Sonic (SSB4): Difference between revisions
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Having one of the best [[Shield]] games in SSB4, for its almost instant appearance, and the multiple ways he can go into it, Sonic has good mind reading and punishment options. Sonic’s down and side specials, Spin Charge and Spin Dash, while function similarly actually play effectively into Sonic’s mind game. Spin Dash can be shield cancelled from the ground, while the Spin Charge can be cancelled from the air. This technique sets up for potential mix-ups and allows Sonic to trick his opponents, causing them to make hasty moves in which Sonic can use to his advantage. | Having one of the best [[Shield]] games in SSB4, for its almost instant appearance, and the multiple ways he can go into it, Sonic has good mind reading and punishment options. Sonic’s down and side specials, Spin Charge and Spin Dash, while function similarly actually play effectively into Sonic’s mind game. Spin Dash can be shield cancelled from the ground, while the Spin Charge can be cancelled from the air. This technique sets up for potential mix-ups and allows Sonic to trick his opponents, causing them to make hasty moves in which Sonic can use to his advantage. | ||
However, despite excelling in many ways, Sonic still has flaws. One weakness he has is a vulnerability go camping due to his only projectile being completely ineffective offensively outside of edgeguarding. Furthermore, despite having among the best frame data in ''Smash 4'', some of his KO moves are rather laggy, such as his forward smash and back air, giving Sonic some trouble KOing fast and/or small characters such as [[SSB4|Pikachu]] without said KO move being the end of a combo. Also, while Sonic has among the longest distance recoveries in ''Smash 4'', his options outside of Spring Jump are somewhat predictable and punishable. | However, despite excelling in many ways, Sonic still has flaws. One weakness he has is a vulnerability go camping due to his only projectile being completely ineffective offensively outside of edgeguarding. Furthermore, despite having among the best frame data in ''Smash 4'', some of his KO moves are rather laggy, such as his forward smash and back air, giving Sonic some trouble KOing fast and/or small characters such as [[Pikachu (SSB4)|Pikachu]] without said KO move being the end of a combo. Also, while Sonic has among the longest distance recoveries in ''Smash 4'', his options outside of Spring Jump are somewhat predictable and punishable. | ||
==Changes from ''Brawl''== | ==Changes from ''Brawl''== |
Revision as of 06:29, September 9, 2015
Sonic in Super Smash Bros. 4 | |
---|---|
Universe | Sonic the Hedgehog |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Super Sonic |
Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. 4. His return from Brawl was announced during the Nintendo Direct on October 1st, 2013, in celebration of Sonic Lost World being released in the same month. Sonic is one of the four third-party characters in the game, along with Capcom's Mega Man and Ryu and Bandai Namco's Pac-Man, was the second third-party character to be revealed in the game, and is the first non-Nintendo veteran in the series.
In the English version, Sonic uses Roger Craig Smith's voice clips from games such as Sonic Generations, Mario & Sonic at the London 2012 Olympic Games, and Sonic & All-Stars Racing Transformed, reflecting his voice actor change in 2010 from Jason Griffith, who had previously voiced Sonic since 2005. Sonic also has alternate voices for the French, Spanish, German, and Italian languages, as Sonic games from Generations onwards were dubbed into those languages. The Japanese game simply reuses Jun'ichi Kanemaru's recordings from Brawl.
Attributes
Sonic true to his name, is the fastest character in SSB4, having the fastest dashing speed, and among some of the fastest walking and aerial speeds. With his incredible speed, Sonic is a close-range fighter, and relies on reading his opponents moves in order for him to dash in at the correct time and punish them accordingly, through his amazing poking tools, high damage combos out-of-throws, strong aerial finishers, and/or slow gimps through the use of his effective special moves.
Sonic's KO'ing power has significantly improved from Brawl, with most of his attacks dealing much more knockback growth, especially his throws (however, his back throw was significantly nerfed in then 1.0.6 patch). His up smash in particular, despite having fast startup and endlag, is among the most powerful up smashes in the game. His back, forward, and up air are also rather deadly KO moves, and the latter two can be used directly after an up throw for a powerful KO string,
Sonic has one of the strongest grab & throw games in SSB4, and all his throws can posses utility for different situations. His Down throw is capable of tech chasing into Dash attack or Spin Dash/Spin Charge, his Up throw leading into aerial juggles, and his Back throw & Forward throw as viable KO'ing options. His grab game is further complimented by his speed, which allows him to tech chase into follow-ups with ease.
Sonic is one of the hardest characters in the game to gimp and punish, given most of his lagless attacks, wall jumping ability, and tremendous vertical recovery, that allows him to attack out of his recovery. Sonic also has decent survivability (despite being a middleweight). His Spin Charge and Spin Dash are excellent momentum canceling attacks and potential recoveries when combined with his Spin Shot technique (press and hold the Spin Dash and releasing it while pushing the C-Stick downwards) to bypass the safely return to the ledge while bypassing the effects of projectile campers. This coupled with outstanding recovery (as Spring Jump goes very far and has invincibility for the entire ascent), allows Sonic to survive for very high percentages, albeit not as durable as some characters far heavier than him.
Having one of the best Shield games in SSB4, for its almost instant appearance, and the multiple ways he can go into it, Sonic has good mind reading and punishment options. Sonic’s down and side specials, Spin Charge and Spin Dash, while function similarly actually play effectively into Sonic’s mind game. Spin Dash can be shield cancelled from the ground, while the Spin Charge can be cancelled from the air. This technique sets up for potential mix-ups and allows Sonic to trick his opponents, causing them to make hasty moves in which Sonic can use to his advantage.
However, despite excelling in many ways, Sonic still has flaws. One weakness he has is a vulnerability go camping due to his only projectile being completely ineffective offensively outside of edgeguarding. Furthermore, despite having among the best frame data in Smash 4, some of his KO moves are rather laggy, such as his forward smash and back air, giving Sonic some trouble KOing fast and/or small characters such as Pikachu without said KO move being the end of a combo. Also, while Sonic has among the longest distance recoveries in Smash 4, his options outside of Spring Jump are somewhat predictable and punishable.
Changes from Brawl
Sonic has been buffed in the transition from Brawl to SSB4, with many of his flaws that near crippled his appearance in Brawl being addressed. While Sonic retains a few of the issues he had in Brawl (short reach, lack of a proper projectile, and rather weak edgeguarding abilities) his KO'ing power has significantly improved, and he has significantly less trouble KO'ing with most of his attacks. Many of his less effective and situational moves from Brawl, which are most of his attacks outside of his special moves, have been buffed, posses more utility, and are more capable of comboing and KO'ing into other attacks. He's also received a number of buffs within the game updates in terms of speed. In update 1.0.6, his down air ends sooner, has less landing lag, and is easier to avoid self-destructing with. This coupled with the sweetspotted meteor smash that his down air received in the transition from Brawl to SSB4, it has become a slightly more viable KO'ing option. However, Sonic also also received some nerfs. His overall recovery was slightly nerfed, as some of his options are either not as reliable as before (such as Homing Attack) or they travel a shorter distance (such as Spring Jump). Additionally, through the updates, he has received significant nerfs to his combo and KO game. Update 1.0.6 severely reduced the knockback of his Back throw-one his most potent KO'ing options; update 1.0.4 increased the end lag of forward smash, and patch 1.1.0 decreased the knockback scaling; and patch 1.0.8 nerfed the KO'ing power of his up smash. His damage racking ability was also toned down slightly, as Spin Dash's rolling and jumping hitboxes were weakened and now result in Spin Dash's overall power weakening by 6%.
Overall, while these changes slightly nerfed Sonic's KOing potential, damage racking ability, and combo game none of them are enough to mitigate his viability, as many players have shown that Sonic is still a very capable character, especially in comparison to how he was in Brawl.
Aesthetics
- Sonic's appearance has been slightly altered to match his appearances in recent Sonic the Hedgehog games that use the Hedgehog Engine, such as Sonic Unleashed, Sonic Generations, and the Wii U version of Sonic Lost World. This includes his facial expressions now showing his mouth being placed more to the side of his muzzle rather than right below his nose, although its placement reverting to being under his nose can be seen in his losing animation and one of his winning animations in Super Smash Bros. for Wii U.
- Sonic's front now faces the foreground more on either side.
- Attacks which involve spinning emit a lower-pitched sound effect, similar to that heard in Sonic Lost World.
- Some of Sonic's attacks produce more visualized lighting effects.
Attributes
- Sonic's walking speed is slightly slower (1.4 → 1.375).
- Sonic's air speed is slightly faster (1.1092 → 1.15).
- Sonic's traction is slightly lower (0.07 → 0.06).
Ground attacks
- Neutral attack combo deals 1% more damage (7% → 8%).
- Dash attack is now a multiple hit attack that ends with a rolling side kick, giving the move overall better utility.
- Forward tilt has more base knockback (10 → 30).
- Up tilt deals less damage (14% → 8%).
- Down tilt knocks opponents forward instead of up, reducing follow up options.
- Forward smash has slightly increased knockback growth (98 → 101).
- Forward smash has more ending lag.
- Up smash's last hit has much more knockback (70 base/153 growth → 80 base/177 growth), and it's also much harder to SDI out of.
- The removal of DACUS makes his up smash easier to connect against opponents.
- Sonic has a new down smash, where he does a splitting kick. Similar to Fox and Falco's.
- Down smash has become much faster while also being a semi-spike.
- Down smash's front hit has more base knockback (40 → 55).
- Down smash's front hit deals much less knockback growth (100 → 63).
- Down smash's back hit has more base knockback but less growth, making it around the same strength (40 base/90 growth → 50 base/80 growth).
Aerial attacks
- Neutral aerial deals 1% more damage (11% → 12%).
- Neutral aerial sends upwards (75 degrees) now giving it more combo potential.
- Neutral aerial now emits bluish aura around it for the duration of the move, similar to the Insta-Shield from Sonic the Hedgehog 3.
- Forward aerial's last hit has more knockback growth (120 → 135).
- Forward aerial has more ending lag and deals only half the damage it dealt in Brawl (14% → 7%).
- Back aerial deals more damage (13% → 14%) and it is stronger.
- Back aerial has much more landing lag (9 frames → 30 frames).
- Down aerial is now a meteor smash if sweetspotted.
- Down aerial has drastically decreased landing lag.
Grabs and throws
- Pummel deals 1% less damage (3% → 2%).
- All throws deal less damage, ranging from 1%-4% decreases.
- Up throw's base and growth knockback has been increased, making it difficult to follow-up into Up aerial for juggling.
- Forward throw deals much more knockback (60 base/70 growth → 70 base/100 growth), and can now K.O. at around 160%.
- Back throw has more knockback growth (60 → 79). and can now K.O. at around 140%.
- Down throw is slightly stronger and sends foes at a lower trajectory if used standing on an edge, improving its already strong edgeguarding capabilities.
Special moves
- Homing Attack has less start-up lag, deals more damage, and has higher knockback (80 → 90 growth).
- Homing Attack can only be used once without standing on the ground again, nerfing one of his great recovery options. A missed Homing Attack sends Sonic further than it did in Brawl, making it less safe to use off stage.
- Spring Jump's spring now lingers on after it hits a foe, and he can now use it again after being grabbed mid-air.
- Spring Jump travels slightly less vertical distance.
- Sonic can now auto-sweetspot after some time after using Spring Jump, making it a safer recovery.
- After landing on a grounded spring, Sonic can use Spring Jump again.
- Spin Dash and Spin Charge combo into other attacks more easily.
- The short hop of Spin Dash is much quicker.
- The quicker short hop of Spin Dash makes the move less safe in terms of recovering.
- Spin Dash's rolling and jumping hitboxes deal less damage.
- Sonic can now keep holding Spin Dash while jumping. However, he cannot release a charged Spin Dash while in the air.
- Spin Dash now appears to have the same flashing charge animation that Spin Charge uses.
- Super Sonic is much weaker, dealing less damage and knockback.
Update history
- Spring Jump can now be re-used if Sonic is grabbed in midair after using it.
- Ending lag of his forward smash has been increased.
- Back throw deals considerably less knockback, weakening one of Sonic's most potent KOing options.
- Spin Dash's rolling and jumping hitboxes now deal less damage: 10% → 7% and 6% → 3% respectively. This results in a full Spin Dash combo doing 6% less damage overall.
- Burning Spin Dash has reduced invincibility.
- Spring Jump can no longer be Pocketed by Villager.
- Homing Attack will only target characters. Previously, it could target Luma or the can used in Duck Hunt's Trick Shot.
- Up smash KOs 10% later.
- Down air ends sooner, making it harder to self-destruct with. Its landing lag has also been dramatically decreased.
- Forward smash has less knockback scaling: 106 → 101.
- Forward smash has different SFX.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Two punches followed by a side kick. Nicknamed the "PPK" by fans. | ||
2% | ||||
4% | ||||
Forward tilt | 4% (first hit), 7% (second hit) | A handstand-initiated, double footed back kick. It hits twice. | ||
Up tilt | 2% (first hit), 6% (second hit) | A butterfly kick that hits twice, similar to Captain Falcon's up smash. | ||
Down tilt | rowspan="1" | 6% | Sweeps his foot along the ground that can trip opponents and if used repeatedly, it will slowly move him forwards. | |
Dash attack | 6% | Curls up into a spiky ball and rolls a short distance. Hits multiple times and ends in a flying kick. | ||
Forward smash | 14% | Winds up his fist, then throws a punch forwards. Can be angled up or down. | ||
Up smash | 5% (hit 1), 1% (hits 2-7), 3% (hit 8) | Jumps, curls up into a spiky ball, and hits multiple times. One of the strongest up smashes in the game. | ||
Down smash | 12% | A split kick that attacks on either side, similar to Fox's down smash. | ||
Neutral aerial | rowspan="1" | 12% (clean), 8% (late) | Curls up into a ball and moves in several circles. | |
Forward aerial | rowspan="1" | 7% | Spins in a horizontal corkscrew to perform a drilling headbutt. Functions similarly to Falco's forward air. | |
Back aerial | 14% (clean), 10% (late) | A mid-level reverse roundhouse kick with high knockback. Useful for edge-guarding. | ||
Up aerial | 3% (first hit), 6% (second hit) | A scissor kick. | ||
Down aerial | 8% (clean), 7% (late) | A diagonal flying kick. It is a stall-then-fall and has meteor smashing capabilities. | ||
Grab | — | Sonic's grab range is relatively below-average. | ||
Pummel | 2% | Knee strikes the opponent. | ||
Forward throw | 7% | Kicks the opponent diagonally upward using a straight up kick (like a vertical split). A good kill throw at about 150-60%. Can combo into up aerial juggles, but it can be heavily DI'ed backwards. | ||
Back throw | 7% | Performs a high-speed spinning version of the Tomoe Nage, a Judo throw. An above average kill throw. | ||
Up throw | 6% | Throws the opponent up and sharpens his quills, which then stab the opponent. | ||
Down throw | 7% | Pins the enemy down, then Spin Dashes into them. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Does a Spin Dash sweep. | ||
Floor attack (back) Floor getups (back) |
7% | A quick legsweep. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spin kicks all around. | ||
Edge attack Edge getups |
7% | Gets up onto the stage with a Spin Dash attack. This attack resembles his cliffhanger flip attack from Sonic Spinball. | ||
Neutral special | Default | Homing Attack | 6-12% | Curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them. |
Custom 1 | Stomp | 5% | Instead of moving towards a target, Sonic goes straight down, meteor smashing the opponent. | |
Custom 2 | Surprise Attack | 8% | A faster variant of Homing Attack, albeit with less power and range. | |
Side special | Default | Spin Dash | 5-7% | Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. Easily combos into one of his aerial attacks. |
Custom 1 | Hammer Spin Dash | 7% (first hit), 5% (second hit), 3% (late) | Has a larger hop at the beginning, with the descending part of the arc having burying capabilities. | |
Custom 2 | Burning Spin Dash | 12% (first hit), 7% (second hit) | The hop is non-existent, but it deals more damage due to Sonic being engulfed in flames. Has shorter hops out of the move. | |
Up special | Default | Spring Jump | 4% | Pulls out a spring from the Sonic the Hedgehog games and uses it to leap into the air. It can also be used as a somewhat helpful projectile to gimp off-stage opponents that are underneath him. |
Custom 1 | Double Spring | 2% (first hit), 2% (second hit) | Can pull out two springs, but has much less distance. | |
Custom 2 | Springing Headbutt | 3% (grounded), 7% (air late hit) 1% (air early hit) | Slightly shorter distance and the spring does not stay behind, but it has the added ability to hit opponents on the way up. This move deals the most damage if Sonic hits the opponent near the end of this move instead of at the start. | |
Down special | Default | Spin Charge | 2% for each hit | Works like Spin Dash, except there is no hop, and the player must repeatedly press the B button in order to charge it. |
Custom 1 | Auto-Spin Charge | 2% for each hit (10% total) | Removes the need to repeatedly press the B button in order to charge. | |
Custom 2 | Gravitational Charge | 2% for each hit (11% total) | Pulls opponents in front of Sonic towards him, and pushes opponents behind Sonic away from him. | |
Final Smash | Super Sonic | 5%, 6%, 7%, 8% (slow), 9%, 10%, 11% (moderate), 14%, 16% (fast) | Transforms into Super Sonic from the Sonic the Hedgehog games. The player can use the Circle Pad or other movement buttons to make him fly in any direction they choose and invincibly ram foes, although he turns back to normal faster if he is hit. |
Taunts
- Up: Does a somersault, then crosses arms with his index finger pointing out while making a teasing clicking sound, which forms into one of his signature poses.
- Side: Does his signature figure eight peelout dash while saying "Sonic Speed!" (遅すぎだぜ!, You're too slow!).
- Down: Says "C'mon!" both in English and Japanese while performing the windmill, a breakdancing move.
On-Screen Appearance
Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
Idle Poses
- Turns towards the player, waving his finger in a patronizing manner while grinning. He did this on the title screen for a few of his games.
- Looks at the camera for a moment while tapping his foot impatiently. This is similar to his idle animation from the classic Sonic the Hedgehog games for the Sega Genesis.
Victory Fanfare
The origin of this flourish is Sonic The Hedgehog (2006), which itself is an orchestrated remix of the tune that plays when Sonic passed an Act in Sonic The Hedgehog 3. This is the only victory theme to be ripped directly from the original game.
Victory Poses
- SonicPose1WiiU.png
- SonicPose2WiiU.png
- SonicPose3WiiU.png
- Collects the blue Chaos Emerald and poses with it while saying "Piece of cake!".
- Sprints off-screen then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!".
- He breakdances and then does a pose with his fist, saying "Let's do that again sometime!".
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Sonic | 1213 | 1211 | 1313 | 1311 | 1113 |
1321 | 2213 | 3213 | 1223 | 1331 |
Notable players
Trailer
<youtube>T7w5XUPHFoY</youtube>
Trophies
- Sonic
- 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 (Alt.)
- 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!
- 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!
In Event Matches
Solo Events
- All-Star Battle: Secret: Sonic is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
- The FINAL Final Battle: The player must defeat Sonic, alongside Mario, Pac-Man, and Mega Man.
- Up to Speed: Sonic must defeat Fox, Falco, and Captain Falcon in a high-speed 1 stock battle.
Co-op Events
- Full Speed Ahead: Sonic and Captain Falcon must defeat another Sonic and Captain Falcon in a high-speed stock battle.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Sonic's amiibo.
Sonic's confirmation image on the official site.
Sonic blocking Mario's punch with his palm.
Sonic preparing to dodge Mega Man's attack.
Sonic using his Homing Attack, damaging both Pit and Fox at once.
Homing Attack on Luigi.
Sonic's up taunt in the 3DS version.
Sonic using his back aerial.
- SonicDownAerial.png
Sonic and Mega Man using Spring Jump and Rush respectively.
Mario, Sonic, and Mega Man on Battlefield.
Sonic jabs his foot into Bowser's stomach.
Mario's Fireball colliding with Sonic's neutral attack.
Sonic's neutral attack (third hit).
Sonic's down aerial in the 3DS version.
Sonic and Wii Fit Trainer running at a Soccer Ball with Mega Man watching.
Sonic hitting Pit with the Ore Club while fighting in Palutena's Temple.
Sonic performing his down aerial on Marth, meteor smashing him.
- ChargingSpinDash.gif
Sonic charging his spin dash; note the flashing animation.
Trivia
- Sonic dashes so fast that if one were to customize Sonic with all speed-based equipment, then combine that with a Bunny Hood and Superspicy Curry, he can outrun the Spirit Train.
- Additionally, an unedited Sonic with Superspicy Curry runs at the exact same speed as the water slide in the Flood Chamber of the Kalos Pokémon League stage, causing him to run in place.
- Sonic is the only third-party character in the series to be present in more than one game, as well as the only one to be dubbed into languages other than Japanese and English.
- Despite having 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 using 16-bit sprites from the Genesis/Mega Drive Sonic the Hedgehog.
- In Super Smash Bros. for Nintendo 3DS, there is a bug where Sonic has two mouths instead of one when rolling backwards or forwards. The glitch does not appear in Super Smash Bros. for Wii U.
- This is slightly reminiscent of a strikingly similar bug that Super Sonic had in Sonic Lost World.
- Non-Japanese versions of Super Smash Bros. for Wii U (since the 3DS version has no swimming), Sonic uses his reused voice clip from Super Smash Bros. Brawl when he is in the water.
- Additionally, this is his previous voice actor, Jason Griffith, and this is one of three reused voice clips of him in SSB4 (the others used when Sonic is asleep and his up taunt).
- Sonic is the only character to have a victory theme taken directly from another game, which is Sonic the Hedgehog (2006).
- In Smash 3DS, when Sonic does his "Piece of cake!" victory animation, a part of his muzzle strangely goes up touching his eye and then goes back to its original position. This is most likely just a bug.
- Sonic and Meta Knight are the only characters of whose entire list of special moves can aid their recoveries.
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Sonic the Hedgehog universe | |
---|---|
Fighter | Sonic (SSBB · SSB4 · SSBU) |
Assist Trophies | Shadow · Knuckles |
Stages | Green Hill Zone · Windy Hill Zone |
Enemy | Eggrobo |
Other Characters | Tails |
Trophies, Stickers and Spirits | Trophies (SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |