Super Smash Bros. 4

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{{disambig2|Sonic's appearance in ''Super Smash Bros. 4''|the character in other contexts|Sonic the Hedgehog}}
{{disambig2|Sonic's appearance in ''Super Smash Bros. 4''|the character in other contexts|Sonic the Hedgehog}}
{{Infobox Character
{{Infobox Character
|name         = Sonic
|name = Sonic
|image       = [[Image:Sonic SSB4.png|250px]]
|image = [[File:Sonic SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A
|tier = A
|ranking = 5
|ranking = 7-8
}}
}}
'''Sonic''' ({{ja|ソニック}}, ''Sonic'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Nintendo Direct]] on October 1st, 2013 to commemorate ''Sonic Lost World'' being released that month. Sonic is one of the six third-party characters in the game, alongside fellow [[Sega]] representative {{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 and only 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 voiced by Roger Craig Smith, albeit via recycled voice clips from games such as ''Sonic Generations'', ''Mario & Sonic at the London 2012 Olympic Games'', and ''Sonic & All-Stars Racing Transformed''. This reflects Smith's succession of Jason Griffith as Sonic's voice actor, who voiced Sonic from 2005 until 2010. Sonic also 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. However, the Japanese version simply recycles Jun'ichi Kanemaru's voice clips from ''[[Super Smash Bros. Brawl]]'', who still voices Sonic in Japanese to this day.
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 currently ranked 5th out of 58 on the [[tier list]], placing him at the top of the A tier, which is the lower end of top tier. This makes him the second highest ranked third-party character, and a significant improvement over his mid-tiered placement in ''Brawl'', where he was ranked 22nd out of 38. True to his name, Sonic has the fastest [[dash]]ing speed in the game, which grants him excellent mobility. His outstanding speed is complemented by his special moves, which allow him to attack while moving with little fear of reprisal. He also has capable KOing options in his forward smash, up smash, back aerial and up aerial. However, Sonic's KOing options are hindered by their high lag, which makes them risky. Despite his mobility, he does have trouble contending with [[projectile]] [[camping]], while [[Spring Jump]] is a predictable [[recovery]] move due to its linearity.
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.


Overall, Sonic has retained his problematic knockback and lag issues, but his newfound KO potential and the retention of both his strong [[neutral game]] and outstanding mobility have resulted in him achieving a strong playerbase and consistent success in tournaments.
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 has consistently achieved excellent results in high-level play.


==Attributes==
==Attributes==
Sonic is a [[Weight|middleweight]] that, like in his home series, possesses outstanding mobility. He has nigh-omnipresence due to possessing the fastest [[dash]]ing speed in the game, the seventh fastest [[walking]] speed, and is tied with {{SSB4|Mario}} and {{SSB4|Donkey Kong}} for having the ninth fastest [[air speed]]. When coupled with his below average [[falling speed]] and above average [[gravity]], Sonic is able to travel at a blinding speed across any stage, which allows him to easily and effectively utilize a hit-and-run playstyle. To round out his outstanding mobility, Sonic is capable of [[wall jump]]ing.
Sonic is a [[Weight|middleweight]] that, like in his home series, possesses outstanding mobility. He fittingly boasts the fastest [[dash]]ing speed in the game, yet also possesses the seventh fastest [[walk]]ing speed and ninth fastest [[air speed]], the latter of which is tied with {{SSB4|Mario}} and {{SSB4|Donkey Kong}}'s. When coupled with his above average [[gravity]] and jumps, he has high omnipresence and can move around the stage at incredible speeds, despite having below average [[falling speed]] and one of the worst [[air acceleration]]s in the game. These traits, in turn, make Sonic able to easily and effectively utilize a hit-and-run playstyle. To round out his outstanding mobility, Sonic is capable of [[wall jump]]ing.
 
Sonic possesses very useful special moves. [[Spin Dash]] and [[Spin Charge]] are perhaps Sonic's best [[neutral game]] options, as they allow him to roll across the stage at varying speeds while also dealing damage upon contact. Spin Dash allows Sonic to jump even while charging, and can be canceled with a grab or by shielding, which grants it [[mindgame]] potential. Spin Charge, however, hits multiple times and moves even faster, making it a reliable alternative to dashing. Both, however, can give Sonic additional protection when recovering and even chain into other attacks. When coupled with their extremely similar animations, opponents have to tread carefully when dealing with these moves, since a single misstep can result in a very fast chain of attacks that can deal impressive damage.
 
[[Homing Attack]] deals a varying amount of damage, but homes in on the nearest opponent, making it useful for punishing laggy attacks and [[edge-guard breaking]]. [[Spring Jump]] is a useful [[recovery]] move that grants [[intangibility]] during start-up and covers an impressive amount of vertical distance. It is also one of the few recovery moves that does not cause [[helpless]]ness, as Sonic is able to attack and dodge during his descent, while the spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and [[gimp]] opponents, respectively.
 
Sonic also has a strong air game. Neutral aerial is a great combo starter when [[SHFF]]'d, thanks to its long-lasting hitbox, fairly low landing lag, and launching angle. Forward aerial is useful for [[edge-guarding]] and, in certain instances, can combo into itself on-stage at low percentages, thanks to its [[auto-canceling]] window and Sonic's fast air speed. Up aerial possesses KO potential near the upper [[blast line]] and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial's clean hitbox is powerful, making it one of his few reliable KOing options like his up aerial. Lastly, down aerial is a [[stall-then-fall]]; although it is Sonic's least effective aerial, it has noticeably less ending lag compared to other stall-then-falls, and its clean hitbox [[meteor smash]]es aerial opponents.
 
Sonic's neutral attack, tilt attacks, and throws have decent damage outputs and minimal lag, which make them hard to [[punish]]. Incidentally, his grab game is decent overall. While none of his grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his mobility. Sonic's [[pummel]] is quick and has an average damage output, which allows him to rack up a fair amount of damage before throwing an opponent. Down throw is a [[semi-spike]] that has high base knockback, which make it excellent for setting up edge-guards and [[tech-chase]]s. Back throw also possesses high base knockback, but KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt.
 
Up throw is a fairly reliable combo starter: while its combo potential is not as consistent as Spin Dash and Spin Charge's, it still possesses decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as {{SSB4|Battlefield}}'s top platform. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent into the air. Like up throw, it can also function as a KOing option, albeit only when used on high platforms at very high percentages.


Sonic possesses very useful special moves. [[Homing Attack]] deals a varying amount of damage, but homes in on the nearest opponent, making it useful for punishing laggy attacks and [[Edge-guard breaking|edgeguard breaking]]. Its knockback growth has also increased, which makes it a situational KOing option at very high percentages. [[Spring Jump]] is a useful [[recovery]] move that grants [[intangibility]] during start-up and an impressive amount of vertical distance. It is also one of the few recovery moves that does not cause [[helpless]]ness, as Sonic is able to attack and dodge out of it, while the spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and [[gimp]] opponents, respectively. [[Spin Dash]] and [[Spin Charge]] are perhaps Sonic's best [[neutral game]] options, as they allow him to roll across the stage at varying speeds while also dealing damage upon contact. Spin Dash allows Sonic to jump even while charging, and can be canceled with a grab or by shielding, which grants it [[mindgames|mindgame]] potential. Spin Charge, however, hits multiple times and moves even faster, making it a reliable alternative to dashing. Both, however, can give Sonic additional protection when recovering and even chain into other attacks. As such, opponents have to tread carefully when dealing with these moves, since a single misstep can result in a very fast chain of attacks that can deal impressive damage.
However, Sonic has some weaknesses, the most noticeable of which is his KO potential. Despite having improved considerably since ''Brawl'', his KO potential is held back by his most reliable KOing options (forward/up smashes, clean back aerial, and up aerial) requiring good positioning and, aside from up aerial, having noticeable start-up and ending lag. His forward and up smashes are also burdened with low base knockback, which forces them to be used for KO attempts later instead of earlier. Despite his outstanding mobility, Sonic also has trouble landing without the use of Homing Attack or Spring Jump, owing to his forward, back, up and down aerials have at least 21 frames of landing lag. This is further exacerbated by his very slow air acceleration leaving him susceptible to [[juggling]].


Sonic also has a capable air game, which is complemented by his air speed having become faster since ''Brawl''. Neutral aerial is a great combo starter on grounded opponents due to its long-lasting hitbox, fairly low landing lag and launching angle. Forward aerial is useful for [[edgeguarding]] and, in certain instances, can combo into itself on-stage at low percentages due to its [[autocancel]]ing window and Sonic's fast air speed. Up aerial is one of his few KOing options and is great for combos, while its autocanceling window makes it deceptively safe. Back aerial is powerful and does not have much ending lag, making it one of his few reliable KOing options like his up aerial. Lastly, down aerial is Sonic's least useful aerial attack, but it is a [[meteor smash]] when sweetspotted.
Sonic can also have difficulty dealing with [[camping]], since any ground-level [[projectile]] can severely limit his movement options. Lastly, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and {{SSB4|Luigi}}, some of his attacks are very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable if Spring Jump is his only recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages.


Sonic's neutral attack, tilt attacks and throws have decent damage outputs and minimal lag, which make them hard to [[punish]]. Incidentally, his grab game is decent overall. While none of his grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his mobility. Sonic's [[pummel]] is quick and has an average damage output, which allows him to rack up a fair amount of damage before performing a throw. Down throw is a [[semi-spike]] and has high base knockback, which makes it excellent for setting up edgeguards and [[tech-chasing|tech-chases]]. Back throw, like his down throw, has high base knockback but KOs earlier than his other throws so long as Sonic is near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edgeguard attempt. His up throw is a fairly reliable combo starter: while its combo potential is not as consistent as Spin Dash's and Spin Charge's, it still possesses decently damaging combos beginning at 0% as well as Spring Jump-assisted aerial combos beginning at medium percentages. Additionally, it is a situational KOing option at very high percentages. Lastly, his forward throw is his least useful throw, as its only utility is for forcing the opponent into the air and, like up throw, functioning as a situational KOing option at very high percentages.
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.


However, Sonic has some weaknesses. His most serious one is his KO power: despite having been noticeably improved since ''Brawl'', it is still held back due to Sonic's small number of reliable KOing options (forward smash, up smash, back aerial and up aerial), all of which require good positioning and only one of which (up aerial) does not have noticeable start-up lag. His forward and up smashes have low base knockback and high knockback growth, which forces them to be used for KOing a little later rather than sooner. Additionally, they are both very laggy overall like his down smash. Sonic also has trouble landing without the use of Homing Attack or Spring Jump, since his forward, back, up and down aerials have at least 21 frames of landing lag. This is further exacerbated by his slow [[air acceleration]] leaving him susceptible to [[juggling]]. Sonic can also have difficulty dealing with [[camping]], since any [[projectile]] that covers the ground can severely limit his movement options. Lastly, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and {{SSB4|Luigi}}, some of his attacks are very punishable should they miss and thus allow openings for opponents to deal heavy damage. His recovery is also predictable if Spring Jump is his only recovery option, as its linearity makes him susceptible to [[gimp]]s even at relatively low percentages.
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.


Sonic has many beneficial [[Character customization|custom moves]] at his disposal. Stomp can meteor smash opponents, making it more useful for edgeguarding. Hammer Spin Dash can [[bury]] opponents during start-up, allowing for follow-ups that Spin Dash would not permit. 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 [[wind]] effect that draws opponents in front of Sonic towards him, making it easier for him to hit them. It also pushes opponents behind him further away, making it more difficult for them to punish him directly.
==Changes from ''[[Super Smash Bros. Brawl]]''==
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.


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 avoid heavy punishment. Even after the nerfs brought about by game updates, Sonic remains a strong choice for competitive play, with professionals such as {{Sm|6WX}} and {{Sm|Komorikiri}} achieving great results with him.
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.


==Changes from ''Brawl''==
Outside of these two instances, some of Sonic's moves also benefit from both direct changes and modifications to gameplay mechanics. Neutral aerial and up throw's angles have been altered, although the latter move also deals less damage and has compensated knockback which hinders its damage racking potential and does not grant it significantly greater combo potential which it otherwise would have if its knockback were unchanged. When coupled with the changes to [[hitstun canceling]], they, alongside [[Spin Charge]], have improved combo potential. Due to its angle being altered, down aerial's clean hitbox is now a [[meteor smash]] against aerial opponents; when coupled with the removal of [[meteor canceling]], clean down aerial is a much more potent edge-guarding option. Lastly, up smash and forward aerial are much more difficult to escape from due to the aforementioned weakening of SDI.
Sonic has been heavily [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. The most noticeable improvement has been to his KO power, which was his greatest weakness in ''Brawl''. Several of his attacks have had their knockback increased: his forward and up smashes are now reliable KOing options like his up and back aerials, his forward aerial has become more reliable for KOing via edgeguarding, and his forward, back and up throws and [[Homing Attack]] have become situational KOing options. The aforementioned knockback increase for his up throw also enables it to string together hits better, which further improves his already outstanding combo game. Lastly, a number of Sonic's moves have been improved from being ineffective and situational to possessing utility: forward tilt is better at spacing and starting [[Tech-chasing|tech-chases]], his new dash attack is better at [[Punishment|punishing]] and ending his tech-chases, his new down smash has a consistent damage output, is much faster and is a [[semi-spike]], and his neutral aerial now has the potential to start combos.


However, Sonic also received minor [[nerf]]s. [[Spring Jump]] grants less vertical distance and Homing Attack can no longer be used multiple times without standing on the ground again, both of which weaken recovery. Sonic is also slightly hurt by the removal of [[DACUS]], which would have supplemented his newly buffed up smash to the point of making it a viable approach option and possibly his best KOing option. The ending lag for his KOing options have also been considerably increased, which makes them riskier than before. Additionally, Sonic has also been nerfed by several game updates, particularly to his KO power. Despite these nerfs, none of them have significantly affected his increased viability.
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.
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 the Hedgehog'' games that utilize the [[wikipedia:Sonic Unleashed#Development|Hedgehog Engine]]. This has resulted in his quills becoming very slightly shorter, the color schemes of his body and shoes becoming slightly more vibrant, his eye color becoming slightly more subdued, his irises and pupils being slightly spread out farther from each other, and his mouth being positioned to the side of his muzzle rather than directly in the middle of it. However, the placement of Sonic's mouth will revert to being in the middle of his muzzle during the [[results screen]] if he was defeated or the match ended in a [[Results screen#No Contest screen|no contest]]. Sonic is also more expressive.}}
*{{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 front now faces the foreground more on either side.}}
**{{change|Sonic's mouth is now a texture by default rather than a modeled part of his body. However, he still uses a modeled animated mouth in his [[victory pose]]s.}}
*{{change|Spin Dash-based attacks emit a lower pitched sound effect similar to the one used in ''Sonic Lost World''. Additionally, some attacks produce more visualized lighting effects.}}
*{{change|Sonic has received three new [[alternate costume]]s, which brings his total up to eight.}}
*{{change|Side taunt's animation has slightly changed. Sonic now smirks throughout its duration, rather than shifting to a stern expression midway through.}}
*{{change|Sonic's red alternate costume from ''Brawl'' has been slightly altered. His cuffs and shoes are now orange instead of red, likely to better differentiate it from his default costume.}}
*{{change|Sonic now faces the foreground regardless of whether he is facing left or right. When he turns around, his mouth will also change sides due to his design change.}}
*{{change|Sonic's eyes now appear half-closed when he is in a downed state instead of appearing completely closed like in ''Brawl''.}}
*{{change|Spin Dash-based attacks emit a lower pitched sound effect similar to the one used in ''Sonic Lost World''. Some attacks also have updated visual effects.}}
*{{change|[[Idle pose]]s' animations have slightly changed. Sonic's expression now remains unchanged throughout their duration, unlike in ''Brawl'', where he would grow impatient while tapping his foot and grin while wiggling his finger.}}
*{{change|Side [[taunt]]'s animation has slightly changed. Sonic now grins throughout its entire duration instead of grinning and then assuming a stern expression.}}
**{{change|Because of Sonic’s voice actor change, his side and down taunts also have new lines: he says "Sonic SPEED!" instead of "You're too slo-ow!" during his side taunt, and "Come on!" instead of "C'mon, step it up!" during his down taunt.}}
*{{change|Sonic’s [[victory pose]] involving the blue Chaos Emerald has slightly changed. The Chaos Emerald now levitates in Sonic's hand after he grabs it instead of directly making contact with his hand.}}
*{{change|Due to Sonic’s voice actor change, his victory poses use new lines. He says "That was almost too easy!" instead of "Sonic’s the name, speed’s my game!" during his side-to-side sprint victory pose, "Let’s do that again sometime!" instead of "Hey, we should do this again sometime!" during his breakdancing victory pose, and just "Piece of cake!" instead of "Too easy! Piece of cake!" during his victory pose involving the blue Chaos Emerald. The formermost also has him smirking upon striking his final pose instead of grinning.}}
*{{change|In the Japanese language, Sonic's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{change|Sonic is [[Weight|lighter]] (95 → 94).}}
*{{nerf|Sonic [[walk]]s slower (1.4 → 1.375).}}
*{{nerf|Sonic [[Walking|walks]] 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).}}
*{{nerf|Sonic's [[traction]] is lower which makes it harder for him to punish out of shield. (0.07 → 0.06).}}
*{{change|Sonic's [[gravity]] is higher (0.085 → 0.09).}}
*{{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).}}
*{{buff|Rolls have less ending lag (FAF 32 → 28).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-15).}}
*{{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===
*{{buff|Neutral attack's last hit deals 1% more damage (3% → 4%).}}
*[[Neutral attack]]:
*{{buff|Sonic has a new dash attack, a Spin Dash followed by a flying kick. Unlike the previous dash attack, it is a multiple hit attack and deals significantly more knockback, making it better for [[Punishment|punishing]] and [[tech-chasing]].}}
**{{buff|The first two hits of neutral attack have increased set knockback (10 → 18).}}
*{{buff|Forward tilt has increased base knockback (10 → 30) and can now be angled, improving its spacing and tech-chasing potentials.}}
**{{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|Up tilt has decreased ending lag (frame 48 → 40).}}
**{{buff|The first hit's far hit has been moved further away from Sonic (x offset: 4 → 6), giving it more range.}}
*{{nerf|Up tilt deals less damage (10%/11% → 8%).}}
***{{nerf|However, the mid and close hits have also been moved further forwards, reducing the move's range behind Sonic.}}
*{{change|Down tilt now launches opponents at the [[Sakurai angle]]. When coupled with its increased chance to [[trip]], this grants it [[edgeguarding]] potential and utility as a counter for reading [[floor recovery|get-ups]], but removes its set-up potential into guaranteed follow-ups.}}
**{{buff|The first hit's mid hitbox is larger (3u → 3.5u).}}
*{{buff|Forward smash has increased knockback growth (98 → 101), improving its KO potential.}}
**{{buff|The second hit's far hit has been moved further away from Sonic (x offset: -3 → 6), slightly improving its range.}}
*{{nerf|Forward smash has increased ending lag (frame 44 → 48).}}
***{{nerf|However, the mid and close hits have also been moved further forwards, reducing the move's range behind Sonic.}}
*{{buff|Up smash's last hit has increased knockback (70 (base)/153 (growth) → 80/165) and is significantly more difficult to [[SDI]] out of, improving its KO potential.}}
**{{buff|The second hit's mid hitbox is larger (3u → 3.4u).}}
*{{nerf|The removal of [[DACUS]] hinders up smash's approach potential.}}
**{{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.}}
*{{buff|Sonic has a new down smash, a split kick. Compared to the previous down smash, it deals consistent damage (12% (early)/9% (clean)/7% (mid)/5% (late) → 12% (front/back)) and is much faster (startup: 17 → 12). Unlike the previous down smash, it is a [[semi-spike]], making it better at setting up edgeguards.}}
**{{nerf|The third hit has more ending lag (FAF 31 → 36).}}
*{{change|Down smash has different knockback (40 (base)/100 (growth) → 55/63 (front), 50/80 (back)) compared to the previous down smash.}}
**{{nerf|The third hit launches opponents at a higher angle (361° → 50°).}}
*[[Forward tilt]]:
**{{buff|Forward tilt's second hit has increased base knockback (10 → 30).}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 50 → 40).}}
**{{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]]:
**{{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]]:
**{{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)).}}
**{{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]]:
**{{buff|Forward smash has increased knockback scaling (98 → 101), improving its KO potential.}}
**{{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]]:
**{{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|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]]:
**{{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.}}
**{{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===
*{{buff|Neutral aerial deals 1% more damage (11% → 12%), has a larger hitbox and now launches opponents at 75°. Altogether, these changes improve its combo potential.}}
*[[Neutral aerial]]:
*{{nerf|Neutral, back and down aerials have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back), 30 frames 38 (down)).}}
**{{buff|Clean neutral aerial deals more damage (11% → 12%).}}
*{{nerf|Forward aerial deals less damage (1%-2% (hits 1-5)/4% (hit 6) → 0.8%/3%) and has increased ending lag (frame 36 → 46).}}
**{{buff|Neutral aerial has a larger hitbox, especially the late hit (4u (clean)/3u (mid)/2u (late) → 5u/4.5u/4u).}}
*{{buff|Forward aerial has decreased landing lag (30 frames 26) and its last hit has increased knockback growth (120 135), improving its edgeguarding potential.}}
**{{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.}}
*{{buff|Back aerial deals 1% more damage (13% (clean)/9% (late) → 14%/10%).}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 16).}}
*{{buff|Up aerial has decreased landing lag (22 frames → 21).}}
*[[Forward aerial]]:
*{{nerf|Up aerial's second hit has altered knockback (63 (base)/90 (growth) → 66/82), slightly hindering its KO potential. Its hitbox duration is also 3 frames shorter (5 frames → 2).}}
**{{buff|Forward aerial has less landing lag (30 frames → 26).}}
*{{buff|Down aerial also has decreased ending lag (frame 50 46). Sweetspotted down aerial is now a [[meteor smash]].}}
**{{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]]:
**{{buff|Back aerial's hitboxes have been repositioned, with the move now being slightly disjointed, rather than failing to cover Sonic's foot.}}
**{{buff|The clean hit deals more damage (13% → 14%), improving its KO potential despite its decreased knockback scaling (94 → 90).}}
**{{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]]:
**{{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.}}
***{{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]]:
**{{buff|Down aerial's late hit has a larger hitbox (5.8u → 7u).}}
**{{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|Pummel deals 1% less damage (3% → 2%).}}
*[[Grab]]s:
*{{nerf|All throws deal less damage (9% → 7% (forward), 8% → 7% (back), 12% → 6% (up), 8% 7% (down)).}}
**{{buff|Dash grab has less ending lag (FAF 40 → 38).}}
*{{buff|Forward throw has increased base knockback (60 100), granting it KO potential at very high percentages.}}
**{{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.}}
*{{buff|Back throw has increased knockback growth (60 79), granting it KO potential at very high percentages.}}
**{{nerf|Standing and pivot grabs have more ending lag (FAF 30 → 31 (standing), FAF 36 → 37 (pivot)).}}
*{{buff|Up throw has increased knockback (65 (base)/70 (growth) → 92/80), granting it KO potential at very high percentages. When coupled with the changes to hitstun canceling, it also has improved combo potential at low to medium percentages.}}
**{{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]]:
**{{buff|Pummel has a larger hitbox (3u → 3.5u).}}
**{{nerf|Pummel deals less damage (3% → 2%).}}
*[[Forward throw]]:
**{{buff|Forward throw's hitboxes have a longer duration (frame 10 → 10-11).}}
**{{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]]:
**{{nerf|Back throw deals less damage (8% → 7%).}}
**{{buff|Back throw has increased knockback scaling (60 → 79), improving its KO potential despite its lower damage.}}
*[[Up throw]]:
**{{change|Up throw has a slightly altered animation where after the throw, Sonic stays low to the ground for longer before rising up.}}
**{{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]]:
**{{nerf|Down throw deals less damage (5% (throw)/8% (total) → 4%/7%).}}
**{{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===
*{{change|[[Homing Attack]] no longer deals consistent damage (8% 5%-12%).}}
*[[Homing Attack]]:
*{{buff|Homing Attack has increased knockback growth (80 90), improving its KO potential. It also has decreased start-up lag.}}
**{{buff|Homing Attack has increased knockback scaling (80 90).}}
*{{nerf|Aerial Homing Attack can only be used once, hindering its recovery potential. A missed Homing Attack also sends Sonic farther than it did in ''Brawl'', hindering its safety while off-stage.}}
**{{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).}}
*{{nerf|[[Spin Dash]]'s roll and jump deal 3% less damage (10% (roll)/6% (jump) → 7%/3%). This results in a full Spin Dash combo dealing 6% less damage overall, hindering its damage racking potential.}}
***{{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.}}
*{{change|Spin Dash's short hop is much faster. This improves its combo and mindgame potentials, but hinders its recovery potential.}}
**{{buff|Homing Attack has less ending lag after hitting an opponent (FAF 50 → 34).}}
*{{buff|Charged Spin Dash can now be held while jumping, but it cannot be used while in midair. These changes improve its mindgame potential.}}
**{{buff|Homing attack has a sharper maximum turning curve (20 → 13) and it has stronger homing intensity (45 30), improving its homing ability.}}
*{{buff|[[Spring Jump]]'s spring now lingers on after it hits an opponent. Additionally, Sonic can now [[edge sweetspot]] some time after using Spring Jump.}}
***{{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.}}
*{{nerf|Spring Jump grants slightly less vertical distance.}}
**{{buff|Homing attack has higher acceleration (3 → 4) and its maximum speed is higher (5 → 5.6).}}
*{{change|Spring Jump's animation has slightly changed. Sonic now scowls throughout its duration, rather than smiling.}}
***{{nerf|However, this makes Sonic fall much faster after the homing attack has finished, hindering its safety.}}
*{{change|After landing on a grounded spring, Sonic can immediately reuse Spring Jump. This slightly improves its safety in regard to accidental [[self-destruct]]s, but is largely impractical in regard to recovery.}}
**{{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.}}
*{{bugfix|[[Grab release glitch]] has been fixed, allowing Sonic to reuse Spring Jump if he has been grabbed in midair.}}
**{{change|Sonic does not bounce as high off of opponents.}}
*{{buff|[[Spin Charge]] has improved combo potential.}}
**{{nerf|Homing Attack can only be used once before landing, considerably hindering its utility and safety.}}
*{{nerf|[[Super Sonic]] deals less damage overall (49% → 35%) and knockback, slightly hindering its KO potential.}}
*[[Spin Dash]]:
*{{change|Super Sonic now launches opponents at a lower angle.}}
**{{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|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]]:
**{{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|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''.}}
**{{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]].}}
*[[Spin Charge]]:
**{{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|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.}}
*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]]:
**{{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 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).}}
**{{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 has decreased knockback scaling (120 → 100) and launches opponents at a lower angle (90° → 70°), greatly hindering its KO potential along with its lower damage.}}


==Update history==
==Update history==
Sonic has been slightly nerfed by game updates, most noticeably to his KO potential. Update [[1.0.6]] severely decreased the knockback of his back throw, which was one of his most potent KOing options, as well as slightly toning down his damage racking ability by lowering the damage outputs of Spin Dash's rolling and jumping hitboxes. Update [[1.0.4]] increased the ending lag of his forward smash, update [[1.1.0]] decreased the knockback growth of his forward smash, and update [[1.0.8]] nerfed the KOing power of his up smash.
Sonic has been nerfed by game updates. Update [[1.0.6]] severely hindered his back throw's KO potential by noticeably decreasing its knockback growth, and toned down [[Spin Dash]]'s damage racking potential by lowering the damage outputs of its rolling and jumping hitboxes. Update [[1.0.4]] increased forward smash's ending lag, while updates [[1.0.8]] and [[1.1.0]] decreased the knockback growth of his up smash and forward smash, respectively.


However, Sonic has also received some useful buffs as well. In update 1.0.8, his down aerial's ending lag was decreased, which made it easier to avoid [[self-destruct]]ing with. He also benefits heavily from the changes to shield mechanics due to the multiple hitting nature of most of his moves, particularly Spin Dash. While the nerfs to Sonic's KO power, damage racking ability and combo game have slightly toned down his viability, many professional players have shown that he is still a very capable character regardless.
However, Sonic also received somewhat noticeable buffs. Update 1.0.4 removed the [[grab release glitch]], which enables him to re-use [[Spring Jump]] if he is grabbed in midair. Update 1.0.8 reverted down aerial's ending lag to what it was in ''Brawl''; in addition to making it safer when used off-stage, it also made its clean hitbox more reliable for edge-guarding. Lastly, Sonic's multiple hit attacks benefit from the changes to shield mechanics brought about by updates 1.1.0 and [[1.1.1]].
 
Although the nerfs to Sonic's KOing options and damage racking potential have slightly toned down his offensive presence, many professional players have shown that he is still a very viable character regardless.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Sonic}}
{{UpdateList/1.0.4|char=Sonic}}
*{{buff|The removal of the grab release glitch allows Sonic to re-use [[Spring Jump]] if he has been grabbed in midair.}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Back throw's knockback growth decreased|90|79, hindering its KO potential.}}
*{{nerf|Back throw has lower knockback scaling (90 79), significantly hindering its KO potential.}}
*{{change|[[Homing Attack]] now only targets characters. Previously, it could target [[Rosalina & Luma (SSB4)|Luma]] or the metal can used in {{SSB4|Duck Hunt}}'s [[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 3% less damage|10% (roll)/6% (jump)|7%/3%.}}
*{{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 [[invincibility]] removed.}}
*{{buff|Spin Dash and all of its custom variants have less ground friction (1.9 → 1.5), causing them to travel more distance.}}
*{{buff|[[Spring Jump]] can no longer be [[Pocket]]ed.}}
*{{nerf|Burning Spin Dash's [[intangibility]] removed.}}
*{{buff|Spring Jump can no longer be [[Pocket]]ed.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Up smash's knockback growth decreased|177|165, hindering its KO potential.}}
*{{nerf|Up smash's last hit's knockback has lower knockback scaling (177 165), significantly hindering its KO potential.}}
*{{buff|Down aerial's ending lag decreased|frame 50|46, making it safer to use off-stage.}}
*{{nerf|Item toss is slower (0.983333 → 0.98).}}
*{{nerf|Max walk speed while carrying heavy items is slower (1.005 → 0.995).}}
*{{buff|Down aerial has less ending lag (FAF 50 46).}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{nerf|Forward smash's knockback growth decreased|106|101, hindering its KO potential.}}
*{{nerf|Forward smash has less knockback scaling (106 101), hindering its KO potential.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Floor attack's [[shield damage]] increased|1|10.}}
*{{buff|Front floor attack's deals much more [[shield damage]] (1 10).}}


'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
Line 127: Line 368:
== Moveset ==
== Moveset ==
*Sonic can [[wall jump]].
*Sonic can [[wall jump]].
''For a gallery of Sonic's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=&nbsp;
|neutralname=P / PP / PPK
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A {{s|wikipedia|one-two combo}} followed by a side kick. Originates from ''Sonic the Fighters'' and has been nicknamed the "Punch Punch Kick" (PPK) by players. The first hit is capable of [[lock]]ing.
|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=&nbsp;
|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=A two-footed back kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. It hits twice, can be angled, and is useful for spacing, starting [[Tech-chasing|tech-chases]] or attacking from [[out of shield]] due to its speed. Originates from ''Sonic the Fighters''.  
|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=&nbsp;
|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. It has decent vertical range, but poor horizontal range. It can potentially be followed up with a short hopped forward aerial beginning at 0% and up to 40%, depending on DI. However, this combo is only reliable against heavyweights and fast-fallers. Originates 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 [[trip]] opponents and, if used repeatedly in succession, will slowly move Sonic forward. Originates 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.
|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=&nbsp;
|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|fsmashdmg={{ChargedSmashDmgSSB4|14}}
|fsmashdmg={{ChargedSmashDmgSSB4|14}}
|fsmashdesc=A wind-up punch. It has high knockback growth, deceptive range, and can be angled, making it one of Sonic's most viable KOing options. However, its low base knockback makes it better suited for KO attempts later rather than earlier. It also comes out on frame 18 and has 28 frames of ending lag, making it risky if used unwisely. It KOs at 116% from the center of [[Final Destination]]. Originates from ''Sonic the Fighters''.
|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=&nbsp;
|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 first hit rendering Sonic intangible. It has very high knockback growth, but average base knockback, which makes it better suited for KO attempts later rather than earlier. It also comes out on frame 19 and has 32 frames of ending lag, making it risky if used unwisely. Last hit KOs at 134% from the middle of 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=&nbsp;
|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}}'s and {{SSB4|Falco}}'s down smashes. It is a [[semi-spike]] and has less start-up lag than his other smash attacks, due to coming out on frame 12. However, it has below average knockback overall, lasts for only 1 frame and has 42 frames of ending lag. As a result, it is better suited for setting up edgeguards and punishing rolls, rather than KOing. Front hit KOs at 180% from the middle of Final Destination. Back hit KOs at 141% from the middle of Final Destination.
|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. Due to its launching angle, it is an excellent combo starter from a short hop, yet it is also a reliable follow-up from Spin Dash/Spin Charge-based combos. Originates from ''Sonic the Fighters'', although it also highly resembles the Insta-Shield, a simultaneously offensive and defensive technique 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. Hits multiple times and its last hit has high knockback growth, which makes it useful for edgeguarding. It can also combo into itself in certain instances thanks to Sonic's fast air speed and its fairly large autocanceling window. Originates 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 back kick. Useful for edgeguarding and one of Sonic's most viable KOing options, even the sourspot is strong to an extent. However, it has moderate start-up and high landing lag. KOs at 96% near the edge, 135% from the center of Final Destination.
|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 [[autocancel]] window makes it deceptively safe and easy to avoid its fairly high landing lag, while it is viable for either KOing near the upper blast line, especially as a follow-up from Spring Jump, or as part of a SHFF.
|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]] that can [[meteor smash]]. It is difficult to use as such, however, since its meteor smash hitbox is present at frame 19. It is relatively safe to use offstage unlike most other stall-then-falls due to having less ending lag. Originates from ''Sonic the Fighters'', although it also resembles 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 grab range is relatively average.
|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=7%
|fthrowdmg=1% (hit 1), 6% (throw)
|fthrowdesc=A stretch kick. Has very minimal utility, as it is only used to force the opponent into the air and function as a situational KOing option. KOs at 170%. 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=A high-speed, multiple flipping version of the {{s|wikipedia|tomoe nage}}, a Judo throw. Prior to update 1.0.6, it was Sonic's most viable KOing options due to being one of the strongest back throws in the game. As of update 1.0.6, it KOs at 160% due to its knockback growth having been decreased. KOs at 146% near the edge with good [[DI]].
|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=6%
|uthrowdmg=1% (hit 1), 5% (hit 2)
|uthrowdesc=Heaves the opponent upward and sharpens his quills to stab them. Depending on the opponent's damage, it can be reliably followed up with a neutral, forward, back or up aerial, although Spring Jump usually has to be used to secure these follow-ups beginning at medium percentages. KOs at 180%.
|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. Great for tech-chasing and a reliable edgeguard set-up. Originates 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''.
|floorfname=
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Spin Dashes around in a circular motion.
|floorfdesc=Spin Dashes around in a circular motion while getting up.
|floorbname=
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=A legsweep.
|floorbdesc=Performs a legsweep while getting up.
|floortname=
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs spin kicks around himself.
|floortdesc=Performs a legsweep while getting up.
|edgename=
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Spin Dashes while climbing up. It resembles the cliffhanger flip attack from ''Sonic the Hedgehog Spinball''.
|edgedesc=Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from ''Sonic the Hedgehog Spinball''.
|nsdefname=Homing Attack
|nsdefname=Homing Attack
|nsdefdmg=5%-12%
|nsdefdmg=5%-12%
|nsdefdesc=Curls up into a ball while ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier.
|nsdefdesc=Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier.
|nsc1name=Stomp
|nsc1name=Stomp
|nsc1dmg=5%
|nsc1dmg=5%
|nsc1desc=Instead of homing onto an opponent, Sonic dives straight down and meteor smashes them. Based on the attack of the same name that debuted in ''Sonic Unleashed''.
|nsc1desc=Instead of homing onto an opponent, Sonic plummets straight down. It deals consistent damage and meteor smashes opponents. It resembles the attack of the same name that debuted in ''Sonic Unleashed''.
|nsc2name=Surprise Attack
|nsc2name=Surprise Attack
|nsc2dmg=8%
|nsc2dmg=8%
|nsc2desc=A faster variation, albeit with less power and range, as well as more ending lag. If it does not home onto an opponent, Sonic will launch himself upward instead of downward.
|nsc2desc=A faster variation that deals consistent damage. If it does not home onto an opponent, Sonic will launch himself upward instead of downward, which can enable it to be used for recovering. However, is has less knockback, more ending lag, and shorter range.
|ssdefname=Spin Dash
|ssdefname=Spin Dash
|ssdefdmg=7% (roll), 3% (jump)
|ssdefdmg=6%/7% (dash), 5% (initial jump), 3% (jump)
|ssdefdesc=Curls up into a ball, performs a short hop and then starts rolling towards the opponent at a fast speed. It can be followed up with any aerial attack. It can also be shield canceled, which can be used for [[mindgames]].
|ssdefdesc=Curls up into a ball, performs a [[short hop]], and then starts rolling toward the opponent at a fast speed. Holding the special button [[charge]]s it up and increases its speed. In addition to granting intangibility on frames 1-6, it boasts impressive combo and [[mindgame]] potential, thanks to its ability to be followed up with any aerial attack, and its ability to be canceled via shielding, respectively. It also boasts horizontal recovery potential when it is [[jump-cancel]]ed immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air.
|ssc1name=Hammer Spin Dash
|ssc1name=Hammer Spin Dash
|ssc1dmg=7% (hit 1), 5% (hit 2), 3% (late)
|ssc1dmg=7% (hit 1), 5% (hit 2), 3% (late)
|ssc1desc=The hop at the beginning is higher, with the descent of the arc being capable of [[bury]]ing opponents. However, it has a late hitbox that deals less damage.
|ssc1desc=The short hop at the beginning is higher, and the descent of the hop's arc is capable of [[bury]]ing opponents. However, it has a late hitbox that deals less damage.
|ssc2name=Burning Spin Dash
|ssc2name=Burning Spin Dash
|ssc2dmg=12% (hit 1), 7% (hit 2)
|ssc2dmg=12% (hit 1), 7% (hit 2)
|ssc2desc=Lacks a short hop and any jumps out of the move are considerably lower, but it deals more damage and has a [[flame]] effect. It is similar to the Flame Somersault from ''Sonic Adventure 2''.
|ssc2desc=Deals more damage and has a [[flame]] effect, but lacks a short hop and any jumps out of the move are considerably lower. It resembles the Fire Somersault from ''Sonic Adventure 2''.
|usdefname=Spring Jump
|usdefname=Spring Jump
|usdefdmg=— (jump), 4% (spring)
|usdefdmg=— (jump), 4% (spring)
|usdefdesc=Pulls out a spring from the ''Sonic the Hedgehog'' games and uses it to springboard into the air, which can allow for recovering or partaking in combos. The spring itself can also be used to [[gimp]] recovering opponents underneath Sonic.
|usdefdesc=Pulls out a spring and uses it to springboard into the air. Although it is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility on frames 5-13, while the spring itself can also be used to [[gimp]] recovering opponents underneath Sonic.
|usc1name=Double Spring
|usc1name=Double Spring
|usc1dmg=2% (first spring), 2% (second spring)
|usc1dmg=2% (per spring)
|usc1desc=Sonic can pull out two springs, but each spring deals less damage and the move grants much less distance overall.
|usc1desc=Sonic can pull out two springs, but each spring deals less damage and the move covers much less distance overall.
|usc2name=Springing Headbutt
|usc2name=Springing Headbutt
|usc2dmg=3% (grounded hit), 7% (late aerial hit), 1% (early aerial hit)
|usc2dmg=3% (grounded hit), 1% (early aerial hit), 7% (late aerial hit)
|usc2desc=Grants slightly shorter distance and the spring does not stay behind, but enables Sonic to hit opponents while ascending. It deals the most damage if Sonic hits the opponent at the end of it instead of at the start.
|usc2desc=Headbutts opponents while ascending. It deals the most damage if Sonic hits the opponent at its ending instead of at its beginning. However, it covers slightly less distance, and the spring does not remain on-stage.
|dsdefname=Spin Charge
|dsdefname=Spin Charge
|dsdefdmg=2% (per hit)
|dsdefdmg=2% (per hit)
|dsdefdesc=A Spin Dash that lacks a short hop at the beginning and cannot be shield canceled, but hits multiple times and has more momentum. It also has slightly different aesthetics and requires button mashing in order to charge.
|dsdefdesc=A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, requires button mashing in order to charge, and can become a "Spin Shot" like Spin Dash. However, it lacks a short hop at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
|dsc1name=Auto-Spin Charge
|dsc1name=Auto-Spin Charge
|dsc1dmg=2% (per hit)
|dsc1dmg=2% (per hit)
|dsc1desc=Functions like Spin Dash by lacking the need to button mash in order to charge. It also has altered aesthetics, which make it more deceptive than Spin Charge and therefore better at mindgames.
|dsc1desc=Functions like Spin Dash by lacking the need to button mash in order to charge. It also has altered aesthetics, which make it more deceptive than Spin Charge, and thus better at mindgames.
|dsc2name=Gravitational Charge
|dsc2name=Gravitational Charge
|dsc2dmg=2% (per hit)
|dsc2dmg=2% (per hit)
|dsc2desc=Pulls opponents in front of Sonic towards him and pushes opponents behind Sonic away from him.
|dsc2desc=[[Windbox#Pulling attacks|Pulls]] opponents in front of Sonic toward him, and [[Windbox#Pushing attacks|pushes]] opponents behind Sonic away from him.
|fsname=Super Sonic
|fsname=Super Sonic
|fsdmg=5%-8% (slow), 9%-11% (moderate), 14%, 16% (fast)
|fsdmg=18% (Chaos Emeralds), 5% (idle), 6%-8% (slow ram), 9%-11% (moderate ram), 12%-14%, (fast ram), 16% (fastest ram)
|fsdesc=Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the ''Sonic the Hedgehog'' games. Sonic is invincible during its duration and can fly in any chosen direction, depending on where the [[control stick]] 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
}}
}}
===[[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]]===
Line 250: Line 536:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Sonic
|char=Sonic
|desc-up=Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while emitting a "tsk tsk tsk" sound.
|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 [[wikipedia:Windmill (b-boy move)|windmill]], a breakdancing move, while saying "C'mon!" both in English and Japanese.}}
|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''.
}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the ''Sonic the Hedgehog'' games for the Sega Genesis.
|desc-1=Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the ''Sonic the Hedgehog'' games for the Sega Genesis.
|desc-2=Turns towards the player and waves his finger in a patronizing manner while grinning, similarly to an animation he uses after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3''.
|desc-2=Turns towards the player and waves his finger in a patronizing manner while smiling. It resembles an animation he performs after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3''.
|image-1=SonicIdlePose1WiiU.jpg
|image-1=SonicIdlePose1WiiU.jpg
|image-2=SonicIdlePose2WiiU.jpg}}
|image-2=SonicIdlePose2WiiU.jpg}}
Line 273: Line 560:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=SonicTheme.ogg
|victory-theme=SonicTheme.ogg
|victory-desc=The Mission Clear jingle from [[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]], which is an orchestrated remix of the Act Clear jingle from ''{{s|wikipedia|Sonic the Hedgehog 3}}''.
|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 poses with it before saying "Piece of cake!" or in Japanese, "{{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 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!}}" (''Leaving behind to be dawdling!'')
|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 pike, a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" or in Japanese, "{{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}}" (''Hey guys! I'll play again next time!'') His breakdance is similar to Blaze the Cat's 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
Line 294: Line 581:
|set10=1331
|set10=1331
}}
}}
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
====Active====
*{{Sm|6WX|USA}} - Placed 4th at [[Apex 2015]].
*{{Sm|72K|Mexico}}
*{{Sm|Camalange|USA}}
*{{Sm|Craftis|USA}}
*{{Sm|Espy|USA}}
*{{Sm|Ixis|UK}} - Best player in the UK, ranking 1st on the [http://smashboards.com/threads/smash-4-uk-power-rankings-winter-16.429809/ Smash 4 UK Power Rankings], ahead of {{Sm|J.Miller}}.
*{{Sm|JT5565|USA}}
*{{Sm|K.I.D. Goggles|USA}}
*{{Sm|Kai|USA}}
*{{Sm|KEN|Japan}} - The best Sonic player in the world, ranked 4th on the [[Umebura Smash 4 Power Rankings]] and 6th on the [[eSports Runner Japanese Power Rankings|eSports Runner Japanese Smash 4 Power Rankings]].
*{{Sm|Komorikiri|Japan}} - One of Japan's best Sonic players, ranked 1st on the [[eSports Runner Japanese Power Rankings|eSports Runner Japanese Smash 4 Power Rankings]] and 2nd on the [[Umebura Smash 4 Power Rankings]].
*{{Sm|Mocha|USA}}
*{{Sm|Phoenix|USA}}
*{{Sm|Seagull Joe|USA}} - Notably beat {{Sm|ZeRo}} at [[The Big House 5]], becoming the third person to take a set off of ZeRo in 2015 (after {{Sm|Mr. ConCon}} and {{Sm|Vinnie}}).
*{{flag|USA}} [[Smasher:Static|Spark]]
*{{Sm|SuperGirlKels|Canada}} - Best Sonic player in Canada and ranked 3rd on the [[Montreal Power Rankings#Smash 4 Rankings|Montreal Smash 4 Power Rankings]].
*{{Sm|Wonf|Mexico}} - Best Sonic player in Mexico.
*{{Sm|Wrath|USA}}


====Inactive==== 
===Most historically significant players===
*{{Sm|Blue|USA}}
<!--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 -->


===Tier placement and history===
''See also: [[:Category:Sonic players (SSB4)]]''
Sonic was at first considered to be a high-tier character, with the buffs he gained from his transition from ''[[Brawl]]'' largely mitigating most of the previous weaknesses he had. Players pointed out his amazing raw mobility, fast frame data and quick movement options that constituted his very strong neutral game and let him even camp against most characters, as well as having a good recovery overall and surprisingly effective KO options. While the latter point was nerfed in game updates, his movement options and frame data were improved overall, whereas Sonic players have adapted to many different and effective playstyles while enriching his metagame, which has still have left very strong tournament results from a strong playerbase, constituted of {{Sm|6WX}}, {{Sm|KEN}}, {{Sm|Komorikiri}}, {{Sm|Seagull Joe}}, {{Sm|SuperGirlKels}} and many more. This culminated on Sonic being placed 6th on the first and second iterations of the ''4BR'' [[tier list]]. Due to his continued strong results, as well as an even greater playerbase than before, he now ranks 5th on the current tier list.


==[[List of Super Smash Bros. 4 character trailers#Sonic|Reveal trailer]]==
*{{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]].
<youtube>T7w5XUPHFoY</youtube>
*{{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]].


==Trophies==
===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'''
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.
::{{flag|North America}} ''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.''


::{{flag|Europe}} ''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.)''
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.


{{Trophy games|console1=none|game1=Sonic the Hedgehog (06/1991)|console2=WiiU|game2=Sonic Lost World (10/2013)}}
==In Solo Modes==
 
===[[All-Star Mode]]===
:'''Sonic (Alt.)'''
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}}.
::{{flag|North America}} ''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!''
 
::{{flag|Europe}} ''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!''
 
{{Trophy games|console1=none|game1=Sonic the Hedgehog (06/1991)|console2=WiiU|game2=Sonic Lost World (10/2013)}}
 
:'''Super Sonic'''
::''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!''


==={{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>
SSB4-3DS Congratulations Classic Sonic.png|Classic Mode
SSB4-3DS Congratulations All-Star Sonic.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
<gallery>
SonicTheHedgehogTrophy3DS.png|Classic (3DS)
SSB4-Wii U Congratulations Classic Sonic.png|Classic Mode
SonicTheHedgehogAltTrophy3DS.png|Alt. (3DS)
SSB4-Wii U Congratulations All-Star Sonic.png|All-Star Mode
SonicTheHedgehogTrophyWiiU.png|Classic (Wii U)
SonicTheHedgehogAltTrophyWiiU.png|Alt. (Wii U)
SuperSonicTrophyWiiU.png|[[Super Sonic]]
</gallery>
</gallery>
</center>
</center>


==In [[Event Match]]es==
==[[Trophies]]==
===Solo Events===
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 Super Sonic trophy is obtained only in the Wii U version by clearing All-Star Mode as Sonic.
* '''[[All-Star Battle: Secret]]''': Sonic is one of the opponents fought in this event. All of the opponents have been unlockable in previous ''Super Smash Bros.'' games.
{{Trophy/Fighter
* '''[[The FINAL Final Battle]]''': The player must defeat Sonic, {{SSB4|Mario}}, {{SSB4|Pac-Man}}, and {{SSB4|Mega Man}}.
|name-ntsc=Sonic the Hedgehog
* '''[[Up to Speed]]''': Sonic must defeat {{SSB4|Fox}}, {{SSB4|Falco}}, and {{SSB4|Captain Falcon}} in a high-speed, one stock battle.
|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}}


===Co-op Events===
{{Trophy/Fighter
* '''[[Full Speed Ahead]]''': Sonic and Captain Falcon must defeat another Sonic and Captain Falcon in a high-speed, one stock battle.
|name=Super Sonic
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|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]]==
Line 379: Line 681:
|{{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==
Line 388: Line 693:
SSB4WiiU-Sonic2.jpg|Using his side taunt.
SSB4WiiU-Sonic2.jpg|Using his side taunt.
SSB4WiiU-Sonic3.jpg|Sonic preparing to dodge {{SSB4|Mega Man}}'s attack.
SSB4WiiU-Sonic3.jpg|Sonic preparing to dodge {{SSB4|Mega Man}}'s attack.
SSB4WiiU-Sonic4.jpg|Dash attack's new final hit.
SSB4WiiU-Sonic4.jpg|Using his new dash attack on {{SSB4|Link}} and {{SSB4|Luigi}}.
SSB4WiiU-Sonic5.jpg|Using [[Homing Attack]] on {{SSB4|Pit}} and {{SSB4|Fox}}.
SSB4WiiU-Sonic5.jpg|Using [[Homing Attack]] on {{SSB4|Pit}} and {{SSB4|Fox}}.
SSB4WiiU-Sonic6.jpg|Sonic in mid-air.
SSB4WiiU-Sonic6.jpg|Sonic in mid-air.
SSB4WiiU-Sonic7.jpg|[[Air dodge|Air dodging]] {{SSB4|Samus}}' forward aerial.
SSB4WiiU-Sonic7.jpg|[[Air dodge|Air dodging]] {{SSB4|Samus}}' forward aerial.
SSB4WiiU-Sonic8.jpg|[[Dash]]ing alongside {{SSB4|Link}}.
SSB4WiiU-Sonic8.jpg|[[Dash]]ing alongside Link.
SSB4WiiU-Sonic9.jpg|Using Homing Attack on {{SSB4|Luigi}}.
SSB4WiiU-Sonic9.jpg|Using Homing Attack on Luigi.
SSB43DS-Sonic1.jpg|Using his up taunt.
SSB43DS-Sonic1.jpg|Using his up taunt.
SonicForwardAir.jpg|Using his forward aerial alongside Mario.
SonicForwardAir.jpg|Using his forward aerial alongside Mario while {{SSB4|Yoshi}} uses his back aerial.
Spin Dash SSB4.png|Using [[Spin Dash]].
Spin Dash SSB4.png|Using [[Spin Dash]].
Spin Charge.png|Using [[Spin Charge]].
Spin Charge.png|Using [[Spin Charge]].
Spring Jump SSB4.png|Using [[Spring Jump]].
Spring Jump SSB4.png|Using [[Spring Jump]].
Sonic and Mario.jpg|Using his back aerial alongside Mario's neutral aerial.
Sonic and Mario.jpg|Using his back aerial alongside Mario's neutral aerial.
SonicDownAerial.png|Using his down aerial in {{forwiiu}}.
Sonic and Mega Man Spring Jump and Rush.jpg|Using Spring Jump alongside Mega Man's [[Rush Coil]].
Sonic and Mega Man Spring Jump and Rush.jpg|Using Spring Jump alongside Mega Man using [[Rush Coil]].
Mario Sonic and Mega Man.jpg|Using his down aerial alongside Mario and Mega Man.
Mario Sonic and Mega Man.jpg|Using his down aerial alongside Mario and Mega Man.
Sonic kicks Bowser SSB4.jpg|Using neutral attack's final hit on {{SSB4|Bowser}}.
Sonic kicks Bowser SSB4.jpg|Using neutral attack's final hit on {{SSB4|Bowser}}.
Line 410: Line 714:
Sonic dair SSB4.jpg|Using his down aerial in {{for3ds}}.
Sonic dair SSB4.jpg|Using his down aerial in {{for3ds}}.
Soccer Ball SSB4.jpg|Sonic and {{SSB4|Wii Fit Trainer}} dashing after [[Header]]'s soccer ball as Mega Man looks on.
Soccer Ball SSB4.jpg|Sonic and {{SSB4|Wii Fit Trainer}} dashing after [[Header]]'s soccer ball as Mega Man looks on.
SSB4 - Ore Club.jpg|Sonic hitting Pit with an [[Ore Club]] on [[Palutena's Temple]].
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}}.
Spindashcharging.gif|Using Spin Dash.
</gallery>
</gallery>


==Trivia==
==Trivia==
[[File:Sonic_double_mouth.jpeg|thumb|Sonic's double mouth glitch.]]
[[File:Sonic double mouth.jpeg|thumb|Sonic's double mouth glitch.]]
*Sonic dashes so fast that if he were to be to customized with all speed-based equipment and used both a [[Bunny Hood]] and [[Superspicy Curry]], he would outrun the [[Spirit Train]].
*Sonic's [[dash]] is so fast that with enough speed boosts, such as [[Character customization|equipping]] all Speed-increasing equipment while using both a [[Bunny Hood]] and [[Superspicy Curry]], he can outrun the [[Spirit Train]].
**Additionally, an unedited Sonic using Superspicy Curry dashes at the exact same speed as the water slide in the Flood Chamber of [[Kalos Pokémon League]], which causes him to dash in place.
**Additionally, a Sonic without customizations using Superspicy Curry dashes at the exact same speed as the water slide in the Flood Chamber of [[Kalos Pokémon League]], which causes him to dash in place if he runs against the current.
*Sonic is the only third-party character in the series to be present in more than one installment of ''Super Smash Bros.'' and the only one to be dubbed into languages other than English and Japanese.
*Sonic is the only third-party character to be dubbed into languages other than English and Japanese.
*Despite having existing 8-bit sprites from the ''Sonic the Hedgehog'' games released on the {{s|wikipedia|Master System}} and [[wikipedia:Sega Game Gear|Game Gear]], {{SSB4|Pac-Man}}'s and {{SSB4|Duck Hunt}}'s [[newcomer]] posters depict Sonic's 16-bit sprite from the Genesis/Mega Drive version of ''Sonic the Hedgehog''.
*Sonic, {{SSB4|Bowser}}, {{SSB4|Ike}}, {{SSB4|Ganondorf}}, {{SSB4|Jigglypuff}}, {{SSB4|Captain Falcon}}, {{SSB4|Yoshi}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Lucas}}, {{SSB4|Link}}, {{SSB4|Ness}}, and {{SSB4|King Dedede}} are the only ''Brawl'' veterans whose regular falling speeds were left unchanged.
*In {{for3ds}}, there is a glitch that results in Sonic having two mouths when [[roll]]ing backward or forward.
*Although he has existing 8-bit sprites from the ''Sonic the Hedgehog'' games released on the {{s|wikipedia|Master System}} and [[wikipedia:Sega Game Gear|Game Gear]], {{SSB4|Pac-Man}} and {{SSB4|Duck Hunt}}'s [[newcomer]] posters depict Sonic's more recognizable 16-bit sprite from the Genesis/Mega Drive version of ''Sonic the Hedgehog''.
*In {{for3ds}}, there is a glitch that results in Sonic having two mouths when [[roll]]ing forward or backward.
**This is slightly reminiscent of [http://embed.gyazo.com/b6de2d889ecfede9928fd96c2ebd6991.gif a similar glitch] that he had as Super Sonic in ''Sonic Lost World''.
**This is slightly reminiscent of [http://embed.gyazo.com/b6de2d889ecfede9928fd96c2ebd6991.gif a similar glitch] that he had as Super Sonic in ''Sonic Lost World''.
*In non-Japanese versions of {{forwiiu}}, Sonic uses his reused voice clip from ''Super Smash Bros. Brawl'' when he is in the water, since {{for3ds}} has no swimming.
*Despite being having the rest of his voice clips' replaced by ones done by Roger Craig Smith, Sonic retains Jason Griffith's clips of rising from water, sleeping, and one of his attack grunts. However, Jason Griffith is not credited for these voice clips.
**This results in his voice reverting to the one used by his previous voice actor, Jason Griffith, as well as being one of four reused voice clips of him in ''SSB4'' (the others used when Sonic is [[asleep]], his up taunt and one of his attack grunts). However, Jason Griffith is not listed in the credits, because this is a developmental oversight.
**This also makes Sonic the only character in the game to have two different voice actors in the same costume for the English version.
*The European description for Sonic says ''"Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim."'' This is wrong on both counts. Like dogs, cats and most mammals, hedgehogs swim reasonably well. Their top speed is also respectable for their body size. It is rare to see a hedgehog run though, since they usually conserve their energy and stroll, or else curl into a motionless ball when threatened.
*The European description for Sonic says ''"Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim."'' The second part of this statement is incorrect; like most mammals, hedgehogs swim reasonably well.
*On the official ''Super Smash Bros.'' Facebook page, there is a picture for every character in ''SSB4'', including Sonic. Sonic's was posted on December 29th, 2014 with the caption "Five gold rings", in reference to the {{s|wikipedia|Twelve Days of Christmas}}.
*On the official ''Super Smash Bros.'' Facebook page, there is a picture for every character in ''SSB4'', including Sonic. Sonic's was posted on December 29th, 2014 with the caption "Five gold rings", in reference to the {{s|wikipedia|Twelve Days of Christmas}}.
*''SSB4'' marks the only time a third-party character returns as a starter.
*Sonic is the only third-party character with an exclusive piece of equipment, the ring.
==References==
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{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:Sega]]
[[es:Sonic (SSB4)]]

Latest revision as of 20:06, November 12, 2024

This article is about Sonic's appearance in Super Smash Bros. 4. For the character in other contexts, see Sonic the Hedgehog.
Sonic
in Super Smash Bros. 4
Sonic SSB4.png
SonicSymbol.svg
Universe Sonic the Hedgehog
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Super Sonic
Tier A (7-8)
Sonic (SSB4)

Sonic (ソニック, 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.[1] Sonic is one of the six third-party characters in the game, alongside fellow Sega fighter Bayonetta; Capcom's Mega Man and Ryu; Bandai Namco's Pac-Man; and Square Enix's 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 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 Jason Griffith as Sonic's voice actor, who voiced Sonic from 2005 until 2010. 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/8th out of 54 on the tier list, placing him in the A tier and tying him with 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 dashing speed in the game; when coupled with his special moves 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 gimping. 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 has consistently achieved excellent results in high-level play.

Attributes[edit]

Sonic is a middleweight that, like in his home series, possesses outstanding mobility. He fittingly boasts the fastest dashing speed in the game, yet also possesses the seventh fastest walking speed and ninth fastest air speed, the latter of which is tied with Mario and Donkey Kong's. When coupled with his above average gravity and jumps, he has high omnipresence and can move around the stage at incredible speeds, despite having below average falling speed and one of the worst air accelerations in the game. These traits, in turn, make Sonic able to easily and effectively utilize a hit-and-run playstyle. To round out his outstanding mobility, Sonic is capable of wall jumping.

Sonic possesses very useful special moves. Spin Dash and Spin Charge are perhaps Sonic's best neutral game options, as they allow him to roll across the stage at varying speeds while also dealing damage upon contact. Spin Dash allows Sonic to jump even while charging, and can be canceled with a grab or by shielding, which grants it mindgame potential. Spin Charge, however, hits multiple times and moves even faster, making it a reliable alternative to dashing. Both, however, can give Sonic additional protection when recovering and even chain into other attacks. When coupled with their extremely similar animations, opponents have to tread carefully when dealing with these moves, since a single misstep can result in a very fast chain of attacks that can deal impressive damage.

Homing Attack deals a varying amount of damage, but homes in on the nearest opponent, making it useful for punishing laggy attacks and edge-guard breaking. Spring Jump is a useful recovery move that grants intangibility during start-up and covers an impressive amount of vertical distance. It is also one of the few recovery moves that does not cause helplessness, as Sonic is able to attack and dodge during his descent, while the spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and gimp opponents, respectively.

Sonic also has a strong air game. Neutral aerial is a great combo starter when SHFF'd, thanks to its long-lasting hitbox, fairly low landing lag, and launching angle. Forward aerial is useful for edge-guarding and, in certain instances, can combo into itself on-stage at low percentages, thanks to its auto-canceling window and Sonic's fast air speed. Up aerial possesses KO potential near the upper blast line and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial's clean hitbox is powerful, making it one of his few reliable KOing options like his up aerial. Lastly, down aerial is a stall-then-fall; although it is Sonic's least effective aerial, it has noticeably less ending lag compared to other stall-then-falls, and its clean hitbox meteor smashes aerial opponents.

Sonic's neutral attack, tilt attacks, and throws have decent damage outputs and minimal lag, which make them hard to punish. Incidentally, his grab game is decent overall. While none of his grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his mobility. Sonic's pummel is quick and has an average damage output, which allows him to rack up a fair amount of damage before throwing an opponent. Down throw is a semi-spike that has high base knockback, which make it excellent for setting up edge-guards and tech-chases. Back throw also possesses high base knockback, but KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt.

Up throw is a fairly reliable combo starter: while its combo potential is not as consistent as Spin Dash and Spin Charge's, it still possesses decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as Battlefield's top platform. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent into the air. Like up throw, it can also function as a KOing option, albeit only when used on high platforms at very high percentages.

However, Sonic has some weaknesses, the most noticeable of which is his KO potential. Despite having improved considerably since Brawl, his KO potential is held back by his most reliable KOing options (forward/up smashes, clean back aerial, and up aerial) requiring good positioning and, aside from up aerial, having noticeable start-up and ending lag. His forward and up smashes are also burdened with low base knockback, which forces them to be used for KO attempts later instead of earlier. Despite his outstanding mobility, Sonic also has trouble landing without the use of Homing Attack or Spring Jump, owing to his forward, back, up and down aerials have at least 21 frames of landing lag. This is further exacerbated by his very slow air acceleration leaving him susceptible to juggling.

Sonic can also have difficulty dealing with camping, since any ground-level projectile can severely limit his movement options. Lastly, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and Luigi, some of his attacks are very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable if Spring Jump is his only recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages.

Sonic has many beneficial 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 pulls opponents in front of Sonic toward him, making it easier for him to hit them. However, it also 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.

Changes from Super Smash Bros. Brawl[edit]

Sonic has been heavily buffed 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 punishing 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.

Outside of these two instances, some of Sonic's moves also benefit from both direct changes and modifications to gameplay mechanics. Neutral aerial and up throw's angles have been altered, although the latter move also deals less damage and has compensated knockback which hinders its damage racking potential and does not grant it significantly greater combo potential which it otherwise would have if its knockback were unchanged. When coupled with the changes to hitstun canceling, they, alongside Spin Charge, have improved combo potential. Due to its angle being altered, down aerial's clean hitbox is now a meteor smash against aerial opponents; when coupled with the removal of meteor canceling, clean down aerial is a much more potent edge-guarding option. Lastly, up smash and forward aerial are much more difficult to escape from due to the aforementioned weakening of SDI.

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 tossing 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.

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[edit]

  • 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 mouth is now a texture by default rather than a modeled part of his body. However, he still uses a modeled animated mouth in his victory poses.
  • Change Sonic has received three new alternate costumes, which brings his total up to eight.
  • Change Sonic's red alternate costume from Brawl has been slightly altered. His cuffs and shoes are now orange instead of red, likely to better differentiate it from his default costume.
  • Change Sonic now faces the foreground regardless of whether he is facing left or right. When he turns around, his mouth will also change sides due to his design change.
  • Change Sonic's eyes now appear half-closed when he is in a downed state instead of appearing completely closed like in Brawl.
  • Change Spin Dash-based attacks emit a lower pitched sound effect similar to the one used in Sonic Lost World. Some attacks also have updated visual effects.
  • Change Idle poses' animations have slightly changed. Sonic's expression now remains unchanged throughout their duration, unlike in Brawl, where he would grow impatient while tapping his foot and grin while wiggling his finger.
  • Change Side taunt's animation has slightly changed. Sonic now grins throughout its entire duration instead of grinning and then assuming a stern expression.
    • Change Because of Sonic’s voice actor change, his side and down taunts also have new lines: he says "Sonic SPEED!" instead of "You're too slo-ow!" during his side taunt, and "Come on!" instead of "C'mon, step it up!" during his down taunt.
  • Change Sonic’s victory pose involving the blue Chaos Emerald has slightly changed. The Chaos Emerald now levitates in Sonic's hand after he grabs it instead of directly making contact with his hand.
  • Change Due to Sonic’s voice actor change, his victory poses use new lines. He says "That was almost too easy!" instead of "Sonic’s the name, speed’s my game!" during his side-to-side sprint victory pose, "Let’s do that again sometime!" instead of "Hey, we should do this again sometime!" during his breakdancing victory pose, and just "Piece of cake!" instead of "Too easy! Piece of cake!" during his victory pose involving the blue Chaos Emerald. The formermost also has him smirking upon striking his final pose instead of grinning.
  • Change In the Japanese language, Sonic's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.

Attributes[edit]

  • Nerf Sonic walks slower (1.4 → 1.375).
  • Buff Sonic's air speed is faster (1.1092 → 1.15).
  • Change Sonic's gravity is higher (0.085 → 0.09).
  • Buff Sonic's fast falling 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 lighter (95 → 94).
  • Nerf Sonic's traction is lower (0.07 → 0.06).
  • Buff Rolls have less ending lag (FAF 32 → 28).
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-15).
  • 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 tossing, this noticeably hinders Sonic's item game.

Ground attacks[edit]

  • Neutral attack:
    • 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)). These changes allow neutral attack to connect more reliably and improve its jab canceling 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 launches opponents at a higher angle (361° → 50°).
  • Forward tilt:
    • Buff Forward tilt's second hit has increased base knockback (10 → 30).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 50 → 40).
    • 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 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:
    • 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 tripping 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:
    • 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)).
    • 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:
    • Buff Forward smash has increased knockback scaling (98 → 101), improving its KO potential.
    • 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:
    • 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 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:
    • Change Sonic has a new down smash, a split kick, similar to Fox and 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.
    • 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[edit]

  • Neutral aerial:
    • Buff Clean neutral aerial deals more damage (11% → 12%).
    • 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:
    • 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 canceled, this hinders the move overall.
  • Back aerial:
    • Buff Back aerial's hitboxes have been repositioned, with the move now being slightly disjointed, rather than failing to cover Sonic's foot.
    • Buff The clean hit deals more damage (13% → 14%), improving its KO potential despite its decreased knockback scaling (94 → 90).
    • 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:
    • 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.
      • 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:
    • Buff Down aerial's late hit has a larger hitbox (5.8u → 7u).
    • 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[edit]

  • Grabs:
    • 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:
    • Buff Pummel has a larger hitbox (3u → 3.5u).
    • Nerf Pummel deals less damage (3% → 2%).
  • Forward throw:
    • Buff Forward throw's hitboxes have a longer duration (frame 10 → 10-11).
    • 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:
    • Nerf Back throw deals less damage (8% → 7%).
    • Buff Back throw has increased knockback scaling (60 → 79), improving its KO potential despite its lower damage.
  • Up throw:
    • Change Up throw has a slightly altered animation where after the throw, Sonic stays low to the ground for longer before rising up.
    • 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:
    • Nerf Down throw deals less damage (5% (throw)/8% (total) → 4%/7%).
    • Buff Down throw has increased knockback scaling (30 → 35), marginally improving its KO potential despite its lower damage.
  • Floor attacks:
    • 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[edit]

  • Homing Attack:
    • Buff Homing Attack has increased knockback scaling (80 → 90).
    • 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).
      • 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).
    • 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:
    • 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 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:
    • 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 The spring no longer disappears after it hits an opponent, although this is purely aesthetic.
    • Change Super Smash Bros. for Nintendo 3DSSonic 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 Mario's Cape.
  • Spin Charge:
    • 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 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.
  • 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:
    • 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 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).
    • 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 has decreased knockback scaling (120 → 100) and launches opponents at a lower angle (90° → 70°), greatly hindering its KO potential along with its lower damage.

Update history[edit]

Sonic has been nerfed by game updates. Update 1.0.6 severely hindered his back throw's KO potential by noticeably decreasing its knockback growth, and toned down Spin Dash's damage racking potential by lowering the damage outputs of its rolling and jumping hitboxes. Update 1.0.4 increased forward smash's ending lag, while updates 1.0.8 and 1.1.0 decreased the knockback growth of his up smash and forward smash, respectively.

However, Sonic also received somewhat noticeable buffs. Update 1.0.4 removed the grab release glitch, which enables him to re-use Spring Jump if he is grabbed in midair. Update 1.0.8 reverted down aerial's ending lag to what it was in Brawl; in addition to making it safer when used off-stage, it also made its clean hitbox more reliable for edge-guarding. Lastly, Sonic's multiple hit attacks benefit from the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1.

Although the nerfs to Sonic's KOing options and damage racking potential have slightly toned down his offensive presence, many professional players have shown that he is still a very viable character regardless.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff The removal of the grab release glitch allows Sonic to re-use Spring Jump if he has been grabbed in midair.

Super Smash Bros. 4 1.0.6

  • 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.
  • Nerf Spin Dash's roll and jump deal less damage (7%-10% (roll)/7% (jump) → (6%/7%)/3%), hindering its damage racking potential.
  • 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 Pocketed.

Super Smash Bros. 4 1.0.8

  • Nerf Up smash's last hit's knockback has lower knockback scaling (177 → 165), significantly hindering its KO potential.
  • Nerf Item toss is slower (0.983333 → 0.98).
  • Nerf Max walk speed while carrying heavy items is slower (1.005 → 0.995).
  • Buff Down aerial has less ending lag (FAF 50 → 46).

Super Smash Bros. 4 1.1.0

  • Nerf Forward smash has less knockback scaling (106 → 101), hindering its KO potential.

Super Smash Bros. 4 1.1.1

Super Smash Bros. 4 1.1.3

  • Nerf Weight slightly decreased: 95 → 94


Moveset[edit]

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

  Name Damage Description
Neutral attack P / PP / PPK 2% The Punch + Punch + Kick combo from Sonic the Fighters. Its first hit can be jab canceled reliably into any tilt attack, and is capable of jab locking. Holding the attack button will have Sonic perform the first hit repeatedly.
2%
4%
Forward tilt Horse Kick (馬キック) 4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) 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-chases, or as an out of shield option.
Up tilt Double Air Kick (ダブルエアキック) 2% (hit 1), 6% (hit 2) A 540 kick, similar to 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.
Down tilt Leg Hitter (レッグヒッター) 6% 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.
Dash attack Short Spin Dash (ショートスピンダッシュ) 1% (hits 1-3), 3% (hit 4) 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.
Forward smash Wind-Up Punch (ぐるぐるパンチ) 14% 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 Final Destination.
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) 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.
Down smash Split Kick (スプリットキック) 12% A split kick, similar to Fox and 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.
Neutral aerial Air Spin (エアスピン) 12% (clean), 8% (late), 5% (latest) 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.
Forward aerial Sonic Turn (ソニックターン) 0.8% (hits 1-5), 3% (hit 6) A corkscrew battering ram, similar to 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.
Back aerial Back Spin Kick (バックスピンキック) 14% (clean), 10% (late) 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.
Up aerial Air Scissors (エアシザース) 3% (hit 1), 6% (hit 2) 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.
Down aerial Shooting Star Kick (流星キック) 8% (clean), 7% (late) 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 smashes 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.
Grab Grab (つかみ) Clinches the opponent. Sonic's standing grab is the thirteenth shortest ranged in the game. However, thanks to his pivot being tied with Fox, Greninja, and Meta Knight's for the third longest in the game, his pivot grab is useful.
Pummel Grab Kneebutt (つかみニーバット) 2% A knee strike. A fairly fast pummel.
Forward throw Close Kick (クローズキック) 1% (hit 1), 6% (throw) 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 platforms, such as Battlefield's top platform. It resembles the Top Kick from Sonic Battle.
Back throw Spin Throw (スピンスルー) 7% Quickly backflips repeatedly with the opponent in tow before performing the 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.
Up throw Hedgehog Needle (ヘッジホッグニードル) 1% (hit 1), 5% (hit 2) 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.
Down throw Spinning Gear (スピニングギア) 1% (hits 1-3), 4% (throw) 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Spin Dashes around in a circular motion while getting up.
Floor attack (back)
Floor getups (back)
  7% Performs a legsweep while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a legsweep while getting up.
Edge attack
Edge getups
  7% Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from Sonic the Hedgehog Spinball.
Neutral special Default Homing Attack 5%-12% Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier.
Custom 1 Stomp 5% Instead of homing onto an opponent, Sonic plummets straight down. It deals consistent damage and meteor smashes opponents. It resembles the attack of the same name that debuted in Sonic Unleashed.
Custom 2 Surprise Attack 8% A faster variation that deals consistent damage. If it does not home onto an opponent, Sonic will launch himself upward instead of downward, which can enable it to be used for recovering. However, is has less knockback, more ending lag, and shorter range.
Side special Default Spin Dash 6%/7% (dash), 5% (initial jump), 3% (jump) Curls up into a ball, performs a short hop, and then starts rolling toward the opponent at a fast speed. Holding the special button charges it up and increases its speed. In addition to granting intangibility on frames 1-6, it boasts impressive combo and mindgame potential, thanks to its ability to be followed up with any aerial attack, and its ability to be canceled via shielding, respectively. It also boasts horizontal recovery potential when it is jump-canceled immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air.
Custom 1 Hammer Spin Dash 7% (hit 1), 5% (hit 2), 3% (late) The short hop at the beginning is higher, and the descent of the hop's arc is capable of burying opponents. However, it has a late hitbox that deals less damage.
Custom 2 Burning Spin Dash 12% (hit 1), 7% (hit 2) Deals more damage and has a flame effect, but lacks a short hop and any jumps out of the move are considerably lower. It resembles the Fire Somersault from Sonic Adventure 2.
Up special Default Spring Jump — (jump), 4% (spring) Pulls out a spring and uses it to springboard into the air. Although it is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility on frames 5-13, while the spring itself can also be used to gimp recovering opponents underneath Sonic.
Custom 1 Double Spring 2% (per spring) Sonic can pull out two springs, but each spring deals less damage and the move covers much less distance overall.
Custom 2 Springing Headbutt 3% (grounded hit), 1% (early aerial hit), 7% (late aerial hit) Headbutts opponents while ascending. It deals the most damage if Sonic hits the opponent at its ending instead of at its beginning. However, it covers slightly less distance, and the spring does not remain on-stage.
Down special Default Spin Charge 2% (per hit) A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, requires button mashing in order to charge, and can become a "Spin Shot" like Spin Dash. However, it lacks a short hop at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
Custom 1 Auto-Spin Charge 2% (per hit) Functions like Spin Dash by lacking the need to button mash in order to charge. It also has altered aesthetics, which make it more deceptive than Spin Charge, and thus better at mindgames.
Custom 2 Gravitational Charge 2% (per hit) Pulls opponents in front of Sonic toward him, and pushes opponents behind Sonic away from him.
Final Smash Super Sonic 18% (Chaos Emeralds), 5% (idle), 6%-8% (slow ram), 9%-11% (moderate ram), 12%-14%, (fast ram), 16% (fastest ram) 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[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 94 1.5 – Initial dash
3.5 – Run
1.375 0.06 0.01 1.15 0.01 – Base
0.04 – Additional
0.09 1.45 – Base
2.32Fast-fall
5 35 - Base
16.887465 - Short hop
35

Announcer call[edit]

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On-screen appearance[edit]

  • Spin Dashes onto the stage from the foreground and strikes a pose.
SonicOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds.
  • Side taunt: Performs the Super Peel Out, a technique that debuted in Sonic the Hedgehog CD, while saying "Sonic SPEED!" (遅すぎだぜ!, You're too slow!).
  • Down taunt: Performs the windmill, 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.
Up taunt Side taunt Down taunt
SonicUpTauntSSB4.gif SonicSideTauntSSB4.gif SonicDownTauntSSB4.gif

Idle poses[edit]

  • Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the Sonic the Hedgehog games for the Sega Genesis.
  • Turns towards the player and waves his finger in a patronizing manner while smiling. It resembles an animation he performs after clearing an Act or defeating a boss in Sonic the Hedgehog 3.
SonicIdlePose1WiiU.jpg SonicIdlePose2WiiU.jpg

Crowd cheer[edit]

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

Victory poses[edit]

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.
  • Collects the blue Chaos Emerald and then poses with it before saying "Piece of cake!" In Japanese, he says "A piece of cake! 楽勝だぜ!" (A piece of cake! An easy win!)
  • 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 "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.
  • Performs the pike, a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "Hey guys! また遊んでやるぜ!" (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).
SonicPose1WiiU.gif SonicPose2WiiU.gif SonicPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Sonic (SSB4) Sonic 1213 1211 1313 1311 1113
1321 2213 3213 1223 1331

Most historically significant players[edit]

See also: Category:Sonic players (SSB4)

  • USA 6WX - 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 Apex 2015, 7th at Paragon Los Angeles 2015, and 9th at both The Big House 5 and Super Smash Con 2016. He is ranked 34th on the PGR 100.
  • UK IxisNaugus - 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 Tech Republic III and 4th at Albion 2. Internationally, his best tournament run was at EVO 2017, where he double-eliminated ESAM to place 33rd. He is ranked 89th on the PGR 100, only one of three Europeans ranked on the list.
  • USA Jakal - Came to prominence towards the end of competitive Smash 4 thanks to his 5th-place finish at Shine 2018 defeating MkLeo and VoiD along the way. His other notable results during this period include 4th at The Legend of Glentendo and 5th at Port Priority 3 defeating ANTi.
  • Japan KEN - 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 Umebura S.A.T. He is ranked 9th on the PGR 100.
  • Japan komorikiri - Uses Sonic as a secondary to his Cloud and is considered one of the best Sonic players of all-time. He used solo-Sonic to place 2nd at 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 2GGC: GENESIS Saga and 3rd at both 2GGC: Fire Emblem Saga and MomoCon 2018. He is ranked 12th on the PGR 100.
  • USA Manny - One of North America's all-time best Sonic players, with his best results being in 2015 thanks to placing 9th at EVO 2015, CEO 2015, and 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 2GGC: Fire Emblem Saga and 9th at MomoCon 2018. He is ranked 39th on the PGR 100.
  • USA Seagull Joe - A prominent Sonic player in the early metagame who was one of the first players to defeat ZeRo, doing so at The Big House 5 and placing 9th. Thanks to other notable placements such as 13th at Super Smash Con 2015 and 17th at both CEO 2015 and Pound 2016, he was ranked 48th on the PGR v1.
  • Canada SuperGirlKels - One of Canada's best players who regularly placed highly at North American events, most notably 5th at Royal Flush, 13th at Get On My Level 2016, and 17th at both EGLX 2018 and Shine 2018. She is ranked 100th on the PGR 100 as the only female player ranked on the list.
  • Mexico Wonf - 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 MkLeo and placed highly at many Mexican events, including 2nd at Thunderstruck 2015 and 5th at Smash Factor 4. However due to his hidden boss status and his activity being relegated to Mexico, he was never ranked globally.
  • USA Wrath - 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 DreamHack Atlanta 2018 and 7th at MomoCon 2018. He is ranked 59th on the PGR 100.

Tier placement and history[edit]

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 6WX, KEN, komorikiri, Seagull Joe, and 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 KEN placing 2nd at 2GGC: MkLeo Saga while defeating top players such as T, Raito, Elegant, Captain L, Larry Lurr, Lima, Dabuz, Nairo, and MkLeo as well as Manny, Wrath, 6WX, komorikiri, Sonido, SuperGirlKels, and Jakal continuing to perform well with him.

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 MKLeo ESAM, ANTi, ZeRo and Dabuz, believe that he should be ranked slightly higher. Conversely, 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 Bayonetta. Regardless, Sonic remains a massive threat in competitive play and continues to gain consistent results.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Sonic is fought in Stage 4 in both versions alongside Kirby, Fox, Falco, Meta Knight, Wario, and King Dedede.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

  • 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 screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

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 Super Sonic trophy is obtained only in the Wii U version by clearing All-Star Mode as Sonic.

3DS Classic Mode trophy
Wii U Classic Mode trophy
NtscSonic the Hedgehog
PalSonic
NTSCSuper Smash Bros. for Nintendo 3DS 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.
NTSCSuper Smash Bros. for Wii U 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.
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.)
Sonic The Hedgehog (06/1991)
Wii U: Sonic Lost World (10/2013)
3DS All-Star Mode trophy
Wii U alternate trophy
Sonic (Alt.)
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!
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!
Sonic The Hedgehog (06/1991)
Wii U: Sonic Lost World (10/2013)
Super Sonic trophy
Super Sonic
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!
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!

Alternate costumes[edit]

Sonic Palette (SSB4).png
Sonic (SSB4) Sonic (SSB4) Sonic (SSB4) Sonic (SSB4) Sonic (SSB4) Sonic (SSB4) Sonic (SSB4) Sonic (SSB4)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

Sonic's double mouth glitch.
  • Sonic's dash is so fast that with enough speed boosts, such as equipping all Speed-increasing equipment while using both a Bunny Hood and Superspicy Curry, he can outrun the Spirit Train.
    • Additionally, a Sonic without customizations using Superspicy Curry dashes at the exact same speed as the water slide in the Flood Chamber of Kalos Pokémon League, which causes him to dash in place if he runs against the current.
  • Sonic is the only third-party character to be dubbed into languages other than English and Japanese.
  • Sonic, Bowser, Ike, Ganondorf, Jigglypuff, Captain Falcon, Yoshi, Mr. Game & Watch, Lucas, Link, Ness, and King Dedede are the only Brawl veterans whose regular falling speeds were left unchanged.
  • Although he has existing 8-bit sprites from the Sonic the Hedgehog games released on the Master System and Game Gear, Pac-Man and Duck Hunt's newcomer posters depict Sonic's more recognizable 16-bit sprite from the Genesis/Mega Drive version of Sonic the Hedgehog.
  • In Super Smash Bros. for Nintendo 3DS, there is a glitch that results in Sonic having two mouths when rolling forward or backward.
    • This is slightly reminiscent of a similar glitch that he had as Super Sonic in Sonic Lost World.
  • Despite being having the rest of his voice clips' replaced by ones done by Roger Craig Smith, Sonic retains Jason Griffith's clips of rising from water, sleeping, and one of his attack grunts. However, Jason Griffith is not credited for these voice clips.
    • This also makes Sonic the only character in the game to have two different voice actors in the same costume for the English version.
  • The European description for Sonic says "Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim." The second part of this statement is incorrect; like most mammals, hedgehogs swim reasonably well.
  • On the official Super Smash Bros. Facebook page, there is a picture for every character in SSB4, including Sonic. Sonic's was posted on December 29th, 2014 with the caption "Five gold rings", in reference to the Twelve Days of Christmas.
  • SSB4 marks the only time a third-party character returns as a starter.
  • Sonic is the only third-party character with an exclusive piece of equipment, the ring.

References[edit]