Sonic (SSBB): Difference between revisions

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==Cheer==
==Cheer==
*"Go Go Sonic!"
you go sonic


== Trivia==
== Trivia==

Revision as of 02:42, August 16, 2009

This article is about Sonic's appearance in Super Smash Bros. Brawl. For other uses, see Sonic the Hedgehog.
Sonic
Sonic the Hedgehog
SonicSymbol.svg
Universe Sonic the Hedgehog
Appears in SSBB
Availability Unlockable
Tier C (23)


Sonic the Hedgehog (ソニック・ザ・ヘッジホッグ, Sonikku za Hejjihoggu) is a character from SEGA who appears in Super Smash Bros. Brawl as one of the two Third-Party characters (the other being Snake). Sonic is the first unlockable character to be playable prior to the game's release. He was first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game. A swift character, Sonic runs at an extremely fast pace that surpasses even Captain Falcon. Sonic dashes so fast that when wearing a Bunny Hood, he can outrace both the Big Blue track and the water slope on Distant Planet to the point of self-destructing. Nintendo Power states that since Sonic isn't well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, Virtua Fighter. Sonic's moves are also influenced by SEGA's Sonic The Fighters and (to a lesser extent) Sonic Battle. Sonic is unlocked by doing one of these four things, beat Sonic after beating Classic mode with 10 different characters, beat Sonic after playing in Brawls for 10 hours, have Sonic join your party in The Subspace Emissary or beat Sonic after playing 300 Brawls. This makes Sonic the only character who can be unlocked by four separate methods.

Sonic is currently placed 23rd on the Brawl tier list due to his excellent speed, good follow up ability, and being unpredictable. However, his low priority, lack of reliable finishing moves, and few advantageous matchups puts him in the C tier.

Attributes

Sonic is the fastest character in the game, in regards to movement speed, though only about half his attack arsenal has the speed to match. His tremendous running speed, combined with his Spin Charge special, Spring Jump, and down-air give him excellent follow up ability on pretty much every character. Opponents should always expect Sonic to continue his assault should he get a hit or throw in somewhere, even off the edge. Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery (Homing Attack) should an opponent be off the stage with him. Sonic also has the ability to wall jump, and on Final Destination can use his Spring Jump underneath the lip, should he be required to, and can wall jump off the small wall portion to make it to the edge. However, should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge.

Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky, as well. His up-air is quick, good at juggling, and has pretty good priority on the second hit, while his forward-air is instantaneous, and can often be chained into itself to bring opponents off the stage. Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back-air, many characters or opponents who focus on ledge-camping (such as Pit) can be caught off guard for either a kill or a tactical advantage. Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing. Many of Sonic's moves use the same spinning ball animation making him a very difficult character to predict.

Sonic has good punishment options. His insane speed allows him to techchase effortlessly, follow up with attacks and keep the opponent guessing constantly. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of the speed it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes into a shield, Side B Spin Dash from the ground and Down B Spin Dash from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. His Dthrow is the best example of Sonic's ability to techchase. Sonic can Dthrow, run towards the opponent, wait for their animation to finish and grab them before they have a chance to react, giving Sonic another Dthrow and more damage. If the move is done consistently, Sonic can techchase his opponent right off the stage at a downward angle and then use his Fair or Bair as edgeguarding tools to keep the opponent from recovering. Because of his incredible recovery, Sonic can afford to edgeguard far off the stage.

His primary offensive game, comes from combining his two different dashing specials, Spin Dash and Spin Charge, with his grab. Mixing up these maneuvers makes for a speedy, unpredictable Sonic, and the damage accumulated by hitting with these techniques can be tremendous. Spin Charge is more offensive in nature, requiring button presses to rev up and going straight forward on release, making it the easier of the two to obtain max attacking speed. It's also effective when used just slightly above the stage, as slamming into the opponent from the air yields two hitboxes, combined with the rolling and jumping hits Sonic can obtain once back on the ground. Spin Dash, on the other hand, is defensive in that it can be shield-canceled in the first second or so of holding B to charge, making it great for fakeouts to shield-grabs, and upon release has a little hop that can be immediately jumped out of for a follow-up aerial. The hop itself has roughly five frames of invincibility, and if performed up a steep enough hill, the entire dash along the ground will be an invincible attack. Spin Dash is also useful for recovery provided the second jump is still in reserve, and those with excellent timing can even return to the stage immediately upon leaving it with Spin Dash, zooming forward along the ground towards the opponent.

However Sonic also has his drawbacks. He is arguably the hardest time landing a KO move as all his KO moves are unreliable and he lacks an early KO move. Fsmash is very easy to see coming, due to the long animation before he releases the attack. Usmash is incredibly slow and very easy to punish should Sonic miss the attack. Dsmash is nearly useless, as its cripplingly slow speed prevents it from landing consistently on anyone who shields more then they spotdodge. Lacking a Meteor Smash, Sonic has only four ways to reliably kill the opponent (backwards and upwards aerial, and forward/down smash), all of which are slow, poor ranged, low priority and/or obvious in nature (except up air which is fast, though it's still situational because the opponent needs to be in the top of the screen to be reliable). This hinders his ability to finish off opponents, which often is significant in matches. His overall priority also is one of the lowest in the game, and though this is masked by his fast attack speed, even his fastest attacks are still very vulnerable to long lasting hitboxes. Another weakness is that all of Sonic's smashes have a medium amount of starting and/or ending lag. Sonic's range is also relatively poor compared with many other characters, which includes all his finishing moves. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent. Sonic also lacks a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground), but his ability to spinshot (hold Side B and release as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers (also his Side B has enough priority that it will clank and cancel out the effects of certain projectiles, such as Snakes C4 and Zeldas Din's Fire). Additionally, like Snake, if an opponent grab releases him after using his Spring Jump, when he escapes he can't use his specials and falls.

Moveset

Ground Attacks

Normal
  • Neutral Attack - A left-handed punch, then a right-handed punch, then finally a side kick with the left leg. 7% damage.
  • Dash Attack - Rolls into a ball to hit anyone in his way, similar to when you press down while running in most Sonic games. 6% damage. Difficult to punish, even when shielded.
  • Strong Side - Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's F-Tilt in Melee). 11% damage, in two hits. Decent in-close defensive move.
  • Strong Up - Kicks upward which hits three times (appearance comparable to C. Falcon's Up Smash in Melee). Decent knockback. 14 damage if both hits connect(7% per hit).
  • Strong Down - Foot sweep (appearance and knockback comparable to Sheik's D-Tilt in Melee). 6% damage. Can trip at tip. Moves him forward, and combines with itself or other attacks well at early percents due to IASA frames.
Smash
  • Side Smash - Winds up his arm during the charge and attacks with a slow punch and yells "GO!". It has good knockback, but poor range and slow speed hinder it to be reliable. 14-19% damage. Can be angled. Tip of fist has high enough priority to clank with swords, and can punch through Meta-Knight's Mach Tornado.
  • Up Smash - Sonic does a short jump and hangs at its apex for a bit doing a spin. Enemies that get hit are caught into this attack, and gets hit multiple times until the final hit, which does low knockback. Horrid lag time makes it very punishable but it has a somewhat unpredictable nature if dashing and C-sticking from long-range due to Sonic's speed and works great to land in a hit from a distance. Has minor spiking properties towards the back of the move on around the 6th-7th hit.
  • Down Smash - Spin Dashes back and forth over a short distance around him. It has good knockback, and decent range, but slow start-up hinders it to be a reliable KO move. 12-19% damage. Presents a moving hurtbox for Sonic, and works well on opponents descending onto Sonic. Possesses three hitboxes, with the last hit having no KO power.
Other
  • Ledge Attack - Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward. 8% damage.
  • 100% Ledge Attack - Sticks out foot then the other while on his back, two consecutive hits. 13% damage.
  • Floor Attack - Quick foot sweep, hits both sides. 6% damage.

Aerial Attacks

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

Grabs and Throws

  • Pummel - Knees the opponent. 3% damage.
  • Forward Throw - Kicks opponent diagonally upward using a straight up kick (like splits vertically). Can follow with Up-Air juggles, but it can be heavily DI'ed backwards. 9% damage.
  • Back Throw - Does a back flip while spinning (and while holding the opponent) and slams them on the ground, sending them backwards with okay knockback. Appearance is similar to Pikachu's back throw in Melee. 8% damage.
  • Up Throw - Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is shot upwards and at an angle. 12% damage. Excellent juggle early on, and great for follow-ups with Spring Jump later, though advanced players will horizontally DI.
  • Down Throw - Throws them down and spins on them (similar to Jigglypuff's down throw but not quite the same), then knocks them a bit forward against the stage. Does a good amount of damage but has set horizontal knockback. 8% damage. Great for tech chasing or for getting opponents off the edge.

Special Moves

Template:Specialmoves

Taunts

Up: Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.

Side: Does a figure eight peelout dash, saying "You're too slow!" in a teasing manner.

Down: Says: "C'mon, step it up!" while breakdancing. Same idea as the taunt above.

Role in Subspace Emissary

Sonic does not appear in the Subspace Emissary until the very end, but unlike the secret characters (Wolf, Jigglypuff, and Toon Link), Sonic can be chosen to fight Tabuu in The Great Maze. As when every fighter makes it to where Tabuu floats, he prepares his Off Waves, which would have turned every character into a trophy. As soon as he's about to release the attack, a dashing blue blur dashes past the fighters, and rams into both of Tabuu's wings; causing the Off Wave attack not to happen. As the blue blur jumps up on a "peak", he reveals himself to be Sonic. While he taunts, Tabuu's wings break apart, and then six fighters are selected to fight Tabuu in the final battle. Sonic's late role in the adventure mode was probably because he was added late in 2007.

Exclusive Stickers

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

Palette Swaps

File:Alt-sonic.jpg
Sonic's Palette Swaps

Cheer

you go sonic

Trivia

  • Along with Zero Suit Samus, Sheik and Squirtle, Sonic is one of the only characters to not be seen in trophy form during the Subspace Emissary, due to his late appearance. Coincidentally, all four of these characters' names begin with the letter 'S'.
  • Part of one of Sonic's victory poses is used in Sonic Unleashed when he gets an S-Rank on a Day Stage. His final pose, however, is different.
  • Sonic, Link, Donkey Kong and Snake are the only characters to be playable in a different fighting game other than the Smash Bros. series. Sonic appeared in Sonic the Fighters and Sonic Battle, Link appeared in the Gamecube version of Soulcalibur II, Donkey Kong was a secret character in Punch-Out!! for the Wii and Snake appeared in Dream Mix TV: World Fighters. Coincidentially, none of Sonic's moves outside of his normal A and forward smash were seen in either of Sonic's fighting game appearences.
  • With the most recent Brawl Tier list update, Sonic moved up 8 places from 31 to 23, making Sonic's tier placement the largest increase ever achieved in Smash Bros history.
  • Due to Sonic's inability to swim in every game he appeared in outside of Brawl, Sonic has the shortest swim time of every character.

External links