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:''This article is about Sonic's appearance in [[Super Smash Bros. Brawl]].  For other uses, see [[Sonic the Hedgehog]].''
{{ArticleIcons|brawl=y}}
 
{{disambig2|Sonic's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Sonic the Hedgehog}}
{{Infobox Character
{{Infobox Character
|name         = Sonic
|name = Sonic
|image       = [[Image:Sonic.jpg|250px|Sonic the Hedgehog]]
|image = [[File:Sonic SSBB.jpg|249px]]
|caption      = [[Image:Sonic Icon.gif]]
|game = SSBB
|universe    = ''[[Sonic (universe)|Sonic the Hedgehog]]''
|ssbgame1 = SSB4
|games        = ''[[Super Smash Bros. Brawl|SSBB]]''
|ssbgame2 = SSBU
|firstgame    = ''[[Sonic the Hedgehog (game)|Sonic the Hedgehog]]'' (1991)
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = C
|tier = D
|ranking     = 23
|ranking = 22
}}
}}
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a character from [[SEGA]] who appears in ''[[Super Smash Bros. Brawl]]'' as one of the two third-party characters (the other being {{SSBB|Snake}} from [[Konami]]). Sonic was the first unlockable character to be playable prior to the game's release, first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game on October 10. A swift character, Sonic [[dash|runs]] at an extremely fast pace that surpasses even {{SSBB|Captain Falcon}}. Nintendo Power states that since Sonic is not well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, ''[[Virtua Fighter]]''. A majority of Sonic's moves are also influenced by SEGA's ''Sonic the Fighters'' and (to a much lesser extent) ''Sonic Battle''. Sonic is voiced by Jason Griffith in English, reprising his role from both the ''Sonic X'' anime and in the games from ''Shadow the Hedgehog'' and ''Sonic Rush'' up to ''Sonic & Sega All-Stars Racing'', and by Jun'ichi Kanemaru in Japanese, reprising his role from ''Sonic Adventure'' onward.
Sonic is placed at 22nd on the ''Brawl'' [[tier list]] in the middle tier, which is his worst placement in the series. Sonic is most known for his incredible movement speed, possessing by far the fastest [[dashing]] speed, as well as among the fastest [[walking]] and [[air speed]]s. His movement is boosted farther by his [[Spin Dash]] and [[Spin Charge]] moves, which allow him to rip across the stage at incredible speed while simultaneously attacking and/or [[jumping]]. The aforementioned Spin moves give Sonic a plethora of options to attack and confound the opponent, which can make it incredibly difficult to hit Sonic, while also aiding Sonic's ability to [[time out]] opponents. Additionally, Sonic possesses one of the best [[recover]]ies, which contains many options, while gaining great distance and generally making it difficult to [[edgeguard]] Sonic. Sonic also possesses an effective [[grab]] and [[throw]] game, and generally great [[damage]] racking abilities from his Spin moves, up throw, and effective [[combo]]s.
Sonic is nearly crippled regarding his [[KO]]ing ability, though, being arguably one of the weakest characters and having few finishers, none of which are particularly effective. Sonic possesses what is considered one of the worst [[moveset]]s, which, outside his [[special move]]s, consists almost entirely of weak moves that either possess little utility or are outclassed by similar moves of other characters. While Sonic's forward smash and back air are fairly strong, those moves, along with the character in general, suffer from generally poor [[reach]], which combined with his lack of a proper [[projectile]] gives him a rather linear approach. Overall, Sonic has average [[matchup]]s, and his [[tournament]] results have been above average.


'''Sonic the Hedgehog''' ({{ja|ソニック・ザ・ヘッジホッグ}}, ''Sonikku za Hejjihoggu'') is a character from SEGA who appears in ''[[Super Smash Bros. Brawl]]'' as one of the two Third-Party characters (the other being [[Snake (SSBB)|Snake]]). Sonic was the first unlockable character to be playable prior to the game's release. He was first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game. A swift character, Sonic [[dash|runs]] at an extremely fast pace that surpasses even [[Captain Falcon (SSBB)|Captain Falcon]]. Sonic dashes so fast that when wearing a [[Bunny Hood]], he can outrace both the [[Big Blue]] track and the water slope on [[Distant Planet]] to the point of [[self-destruct]]ing. Nintendo Power states that since Sonic isn't well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, ''Virtua Fighter''. A majority of Sonic's moves are also influenced by SEGA's ''Sonic The Fighters'' and (to a lesser extent) ''Sonic Battle''.  
==How to unlock==
Complete one of the following:
*Play 300 [[VS. match]]es.
*Complete {{SSBB|Classic Mode}} with 10 different characters.
*Play 10 hours of VS. matches.
*Have Sonic join the player's party in [[The Subspace Emissary]] ([[The Great Maze]]).


Sonic is currently placed 23<sup>rd</sup> on the Brawl tier list due to his excellent speed, good follow up ability, and being unpredictable, allowing him to fare decently against much higher tier characters. However, his low priority, lack of reliable finishing moves, and below-average match-ups puts him in the C tier. Sonic currently holds the record for the biggest tier jump. 8 spots since the second list.
With the exception of the fourth method, Sonic must then be defeated on [[Green Hill Zone]].


==How to Unlock==
Sonic can be unlocked doing these four tasks:
*Play 300 Brawls, then defeat Sonic
*Complete [[Classic Mode]] with 10 characters, then defeat Sonic
*Fight for 10 hours or more (cumulative between multiple players) in Brawls, then defeat Sonic
*Have Sonic join you in the [[Subspace Emissary]]
==Attributes==
==Attributes==
Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed, sixth fastest air speed, and very fast rolls). His dash speed can traverse the entirety of Final Destination in only 55 frames. However, only about half of his moveset has speed to match, none of them being killing moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed helps this problem. His ability to spinshot (hold Side B and release as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his Side B has enough priority that it will clank and cancel out the effects of certain projectiles, such as Snakes C4. His tremendous running speed, combined with his [[Spin Charge]] special, [[Spring Jump]], and down-air give him excellent follow up ability on pretty much every character. Opponents should always expect Sonic to continue his assault should he get a hit or throw in somewhere, even off the edge.  Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as all of his KO moves are unreliable, he has no guaranteed setups to them and he lacks an early KO move. Sonic has only four ways to reliably kill the opponent (backwards and upwards aerial, and side/down smash), all of which have weaknesses that prevent them from being reliable KO moves. All of Sonic's smash attacks have too slow start-up time to be reliable finishers. Sonic's back aerial has great range and extends past his foot during maximum extension, but this range only lasts for fractions of a second, and his up air is situational because the opponent needs to be in the very top of the screen for it to be reliable because it otherwise won't kill until percents as high as 230% when close to the ground. This hinders his ability to finish off opponents, which often is significant in matches. Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery ([[Homing Attack]]) should an opponent be off the stage with him.  The major flaw to his recovery is that if an opponent [[grab release|grab releases]] him after using his Spring Jump, when he escapes he can't use his specials and falls which sometimes can happen if the opponents manages to grab Sonic out of his forward aerial. This can be remedied by using an aerial after the Upair is used in order to avoid or push-back a possible grabbing opponent. Sonic has the ability to wall jump, and on Final Destination can use his Spring Jump underneath the lip, should he be required to, and can wall jump off the small wall portion to make it to the edge.  However, should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge. Sonic also has surprising survivability despite being a middleweight by nature. His DownB and SideB serve as excellent momentum cancel-ers, which when coupled with his ability to recover, can allow him to survive until very high percentages, not as long as the heaviest characters but still fairly long.
Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed by far, third fastest walking speed, sixth fastest air speed, and very fast rolls). However, only about half of his moveset has speed to match, none of them being KO moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed mitigates this problem. His ability to spinshot (holding [[Spin Dash]] and releasing as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his side special can clank and cancel out the effects of certain projectiles, such as {{SSBB|Snake}}'s [[C4]]. His tremendous running speed, his [[Spin Charge]] and [[Spring Jump]] and specials, and [[down air]] give him excellent follow up ability on practically every character.
 
Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as all of his KO moves are unreliable, he has no guaranteed setups to them, and he lacks an early KO move. Sonic has only four ways to reliably KO the opponent (back and up aerial, and forward/down smash), all of which have weaknesses that prevent them from being reliable KO moves. All of Sonic's smash attacks have too much start-up time to be reliable finishers.
 
Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery ([[Homing Attack]]) should an opponent be off the stage with him. Sonic has the ability to wall jump, however; should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge. Sonic also has surprisingly good survivability despite being a middleweight by nature. His down and side specials serve as excellent momentum canceling attacks, which, when coupled with his ability to recover, can allow him to survive until very high percentages, although they are still incomparable to the survivability of characters heavier than him.
 
Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky as well. Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back air, many characters or opponents who focus on ledge-camping (such as {{SSBB|Pit}}) can be caught off guard for either a KO or a tactical advantage. Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing.
 
Sonic has good punishment options. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of how quickly it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes/Charges into a shield, Spin Dash from the ground, and Spin Charge from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.


Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky, as well.  His up-air is quick, good at juggling, and has vertical priority and disjointedness on the second hit, which can out-prioritize virtually any down-air in the game when spaced appropriately (its hitbox extends well past Sonic's feet). His forward-air is instantaneous, its multi-hit properties causes it to be a good shield poker, and it can often be chained into itself to bring opponents off the stage.  Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back-air, many characters or opponents who focus on ledge-camping (such as [[Pit (SSBB)|Pit]]) can be caught off guard for either a kill or a tactical advantage.  Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing.
Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. [[Dash-dancing]] is much less useful in ''Brawl'' than it was in ''[[Melee]]'', but it can be extremely useful for mindgames in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponent. This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of [[fox-trotting]] away from the opponent, then quickly dash-dancing backwards) are particularly effective for this, as they can cause almost immediate turnarounds and then grabs can then be used to punish opponents.


Sonic has good punishment options. His insane speed allows him to techchase effortlessly, follow up with attacks and keep the opponent guessing constantly. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of the speed it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes into a shield, Side B Spin Dash from the ground and Down B Spin Dash from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. His Dthrow is the best example of Sonic's ability to techchase. Sonic can Dthrow, run towards the opponent, wait for their animation to finish and grab them before they have a chance to react, giving Sonic another Dthrow and more damage, though it's also techable. If the move is done consistently, Sonic can techchase his opponent right off the stage at a downward angle and then use his Fair or Bair as edgeguarding tools to keep the opponent from recovering. Because of his incredible recovery, Sonic can afford to edgeguard far off the stage. Sonic's good punishment options come at a price, however. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.
Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Sonic players to this day find it difficult to agree on which matchups are Sonic's worst. Depending on the play-style of the Sonic, he can have a decent matchup against almost any character in the game, even at competitive levels. Because of his prowess for mindgaming and switching up tactics, as well as the inherent strengths and weaknesses to each style of play, some Sonic mains argue that Sonic has no truly disadvantageous matchups as a character, and that his matchups are much more heavily influenced by playstyle than his actual attributes. However, most Sonic mains will agree that he does not have many, if any, truly advantageous matchups.


Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. Dash Dancing is much less useful in Brawl than it was in Melee, but it can be extremely useful for fake-outs in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch him/her off-guard. It is often regarded by Sonic players that it is better to run away from your opponent and run back than to use roll-dodges to avoid opponent. This allows you to avoid damage, not be as easily punished, have more control over your actions, and be able to punish your opponents attacks. Dash Dance Pivots(Foxtrot away from opponent, then quickly dashdance backwards) are particularly effective for this, as they can cause almost immediate turnarounds. Grabs can then be used to punish opponents.
==Moveset==
''For a gallery of Sonic's hitboxes, see [[Sonic (SSBB)/Hitboxes|here]].''
{{MovesetTable
|game=SSBB
|neutralcount=3
|neutralname=P / PP / PPK
|neutral1dmg=2%
|neutral2dmg=2%
|neutral3dmg=3%
|neutraldesc=Punches twice, followed by a side kick. The attack comes from ''Sonic the Fighters''.
|ftiltname=Horse Kick ({{ja|馬キック|Uma Kikku}})
|ftiltdmg=4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs)
|ftiltdesc=Stands on both his hands and performs a horsekick that hits twice. The Horse Kick from ''Sonic the Fighters''.
|utiltname=Double Air Kick ({{ja|ダブルエアキック|Daburu Ea Kikku}})
|utiltdmg=3% (hit 1), 4% (hit 2), 7% (hit 3)
|utiltdesc=Kicks upwards twice, similar to Captain Falcon's up smash. The Skip Kick from ''Sonic the Fighters''.
|dtiltname=Leg Hitter ({{ja|レッグヒッター|Reggu Hittā}})
|dtiltdmg=6%
|dtiltdesc=Sweeps his foot along the ground, similar to the Leg Throw from ''Sonic the Fighters'' and the Foot Sweep attack from ''Sonic the Hedgehog'' (2006). If used repeatedly, it will slowly move Sonic forward.
|dashname=Short Spin Dash ({{ja|ショートスピンダッシュ|Shōto Supin Dasshu}})
|dashdmg=6% (clean), 4% (late)
|dashdesc=Curls into a ball to rush at any opponent in front of him. The attack is similar to the Spin Attack from the ''Sonic the Hedgehog'' games.
|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|fsmashdmg={{ChargedSmashDmgSSBB|14}}
|fsmashdesc=Winds up his fist, then throws a punch forwards. Can be angled up or down. The Wind-Up Punch from ''Sonic the Fighters''. One of his few KO moves.
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}})
|usmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|1}} (hits 2-7), {{ChargedSmashDmgSSBB|3}} (hit 8)
|usmashdesc=Jumps and curls up into a spiky ball, hitting multiple times.
|dsmashname=Spiral Spin ({{ja|スパイラルスピン|Supairaru Supin}})
|dsmashdmg={{ChargedSmashDmgSSBB|12}} (early), {{ChargedSmashDmgSSBB|9}} (clean), {{ChargedSmashDmgSSBB|7}} (mid), {{ChargedSmashDmgSSBB|5}} (late)
|dsmashdesc=Spin dashes back and forth over a short distance. The Dizzy Spin from ''Sonic the Fighters''.
|nairname=Air Spin ({{ja|エアスピン|Ea Supin}})
|nairdmg=11% (early), 8% (mid), 5% (late)
|nairdesc=Curls up into a ball and moves in several circles. The Air Spin from ''Sonic the Fighters''. A fairly standard neutral aerial having decent startup and landing lag, as well as a long duration. It is not very powerful however and it has high ending lag along with a poor auto-cancel window.
|fairname=Sonic Turn ({{ja|ソニックターン|Sonikku Tān}})
|fairdmg=1-2% (hits 1-5), 4% (hit 6)
|fairdesc=Spins in a horizontal corkscrew, drilling with his head. The Emerald Dive from ''Sonic the Fighters''. It is a multi hit attack with low startup and ending lag, making it a decent multi hit. It does have high ending lag however and opponents can escape from it, limiting its use at high level play.
|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|bairdmg=13% (clean), 9% (late)
|bairdesc=A backwards roundhouse kick. It has high startup lag but it has decent range, power and very low landing lag, making it a solid spacing and KO move overall.
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairdmg=3% (hit 1), 6% (hit 2)
|uairdesc=An upwards scissors kick. The first hit deals low knockback which links onto the second hit. The move is not super reliable but it does have a very generous auto-cancel window, which can make it completely safe on shield.
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairdmg=8% (clean), 7% (late)
|dairdesc=Sonic stalls for a brief moment, then shoots downwards foot first. A [[stall-then-fall]] move with a very generous late auto-cancel window and very low ending lag, making it surprisingly safe for a stall then fall. It is not very strong however. The attack works like the Stomp Dive from ''Sonic the Fighters'', but resembles the Sonic Rocket from ''Sonic Battle''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=&nbsp; Sonic clinches his hands. His standing grab is fast but all of his grabs have short range, with his pivot grab especially having rather poor range for a pivot grab.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=3%
|pummeldesc=Knees the opponent. It is decently quick and deals high damage, making it a very solid pummel.
|fthrowname=Close Kick ({{ja|クローズキック|Kurōsu Kikku}})
|fthrowdmg=3% (hit 1), 6% (throw)
|fthrowdesc=Attacks the foe with a high kick. The attack resembles the Top Kick from ''Sonic Battle''.
|bthrowname=Spin Throw ({{ja|スピンスルー|Spin Surū}})
|bthrowdmg=8%
|bthrowdesc=Does a back flip while spinning and then slams on the ground, sending the opponent backwards with decent knockback.
|uthrowname=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}})
|uthrowdmg=3% (hit 1), 9% (throw)
|uthrowdesc=Throws the opponent up and sharpens his spikes, which then prick the opponent.
|dthrowname=Spinning Gear ({{ja|スピニングギア|Supinning Gia}})
|dthrowdmg=1% (hits 1-3), 5% (throw)
|dthrowdesc=Pins the enemy down, then Spin Dashes into them. The Double Spin from ''Sonic the Fighters''.
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Does a spinball sweep. It is a rather unique floor attack.
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdesc=Does a quick foot sweep.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Does a spin kick while getting up.
|edgefname=&nbsp;
|edgefdmg=8%
|edgefdesc=Gets up onto the stage with a spinball attack. This attack resembles his cliffhanger flip attack from ''Sonic the Hedgehog Spinball''.
|edgesname=&nbsp;
|edgesdmg=6% (hit 1), 7% (hit 2)
|edgesdesc=Slowly gets up and kicks twice. The only edge attack move that can hit twice.
|nsname=Homing Attack
|nsdmg=8%
|nsdesc=Curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them.
|ssname=Spin Dash
|ssdmg=7-10% (dash), 5% (initial jump), 7% (jump)
|ssdesc=Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. Easily combos into one of Sonic's aerial attacks.
|usname=Spring Jump
|usdmg=4%
|usdesc=Pulls out a spring from the ''Sonic the Hedgehog'' games and uses it to leap into the air. The spring acts as a projectile when used in the air.
|dsname=Spin Charge
|dsdmg= 4-11% (dash), 7% (jump)
|dsdesc=Works like Spin Dash, except there is no hop, and the player must repeatedly press the [[B button]] in order to charge it.
|fsname=Super Sonic
|fsdmg=18% (startup & ram), 13% (idle)
|fsdesc=Transforms into Super Sonic, from the ''Sonic the Hedgehog'' games. The player can use the [[control stick]] or other movement buttons to make him fly in any direction they choose and ram into other foes. The transformation lasts for about 15 seconds.
}}


Sonic can also use a variety of methods to dash or cancel his dashes for fakeouts. Most of these are universal techniques that are more useful sonic than for other characters. Among these are foxtrots, dash pivot(turnaround animation) cancels, dash dance pivots, dash dancing, reverse aerial rushes, shield cancelling dashes, as well as using Side-B to cancel dashes and foxtrots(which normally cannot be shield cancelled). Foxtrots can be chained together(traveling at almost normal running speed) or into a smash attack, and can be cancelled using SideB. They can also be done in different lengths, and turned into dash dance pivots for avoiding attacks and punishing. The turnaround animation during a dash can be cancelled into any attack, often proving invaluable as a fakeout into a killing move for Sonic, as it appears he is going to run the other direction while he is really going to attack, but it shouldn't be relied too match because all of his KO moves can be reacted and shielded. SideB can be used to instantly change the momentum of Sonic's run, and it can be shield-cancelled for defensive or fakeout purposes, or offensively to combine into grabs. If Sonic does a regular shield cancel to his dash, he will quickly slide a few feet forward, auseful technique for grabbing, as it allows Sonic to shield long range attacks, slide in, and then grab his opponent when otherwise he wouldnt be able to do to the lackluster range on it. Spacing is also key, as Sonic can often dash in and grab an opponent before an attacks start-up animation is even done, and is the only character that can run in between Olimar's grabs. Mastering Sonic's dash will maximize the player's mindgaming ability and allow for excellent punishing.
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 95
|rweight    = 19
|dash       = 1.5
|rdash      = 14-21
|run        = 3.5
|rrun      = 1
|walk      = 1.4
|rwalk      = 3
|trac      = 0.07
|rtrac      = 3-6
|airfric    = 0.01
|rairfric  = 17-21
|air        = 1.1092
|rair      = 6
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.04
|raddaccel  = 31-35
|gravity    = 0.085
|rgravity  = 15-16
|fall      = 1.45
|rfall      = 14
|ff        = 2
|rff        = 16
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 34.09444853
|rjumpheight= 17
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


His primary form of damage comes from combining his two different dashing specials, [[Spin Dash]] and [[Spin Charge]], with his grab.  Mixing up these maneuvers makes for a speedy, unpredictable Sonic, and the damage accumulated by hitting with these techniques can be tremendous. What significantly hurts his offensive game is that his overall priority is one of the lowest in the game. Athough this is masked by his fast attack speed, even his fastest attacks are still very vulnerable to long lasting hitboxes. Spin Charge is more offensive in nature, requiring button presses to rev up and going straight forward on release, making it the easier of the two to obtain max attacking speed.  It's also effective when used just slightly above the stage, as slamming into the opponent from the air yields two hitboxes, combined with the rolling and jumping hits Sonic can obtain once back on the ground.  Spin Dash, on the other hand, is defensive in that it can be shield-canceled in the first second or so of holding B to charge, making it great for fakeouts to shield-grabs, and upon release has a little hop that can be immediately jumped out of for a follow-up aerial. The hop itself has roughly five frames of invincibility, and if performed up a steep enough hill, the entire dash along the ground will be an invincible attack.  Spin Dash is also useful for recovery provided the second jump is still in reserve, and those with excellent timing can even return to the stage immediately upon leaving it with Spin Dash, rolling forward along the ground towards the opponent.
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Sonic English Announcer SSBB.wav|English/Japanese
</gallery>


Sonics matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Sonic players to this day find it difficult to agree on which matchups are Sonic's worst. Depending on the play-style of the Sonic, he can have a decent matchup against almost any character in the game, even at competitive levels. Because of his prowess for mindgaming and switching up tactics, as well as the inherent strengths and weaknesses to each style of play, some Sonic's argue that Sonic has no truly disavantageous matchup as a character, and that matchups are much more heavily influenced by playstyle than Sonic's actual attributes. However, most Sonics will agree he does not have many, if any, truly advantageous matchups.
===[[Wii Remote selection sound]]===
{{SelectSound|char=Sonic|desc=The score tally from most ''Sonic'' games since ''Sonic the Hedgehog''.}}


===Moveset===
===[[On-screen appearance]]===
==== Ground Attacks ====
{{Appearance
=====Normal=====
|desc=Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
* Neutral Attack - A left-handed punch, then a right-handed punch, then finally a side kick with the left leg. 7% damage.
|char=Sonic
* Dash Attack - Rolls into a ball to hit anyone in his way, similar to when you press down while running in most Sonic games. 6% damage.  Difficult to punish, even when shielded.
|game=SSBB}}
* Strong Side - Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's F-Tilt in Melee). 11% damage, in two hits.  Decent in-close defensive move.
* Strong Up - Kicks upward which hits two times (appearance comparable to C. Falcon's Up Smash).  Decent knockback. 14 damage if both hits connect(7% per hit).
* Strong Down - Foot sweep (appearance and knockback comparable to Sheik's D-Tilt in Melee). 6% damage.  Can trip at tip, be used to [[crawling#List of pseudo-crawling characters|pseudo-crawl]], and/or combine with itself or other attacks well at early percents due to [[IASA]] frames.


=====Smash=====
===[[Taunt]]s===
* Side Smash - Winds up his arm during the charge and attacks with a slow punch and yells "GO!". It has good knockback, but poor range and slow speed hinder it to be reliable. 14-19% damage. Can be angled.  Tip of fist has high enough priority to clank with swords, and can punch through [[Meta-Knight]]'s [[Mach Tornado]].
{{Taunt/SSBB
* Up Smash - Sonic does a short jump and hangs at its apex for a bit doing a spin.  Enemies that get hit are caught into this attack, and gets hit multiple times until the final hit, which does low knockback.  Horrid lag time makes it very punishable. On the upside, it has a somewhat unpredictable nature if dashing and [[C-stick]]ing from long-range due to Sonic's speed, which works great to land in a hit from a distance. Has minor meteor smashing properties towards the back of the move on around the 6th-7th hit. This attack is not recommended to use as a KO move due to its awful knockback, but if used effectively, it works well as a damage builder. 14-20% damage if all hits connect, which doesn't happen as often as Sonic players might like.  
|char=Sonic
* Down Smash - Spin Dashes back and forth over a short distance around him.  It has good knockback, and decent range, but its slow start-up prevents it from being a reliable finisher. 12-19% damage.  Presents a moving hurtbox for Sonic, and works well on opponents descending onto Sonic.  Possesses three hitboxes, 1st with good knockback and the last hit having no KO power.
|desc-up=Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
|desc-side=Does a figure-eight peelout dash, similar to the Super Peel Out technique from ''Sonic the Hedgehog CD'', saying "You're too slow!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!'') in a teasing manner.
|desc-down=Says "C'mon, step it up!" while performing a windmill, similar to his victory animation in ''Sonic Advance 3''. In Japanese, he just says "Come on."}}


=====Other=====
===[[Idle pose]]s===
* Ledge Attack - Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward. 8% damage. This attack resembles his 'cliffhanger flip' attack in Sonic Spinball.  
{{Idle
* 100% Ledge Attack - Sticks out foot then the other while on his back, two consecutive hits. 13% damage.
|desc-1=Looks at the camera while tapping his foot impatiently. This is a reference to his idle animation from the classic ''Sonic the Hedgehog'' games for the Sega Genesis.
* Floor Attack - Quick foot sweep, hits both sides. 6% damage.
|desc-2=Turns towards/away from the player, waving his finger in a patronizing manner while grinning. This is the same as the final part of his promotion video on the DOJO website before he takes off. This is similar to an animation he performs after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3'', as well as a similar pose to key art in ''Sonic the Hedgehog''.
|image-1=Sonic Idle Pose 2 Brawl.png
|image-2=SonicIdle.png}}


=== Aerial Attacks ===
===[[Crowd cheer]]===
* Neutral Aerial - Spins in place. Properties are similar to the properties of the [[Sex Kick]]. Low priority. This attack is more effective as a short hop aerial as opposed to high in the air, because its long animation can be punished easily. This move  looks similar to his basic jump, which may be referencing the fact that in the classic Sonic games, Sonic only needed to jump in order to damage an enemy.  Since jumping cannot damage in Brawl, this move simply accentuates his spinning motion to turn it into an attack that looks similar to his jump. 11% damage.
{{Crowd
* Forward Aerial - Drills at the enemy head first rotating his body, delivering multiple hits. Similar to Pikachu's/Falco's f-air.Below-average knockback, but is an excellent follow-up move out of throws and easy to follow-up on. Instantaneous start-up. Can also be effective when trying to gimp recoveries. Up to 13% damage. The player should be careful using it too close to the ground as it has terrible lag should Sonic touch the ground before he finishes the attack.
|char=Sonic
* Back Aerial - Kicks behind him (appearance and knockback comparable to Samus's B-Air). One of Sonic's best killing moves, however it's too slow and has too low range to be a reliable KO move. 14% damage.
|game=Brawl
* Up Aerial - A flip kick. First he splits his legs apart and out (capable of hitting enemies a bit to his sides) doing no significant knockback. Then he kicks up, knocking his opponents up with decent knockback. 9% damage. Good for juggling out of spin dash moves at early-mid percents. Using it in conjunction with Sonic's Spring Jump is a common KO strategy for Sonic; its meager knockback requires Sonic to hit opponents with his Up Aerial at a high altitude to land a KO, which he can attain using the Spring Jump. Has the most priority of any of Sonic's attacks. It can be used from the ground as well as the air to hit opponents. Its lag is minimal, even when landing on the ground Sonic doesn't suffer any lag and can follow through with another Uair. 
|desc-us=Go Go So-nic!
* Down Aerial - A [[Stall-Then-Fall]] aerial. Sonic stalls for a brief moment, then shoots downwards foot first. Appearance is comparable to [[Ganondorf (SSBB)|Ganondorf's]] [[Wizard's Foot]]. This attack does not continue downwards until landing (although it does go down very far before stopping), but after some frames it can be cancelled with a [[Spring Jump]]. When used with a short hop, the attack gives Sonic the appearance of stomping. It has a good amount of lag when hitting the ground if not performed from high enough. Knockback is either diagonally vertical, or slightly down and horizontal at onset of move. 8% damage.
|desc-jp=Go Go So-nic!
|pitch-us=Group chant
|pitch-jp=Group chant}}


=== Grabs and Throws ===
===[[Victory pose]]s===
* Pummel - Knees the opponent. 3% damage. One of the fastest pummels in the game
{{Victory/SSBB
* Forward Throw - Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up-Air juggles, but it can be heavily DI'ed backwards. 9% damage.
|victory-theme=SonicTheme.ogg
* Back Throw - Does a back flip while spinning (and while holding the opponent) and slams them on the ground, sending them backwards with okay knockback. Appearance is similar to Pikachu's back throw in Melee. 8% damage.
|victory-desc=The "Mission Clear" theme from the 2006 game ''[[wikipedia:Sonic the Hedgehog (2006 video game)|Sonic the Hedgehog]]''. This is the only victory theme in ''Brawl'' to be ripped straight from another game.
* Up Throw - Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is shot upwards and at an angle. 12% damage in two quick hits.  Excellent juggle early on, and great for follow-ups with Spring Jump later, though advanced players will horizontally DI. This throw is one of the most damaging in the game percentage wise, and its knockback can KO lightweights at high percents.
|desc-1=He spins once and poses while holding the blue [[Chaos Emerald]] in his hand, and says "Too easy! Piece of cake!" {{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}} (''A piece of cake! An easy win!''). The Japanese line originates from ''Sonic Adventure 2'', where Sonic says it after getting a B-rank in a stage, whereas the English line originates from ''Sonic Heroes''.
* Down Throw - Throws them down and spins on them (similar to Jigglypuff's down throw but not quite the same), then knocks them a bit forward against the stage. Does a good amount of damage but has set horizontal knockback. 8% damage.  Great for tech chasing or for getting opponents off the edge.
|desc-2=Runs off the screen, screeches back, and gives a thumbs-up, and says "Sonic's the name, speed's my game!" {{ja|モタモタしてると置いてくぜ!|Motamota shiteru to oite ku ze!}} (''Lag behind and get left behind!'') It highly resembles the SEGA start-up from ''Sonic the Hedgehog 2''.
|desc-3=He break-dances and then does a pose with his fist, and says "Hey, we should do this again sometime!" {{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}} (''Hey guys! I'll play again next time!'') Though retranslated, the line is taken from ''Sonic Adventure'', where Sonic says it after defeating certain bosses such as Chaos 0.
|char=Sonic}}


===Special Moves===
==In [[competitive play]]==
{{specialmoves|Homing Attack|Spin Dash|Spring Jump|Spin Charge|Super Sonic|Sonic}}
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Sonic players (SSBB)]]''
*{{Sm|6WX|USA}} - 3rd at Glitch 2
*{{Sm|BAM|USA}} - Beat mikeHAZE, Rich Brown, and Falln
*{{Sm|Canpy|Japan}} - Best Sonic in Japan, placed 49th at [[Sun Rise Tournament]]
*{{Sm|Espy|USA}} - Best Sonic in the World
*{{Sm|Meekspeedy|Canada}} - Top Canadian Sonic main. 4th at GOML 2017
*{{Sm|StaticManny|USA}} - Placed top 64 at Apex 2014, beat DEHF
*{{Sm|Tesh|USA}} - Beat ALSM, Illmatic, Denti, Xyro, Gnes, X, Razer, and Trela
*{{Sm|True Blue|USA}} - Best Sonic in Florida
*{{Sm|Wonf|Mexico}} - Best Mexican Sonic main
*{{Sm|X|USA}} - 6th at MLG Dallas


===[[Taunt]]s===
===Tier placement and history===
Around the beginning of ''Brawl''{{'}}s competitive life, Sonic was considered a non-viable low tier by the majority of players, due to his terrible KOing power, poor moveset (with his attacks generally having low damage output, mediocre frame data, and having rather small and/or poor hitboxes), and perceived "low [[priority]]". At that time, he was ranked as low as 33rd on the first tier list (September 2008), and on the second tier list was viewed hardly any better, being ranked 31st and still in low tier (January 2009). However, dedicated Sonic players at the time were vocal about the community underrating Sonic, as Sonic possessed such an extreme mobility advantage over the rest of the cast, and both [[Spin Dash]] and [[Spin Charge]] allowed Sonic to control the [[neutral game]] against most of the cast, while abuse of those moves made it very difficult to land good hits on Sonic. Additionally, due to how effectively Sonic could run away from opponents and how difficult it was to hit him, Sonic players learned that [[camp]]ing for time out wins was a viable strategy. By abusing these strengths, Sonic players would end up proving the community perception wrong and started placing much more favorably in tournaments; this caused Sonic to jump up eight places to 23rd in mid tier on the third tier list (June 2009), which is the biggest tier list jump in the history of ''Brawl'', tied with {{SSBB|Olimar}} from the first to second lists.


'''Up''': Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
While Sonic would drop mildly to 25th and 24th on the fourth (February 2010) and fifth tier lists (September 2010) respectively, near the end of 2010 Sonic players would achieve their best performance yet, with {{Sm|Espy}} and {{Sm|X}} placing 5th and 6th respectively at [[MLG Dallas 2010]], the final [[MLG]] ''Brawl'' event. Besides being the best placings Sonic achieved at a ''Brawl'' major, it was one of the best performances of any player using a mid-tier tier character in ''Brawl''{{'}}s history. As a result of these performances and other solid results, Sonic would rise to 22nd in solid mid tier on the sixth tier list (July 2011), where Sonic would remain for the rest of ''Brawl''{{'}}s competitive life. The placings at MLG Dallas would prove to be an anomaly, as no Sonic player would ever again come close to top 8 at a ''Brawl'' major (other than X playing 5th at [[Winter Game Fest VI]]), with Sonic's aforementioned flaws keeping him from being truly viable at a top level, though a Sonic player or two making it into the top 64 at large majors and top 32 at smaller majors would remain a common sight for the rest of ''Brawl''{{'}}s competitive life.
'''Side''': Does a figure eight peelout dash, saying "You're too slow!" in a teasing manner.  


'''Down''': Says: "C'mon, step it up!" while breakdancing.
==Role in [[The Subspace Emissary]]==
[[File:SubspaceIntro-Sonic.png|thumb|250px|Sonic in ''[[SSE]]''.]]
Sonic does not appear in The Subspace Emissary until the final battle with [[Tabuu]], but unlike the secret characters ({{SSBB|Jigglypuff}}, {{SSBB|Toon Link}} and {{SSBB|Wolf}}), Sonic can be chosen to fight Tabuu after [[The Great Maze]].


==In competitive play==
When the fighters reach Tabuu, he prepares his [[Off Waves]], which had already reduced most of them to trophy forms when they first opposed him. Just as he is about to release the attack, a blue blur rams into both of Tabuu's wings, shattering them. As the blue blur jumps up on a peak, it reveals itself to be Sonic. While he taunts, Tabuu's wings break apart as the fighters make their final stand against the villain.
{{SSBBMatchupTable|sonic=yes|}}


It is commonly believed that Sonic's minor role in the mode is due to the fact that he was added to ''Brawl''{{'}}s roster so late in development in 2007.


==Role in [[Adventure Mode: The Subspace Emissary|Subspace Emissary]]==
===Exclusive [[sticker]]s===
[[Image:Sonic Subspace Emissary.jpg|thumb|300px|Sonic in the ''[[SSE]]'']]
* '''Amy Rose''': [Leg] Attack +14
Sonic does not appear in the Subspace Emissary until the final battle with Tabuu, but unlike the secret characters ([[Wolf (SSBB)|Wolf]], [[Jigglypuff (SSBB)| Jigglypuff]], and [[Toon Link (SSBB)| Toon Link]]), Sonic can be chosen to fight [[Tabuu]] after [[The Great Maze]]. When every fighter reaches Tabuu, he prepares his [[Off Waves]], which had already turned every character into a trophy once before. As soon as he's about to release the attack, a blue blur rams into both of Tabuu's wings, weakening the attack. As the blue blur jumps up on a peak, he reveals himself to be Sonic. While he taunts, Tabuu's wings break apart, and then six fighters are selected to fight Tabuu in the final battle. Sonic's late role in the adventure mode is possibly a reference to the fact that he was added to Brawl's roster late in 2007.
* '''Classic Sonic JP Ver.''': [Arm] Attack +21
===Exclusive Stickers===
* '''Amy Rose''': [Leg] Attack +14  
* '''Classic Sonic JP Ver.''': [Arm] Attack +21  
* '''Classic Sonic US Ver.''': [Throwing] Attack +20
* '''Classic Sonic US Ver.''': [Throwing] Attack +20
* '''Dr. Eggman''': Launch Resistance +39
* '''Dr. Eggman''': Launch Resistance +39
Line 97: Line 257:
* '''Jet The Hawk''': [Leg] Attack +17
* '''Jet The Hawk''': [Leg] Attack +17
* '''Knuckles The Echidna''': [Electric] Resistance +23
* '''Knuckles The Echidna''': [Electric] Resistance +23
* '''Shadow The Hedgehog''': [Specials: Direct] Attack +20  
* '''Shadow The Hedgehog''': [Specials: Direct] Attack +20
* '''Silver the Hedgehog''': Launch Power +49  
* '''Silver The Hedgehog''': Launch Power +49
* '''Sonic the Hedgehog''': [Body, Spin] Attack +32
* '''Sonic The Hedgehog''': [Body, Spin] Attack +32
* '''Super Sonic''': [Electric] Resistance +27
* '''Super Sonic''': [Electric] Resistance +27
* '''Wave the Swallow''': [Arm] Attack +19
* '''Wave The Swallow''': [Arm] Attack +19
 
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Sonic can appear as an opponent in Stage 10 if he has been unlocked on [[Green Hill Zone]]. Sonic can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 10.
 
===[[All-Star Mode]]===
In All-Star Mode, Sonic is fought in Stage 14 on [[Green Hill Zone]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 30: Sonic Boom]]''': Sonic must defeat 15 other Sonics on the [[Green Hill Zone]] stage.
*'''[[Event 39: All-Star Battle x2]]''': Sonic is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|R.O.B.}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, and {{SSBB|Wolf}}.
*'''[[Event 41: The FINAL Final Battle]]''': The player must defeat Sonic along with Snake and a giant {{SSBB|Mario}} on {{SSBB|Final Destination}}.
 
====Co-Op Events====
*'''[[Co-Op Event 17: Sonic and Mario]]''': Sonic and Mario must defeat 3 other Sonics and 3 other Marios on the [[Green Hill Zone]] stage.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Sonic Congratulations Screen Classic Mode Brawl.png|Classic Mode
Sonic Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Sonic's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Sonic.
 
{{Trophy/Fighter
|name=Sonic the Hedgehog
|image=Sonic the Hedgehog - Brawl Trophy.png
|mode=Classic
|desc-ntsc=The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.
|desc-pal=The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, golden Super Sonic.
|gamelist={{Trophy games|game1=SONIC THE HEDGEHOG (1991)|console2=Wii|game2=Sonic and the Secret Rings}}
|game=Brawl
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Super Sonic
|image=Super Sonic - Brawl Trophy.png
|desc=Sonic's Final Smash. The Chaos Emeralds give energy to all living things, and Sonic's gathered all seven of them, then used their power to transform into Super Sonic. His abilities in this form far surpass his normal ones, and he's even able to fly. He uses a lot of energy in this form, so he can only remain in it for a short time.
|gamelist={{Trophy games|game1=SONIC THE HEDGEHOG 2|console2=Wii|game2=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}
 
==[[Alternate costume (SSBB)#Sonic|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=5|[[File:Sonic Palette (SSBB).png]]
|-
|{{Head|Sonic|g=SSBB|s=25px}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Black}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Yellow}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Green}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Red}}
|}


==[[Palette swap (SSBB)#Sonic|Palette Swaps]]==
==[[List of Super Smash Bros. Brawl trailers#Sonic Reveal Trailer|Reveal trailer]]==
[[Image:Alt-sonic.jpg|frame|center|Sonic's Palette Swaps]]
{{#widget:YouTube|id=8PgxEQuFp2c}}


== Trivia==
==Gallery==
*Along with [[Zero Suit Samus (SSBB)|Zero Suit Samus]], [[Sheik (SSBB)|Sheik]] and [[Squirtle (SSBB)|Squirtle]], Sonic is one of the only characters to not be seen in trophy form during the Subspace Emissary, due to his late appearance. Coincidentally, all four of these characters' names begin with the letter 'S'.
<gallery>
*Sonic, [[Link]], [[Donkey Kong]], and [[Solid Snake|Snake]] are the only characters to be playable in a fighting game other than the Smash Bros. series; Sonic appeared in ''Sonic the Fighters'' and ''Sonic Battle'', Link appeared in the GameCube version of ''Soul Calibur II'', Donkey Kong was a secret character in ''Punch-Out!!'' for the Wii, and Snake appeared in ''Dream Mix TV: World Fighters''.
SSBBDojoSonic1.jpg|Using his [[forward smash]] near {{SSBB|Link}} on [[Skyworld]].
*With the most recent Brawl Tier list update, Sonic moved up 8 places from 31 to 23, making Sonic's tier placement the largest increase ever achieved in ''Smash Bros.'' history.
Sonic Shadow Moses Island.jpg|[[Taunt]]ing on [[Shadow Moses Island]].
*Similar to [[Ike]]'s victory animations, Sonic's "You're too slow!" taunt has been ridiculed in machinimas and flash animation all over the internet, mainly because most players find it annoying.
Sonic Brawl BOE.jpg|Posing on [[Bridge of Eldin]].
*Sonic's cheer might be partly inspired by the lyrics to the theme song of the anime ''Sonic X''.
SSBBDojoSonic4.jpg|Using his [[down aerial]] near {{SSBB|Mario}} on [[Lylat Cruise]].
*Sonic the Hedgehog was statistically the most anticipated character for ''Super Smash Bros. Brawl''.
Homing attack 1.jpg|Sonic using Homing Attack.
Spin Dash.jpg|Sonic using Spin Dash in ''Brawl''.
Spin Dash2.jpg|Spin Dash being used to jump and attack {{SSBB|Mario}}.
Spring Jump SSBB.jpg|Sonic using Spring Jump in [[Brawl]].
Spring Jump Mario SSBB.jpg|{{SSBB|Mario}} bouncing on Sonic's Spring.
Sonic charge.jpg|The Spin Charge in ''Super Smash Bros. Brawl''.
Super Sonic.jpg|Super Sonic in ''Super Smash Bros. Brawl''.
</gallery>
 
==Trivia==
*Sonic dashes so fast that, when wearing a [[Bunny Hood]], he can outrace both the [[Big Blue]] track and the water slope on [[Distant Planet]] to the point of [[self-destruct]]ing. Also, if Sonic has a Bunny Hood, [[Superspicy Curry]] and a pair of [[Super Mushroom]]s, he can even outrun the iceberg on [[Summit]].
**He is also the only character that has faster dash speed than {{SSBB|Captain Falcon}} without any moves, as [[Wario-Man]] is a Final Smash.
*Along with {{SSBB|Zero Suit Samus}}, {{SSBB|Sheik}} and {{SSBB|Squirtle}}, Sonic is one of the only characters to not be seen in trophy form during The Subspace Emissary, due to his late appearance.
**Sonic is the only one of the four who is not part of a transformation gimmick, making Sonic the only standalone character who is not seen as a trophy and the only one who can use his default costume in team battles.
*In the video game convention E for All, Sonic was the only unlockable character to be playable in the demo.
*In the video game convention E for All, Sonic was the only unlockable character to be playable in the demo.
*Near the end of [[Adventure Mode: The Subspace Emissary|The Subspace Emissary]], Sonic suddenly appears, seemingly from nowhere, and with no explanation provided of how he got there. There are speculations claiming Sonic was put so late in the game due to his late installation in the game itself.
*Even though Sonic is usually known for not being able to swim, he is able to swim in Super Smash Bros. Brawl.
*Sonic is the only unlockable character in ''Super Smash Bros. Brawl'' who has four, rather than three, unlock methods.
*Sonic is the only unlockable character in ''Super Smash Bros. Brawl'' who has four, rather than three, unlock methods.
*Sonic and Zero Suit Samus are the only characters not fought in any form in The Subspace Emissary.
*Sonic is the only non-{{uv|Pokémon}} character to have less than six palette swaps.
*Sonic is the first character to have his [[victory theme]] ripped directly from a non-''Smash'' game. He would later be joined by {{SSBU|Joker}}, {{SSBU|Steve}} and {{SSBU|Sephiroth}} in ''Ultimate''.
*This is Sonic's only playable appearance in the series where he does not have Spanish, French, German or Italian voice acting.
*Sonic and {{SSBB|Snake}}'s fighter [[trophies]] are the only ones in ''Brawl'' to use the fighters' full names as the titles (Sonic the Hedgehog and Solid Snake respectively).


== External links==
==External links==
*[http://www.smashbros.com/en_us/characters/sonic.html Sonic's page on the Smash Bros. DOJO!!]
*[http://www.smashbros.com/wii/en_us/characters/sonic.html Sonic's page on the Smash Bros. DOJO!!]
*[http://gamevideos.com/video/id/15372 A video demonstration of Sonic against Link]
*[http://gamevideos.com/video/id/15372 A video demonstration of Sonic against Link]
*[http://www.youtube.com/watch?v=w8LQjYjP5kQ&eurl=http://supersmashbros.ign.com/articles/features/497/The-Origin-of-Sonics-Moveset The Origin of Sonic's Moveset]
*[http://www.youtube.com/watch?v=w8LQjYjP5kQ The Origin of Sonic's Moveset]
*[http://www.smashboards.com/showthread.php?t=190101 Sonic Character Guide at SWF]
*[http://www.smashboards.com/showthread.php?t=190101 Sonic Character Guide on SmashBoards]
 
*[http://www.youtube.com/watch?v=4KyZgMWOfs8 Sonic's hitbox size of each of his moves]


{{SSBBCharacters}}
{{SSBBCharacters}}
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{{Sonic universe}}
[[Category:Characters (SSBB)]]
[[Category:Sonic (SSBB)| ]]
[[Category:Trophies]]
[[Category:Third-party characters]]
[[Category:Trophies (SSBB)]]
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[[Category:Sonic Trophies]]
[[es:Sonic (SSBU)]]
[[Category:Sonic the Hedgehog universe]]

Latest revision as of 22:13, November 9, 2024

This article is about Sonic's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Sonic the Hedgehog.
Sonic
in Super Smash Bros. Brawl
Sonic SSBB.jpg
SonicSymbol.svg
Universe Sonic the Hedgehog
Other playable appearances in SSB4
in Ultimate

Availability Unlockable
Final Smash Super Sonic
Tier D (22)
Sonic (SSBB)

Sonic (ソニック, Sonic) is a character from SEGA who appears in Super Smash Bros. Brawl as one of the two third-party characters (the other being Snake from Konami). Sonic was the first unlockable character to be playable prior to the game's release, first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game on October 10. A swift character, Sonic runs at an extremely fast pace that surpasses even Captain Falcon. Nintendo Power states that since Sonic is not well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, Virtua Fighter. A majority of Sonic's moves are also influenced by SEGA's Sonic the Fighters and (to a much lesser extent) Sonic Battle. Sonic is voiced by Jason Griffith in English, reprising his role from both the Sonic X anime and in the games from Shadow the Hedgehog and Sonic Rush up to Sonic & Sega All-Stars Racing, and by Jun'ichi Kanemaru in Japanese, reprising his role from Sonic Adventure onward.

Sonic is placed at 22nd on the Brawl tier list in the middle tier, which is his worst placement in the series. Sonic is most known for his incredible movement speed, possessing by far the fastest dashing speed, as well as among the fastest walking and air speeds. His movement is boosted farther by his Spin Dash and Spin Charge moves, which allow him to rip across the stage at incredible speed while simultaneously attacking and/or jumping. The aforementioned Spin moves give Sonic a plethora of options to attack and confound the opponent, which can make it incredibly difficult to hit Sonic, while also aiding Sonic's ability to time out opponents. Additionally, Sonic possesses one of the best recoveries, which contains many options, while gaining great distance and generally making it difficult to edgeguard Sonic. Sonic also possesses an effective grab and throw game, and generally great damage racking abilities from his Spin moves, up throw, and effective combos.

Sonic is nearly crippled regarding his KOing ability, though, being arguably one of the weakest characters and having few finishers, none of which are particularly effective. Sonic possesses what is considered one of the worst movesets, which, outside his special moves, consists almost entirely of weak moves that either possess little utility or are outclassed by similar moves of other characters. While Sonic's forward smash and back air are fairly strong, those moves, along with the character in general, suffer from generally poor reach, which combined with his lack of a proper projectile gives him a rather linear approach. Overall, Sonic has average matchups, and his tournament results have been above average.

How to unlock[edit]

Complete one of the following:

With the exception of the fourth method, Sonic must then be defeated on Green Hill Zone.

Attributes[edit]

Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed by far, third fastest walking speed, sixth fastest air speed, and very fast rolls). However, only about half of his moveset has speed to match, none of them being KO moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed mitigates this problem. His ability to spinshot (holding Spin Dash and releasing as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his side special can clank and cancel out the effects of certain projectiles, such as Snake's C4. His tremendous running speed, his Spin Charge and Spring Jump and specials, and down air give him excellent follow up ability on practically every character.

Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as all of his KO moves are unreliable, he has no guaranteed setups to them, and he lacks an early KO move. Sonic has only four ways to reliably KO the opponent (back and up aerial, and forward/down smash), all of which have weaknesses that prevent them from being reliable KO moves. All of Sonic's smash attacks have too much start-up time to be reliable finishers.

Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery (Homing Attack) should an opponent be off the stage with him. Sonic has the ability to wall jump, however; should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge. Sonic also has surprisingly good survivability despite being a middleweight by nature. His down and side specials serve as excellent momentum canceling attacks, which, when coupled with his ability to recover, can allow him to survive until very high percentages, although they are still incomparable to the survivability of characters heavier than him.

Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky as well. Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back air, many characters or opponents who focus on ledge-camping (such as Pit) can be caught off guard for either a KO or a tactical advantage. Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing.

Sonic has good punishment options. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of how quickly it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes/Charges into a shield, Spin Dash from the ground, and Spin Charge from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.

Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. Dash-dancing is much less useful in Brawl than it was in Melee, but it can be extremely useful for mindgames in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponent. This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backwards) are particularly effective for this, as they can cause almost immediate turnarounds and then grabs can then be used to punish opponents.

Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Sonic players to this day find it difficult to agree on which matchups are Sonic's worst. Depending on the play-style of the Sonic, he can have a decent matchup against almost any character in the game, even at competitive levels. Because of his prowess for mindgaming and switching up tactics, as well as the inherent strengths and weaknesses to each style of play, some Sonic mains argue that Sonic has no truly disadvantageous matchups as a character, and that his matchups are much more heavily influenced by playstyle than his actual attributes. However, most Sonic mains will agree that he does not have many, if any, truly advantageous matchups.

Moveset[edit]

For a gallery of Sonic's hitboxes, see here.

  Name Damage Description
Neutral attack P / PP / PPK 2% Punches twice, followed by a side kick. The attack comes from Sonic the Fighters.
2%
3%
Forward tilt Horse Kick (馬キック) 4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) Stands on both his hands and performs a horsekick that hits twice. The Horse Kick from Sonic the Fighters.
Up tilt Double Air Kick (ダブルエアキック) 3% (hit 1), 4% (hit 2), 7% (hit 3) Kicks upwards twice, similar to Captain Falcon's up smash. The Skip Kick from Sonic the Fighters.
Down tilt Leg Hitter (レッグヒッター) 6% Sweeps his foot along the ground, similar to the Leg Throw from Sonic the Fighters and the Foot Sweep attack from Sonic the Hedgehog (2006). If used repeatedly, it will slowly move Sonic forward.
Dash attack Short Spin Dash (ショートスピンダッシュ) 6% (clean), 4% (late) Curls into a ball to rush at any opponent in front of him. The attack is similar to the Spin Attack from the Sonic the Hedgehog games.
Forward smash Wind-Up Punch (ぐるぐるパンチ) 14% Winds up his fist, then throws a punch forwards. Can be angled up or down. The Wind-Up Punch from Sonic the Fighters. One of his few KO moves.
Up smash Short Spin Attack (ショートスピンアタック) 5% (hit 1), 1% (hits 2-7), 3% (hit 8) Jumps and curls up into a spiky ball, hitting multiple times.
Down smash Spiral Spin (スパイラルスピン) 12% (early), 9% (clean), 7% (mid), 5% (late) Spin dashes back and forth over a short distance. The Dizzy Spin from Sonic the Fighters.
Neutral aerial Air Spin (エアスピン) 11% (early), 8% (mid), 5% (late) Curls up into a ball and moves in several circles. The Air Spin from Sonic the Fighters. A fairly standard neutral aerial having decent startup and landing lag, as well as a long duration. It is not very powerful however and it has high ending lag along with a poor auto-cancel window.
Forward aerial Sonic Turn (ソニックターン) 1-2% (hits 1-5), 4% (hit 6) Spins in a horizontal corkscrew, drilling with his head. The Emerald Dive from Sonic the Fighters. It is a multi hit attack with low startup and ending lag, making it a decent multi hit. It does have high ending lag however and opponents can escape from it, limiting its use at high level play.
Back aerial Back Spin Kick (バックスピンキック) 13% (clean), 9% (late) A backwards roundhouse kick. It has high startup lag but it has decent range, power and very low landing lag, making it a solid spacing and KO move overall.
Up aerial Air Scissors (エアシザース) 3% (hit 1), 6% (hit 2) An upwards scissors kick. The first hit deals low knockback which links onto the second hit. The move is not super reliable but it does have a very generous auto-cancel window, which can make it completely safe on shield.
Down aerial Shooting Star Kick (流星キック) 8% (clean), 7% (late) Sonic stalls for a brief moment, then shoots downwards foot first. A stall-then-fall move with a very generous late auto-cancel window and very low ending lag, making it surprisingly safe for a stall then fall. It is not very strong however. The attack works like the Stomp Dive from Sonic the Fighters, but resembles the Sonic Rocket from Sonic Battle.
Grab Grab (つかみ)   Sonic clinches his hands. His standing grab is fast but all of his grabs have short range, with his pivot grab especially having rather poor range for a pivot grab.
Pummel Grab Kneebutt (つかみニーバット) 3% Knees the opponent. It is decently quick and deals high damage, making it a very solid pummel.
Forward throw Close Kick (クローズキック) 3% (hit 1), 6% (throw) Attacks the foe with a high kick. The attack resembles the Top Kick from Sonic Battle.
Back throw Spin Throw (スピンスルー) 8% Does a back flip while spinning and then slams on the ground, sending the opponent backwards with decent knockback.
Up throw Hedgehog Needle (ヘッジホッグニードル) 3% (hit 1), 9% (throw) Throws the opponent up and sharpens his spikes, which then prick the opponent.
Down throw Spinning Gear (スピニングギア) 1% (hits 1-3), 5% (throw) Pins the enemy down, then Spin Dashes into them. The Double Spin from Sonic the Fighters.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Does a spinball sweep. It is a rather unique floor attack.
Floor attack (back)
Floor getups (back)
  6% Does a quick foot sweep.
Floor attack (trip)
Floor getups (trip)
  5% Does a spin kick while getting up.
Edge attack (fast)
Edge getups (fast)
  8% Gets up onto the stage with a spinball attack. This attack resembles his cliffhanger flip attack from Sonic the Hedgehog Spinball.
Edge attack (slow)
Edge getups (slow)
  6% (hit 1), 7% (hit 2) Slowly gets up and kicks twice. The only edge attack move that can hit twice.
Neutral special Homing Attack 8% Curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them.
Side special Spin Dash 7-10% (dash), 5% (initial jump), 7% (jump) Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. Easily combos into one of Sonic's aerial attacks.
Up special Spring Jump 4% Pulls out a spring from the Sonic the Hedgehog games and uses it to leap into the air. The spring acts as a projectile when used in the air.
Down special Spin Charge 4-11% (dash), 7% (jump) Works like Spin Dash, except there is no hop, and the player must repeatedly press the B button in order to charge it.
Final Smash Super Sonic 18% (startup & ram), 13% (idle) Transforms into Super Sonic, from the Sonic the Hedgehog games. The player can use the control stick or other movement buttons to make him fly in any direction they choose and ram into other foes. The transformation lasts for about 15 seconds.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 95 1.5 – Initial dash
3.5 – Run
1.4 0.07 0.01 1.1092 0.01 – Base
0.04 – Additional
0.085 1.45 – Base
2Fast-fall
5 34.09444853 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • The score tally from most Sonic games since Sonic the Hedgehog.
Sonic's selection sound

On-screen appearance[edit]

  • Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
SonicOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
  • Side taunt: Does a figure-eight peelout dash, similar to the Super Peel Out technique from Sonic the Hedgehog CD, saying "You're too slow!" (遅すぎだぜ!, You're too slow!) in a teasing manner.
  • Down taunt: Says "C'mon, step it up!" while performing a windmill, similar to his victory animation in Sonic Advance 3. In Japanese, he just says "Come on."
Up taunt Side taunt Down taunt
SonicUpTauntBrawl.gif SonicSideTauntBrawl.gif SonicDownTauntBrawl.gif

Idle poses[edit]

  • Looks at the camera while tapping his foot impatiently. This is a reference to his idle animation from the classic Sonic the Hedgehog games for the Sega Genesis.
  • Turns towards/away from the player, waving his finger in a patronizing manner while grinning. This is the same as the final part of his promotion video on the DOJO website before he takes off. This is similar to an animation he performs after clearing an Act or defeating a boss in Sonic the Hedgehog 3, as well as a similar pose to key art in Sonic the Hedgehog.
Sonic Idle Pose 2 Brawl.png SonicIdle.png

Crowd cheer[edit]

English Japanese
Cheer
Description Go Go So-nic! Go Go So-nic!
Pitch Group chant Group chant

Victory poses[edit]

The "Mission Clear" theme from the 2006 game Sonic the Hedgehog. This is the only victory theme in Brawl to be ripped straight from another game.
  • He spins once and poses while holding the blue Chaos Emerald in his hand, and says "Too easy! Piece of cake!" A piece of cake! 楽勝だぜ! (A piece of cake! An easy win!). The Japanese line originates from Sonic Adventure 2, where Sonic says it after getting a B-rank in a stage, whereas the English line originates from Sonic Heroes.
  • Runs off the screen, screeches back, and gives a thumbs-up, and says "Sonic's the name, speed's my game!" モタモタしてると置いてくぜ! (Lag behind and get left behind!) It highly resembles the SEGA start-up from Sonic the Hedgehog 2.
  • He break-dances and then does a pose with his fist, and says "Hey, we should do this again sometime!" Hey guys! また遊んでやるぜ! (Hey guys! I'll play again next time!) Though retranslated, the line is taken from Sonic Adventure, where Sonic says it after defeating certain bosses such as Chaos 0.
Up Left Right
Sonic-VictoryUp-SSBB.gif Sonic-VictoryLeft-SSBB.gif Sonic-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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See also: Category:Sonic players (SSBB)
  • USA 6WX - 3rd at Glitch 2
  • USA BAM - Beat mikeHAZE, Rich Brown, and Falln
  • Japan Canpy - Best Sonic in Japan, placed 49th at Sun Rise Tournament
  • USA Espy - Best Sonic in the World
  • Canada Meekspeedy - Top Canadian Sonic main. 4th at GOML 2017
  • USA StaticManny - Placed top 64 at Apex 2014, beat DEHF
  • USA Tesh - Beat ALSM, Illmatic, Denti, Xyro, Gnes, X, Razer, and Trela
  • USA True Blue - Best Sonic in Florida
  • Mexico Wonf - Best Mexican Sonic main
  • USA X - 6th at MLG Dallas

Tier placement and history[edit]

Around the beginning of Brawl's competitive life, Sonic was considered a non-viable low tier by the majority of players, due to his terrible KOing power, poor moveset (with his attacks generally having low damage output, mediocre frame data, and having rather small and/or poor hitboxes), and perceived "low priority". At that time, he was ranked as low as 33rd on the first tier list (September 2008), and on the second tier list was viewed hardly any better, being ranked 31st and still in low tier (January 2009). However, dedicated Sonic players at the time were vocal about the community underrating Sonic, as Sonic possessed such an extreme mobility advantage over the rest of the cast, and both Spin Dash and Spin Charge allowed Sonic to control the neutral game against most of the cast, while abuse of those moves made it very difficult to land good hits on Sonic. Additionally, due to how effectively Sonic could run away from opponents and how difficult it was to hit him, Sonic players learned that camping for time out wins was a viable strategy. By abusing these strengths, Sonic players would end up proving the community perception wrong and started placing much more favorably in tournaments; this caused Sonic to jump up eight places to 23rd in mid tier on the third tier list (June 2009), which is the biggest tier list jump in the history of Brawl, tied with Olimar from the first to second lists.

While Sonic would drop mildly to 25th and 24th on the fourth (February 2010) and fifth tier lists (September 2010) respectively, near the end of 2010 Sonic players would achieve their best performance yet, with Espy and X placing 5th and 6th respectively at MLG Dallas 2010, the final MLG Brawl event. Besides being the best placings Sonic achieved at a Brawl major, it was one of the best performances of any player using a mid-tier tier character in Brawl's history. As a result of these performances and other solid results, Sonic would rise to 22nd in solid mid tier on the sixth tier list (July 2011), where Sonic would remain for the rest of Brawl's competitive life. The placings at MLG Dallas would prove to be an anomaly, as no Sonic player would ever again come close to top 8 at a Brawl major (other than X playing 5th at Winter Game Fest VI), with Sonic's aforementioned flaws keeping him from being truly viable at a top level, though a Sonic player or two making it into the top 64 at large majors and top 32 at smaller majors would remain a common sight for the rest of Brawl's competitive life.

Role in The Subspace Emissary[edit]

Sonic in SSE.

Sonic does not appear in The Subspace Emissary until the final battle with Tabuu, but unlike the secret characters (Jigglypuff, Toon Link and Wolf), Sonic can be chosen to fight Tabuu after The Great Maze.

When the fighters reach Tabuu, he prepares his Off Waves, which had already reduced most of them to trophy forms when they first opposed him. Just as he is about to release the attack, a blue blur rams into both of Tabuu's wings, shattering them. As the blue blur jumps up on a peak, it reveals itself to be Sonic. While he taunts, Tabuu's wings break apart as the fighters make their final stand against the villain.

It is commonly believed that Sonic's minor role in the mode is due to the fact that he was added to Brawl's roster so late in development in 2007.

Exclusive stickers[edit]

  • Amy Rose: [Leg] Attack +14
  • Classic Sonic JP Ver.: [Arm] Attack +21
  • Classic Sonic US Ver.: [Throwing] Attack +20
  • Dr. Eggman: Launch Resistance +39
  • Espio The Chameleon: [Body, Spin] Attack +12
  • Jet The Hawk: [Leg] Attack +17
  • Knuckles The Echidna: [Electric] Resistance +23
  • Shadow The Hedgehog: [Specials: Direct] Attack +20
  • Silver The Hedgehog: Launch Power +49
  • Sonic The Hedgehog: [Body, Spin] Attack +32
  • Super Sonic: [Electric] Resistance +27
  • Wave The Swallow: [Arm] Attack +19

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Sonic can appear as an opponent in Stage 10 if he has been unlocked on Green Hill Zone. Sonic can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 10.

All-Star Mode[edit]

In All-Star Mode, Sonic is fought in Stage 14 on Green Hill Zone.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Trophies[edit]

Sonic's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Sonic.

Classic Mode trophy
Sonic the Hedgehog
NTSC The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.
PAL The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, golden Super Sonic.
SONIC THE HEDGEHOG (1991)
Wii: Sonic and the Secret Rings
Super Sonic trophy
Super Sonic
Sonic's Final Smash. The Chaos Emeralds give energy to all living things, and Sonic's gathered all seven of them, then used their power to transform into Super Sonic. His abilities in this form far surpass his normal ones, and he's even able to fly. He uses a lot of energy in this form, so he can only remain in it for a short time.
SONIC THE HEDGEHOG 2
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Sonic Palette (SSBB).png
Sonic (SSBB) Sonic (SSBB) Sonic (SSBB) Sonic (SSBB) Sonic (SSBB)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • Sonic dashes so fast that, when wearing a Bunny Hood, he can outrace both the Big Blue track and the water slope on Distant Planet to the point of self-destructing. Also, if Sonic has a Bunny Hood, Superspicy Curry and a pair of Super Mushrooms, he can even outrun the iceberg on Summit.
    • He is also the only character that has faster dash speed than Captain Falcon without any moves, as Wario-Man is a Final Smash.
  • Along with Zero Suit Samus, Sheik and Squirtle, Sonic is one of the only characters to not be seen in trophy form during The Subspace Emissary, due to his late appearance.
    • Sonic is the only one of the four who is not part of a transformation gimmick, making Sonic the only standalone character who is not seen as a trophy and the only one who can use his default costume in team battles.
  • In the video game convention E for All, Sonic was the only unlockable character to be playable in the demo.
  • Sonic is the only unlockable character in Super Smash Bros. Brawl who has four, rather than three, unlock methods.
  • Sonic and Zero Suit Samus are the only characters not fought in any form in The Subspace Emissary.
  • Sonic is the only non-Pokémon character to have less than six palette swaps.
  • Sonic is the first character to have his victory theme ripped directly from a non-Smash game. He would later be joined by Joker, Steve and Sephiroth in Ultimate.
  • This is Sonic's only playable appearance in the series where he does not have Spanish, French, German or Italian voice acting.
  • Sonic and Snake's fighter trophies are the only ones in Brawl to use the fighters' full names as the titles (Sonic the Hedgehog and Solid Snake respectively).

External links[edit]