Super Smash Bros. 4

Sonic (SSB4)

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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 appearance in Brawl


Availability Starter
Final Smash Super Sonic
Tier A (6)
Sonic (SSB4)

Sonic (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, the exact same release date as Sonic Lost World. Sonic is one of the six third-party characters in the game, along with fellow Sega representative Bayonetta, Capcom's Mega Man and Ryu, Bandai Namco's Pac-Man, and Square Enix's Cloud. Aside from being the second third-party character to be revealed in the game, he is also the first and only third-party veteran in the series.

In the English release, 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 Sonic & All-Stars Racing Transformed, due to Smith replacing Jason Griffith as Sonic's voice actor in 2010. The Japanese release followed a similar format, with Jun'ichi Kanemaru's voice clips from Brawl being recycled. However, Sonic also has alternate voices for the French, Spanish, German, and Italian releases, as Sonic the Hedgehog games from Sonic Generations onward were dubbed into those languages.

Sonic is ranked 6th out of 56 on the tier list, placing him in the A tier. This is a vast improvement over his 22nd out of 38 ranking in Brawl, where he was considered a mid-tier character, and also makes him the second highest ranking third-party character behind Ryu. True to his name, Sonic has excellent mobility; he once again boasts the fastest dashing speed among the cast, which is complimented by his special moves allowing him to attack while moving and thus rack up damage with little fear of reprisal. He also has good KOing options in his forward smash, back aerial and up aerial. However, Sonic's KOing options are rather laggy despite their improved power, he has difficulty with projectile camping and a predictable recovery due to Spring Jump's linearity.

Despite his flaws, Sonic's viability has increased considerably, to the point that his representation and tournament success have both improved since Brawl.

Attributes

True to his name, Sonic is a character of incredible mobility. With the seventh fastest walking speed, the fastest dashing speed, the ninth fastest air speed (which is tied with Mario's and Donkey Kong's), below average falling speed and above average gravity, he can move with blinding speed across any stage. This allows Sonic to effectively utilize a "hit-and-run" playstyle, since most opponents will be unable to keep up with his speed.

Sonic's greatest strength is his nigh-omnipresence, which is courtesy of his unparalleled dashing speed enabling him to reach and attack opponents in just a split second. Many of Sonic's moves are also highly damaging and decently fast, making said moves rewarding and hard to punish. Notable examples are his forward tilt, neutral aerial and back aerial, with all of them being capable of dealing at least 11%. Additionally, Sonic is blessed with a very useful special moveset. Homing Attack is a highly damaging attack that tracks down the nearest opponent, making it useful for punishing laggy attacks and guard breaking. Spring Jump is a long-distance vertical recovery that grants intangibility during start-up and allows Sonic to attack out of it instead of being rendered helpless. It also has utility, as using it either on-stage or off-stage can allow Sonic to pressure or gimp opponents, respectively. To further supplement his recovery, Sonic can wall jump as well. Spin Dash and Spin Charge are perhaps his best neutral game options, as they let Sonic roll across the stage at varying speeds. The former allows Sonic to jump with it even while charging, and it can also be cancelled with a grab or by shielding, setting up mindgames. The latter hits multiple times and moves even faster, making for a great substitute of dashing. Both, however, can give Sonic additional protection when recovering and chain into other attacks. As such, opponents have to tread around these moves carefully, since one wrong step can result in 20% damage.

Another advantage Sonic possesses is his grab game. While none of his grabs excel in speed, all of them have decent range and benefit from his incredible movement. His pummel is quick and deals passable damage, allowing him to rack up plenty of damage before throwing. Forward throw has decent knockback and can be deadly on platforms or near the ledge. Back throw has high base knockback and can easily KO near the edge and moves Sonic backward, making it great for launching opponents off-stage to set up an edgeguard. Up throw can be followed up normally at 0% or with the aid of Spring Jump at medium percentages and KO at high percentages, making it more useful than his forward throw on center stage. Finally, his down throw is a semi-spike with high base knockback, making it excellent for tech-chasing and setting up an edgeguard.

However, Sonic has some weaknesses. His most serious one is his overall KO potential; although it has noticeably improved since Brawl, Sonic only has a few non-smash attacks that can reliably KO before 110%, with all of them also requiring good positioning. His smash attacks are also slow, while his up and down smashes are not particularly strong, making all of them very risky if used for early KOs. Additionally, Sonic has trouble landing without the use of Homing Attack or Spring Jump, since all of his aerial attacks (aside from his neutral aerial) have at least 20 frames of landing lag. Combined with his slow air acceleration, Sonic has trouble against juggling. He can also have a hard time dealing with camping, since any projectile that covers the ground can severely limit his movement options. Finally, Sonic can be susceptible to early KOs. Unlike other middleweights, some of Sonic's attacks are very punishable should they miss, which can allow openings for opponents to deal heavy damage. Despite his recovery being somewhat varied due to Spring Jump, Spin Dash, Spin Charge and his wall jump, it is also predictable if only Spring Jump is available, making it possible to gimp Sonic at relatively low percentages.

Sonic has many beneficial custom moves at his disposal. Stomp is useful for edgeguarding due to it meteor smashing opponents. Hammer Spin Dash can bury opponents as it starts 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 is the same as the default version, except with its deceptive charging animation grants it mindgame potential, as it does not reveal when the move starts losing power. Finally, Gravitational Charge has a wind effect that draws opponents in front of Sonic towards him, making it easier for him to hit them, while it pushes opponents behind him further away, making 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 avoid heavy punishment. Even after the nerfs brought about by game updates, Sonic remains a strong choice for competitive play, with high-level professionals such as 6WX and Komorikiri achieving great results with him.

Changes from Brawl

Sonic has been heavily buffed in the transition from Brawl to SSB4. His KOing potential, his greatest flaw in Brawl, has drastically improved; several of his attacks have been given increased knockback, most notably to his smash attacks and throws. Aside from this, most of regular moves have been improved from being ineffective and/or situational to possessing utility by either improving his combo game or being capable of scoring a KO outright. Sonic's grab game has also been buffed, as the increased knockback to his throws allows him to string together hits better, further improving his already outstanding combo game, as well as score a KO if necessary.

On the other hand, Sonic received minor nerfs. Spring Jump covers less vertical distance and Homing Attack can no longer be used multiple times without standing on the ground again, weakening one of his great recovery options. Sonic is slightly hurt by the removal of the DACUS, which removes a decent approach option that, with his newly buffed up-smash, could have helped him KO. The ending lag for his KOing options have been drastically increased, resulting in Sonic having some trouble KOing fighters without said KOing options being the last hit of a combo. Additionally, Sonic has also been nerfed in several game updates, most notably to his KOing ability. Despite this, none of these nerfs have significantly affected his viability.

Aesthetics

  • Change Instead of retaining his design from Sonic the Hedgehog (2006), Sonic's design is based on his appearances in Sonic the Hedgehog games that utilize the Hedgehog Engine. This has resulted in 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 more 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 the match ended in a no contest or Super Smash Bros. for Wii Uif he was defeated.
  • Change Sonic's front now faces the foreground more on either side.
  • Change Spin-based attacks emit a lower pitched sound effect, similar to the one heard in Sonic Lost World.
  • Change Some attacks produce more visualized lighting effects.

Attributes

  • Change Sonic is lighter (95 → 94).
  • Nerf Sonic walks slower (1.4 → 1.375).
  • Buff Sonic's air speed is faster (1.1092 → 1.15).
  • Nerf Sonic's traction is lower (0.07 → 0.06).

Ground attacks

  • Buff Neutral attack deals 1% more damage (7% → 8%).
  • Buff Dash attack is now a multiple hit attack and has significantly increased knockback growth, improving its utility.
  • Change Dash attack's animation has been slightly changed. Sonic now performs a flying kick at the end of the attack.
  • Buff Forward tilt has increased base knockback (10 → 30) and can now be angled.
  • Nerf Up tilt deals 6% less damage (14% → 8%).
  • Change Down tilt launches opponents at the Sakurai angle. When coupled with its increased chance to trip, this grants it utility as an edgeguarding option and a counter for reading get-ups, but removes its set-up potential into guaranteed follow-ups.
  • Buff Forward smash has increased knockback growth (98 → 101), slightly improving its KO potential.
  • Nerf Forward smash has increased ending lag.
  • 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.
  • Nerf The removal of DACUS hinders Sonic's approach.
  • Buff Sonic has a new down smash, a split kick. Compared to the previous down smash, it is much faster and unlike the previous down smash, it is a semi-spike, making it more reliable for setting up edgeguards.
  • Nerf Compared to the previous down smash, down smash's front hit has decreased knockback (40 (base)/100 (growth) → 55/63) and its back hit has altered knockback (40 (base)/90 (growth) → 50/80), making it less reliable for KOing.

Aerial attacks

  • Buff Neutral aerial deals 1% more damage (11% → 12%), has a larger hitbox and now launches opponents at 75°, improving its combo potential.
  • Nerf Neutral, back and down aerials have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back), 30 frames → 38 (down)).
  • Change Neutral aerial's animation has slightly changed. A bluish aura now emits around Sonic's body for the duration of the move, making it appear similar to the Insta-Shield from Sonic the Hedgehog 3.
  • Nerf Forward aerial deals 7% less damage (14% → 7%).
  • Buff Forward aerial has decreased landing lag (30 frames → 26) and its last hit has increased knockback growth (120 → 135).
  • Buff Back aerial deals 1% more damage (13%/9% → 14%/10%).
  • 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).
  • Change Up aerial's animation has slightly changed. Sonic no longer twists while performing the scissors kick.
  • Buff Sweetspotted down aerial is now a meteor smash. It also has decreased ending lag (frame 50 → 46).

Throws/other attacks

  • Nerf All throws deal less damage (9% → 7% (forward), 8% → 7% (back), 12% → 6% (up), 8% → 7% (down)).
  • Buff Forward throw has increased knockback growth (70 → 100), slightly increasing its KO potential at high percentages.
  • Buff Back throw has increased knockback growth (60 → 79), giving it KOing potential at high percentages.
  • {{buff|Up throw has increased knockback (65 (base)/70 (growth) → 92/80), slightly improving its KO potential, particularly on floaty characters.
  • Buff The changes to hitstun canceling improve up throw's combo potential, enabling it to combo into neutral, forward, back and up aerials from Spring Jump beginning at medium percentages.
  • Buff Down throw launches opponents at a lower angle, improving its edgeguarding potential.
  • Nerf Pummel deals 1% less damage (3% → 2%).

Special moves

  • Change Homing Attack no longer deals consistent damage (8% → 6%-12%).
  • Buff Homing Attack has decreased start-up and increased knockback growth (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 Spring Jump's spring now lingers on after it hits an opponent. Additionally, Sonic can now edge sweetspot some time after using Spring Jump.
  • Nerf Spring Jump gains slightly less vertical distance.
  • Change After landing on a grounded spring, Sonic can use Spring Jump again. While this slightly improves its safety in regards to accidental Self-Destructs, this is largely impractical in regards to recovery.
  • Bug fix Grab release glitch has been fixed, allowing Sonic to re-use Spring Jump if he has been grabbed in midair.
  • Buff Spin Dash and Spin Charge have improved combo potentials.
  • Change Spin Dash's short hop is much faster. This improves its combo and mindgame potentials, but hinders its recovery potential.
  • Nerf Spin Dash's rolling and jumping hitboxes deal less damage (6%-10% → 7% (rolling), 5%-7% → 3% (jumping)).
  • Buff Spin Dash's charge can now be held while jumping. However, a charged Spin Dash cannot be used while in midair.
  • Change Spin Dash's animation has slightly changed. It now appears to have the same flashing charge animation that Spin Charge has.
  • Nerf Super Sonic deals less overall damage (49% → 35%) and decreased knockback.
  • Change Super Sonic now launches opponents at a lower angle.

Update history

Sonic has been slightly nerfed by game updates, most notably to his KO potential. Update 1.0.6 severely decreased the knockback of his back throw, which was one his most potent KOing options, as well as slightly toning down his damage racking ability by weakening 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. However, Sonic has also received some useful buffs as well. In 1.0.8, his down aerial ends sooner and is easier to avoid self-destructing with. He also benefits heavily from the changes to shield mechanics due to the multiple hitting nature of most of his moves, most notably Spin Dash. While the nerfs to Sonic's KO potential, damage racking ability and combo game have slightly weakened his viability, many professional players have shown that he is still a very capable character regardless.

Super Smash Bros. for Nintendo 3DS 1.0.4


Super Smash Bros. 4 1.0.6

  • Nerf Back throw's knockback growth decreased: 90 → 79, hindering its KO potential.
  • Nerf Spin Dash's rolling and jumping hitboxes deal 3% less damage: 10% → 7% (rolling), 6% → 3% (jumping). This results in a full Spin Dash combo dealing 6% less damage overall.
  • Nerf Burning Spin Dash's invincibility removed, hindering its safety.
  • Buff Spring Jump can no longer be Pocketed.
  • Change Homing Attack now only targets characters. Previously, it could target Luma or the can used in Duck Hunt's Trick Shot.

Super Smash Bros. 4 1.0.8

  • Nerf Up smash's knockback growth decreased: 177 → 165, hindering its KO potential.
  • Buff Down aerial's ending lag decreased: frame 50 → 46, improving its safety.

Super Smash Bros. 4 1.1.0

  • Nerf Forward smash's knockback growth decreased: 106 → 101, hindering its KO potential.
  • Change Forward smash has different sound effects.

Super Smash Bros. 4 1.1.1

Super Smash Bros. 4 1.1.3

  • Nerf Weight slightly decreased: 95 → 94


Moveset

  Name Damage Description
Neutral attack   2% Two alternating jabs followed by a side kick, nicknamed the "Punch Punch Kick" (PPK) by fans. Originates from Sonic the Fighters.
2%
4%
Forward tilt   4% (first hit), 7% (second hit) A double footed back kick that resembles the baby freeze, a variation of the freeze, a breakdancing move. It hits twice, can be angled and is useful for tech-chasing or attacking out of shield. Originates from Sonic the Fighters.
Up tilt   2% (first hit), 6% (second hit) Two alternating stretch kicks, similar to Captain Falcon's up smash. Originates from Sonic the Fighters.
Down tilt rowspan="1" 6% A legsweep. It can trip and if used repeatedly, it will slowly move Sonic forward. Originates from Sonic the Fighters.
Dash attack 6% Spin Dashes forward, which hits multiple times and ends in a flying kick. A reliable follow-up from down throw.
Forward smash   14% Winds up his fist and then throws a punch. It can be angled, has deceptive range and high power, but also has high start-up (frame 18) and ending lag (28 frames). Originates from Sonic the Fighters.
Up smash   5% (hit 1), 1% (hits 2-7), 3% (hit 8) A jumping Spin Dash that hits multiple times. Has high base knockback, but below average knockback growth and high ending lag.
Down smash   12% A split kick, similar to Fox's and Falco's down smashes. It is a semi-spike with very fast start-up, but very high ending lag and below average power.
Neutral aerial rowspan="1" 12% (clean), 8% (late) 5% (latest) Curls up into a ball and spins while slightly undulating up and down. Due to its angle, it is an excellent combo starter from short hop, yet it is also a reliable follow-up from a Spin Dash or a Spin Charge-initiated combo. 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.
Forward aerial rowspan="1" 0.8% (hits 1-5), 3% (hit 6) A horizontal corkscrew headbutt, similar to Pikachu's and Falco's forward aerials. A reliable follow-up as part of a Spin Dash-initiated combo, as well as a viable off-stage edgeguarding option. Originates from Sonic the Fighters.
Back aerial 14% (clean), 10% (late) A back kick. Useful for edgeguarding and one of Sonic's most viable KOing options. However, it has slow start-up and high landing lag.
Up aerial 3% (first hit), 6% (second hit) A scissors kick. Its very large autocancel window makes it a deceptively safe move. A reliable KO option near the upper blast line, especially when used as a follow-up from Spring Jump, as well as a reliable follow-up from a Spin Dash-initiated combo.
Down aerial 8% (clean), 7% (late) A diagonal flying kick. It is a stall-then-fall that can meteor smash. It is difficult to use as such, however, since the meteor hitbox is present only after frame 19. Originates from Sonic the Fighters, although it also resembles the Sonic Rocket from Sonic Battle.
Grab Clinches the opponent. Sonic's grab range is relatively average.
Pummel 2% A knee strike. Fairly fast.
Forward throw 7% A stretch kick. Launches the opponent diagonally upward and KOs at 170%. Resembles the Top Kick from Sonic Battle.
Back throw 7% A high-speed, multiple flipping version of the tomoe nage, a Judo throw. Its knockback was decreased in update 1.0.6, resulting in it now KOing at 160%.
Up throw 6% Heaves the opponent upward and sharpens his quills to stab them. Depending on the percentage, it can be followed up with any aerial attack. KOs at 180%.
Down throw 1% (hits 1-3), 4% (throw) Pins the opponent to the ground and then Spin Dashes into them. Great for tech-chasing and is a reliable edgeguard set-up. Originates from Sonic the Fighters.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
6% Performs a Spin Dash sweep.
Floor attack (back)
Floor getups (back)
7% A legsweep.
Floor attack (trip)
Floor getups (trip)
5% A spin kick around himself.
Edge attack
Edge getups
7% Spin Dashes onto the stage. Resembles his cliffhanger flip attack from Sonic the Hedgehog Spinball.
Neutral special Default Homing Attack 6%-12% Curls up into a ball while ascending, targets the nearest opponent, and then crashes into them. Pressing the special button will initiate the move earlier.
Custom 1 Stomp 5% Instead of homing towards an opponent, Sonic dives straight down and meteor smashes them. Based on the attack of the same name that debuted in Sonic Unleashed.
Custom 2 Surprise Attack 8% A faster version that has less power and range, as well as more ending lag. If it fails to target, Sonic will launch himself upward instead of downward.
Side special Default Spin Dash 5%-7% Curls up into a ball, performs a short hop, then starts rolling towards the opponent at a high speed. It can be followed up with any aerial attack and it can be shield-canceled, which can be used to play mindgames.
Custom 1 Hammer Spin Dash 7% (first hit), 5% (second hit), 3% (late) The initial hop is higher hop, with the descent of the arc being capable of burying opponents. However, it has a late hitbox that deals less damage.
Custom 2 Burning Spin Dash 12% (first hit), 7% (second hit) Lacks the initial hop and hops out of the move are shorter, but it deals more damage and has a flame effect. Resembles the Flame Somersault from Sonic Adventure 2.
Up special Default Spring Jump 4% Pulls out a spring from the Sonic the Hedgehog games and uses it to springboard into the air. The spring itself can also be used to gimp recovering opponents underneath Sonic.
Custom 1 Double Spring 2% (first hit), 2% (second hit) Sonic can pull out two springs, but each spring deals less damage and the move grants much less distance overall.
Custom 2 Springing Headbutt 3% (grounded), 7% (late air hit) 1% (early air hit) Grants slightly shorter distance and the spring does not stay behind, but it enables Sonic to hit opponents while ascending. It deals the most damage if Sonic hits the opponent at the end of the ascent instead of at the start.
Down special Default Spin Charge 2% (per hit) A Spin Dash that hits multiple times and has more momentum, but has no initial hop at and cannot be shield-cancelled. It also has different aesthetics and a different way of powering up, requiring repeated presses of the special button.
Custom 1 Auto-Spin Charge 2% (per hit) Removes the need to repeatedly press the special button in order to charge. Its altered aesthetics also make it more deceptive than the default, which can enable mindgames.
Custom 2 Gravitational Charge 2% (per hit) Pulls opponents in front of Sonic towards him and pushes opponents behind Sonic away from him.
Final Smash Super Sonic 5%-8% (slow), 9%-11% (moderate), 14%, 16% (fast) Gathers the Chaos Emeralds to transform into his super transformation. Sonic is invincible during its duration and can fly in any chosen direction and ram into opponents depending on where the control stick is tilted.

On-screen appearance

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

Taunts

  • Up taunt: Performs a somersault, then crosses his arms with his index finger pointing out while making a teasing clicking sound, which forms into one of his signature poses.
  • Side taunt: Performs a figure-eight peel out dash, similarly to the Super Peel Out technique from Sonic the Hedgehog CD, while saying "Sonic Speed!" (遅すぎだぜ!, You're too slow!).
  • Down taunt: Says "C'mon!" both in English and Japanese while performing the windmill, a breakdancing move.
Up taunt Side taunt Down taunt
SonicUpTauntSSB4.gif SonicSideTauntSSB4.gif SonicDownTauntSSB4.gif

Idle poses

  • Looks at the camera for a moment while tapping his foot impatiently. This is a reference to his idle animation from the classic Sonic the Hedgehog games for the Sega Genesis.
  • Turns towards the player, waving his finger in a patronizing manner while grinning. This is similar to an animation he uses after clearing an Act or defeating a boss in Sonic the Hedgehog 3.
SonicIdlePose1WiiU.jpg SonicIdlePose2WiiU.jpg

Crowd cheer

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

Victory poses

An icon for denoting incomplete things.
The Mission Clear jingle from Sonic the Hedgehog (2006), which is an orchestrated remix of the Act Clear jingle from Sonic the Hedgehog 3.
  • Collects the blue Chaos Emerald and poses with it, saying "Piece of cake!"
  • Sprints off-screen then sprints back on-screen before giving a thumbs up, saying "That was almost too easy!"
  • Breakdances and then strikes a pose, saying "Let's do that again sometime!" His breakdancing is similar to how Blaze breakdances in Sonic the Hedgehog (2006).
SonicPose1WiiU.gif SonicPose2WiiU.gif SonicPose3WiiU.gif

In competitive play

Official Custom Moveset Project

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

Notable players

Active

Inactive

Reveal trailer

<youtube>T7w5XUPHFoY</youtube>

Trophies

Sonic
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.
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.)
Sonic the Hedgehog (06/1991)
Wii U: Sonic Lost World (10/2013)
Sonic (Alt.)
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!
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!
Sonic the Hedgehog (06/1991)
Wii U: 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!


In Event Matches

Solo Events

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

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

Gallery

Trivia

Sonic's double mouth glitch.
  • Sonic dashes so fast that if one were to customize him 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 installment of Super Smash Bros., 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 version of 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 similar bug that Super Sonic had in Sonic Lost World.
  • In non-Japanese versions of Super Smash Bros. for Wii U, Sonic uses his reused voice clip from Super Smash Bros. Brawl when he is in the water, since Super Smash Bros. for Nintendo 3DS has no swimming.
    • This results in his voice reverting to the one used by his previous voice actor, Jason Griffith, as well as being one of three reused voice clips of him in SSB4 (the others used when Sonic is asleep and his up taunt). As a result, Jason Griffith is not listed in the credits due to the oversight.
  • 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.