals more knockback (70 (base), 153 (scaling) → 80/165) and launches opponents at a higher angle (75° → 82°), significantly improving its KO potential.}} | |||
**{{nerf|Up smash does not cover as much distance when performed out of a dash. When combined with the removal of [[DACUS]], this significantly hinders its approach potential.}} | |||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{change|Sonic has a new down smash, a split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes.}} | **{{change|Sonic has a new down smash, a split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes.}} | ||
**{{ | ***{{nerf|Due to this new animation, Sonic now stays completely still when performing the move, reducing its range and making it easier to punish Sonic.}} | ||
**{{nerf|Down smash | **{{buff|Down smash has less startup lag (frame 17 → 12).}} | ||
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}} | |||
**{{buff|Down smash is now a [[semi-spike]] (361° → 30°).}} | |||
**{{buff|Down smash has larger hitboxes (4u/3u → 5u/5u) which are now extended and they are positioned further away from Sonic (y/z offsets: 4/(0/3) → 2/(13/-11), giving it much more range relative to Sonic.}} | |||
**{{nerf|Down smash has a much shorter duration (frames 17-20 (clean)/21-26 (mid)/27-32 (mid late)/33-41 (late) → 12-13), with the move losing its late hit.}} | |||
**{{nerf|Down smash deals less knockback (40 (base), 100 (scaling) → 55/63 (front), 50/80 (back)), considerably hindering its KO potential, especially when hit from the front.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Clean neutral aerial deals | **{{buff|Clean neutral aerial deals more damage (11% → 12%).}} | ||
**{{nerf|Neutral aerial | **{{buff|Neutral aerial has a larger hitbox, especially the late hit (4u (clean)/3u (mid)/2u (late) → 5u/4.5u/4u).}} | ||
**{{change|Neutral aerial now launches opponents vertically (361° → 75°). This improves its combo potential, especially when combined with the changes to [[hitstun canceling]] and DI however, this also removes its edgeguarding and locking potential.}} | |||
**{{nerf|Neutral aerial has more landing lag (12 frames → 16).}} | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf|Forward aerial deals less damage (1%/2% (hits 1-5)/4% (hit 6) → 0.8% | **{{buff|Forward aerial has less landing lag (30 frames → 26).}} | ||
**{{ | **{{buff|The weakening of SDI makes forward aerial more difficult to escape from.}} | ||
**{{ | **{{buff|The far loop hits are positioned further away from Sonic (z offset: 10 → 12.5), giving them more range.}} | ||
**{{ | ***{{nerf|However, the near loop hits are also positioned much further away from Sonic (z offset: 1 → 7), making them only cover Sonic's head rather than his body, giving the move a large blindspot.}} | ||
**{{buff|The final hit's hitbox has been positioned slightly further away from Sonic (y offset: 4 → x offset: 4.5), giving it slightly more range.}} | |||
**{{buff|The final hit now always launches opponents in the direction Sonic is facing, making it more reliable.}} | |||
**{{change|The loop hits now use a [[normal]] effect instead of a [[slash]] effect.}} | |||
**{{nerf|Forward aerial deals less damage (1%/2% (hits 1-5)/4% (hit 6)/9%-14% (total) → 0.8%/3%/7%) and the final hit's knockback scaling was not fully compensated (120 → 135), hindering its damage racking and KO potential.}} | |||
**{{nerf|Forward aerial has more ending lag (FAF 36 → 46) and a longer animation (41 frames → 55).}} | |||
**{{nerf|The loop hits have smaller hitboxes (3u → 2u).}} | |||
**{{nerf|The final hit's near hitboxes have been removed, giving it less range inside Sonic.}} | |||
**{{nerf|The final hit has a higher hitlag multiplier (1x → 1.5x), making it easier to DI. As forward aerial cannot be [[frame cancel]]ed, this hinders the move overall.}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial deals | **{{buff|Back aerial's hitboxes have been repositioned, with the move now being slightly disjointed, rather than failing to cover Sonic's foot.}} | ||
**{{nerf|Back aerial | **{{buff|The clean hit deals more damage (13% → 14%), improving its KO potential despite its decreased knockback scaling (94 → 90).}} | ||
**{{nerf|Back aerial auto-cancels later (frame 29 → 33). | **{{buff|The clean hit has larger hitboxes (5u/5.5u/6u → 6u/6.5u).}} | ||
**{{buff|The late hit deals more damage (9% → 10%) and has increased knockback scaling (90 → 100).}} | |||
**{{change|Back aerial now always launches opponents in the opposite direction Sonic is facing, as with most back aerials.}} | |||
**{{change|The clean hit has a higher hitlag multiplier (1x → 1.2x).}} | |||
**{{nerf|Back aerial has much more landing lag (9 frames → 30), greatly hindering its safety and removing its followup potential.}} | |||
**{{nerf|Back aerial auto-cancels later (frame 29 → 33).}} | |||
**{{nerf|Back aerial has a longer animation (37 frames → 46), increasing the amount of time Sonic cannot grab ledges after performing the move.}} | |||
**{{nerf|The near hitbox has been removed.}} | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{ | **{{change|Up aerial's animation has slightly changed. Sonic no longer twirls while performing the kick, instead, he performs a sharp scissor kick while facing the screen during the entirety.}} | ||
**{{buff| | ***{{nerf|This new animation is longer (44 frames → 54), increasing the amount of time Sonic cannot grab ledges after performing the move.}} | ||
**{{ | **{{buff|Up aerial has less landing lag (22 frames → 21).}} | ||
**{{buff|The first hit has altered set knockback (70 (near)/130 (far) → 90/120), making it connect more reliably into the second hit.}} | |||
**{{buff|The second hit launches opponents at a higher angle (80° → 91°).}} | |||
**{{change|The second hit has a higher hitlag multiplier (1x → 1.2x).}} | |||
**{{nerf|The first hit has smaller hitboxes (4u/5u → 3u/4u) which are positioned closer to Sonic, especially the far hit (z offset: 4/9/-4/-9 → 3/7/-3/-7).}} | |||
**{{nerf|The second hit has a shorter duration (frames 14-18 → 14-15).}} | |||
***{{buff|However, this also makes the move auto-cancel earlier (frame 19 → 16). When combined with the increase to shieldstun, this noticeably improves up aerial's safety}} | |||
**{{nerf|The second hit deals less knockback (63 (base), 90 (scaling) → 66/82), hindering its KO potential.}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff| | **{{buff|Down aerial's late hit has a larger hitbox (5.8u → 7u).}} | ||
**{{nerf|Down aerial has | **{{buff|The mid hit against aerial opponents is now a [[meteor smash]] (32° → 285°). This significantly improves its edgeguarding potential and gives him a better [[kill confirm]] option near the edges of stages.}} | ||
**{{change|Down aerial now has a clean hit, a mid hit and a late hit. The new clean hit essentially functions the same as the previous clean hit's grounded hitbox, except it now works against grounded and aerial opponents.}} | |||
**{{change|The mid hit against aerial opponents has less base knockback but more knockback scaling (70 (base), 60 (scaling) → 30/90). This improves its KO potential at higher percents, but this also reduces its knockback at lower percents. As the move is a meteor smash, this hinders the move's edgeguarding potential at lower percents.}} | |||
**{{change|The mid hit against aerial opponents has a higher hitlag multiplier (1x → 2x).}} | |||
**{{change|The mid hit against aerial opponents now always launches opponents in the direction Sonic is facing.}} | |||
**{{nerf|Down aerial has more startup lag with a shorter duration (frames 16-22 (clean)/23-37 (late) → 17-18/19-22/23-32).}} | |||
**{{nerf|Down aerial has more ending lag (FAF 44 → 46) and a longer animation (43 frames → 61).}} | |||
**{{nerf|Down aerial has more landing lag (30 frames → 38).}} | |||
**{{nerf|Down aerial auto-cancels later (frame 39 → 41). When combined with its shorter hitbox duration, this makes it much more difficult to land safely with down aerial.}} | |||
**{{nerf|The mid hit against aerial opponents has a much smaller hitbox (6.2u → 3.5u), which is positioned closer to Sonic (y/z offsets: 3/2 → 1.3/2.8). When combined with its shorter duration, this makes it much more difficult to land.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|Standing and pivot grabs have | *[[Grab]]s: | ||
**{{buff|Dash grab has less ending lag (FAF 40 → 38).}} | |||
**{{buff|All grabs extend further outwards (z offset: 8 (standing/dash)/-9 (pivot) → z stretch: 9.7/11.1/-14.7), improving their range especially pivot grab.}} | |||
**{{nerf|Standing and pivot grabs have more ending lag (FAF 30 → 31 (standing), FAF 36 → 37 (pivot)).}} | |||
**{{nerf|All grabs are smaller (3.5u → 3.3u (standing/pivot)/2.6 (dash)) and they do not extend as far into Sonic (z offset: 3 (standing)/0 (dash/pivot) → 4 (standing/dash)/-4 (pivot)).}} | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{nerf|Pummel deals | **{{buff|Pummel has a larger hitbox (3u → 3.5u).}} | ||
**{{nerf|Pummel deals less damage (3% → 2%).}} | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{ | **{{buff|Forward throw's hitboxes have a longer duration (frame 10 → 10-11).}} | ||
**{{buff| | **{{buff|The hitboxes are larger (2.5u/2u → 4u/3u).}} | ||
**{{buff|The hitboxes deal more knockback (30 (set), 100 (scaling) → 70 (base)/190), improving their effectiveness against bystanders.}} | |||
**{{buff|The hitboxes now launch bystanders horizontally (80° → 361°), allowing them to set up edgeguards against bystanders.}} | |||
**{{nerf|The hitboxes deal less damage (3% (hit)/9% (total) → 1% (hit)/7%).}} | |||
**{{nerf|The hitboxes deal more hitlag (1x → 1.5x), making the throw slower to execute and easier to DI.}} | |||
**{{change|Sonic releases his opponent from forward throw one frame later (frame 11 → 12).}} | |||
**{{buff|The throw deals much more knockback (60 (base), 70 (scaling) → 70/100), now being a viable KO option when used on a [[platform]] on tournament legal stages.}} | |||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{nerf|Back throw deals | **{{nerf|Back throw deals less damage (8% → 7%).}} | ||
**{{buff|Back throw has increased knockback scaling (60 → 79) improving its KO potential | **{{buff|Back throw has increased knockback scaling (60 → 79), improving its KO potential despite its lower damage.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw deals less damage (3 | **{{change|Up throw has a slightly altered animation where after the throw, Sonic stays low to the ground for longer before rising up.}} | ||
**{{buff| | **{{nerf|Up throw deals less damage (3% (hit)/9% (throw)/12% (total) → 1%/5%/6%). The hitbox's knockback scaling was mostly compensated (120 → 180), slightly hindering its KO potential.}} | ||
**{{buff|The hitbox is larger (4u → 5u).}} | |||
**{{change|The hitbox no longer has a slash effect.}} | |||
**{{nerf|The hitbox has more startup lag with a shorter duration (frames 21-27 → 22-27).}} | |||
**{{nerf|The hitbox deals more hitlag (1x → 1.5x), making the throw slower to execute and easier to DI.}} | |||
**{{nerf|The throw has increased base knockback (65 → 92), hindering its followup potential at lower percents.}} | |||
***{{nerf|Additionally, while the throw does also have increased knockback scaling (70 → 80), this fails to compensate for the throw's lower damage, hindering its KO potential.}} | |||
**{{buff|The throw launches opponents at a higher angle (100° → 92°). When combined with the changes to hitstun canceling/DI, this noticeably improves its combo potential despite its higher base knockback.}} | |||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals | **{{nerf|Down throw deals less damage (5% (throw)/8% (total) → 4%/7%).}} | ||
**{{nerf|The | **{{buff|Down throw has increased knockback scaling (30 → 35), marginally improving its KO potential despite its lower damage.}} | ||
*[[Floor attack]]s: | |||
**{{buff|Floor attacks have less startup lag (frame 18 (front)/19 (back) → 15/16).}} | |||
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}} | |||
**{{buff|Floor attacks deal more shield damage (1 → 10 (front)/8 (back)) per hit.}} | |||
**{{nerf|Floor attacks have less intangibility (frames 1-25 (front)/1-23 (back) → 1-21 (both)).}} | |||
*Front floor attack: | |||
**{{nerf|Front floor attack has a shorter duration (frames 18-25 → 15-21).}} | |||
*Back floor attack: | |||
**{{buff|Back floor attack deal more damage (6% → 7%) per hit, without full compensation on their knockback scaling (50 → 48).}} | |||
**{{buff|The second hit has less startup lag (frame 22 → 20).}} | |||
**{{nerf|Back floor attack launches opponents at a higher angle (361° → 48°).}} | |||
**{{nerf|Back floor attack now use one extended static hitbox rather than multiple normal hitboxes attached to Sonic's body, which gives it less range.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack has less startup lag (frame 24 → 19).}} | |||
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}} | |||
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | |||
**{{buff|Edge attack now uses an extended hitbox, giving it more horizontal range.}} | |||
***{{nerf|However, the hitbox is also smaller (5.5u → 5u).}} | |||
**{{nerf|Edge attack has a shorter duration (frames 24-32 → 19-21).}} | |||
**{{nerf|Edge attack has less intangibility (frames 1-22 → 1-16).}} | |||
**{{nerf|Edge attack deals less damage (6% → 7%).}} | |||
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Sonic is facing, removing its ability to set up edgeguards.}} | |||
*[[Trip attack]]: | |||
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}} | |||
**{{buff|Trip attack now has one larger extended hitbox (4u → 4.5u) rather than three normal hitboxes.}} | |||
***{{nerf|However, it also has less range inside of Sonic, especially the back hit.}} | |||
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}} | |||
**{{nerf|Trip attack has more startup lag (frame 18 → 19).}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Homing Attack]]: | *[[Homing Attack]]: | ||
**{{ | **{{buff|Homing Attack has increased knockback scaling (80 → 90).}} | ||
**{{buff|Homing Attack | **{{buff|Homing Attack takes less time to be charged and it can be inputted sooner, reducing its startup lag when uncharged or charged (frame 41 (non-inputted)/frame 25 (inputted) → 34/22).}} | ||
**{{buff|Homing Attack has | ***{{nerf|However, there is now a short delay before Sonic performs the homing attack (frame 1 → 4), giving the homing attack more startup lag if it is inputted between frames 25-30.}} | ||
**{{ | **{{buff|Homing Attack has less ending lag after hitting an opponent (FAF 50 → 34).}} | ||
**{{change| | **{{buff|Homing attack has a sharper maximum turning curve (20 → 13) and it has stronger homing intensity (45 → 30), improving its homing ability.}} | ||
***{{change|Because of theses changes, Sonic will now hit opponents from the front most of the time. This improves homing attack's reliably against opponents in front of Sonic, but hinders its reliability against opponents behind Sonic.}} | |||
**{{buff|Homing attack has higher acceleration (3 → 4) and its maximum speed is higher (5 → 5.6).}} | |||
***{{nerf|However, this makes Sonic fall much faster after the homing attack has finished, hindering its safety.}} | |||
**{{change|Homing Attack no longer deals consistent damage, with its damage now depending on how much it is charged (8% → 5%-12%). This makes the uncharged version weaker but the fully charged version stronger, especially when combined with its increased knockback scaling.}} | |||
**{{change|Sonic does not bounce as high off of opponents.}} | |||
**{{nerf|Homing Attack can only be used once before landing, considerably hindering its utility and safety.}} | |||
*[[Spin Dash]]: | *[[Spin Dash]]: | ||
**{{ | **{{buff|Spin Dash's charge can now be held while jumping.}} | ||
**{{ | ***{{nerf|However unlike the previous jump, the jump no longer has a hitbox and it can no longer be cancelled (even by released the Spin Dash), hindering its safety.}} | ||
**{{ | **{{nerf|If Sonic lands on a platform while Spin Dashing and then slides off it, he can no longer cancel the Spin Dash once he lands again by shielding.}} | ||
**{{nerf| | **{{nerf|If Sonic releases Spin Dash and immediately lands on a slope, he will no longer be intangible during his grounded roll.}} | ||
*Spin Dash Hop: | |||
**{{change|The hop is significantly faster, with Sonic gaining less height and dropping at a higher speed (falling speed: 1.1 → 2.4, gravity: 0.065 → 0.65). This improves its combo and approach potential, but hinders its anti-air potential, as well as its safety in the air.}} | |||
**{{nerf|The hop has a slightly shorter duration (frames 1-32 → 1-31).}} | |||
**{{nerf|The hop has a smaller hitbox (3.6u → 3u).}} | |||
*Spin Dash roll: | |||
**{{buff|The roll deals more knockback (50 (base), 46 (scaling) → 67/62).}} | |||
**{{buff|Both variants of the roll and the roll jump now always launch opponents in the direction Sonic is facing, making them more consistent.}} | |||
**{{nerf|The roll deals less damage, especially when charged (7%-10% → 6%-7%).}} | |||
**{{nerf|The roll has a smaller hitbox (3.8u → 3.2u).}} | |||
**{{nerf|The downhill roll's maximum damage is lower (11% → 7.5%).}} | |||
**{{nerf|The downhill roll has a much smaller hitbox (3.8u → 2u).}} | |||
*Spin Dash roll jump/Spin Charge charging jump: | |||
**{{buff|The roll jump has less startup lag with a longer duration (frames 6-34 → 2-33).}} | |||
**{{buff|The roll jump has a larger hitbox (3.4u → 3.8u).}} | |||
**{{nerf|The roll jump deals much less damage (7% → 3%) without full compensation on its knockback (60 (base), 73 (scaling) → 66/112).}} | |||
*[[Spring Jump]]: | *[[Spring Jump]]: | ||
**{{ | **{{buff|Sonic can now perform a double jump or use his specials (including another Spring Jump) after landing on a grounded spring.}} | ||
**{{buff|Sonic can now grab ledges from the front while ascending from his spring jump, starting on frame 8 of the ascent.}} | |||
**{{buff|Sonic is no longer affected by the [[grab release glitch]] after performing Spring Jump, allowing Sonic to re-use Spring Jump if he has been grab released in midair.}} | |||
**{{change|Grounded Spring Jump's spring remains on-stage for a shorter amount of time (240 frames → 235).}} | **{{change|Grounded Spring Jump's spring remains on-stage for a shorter amount of time (240 frames → 235).}} | ||
**{{ | **{{change|The spring no longer disappears after it hits an opponent, although this is purely aesthetic.}} | ||
**{{change|{{GameIcon|ssb4-3ds}}Sonic now scowls while he ascends instead of grinning like in ''Brawl''.}} | **{{change|{{GameIcon|ssb4-3ds}}Sonic now scowls while he ascends instead of grinning like in ''Brawl''.}} | ||
**{{ | **{{nerf|Sonic gains less height from Spring Jump (8.4 → 8.2).}} | ||
**{{nerf|Sonic can no longer reuse Spring Jump if he is hit out of it with {{SSB4|Mario}}'s [[Cape]].}} | **{{nerf|Sonic can no longer reuse Spring Jump if he is hit out of it with {{SSB4|Mario}}'s [[Cape]].}} | ||
*[[Spin Charge]]: | *[[Spin Charge]]: | ||
**{{change|Spin Charge now hits multiple times.}} | **{{change|Rather than sharing Spin Dash's hitboxes, Spin Charge now hits multiple times. The move can hit around four times and each hit deals around 2%-2.5%, with the final hit acting as a weaker version of Spin Dash's downhill hitbox.}} | ||
**{{buff| | ***{{buff|This allows uncharged Spin Dash to deal more damage (7% → 10%).}} | ||
***{{nerf|However, this also hinders Spin Charge's reliability, as opponents can often fall out of the multi hits.}} | |||
***{{nerf|Additionally if Sonic connects all the hits, he will stop the roll shortly after connecting them, hindering Spin Charge's safety.}} | |||
**{{buff|Spin Charge and both of its jump variants now always launch opponents in the direction Sonic is facing, making them more consistent.}} | |||
**{{nerf|If Sonic lands with aerial Spin Charge, he can no longer cancel it by shielding.}} | **{{nerf|If Sonic lands with aerial Spin Charge, he can no longer cancel it by shielding.}} | ||
*Spin Charge Roll Jump: | |||
**{{buff|The roll jump has less startup lag with a longer duration (frames 6-34 → 3-33).}} | |||
**{{nerf|The roll jump deals less damage (7% → 6%).}} | |||
**{{nerf|The roll jump has a smaller hitbox (3.4u → 3.2u).}} | |||
*[[Super Sonic]]: | *[[Super Sonic]]: | ||
**{{change|Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"}} | **{{change|Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"}} | ||
**{{nerf|Super Sonic's horizontal (0.5 → 0.4) and vertical (0.03 → 0.02) acceleration have decreased.}} | **{{nerf|Super Sonic's horizontal (0.5 → 0.4) and vertical (0.03 → 0.02) acceleration have decreased.}} | ||
**{{nerf|Super Sonic's idle deals much less damage (13% → 5%) and knockback (30 (base), 90 (scaling) → 45/72), greatly hindering its KO potential.}} | **{{nerf|Super Sonic's idle deals much less damage (13% → 5%) and knockback (30 (base), 90 (scaling) → 45/72), greatly hindering its KO potential.}} | ||
**{{buff|Super Sonic's ram has a larger hitbox (10u → 11.5u).}} | **{{buff|Super Sonic's ram has a larger hitbox (10u → 11.5u).}} | ||
**{{nerf|Super Sonic's ram's damage now scales depending on how fast Super Sonic is travelling. This results in the move dealing much less damage during a slower ram, while still dealing less damage at maximum speed (18% → 6%-16%).}} | **{{nerf|Super Sonic's ram's damage now scales depending on how fast Super Sonic is travelling. This results in the move dealing much less damage during a slower ram, while still dealing less damage at maximum speed (18% → 6%-16%).}} | ||
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Back throw | *{{nerf|Back throw has lower knockback scaling (90 → 79), significantly hindering its KO potential.}} | ||
*{{change|[[Homing Attack]] now only targets characters, instead of also targeting certain projectiles, such as [[Trick Shot]].}} | *{{change|[[Homing Attack]] now only targets characters, instead of also targeting certain projectiles, such as [[Trick Shot]].}} | ||
*{{nerf|[[Spin Dash]]'s roll and jump deal less damage | *{{nerf|[[Spin Dash]]'s roll and jump deal less damage (7%-10% (roll)/7% (jump) → (6%/7%)/3%), hindering its damage racking potential.}} | ||
*{{nerf|Burning Spin Dash's [[ | *{{buff|Spin Dash and all of its custom variants have less ground friction (1.9 → 1.5), causing them to travel more distance.}} | ||
*{{nerf|Burning Spin Dash's [[intangibility]] removed.}} | |||
*{{buff|Spring Jump can no longer be [[Pocket]]ed.}} | *{{buff|Spring Jump can no longer be [[Pocket]]ed.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{nerf|Up smash's last hit's knockback | *{{nerf|Up smash's last hit's knockback has lower knockback scaling (177 → 165), significantly hindering its KO potential.}} | ||
*{{nerf|Item toss | *{{nerf|Item toss is slower (0.983333 → 0.98).}} | ||
*{{nerf|Max walk speed while carrying heavy items | *{{nerf|Max walk speed while carrying heavy items is slower (1.005 → 0.995).}} | ||
*{{buff|Down aerial | *{{buff|Down aerial has less ending lag (FAF 50 → 46).}} | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{nerf|Forward smash | *{{nerf|Forward smash has less knockback scaling (106 → 101), hindering its KO potential.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff| | *{{buff|Front floor attack's deals much more [[shield damage]] (1 → 10).}} | ||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
Line 222: | Line 372: | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname=P / PP / PPK | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=The Punch + Punch + Kick combo from ''Sonic the Fighters''. Its first hit can be [[jab cancel]]ed reliably into any tilt attack, and is capable of [[jab lock]]ing. Holding the attack button will have Sonic perform the first hit repeatedly. | |neutraldesc=The Punch + Punch + Kick combo from ''Sonic the Fighters''. Its first hit can be [[jab cancel]]ed reliably into any tilt attack, and is capable of [[jab lock]]ing. Holding the attack button will have Sonic perform the first hit repeatedly. | ||
|ftiltname= | |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=The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, or as an [[out of shield]] option. | |ftiltdesc=The Horse Kick from ''Sonic the Fighters''. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting [[tech-chase]]s, or as an [[out of shield]] option. | ||
|utiltname= | |utiltname=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 {{SSB4|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It can also combo into a short hopped forward aerial at 0%-40%, and into a [[Spring Jump]]-assisted forward aerial at 80%-90%. However, the former is reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on [[DI]]. It resembles the Skip Kick from ''Sonic the Fighters''. | |utiltdesc=A {{s|wikipedia|540 kick}}, similar to {{SSB4|Captain Falcon}}'s up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It can also combo into a short hopped forward aerial at 0%-40%, and into a [[Spring Jump]]-assisted forward aerial at 80%-90%. However, the former is reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on [[DI]]. It resembles the Skip Kick from ''Sonic the Fighters''. | ||
|dtiltname= | |dtiltname=Leg Hitter ({{ja|レッグヒッター|Reggu Hittā}}) | ||
|dtiltdmg=6% | |dtiltdmg=6% | ||
|dtiltdesc=A legsweep. It can potentially [[trip]] opponents. If used repeatedly in succession, it will slowly move Sonic forward. It resembles the Leg Throw from ''Sonic the Fighters''. | |dtiltdesc=A legsweep. It can potentially [[trip]] opponents. If used repeatedly in succession, it will slowly move Sonic forward. It resembles the Leg Throw from ''Sonic the Fighters''. | ||
|dashname= | |dashname=Short Spin Dash ({{ja|ショートスピンダッシュ|Shōto Supin Dasshu}}) | ||
|dashdmg=1% (hits 1-3), 3% (hit 4) | |dashdmg=1% (hits 1-3), 3% (hit 4) | ||
|dashdesc=A Spin Dash followed by a flying kick. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag. It resembles the Somersault, an attack that debuted in ''Sonic Adventure 2''. | |dashdesc=A Spin Dash followed by a flying kick. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag. It resembles the Somersault, an attack that debuted in ''Sonic Adventure 2''. | ||
|fsmashname= | |fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}}) | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} | |fsmashdmg={{ChargedSmashDmgSSB4|14}} | ||
|fsmashdesc=The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely. It KOs middleweights at 102%/92% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. | |fsmashdesc=The Wind-Up Punch from ''Sonic the Fighters''. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely. It KOs middleweights at 102%/92% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. | ||
|usmashname= | |usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}}) | ||
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8) | |usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8) | ||
|usmashdesc=A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, and grants [[intangibility]] on frames 18-20. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier. Its last hit KOs aerial middleweights at 120%/110% (''3DS''/''Wii U'') from anywhere on Final Destination. | |usmashdesc=A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, and grants [[intangibility]] on frames 18-20. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier. Its last hit KOs aerial middleweights at 120%/110% (''3DS''/''Wii U'') from anywhere on Final Destination. | ||
|dsmashname= | |dsmashname=Split Kick ({{ja|スプリットキック|Supuritto Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSB4|12}} | |dsmashdmg={{ChargedSmashDmgSSB4|12}} | ||
|dsmashdesc=A split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding, especially when landing its back hit. Its back hit KOs middleweights at 122%/108% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it lasts for only 1 frame, and has considerable ending lag. Its front hit also KOs later than its back hit because of its below-average base knockback and knockback growth. | |dsmashdesc=A split kick, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a [[semi-spike]], which makes it very useful for edge-guarding, especially when landing its back hit. Its back hit KOs middleweights at 122%/108% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it lasts for only 1 frame, and has considerable ending lag. Its front hit also KOs later than its back hit because of its below-average base knockback and knockback growth. | ||
|nairname= | |nairname=Air Spin ({{ja|エアスピン|Ea Supin}}) | ||
|nairdmg=12% (clean), 8% (late), 5% (latest) | |nairdmg=12% (clean), 8% (late), 5% (latest) | ||
|nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'' and the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''. | |nairdesc=Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from [[Spin Dash]], [[Spin Charge]], and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when [[SHFF]]'d. It resembles the Air Spin from ''Sonic the Fighters'' and the Insta-Shield, an attack that debuted in ''Sonic the Hedgehog 3''. | ||
|fairname= | |fairname=Sonic Turn ({{ja|ソニックターン|Sonikku Tān}}) | ||
|fairdmg=0.8% (hits 1-5), 3% (hit 6) | |fairdmg=0.8% (hits 1-5), 3% (hit 6) | ||
|fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSB4|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large [[auto-canceling]] window. It resembles the Emerald Dive from ''Sonic the Fighters''. | |fairdesc=A corkscrew [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]], similar to {{SSB4|Pikachu}}'s forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large [[auto-canceling]] window. It resembles the Emerald Dive from ''Sonic the Fighters''. | ||
|bairname= | |bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}}) | ||
|bairdmg=14% (clean), 10% (late) | |bairdmg=14% (clean), 10% (late) | ||
|bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. Its clean hitbox KOs middleweights at 118%/107% (''3DS''/''Wii U'') while near the edge of Final Destination. If used while descending, Sonic's descent will be slowed slightly at its start. However, it has moderate start-up and ending lag, as well as high landing lag. | |bairdesc=A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. Its clean hitbox KOs middleweights at 118%/107% (''3DS''/''Wii U'') while near the edge of Final Destination. If used while descending, Sonic's descent will be slowed slightly at its start. However, it has moderate start-up and ending lag, as well as high landing lag. | ||
|uairname= | |uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}}) | ||
|uairdmg=3% (hit 1), 6% (hit 2) | |uairdmg=3% (hit 1), 6% (hit 2) | ||
|uairdesc=A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid its fairly high landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Its second hit KOs middleweights at 133%/118% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. | |uairdesc=A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid its fairly high landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Its second hit KOs middleweights at 133%/118% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. | ||
|dairname= | |dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}}) | ||
|dairdmg=8% (clean), 7% (late) | |dairdmg=8% (clean), 7% (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 it having noticeably less ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents on frames 19-22, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''. | |dairdesc=A diagonal flying kick. It is a [[stall-then-fall]], but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also [[meteor smash]]es aerial opponents on frames 19-22, but not grounded opponents. It resembles the Stomp Dive from ''Sonic the Fighters'' and the Sonic Rocket from ''Sonic Battle''. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Sonic's standing grab is the thirteenth shortest ranged in the game. However, thanks to his [[pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Meta Knight}}'s for the third longest in the game, his pivot grab is useful. | |grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Sonic's standing grab is the thirteenth shortest ranged in the game. However, thanks to his [[pivot]] being tied with {{SSB4|Fox}}, {{SSB4|Greninja}}, and {{SSB4|Meta Knight}}'s for the third longest in the game, his pivot grab is useful. | ||
|pummelname= | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}}) | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A knee strike. A fairly fast pummel. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |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 average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on with stages with highly elevated [[platform]]s, such as {{SSB4|Battlefield}}'s top platform. It resembles the Top Kick from ''Sonic Battle''. | |fthrowdesc=A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on with stages with highly elevated [[platform]]s, such as {{SSB4|Battlefield}}'s top platform. It resembles the Top Kick from ''Sonic Battle''. | ||
|bthrowname= | |bthrowname=Spin Throw ({{ja|スピンスルー|Spin Surū}}) | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}, a Judo throw. It is Sonic's only throw with consistent KO potential and, prior to update 1.0.6, was one of the strongest back throws in the game. As of update 1.0.6, it KOs middleweights at 173%/165% (''3DS''/''Wii U'') while near the edge of Final Destination. | |bthrowdesc=Quickly backflips repeatedly with the opponent in tow before performing the {{s|wikipedia|tomoe nage}}, a Judo throw. It is Sonic's only throw with consistent KO potential and, prior to update 1.0.6, was one of the strongest back throws in the game. As of update 1.0.6, it KOs middleweights at 173%/165% (''3DS''/''Wii U'') while near the edge of Final Destination. | ||
|uthrowname= | |uthrowname=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}}) | ||
|uthrowdmg=1% (hit 1), 5% (hit 2) | |uthrowdmg=1% (hit 1), 5% (hit 2) | ||
|uthrowdesc=Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform. | |uthrowdesc=Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform. | ||
|dthrowname= | |dthrowname=Spinning Gear ({{ja|スピニングギア|Supinning Gia}}) | ||
|dthrowdmg=1% (hits 1-3), 4% (throw) | |dthrowdmg=1% (hits 1-3), 4% (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 the Double Spin from ''Sonic the Fighters''. | |dthrowdesc=Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from ''Sonic the Fighters''. | ||
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|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 can fly in any chosen direction, depending on where the [[control stick]]/circle pad is tilted. The longer the control stick is held in a certain direction, the faster and more damaging his ramming attack will be. | |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 can fly in any chosen direction, depending on where the [[control stick]]/circle pad is tilted. The longer the control stick is held in a certain direction, the faster and more damaging his ramming attack will be. | ||
}} | }} | ||
===Stats=== | |||
{{Attributes | |||
|cast = 58 | |||
|weight = 94 | |||
|rweight = 33-36 | |||
|dash = 1.5 | |||
|rdash = 25-41 | |||
|run = 3.5 | |||
|rrun = 1 | |||
|walk = 1.375 | |||
|rwalk = 7 | |||
|trac = 0.06 | |||
|rtrac = 14-24 | |||
|airfric = 0.01 | |||
|rairfric = 24-32 | |||
|air = 1.15 | |||
|rair = 9-11 | |||
|baseaccel = 0.01 | |||
|rbaseaccel = 10-54 | |||
|addaccel = 0.04 | |||
|raddaccel = 46-53 | |||
|gravity = 0.09 | |||
|rgravity = 26-29 | |||
|fall = 1.45 | |||
|rfall = 38-39 | |||
|ff = 2.32 | |||
|rff = 37-38 | |||
|jumpsquat = 5 | |||
|rjumpsquat = 14-41 | |||
|jumpheight = 35 | |||
|rjumpheight = 18-20 | |||
|shorthop = 16.887465 | |||
|rshorthop = 23-24 | |||
|djump = 35 | |||
|rdjump = 22 | |||
|ellag = 4 | |||
|rellag = 1-46 | |||
}} | |||
===[[Announcer]] call=== | |||
{{audio|Needs announcer calls from other languages.}} | |||
<gallery> | |||
Sonic English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | |||
Sonic French Announcer SSBU.wav|French | |||
</gallery>'' | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|desc-up=Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds. | |desc-up=Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds. | ||
|desc-side=Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while saying "Sonic SPEED!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!''). | |desc-side=Performs the Super Peel Out, a technique that debuted in ''Sonic the Hedgehog CD'', while saying "Sonic SPEED!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!''). | ||
|desc-down=Performs the | |desc-down=Performs the {{iw|wikipedia|windmill|b-boy move}}, a breakdancing move, while saying "C'mon!", both in English and Japanese. Resembles a victory animation he does when clearing a level in ''Sonic Advance 3''. | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
! scope="row"|Cheer | |||
|[[File:Sonic Cheer English SSB4 SSBU.ogg|center]]||[[File:Sonic Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Sonic Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|So - nic! || Go! Go! So - nic! || Sooooooo - nic! Sooooooo - nic! {{NTSC}}<br>Ese Sonic, ese Sonic! Eh! - Eh! {{PAL}} | |||
|- | |||
!{{{name|}}} | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Sonic Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Sonic Cheer French PAL SSB4.ogg|center]]||[[File:Sonic Cheer German SSB4.ogg|center]]||[[File:Sonic Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Allez So - nic ! || Sooooooo - nic! || Sooooooo - nic! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|victory-desc=The Mission Clear jingle from ''Sonic the Hedgehog'' (2006), which is an orchestrated remix of the Act Clear jingle from ''Sonic the Hedgehog 3'', entitled ''Mission Clear''. | |victory-desc=The Mission Clear jingle from ''Sonic the Hedgehog'' (2006), which is an orchestrated remix of the Act Clear jingle from ''Sonic the Hedgehog 3'', entitled ''Mission Clear''. | ||
|desc-1=Collects the blue [[Chaos Emerald]] and then poses with it before saying "Piece of cake!" In Japanese, he says "{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}" (''A piece of cake! An easy win!'') | |desc-1=Collects the blue [[Chaos Emerald]] and then poses with it before saying "Piece of cake!" In Japanese, he says "{{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}}" (''A piece of cake! An easy win!'') | ||
|desc-2=Sprints off-screen and then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!" In Japanese, he says "{{ja|モタモタしてると置いてくぜ!|Motamota shi teru to oite ku ze!}}" ('' | |desc-2=Sprints off-screen and then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!" In Japanese, he says "{{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 highly resembles the SEGA start-up from ''Sonic the Hedgehog 2''. | ||
|desc-3=Performs the [[wikipedia:Kick (b-boy move)#Variants|pike]], a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "{{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!'') It resembles his victory animation upon achieving an S-Rank in the Xbox 360 and PlayStation 3 versions of ''Sonic Unleashed'', as well as Blaze the Cat's victory animation when she clears a mission in ''Sonic The Hedgehog'' (2006). | |desc-3=Performs the [[wikipedia:Kick (b-boy move)#Variants|pike]], a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "{{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!'') It resembles his victory animation upon achieving an S-Rank in the Xbox 360 and PlayStation 3 versions of ''Sonic Unleashed'', as well as Blaze the Cat's victory animation when she clears a mission in ''Sonic The Hedgehog'' (2006). | ||
|char=Sonic}} | |char=Sonic}} | ||
==In competitive play== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1331 | |set10=1331 | ||
}} | }} | ||
==== | ===Most historically significant players=== | ||
*{{Sm| | <!--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 --> | ||
*{{Sm| | |||
''See also: [[:Category:Sonic players (SSB4)]]'' | |||
*{{Sm|6WX|USA}} - One of the best Sonic players of all-time who was North America's definitive best Sonic player in 2015 and 2016 thanks to placements such as 4th at {{Trn|Apex 2015}}, 7th at {{Trn|Paragon Los Angeles 2015}}, and 9th at both {{Trn|The Big House 5}} and {{Trn|Super Smash Con 2016}}. He is ranked 34th on the [[PGR 100]]. | |||
*{{Sm|IxisNaugus|UK}} - The best Sonic player in Europe, dominating the British scene for most of ''Smash 4'' and placing highly at many large European events, including 1st at {{Trn|Tech Republic III}} and 4th at {{Trn|Albion 2}}. Internationally, his best tournament run was at {{Trn|EVO 2017}}, where he double-eliminated {{Sm|ESAM}} to place 33rd. He is ranked 89th on the [[PGR 100]], only one of three Europeans ranked on the list. | |||
*{{Sm|Jakal|USA}} - Came to prominence towards the end of competitive ''Smash 4'' thanks to his 5th-place finish at {{Trn|Shine 2018}} defeating {{Sm|MkLeo}} and {{Sm|VoiD}} along the way. His other notable results during this period include 4th at {{Trn|The Legend of Glentendo}} and 5th at {{Trn|Port Priority 3}} defeating {{Sm|ANTi}}. | |||
*{{Sm|KEN|Japan}} - The best Sonic player of all-time as well as one of Japan's greatest players. He is the only Sonic player with a major win, doing so at {{Trn|Umebura S.A.T.}} He is ranked 9th on the [[PGR 100]]. | |||
*{{Sm|komorikiri|Japan}} - Uses Sonic as a secondary to his {{SSB4|Cloud}} and is considered one of the best Sonic players of all-time. He used solo-Sonic to place 2nd at {{Trn|Umebura F.A.T.}} and has used both Sonic and Cloud to place top 8 at a multitude of majors and supermajors, most notably 2nd at {{Trn|2GGC: GENESIS Saga}} and 3rd at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|MomoCon 2018}}. He is ranked 12th on the [[PGR 100]]. | |||
*{{Sm|Manny|USA}} - One of North America's all-time best Sonic players, with his best results being in 2015 thanks to placing 9th at {{Trn|EVO 2015}}, {{Trn|CEO 2015}}, and {{Trn|MLG World Finals 2015}} almost back-to-back. Although he was never that consistent since, he still managed to place highly at several majors, most notably 5th at {{Trn|2GGC: Fire Emblem Saga}} and 9th at {{Trn|MomoCon 2018}}. He is ranked 39th on the [[PGR 100]]. | |||
*{{Sm|Seagull Joe|USA}} - A prominent Sonic player in the early metagame who was one of the first players to defeat {{Sm|ZeRo}}, doing so at {{Trn|The Big House 5}} and placing 9th. Thanks to other notable placements such as 13th at {{Trn|Super Smash Con 2015}} and 17th at both {{Trn|CEO 2015}} and {{Trn|Pound 2016}}, he was ranked 48th on the [[PGR v1]]. | |||
*{{Sm|SuperGirlKels|Canada}} - One of Canada's best players who regularly placed highly at North American events, most notably 5th at {{Trn|Royal Flush}}, 13th at {{Trn|Get On My Level 2016}}, and 17th at both {{Trn|EGLX 2018}} and {{Trn|Shine 2018}}. She is ranked 100th on the [[PGR 100]] as the only female player ranked on the list. | |||
*{{Sm|Wonf|Mexico}} - A hidden boss from Mexico who was the best Sonic player in the country, as well as the country's second-best player in 2015 who had several wins over {{Sm|MkLeo}} and placed highly at many Mexican events, including 2nd at {{Trn|Thunderstruck 2015}} and 5th at {{Trn|Smash Factor 4}}. However due to his hidden boss status and his activity being relegated to Mexico, he was never ranked globally. | |||
*{{Sm|Wrath|USA}} - One of the best Sonic players in the United States despite rarely traveling outside his region, with his best results being towards the end of the game's lifespan, where he placed 4th at {{Trn|DreamHack Atlanta 2018}} and 7th at {{Trn|MomoCon 2018}}. He is ranked 59th on the [[PGR 100]]. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Sonic was initially perceived as a high-tier character, thanks to his buffs largely mitigating most of the weaknesses he had in ''Brawl''. While his newfound KOing options would be nerfed in game updates, Sonic's playerbase has nevertheless managed to display many different and effective playstyles. In addition to enriching Sonic's metagame, the likes of {{Sm|6WX}}, {{Sm|KEN}}, {{Sm|komorikiri}}, {{Sm|Seagull Joe}}, and {{Sm|SuperGirlKels}} have also resulted in him achieving very strong tournament results leading the general consensus to believe that Sonic is one of the best characters in the game. | Sonic was initially perceived as a high-tier character, thanks to his buffs largely mitigating most of the weaknesses he had in ''Brawl''. While his newfound KOing options would be nerfed in game updates, Sonic's playerbase has nevertheless managed to display many different and effective playstyles. In addition to enriching Sonic's metagame, the likes of {{Sm|6WX}}, {{Sm|KEN}}, {{Sm|komorikiri}}, {{Sm|Seagull Joe}}, and {{Sm|SuperGirlKels}} have also resulted in him achieving very strong tournament results leading the general consensus to believe that Sonic is one of the best characters in the game. | ||
Sonic's highly favorable perception and continued success resulted in him being ranked 6th on the first and second iterations of the [[tier list]] and then 5th on the third tier list as he continued to perform well at most tournaments with {{Sm|KEN}} placing 2nd at [[2GGC: MkLeo Saga]] while defeating top players such as {{Sm|T}}, {{Sm|Raito}}, {{Sm|Elegant}}, {{Sm|Captain L}}, {{Sm|Larry Lurr}}, {{Sm|Lima}}, {{Sm|Dabuz}}, {{Sm|Nairo}}, and {{Sm|MkLeo}} as well as {{Sm|Manny}}, {{Sm|Wrath}}, {{Sm|6WX}}, {{Sm|komorikiri}}, {{Sm|Sonido}}, {{Sm|SuperGirlKels}}, and {{Sm|Jakal}} continuing to perform well with him. | Sonic's highly favorable perception and continued success resulted in him being ranked 6th on the first and second iterations of the [[tier list]] and then 5th on the third tier list as he continued to perform well at most tournaments with {{Sm|KEN}} placing 2nd at [[2GGC: MkLeo Saga]] while defeating top players such as {{Sm|T}}, {{Sm|Raito}}, {{Sm|Elegant}}, {{Sm|Captain L}}, {{Sm|Larry Lurr}}, {{Sm|Lima}}, {{Sm|Dabuz}}, {{Sm|Nairo}}, and {{Sm|MkLeo}} as well as {{Sm|Manny}}, {{Sm|Wrath}}, {{Sm|6WX}}, {{Sm|komorikiri}}, {{Sm|Sonido}}, {{Sm|SuperGirlKels}}, and {{Sm|Jakal}} continuing to perform well with him. | ||
Although Sonic dropped to 7th on the fourth and | Although Sonic dropped to 7th/8th on the fourth and final tier list and is now tied with Fox, his ranking is debatable. Some players, such as {{Sm|MKLeo}} {{Sm|ESAM}}, {{Sm|ANTi}}, {{Sm|ZeRo}} and {{Sm|Dabuz}}, believe that he should be ranked slightly higher. Conversely, {{Sm|Salem}} and others view Sonic as overrated to the point of not being a top-tier character in spite of his tournament success in the tournament, with a primary argument being his unfavorable matchup with {{SSB4|Bayonetta}}. Regardless, Sonic remains a massive threat in competitive play and continues to gain consistent results. | ||
==[[ | ==In Solo Modes== | ||
{{ | ===[[All-Star Mode]]=== | ||
In All-Star Mode, Sonic is fought in Stage 4 in both versions alongside {{SSB4|Kirby}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, and {{SSB4|King Dedede}}. | |||
== | ==={{GameIcon|SSB4-U}}[[Event Match]]es=== | ||
====Solo Events==== | |||
: | * '''[[All-Star Battle: Secret]]''': Sonic is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games. | ||
* '''[[The FINAL Final Battle]]''': The player must defeat Sonic, {{SSB4|Mario}}, {{SSB4|Pac-Man}}, and {{SSB4|Mega Man}}. | |||
* '''[[Up to Speed]]''': Sonic must defeat {{SSB4|Fox}}, {{SSB4|Falco}}, and {{SSB4|Captain Falcon}} in a high-speed, one stock battle. | |||
====Co-op Events==== | |||
{{ | * '''[[Full Speed Ahead]]''': Sonic and Captain Falcon must defeat another Sonic and Captain Falcon in a high-speed, one stock battle. | ||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
===[[Congratulations screen]]s=== | |||
<center> | <center> | ||
====3DS==== | |||
<gallery> | <gallery> | ||
SSB4-3DS Congratulations Classic Sonic.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star Sonic.png|All-Star Mode | |||
</gallery> | |||
====Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic Sonic.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star Sonic.png|All-Star Mode | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
== | ==[[Trophies]]== | ||
=== | Sonic's default trophy is obtained by clearing Classic Mode as Sonic. His alternate trophy is obtained by clearing All-Star Mode as Sonic in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Sonic). The Super Sonic trophy is obtained only in the Wii U version by clearing All-Star Mode as Sonic. | ||
{{Trophy/Fighter | |||
|name-ntsc=Sonic the Hedgehog | |||
|name-pal=Sonic | |||
|image-3ds=SonicTheHedgehogTrophy3DS.png | |||
|image-wiiu=SonicTheHedgehogTrophyWiiU.png | |||
|mode=Classic | |||
|desc-3ds-ntsc=The main star of the Sonic the Hedgehog series. He's an easygoing hedgehog who blows past the competition with his speed. Seriously, on the ground he's faster than anyone else in Smash Bros. Use this to your advantage, avoiding blows while landing lightning-fast attacks. | |||
|desc-wiiu-ntsc=The star of the Sonic The Hedgehog series. He's an easygoing hedgehog who blows past the competition with his speed. Seriously, on the ground he's faster than anyone else in Smash Bros. Use this to your advantage, avoiding blows while landing lightning-fast attacks. | |||
|desc-pal=A certain hedgehog from a certain series you just might have heard of. Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim. He's by far the fastest runner of all the fighters, so take advantage of that by making sure no one gets the chance to hit him. (Just try not to end up in the water.) | |||
|gamelist={{Trophy games|game1=Sonic The Hedgehog|release1=06/1991|console2=WiiU|game2=Sonic Lost World|release2=10/2013}} | |||
}} | |||
{{clrl}} | |||
{{Trophy/Fighter | |||
|name=Sonic (Alt.) | |||
|image-3ds=SonicTheHedgehogAltTrophy3DS.png | |||
|image-wiiu=SonicTheHedgehogAltTrophyWiiU.png | |||
|mode=Alt | |||
|desc-ntsc=Sonic's up special Spring Jump lets him reach great heights by jumping on a spring, becoming invincible for a moment. He can't use any other specials during the jump, but he can attack or dodge. This move's great for returning from a long launch. Other fighters can use the spring, though! | |||
|desc-pal=Sonic's Spring Jump up special lets you bounce to great heights and briefly makes you invincible at the start. You can't use other specials while in the air, but you can use normal attacks, dodge and so on. It's great for getting both back to the stage and out of tough spots, but just remember that everyone else can use the spring too! | |||
|gamelist={{Trophy games|game1=Sonic The Hedgehog|release1=06/1991|console2=WiiU|game2=Sonic Lost World|release2=10/2013}} | |||
}} | |||
{{clrl}} | |||
== | {{Trophy/Fighter | ||
|name=Super Sonic | |||
|image=SuperSonicTrophyWiiU.png | |||
|desc-ntsc=The Chaos Emeralds are said to hold enough power to control the whole world. It's that power that turns Sonic into Super Sonic. He turns a glorious golden color and can fly at nearly the speed of light. In his Final Smash, this high-speed flight damages anyone who gets in its way and can even launch them! | |||
|desc-pal=The Chaos Emeralds are said to hold enough power to control the whole world. It's that power that turns Sonic into Super Sonic. He turns a glorious golden colour and can fly almost at the speed of light. In his Final Smash, this high-speed flight damages anyone who gets in its way and can even launch them! | |||
|game=ssb4-wiiu | |||
}} | |||
{{clrl}} | |||
==[[Alternate costume (SSB4)#Sonic|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Sonic|Alternate costumes]]== | ||
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|{{Head|Sonic|g=SSB4|s=50px|cl=Red}} | |{{Head|Sonic|g=SSB4|s=50px|cl=Red}} | ||
|} | |} | ||
==[[List of Super Smash Bros. 4 character trailers#Sonic|Reveal trailer]]== | |||
{{#widget:YouTube|id=T7w5XUPHFoY}} | |||
==Gallery== | ==Gallery== | ||
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SSB4 - Ore Club.jpg|Sonic hitting Pit with an [[Ore Club]]. | SSB4 - Ore Club.jpg|Sonic hitting Pit with an [[Ore Club]]. | ||
Sonic meteor smash.gif|Using his down aerial to [[meteor smash]] {{SSB4|Marth}}. | Sonic meteor smash.gif|Using his down aerial to [[meteor smash]] {{SSB4|Marth}}. | ||
</gallery> | </gallery> | ||
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{{Sonic universe}} | {{Sonic universe}} | ||
[[Category:Sonic (SSB4)| ]] | [[Category:Sonic (SSB4)| ]] | ||
[[Category:Third party characters]] | [[Category:Third-party characters]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||
[[Category:Sega]] | [[Category:Sega]] | ||
[[es:Sonic (SSB4)]] | [[es:Sonic (SSB4)]] |
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