Super Smash Bros. Ultimate

Sonic (SSBU)

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

Availability Unlockable
Final Smash Super Sonic
Sonic (SSBU)
This speedy fighter has a lot of rush-type attacks. His final smash, Super Sonic, lets him fly around the stage at an incredible speed!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. As in Super Smash Bros. Brawl, he is unlockable, instead of being available from the start. Sonic is classified as fighter #38.

As in SSB4, Roger Craig Smith's portrayal of Sonic from Sonic Generations and Mario & Sonic at the London 2012 Olympic Games and Jun'ichi Kanemaru’s portrayal of Sonic from Brawl were repurposed for the English and Japanese versions of Ultimate. Alexandre Gillet, Jonathan López, Marc Stachel and Renato Novara's portrayals of Sonic from various Sonic games used in Smash 4 were also repurposed for the French, Spanish, German, and Italian versions, respectively. Super Smash Bros. Ultimate was also the last game that Jonathan López voiced Sonic in Spanish before passing away in 2020.

How to unlock

Complete one of the following:

  • Play VS. matches, with Sonic being the 17th character to be unlocked.
  • Clear Classic Mode with Mario or anyone in his unlock tree, being the 1st character unlocked.
  • Have Sonic join the player's party in World of Light.

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

Attributes

Sonic is a lightweight who, staying true to his home series, has incredibly fast mobility. He unsurprisingly possesses the fastest dashing speed in the game by default (surpassed only by Hero under the effects of Acceleratle), the 7th fastest walking speed, the 12th fastest air speed (tied with Mario, Donkey Kong, Little Mac, and Inkling), and the highest traction in the game. When combined with his above average falling speed and jumps, this allows him to move across the stage at the speed of quick, despite having average gravity and slow air acceleration. As a cherry on top, he can even wall jump.

Sonic's special moves are quite useful. Spin Dash and Spin Charge allow him to not only move across stages at varying speeds, but also do damage on contact, and both can follow up into an aerial attack or uncharged Homing Attack. Despite their very similar-looking appearances in functions, they both have different strengths and uses for various different situations.

Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it, however, loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup. Due to the number of branching choices Sonic has when starting Spin Dash, it is his most reliable attack in neutral and one of his best approach options overall. From jumping into cancellation, charging it to alter its timing, switching directions after releasing, and utilizing the spin shot, Spin Dash plays an extremely important role when attempting to play mind games versus Sonic's opponent.

While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spinshot", although it can only be done while airborne.

Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed makes him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves, such as Snake's C4 or Yoshi's Egg Roll. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. However, they can bypass shields if fully-charged.

Homing Attack deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and edge-guard breaking. Its uncharged state also has the potential to combo and its charged state has a small amount of KO potential at higher percents. Spring Jump is a useful recovery that grants intangibility at the start, goes very high, and is one of few recovery moves that do not cause a helpless state, enabling Sonic to attack and dodge during his descent and even extend his recovery with a directional air dodge. 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 powerful air game. Neutral aerial is a great combo starter when SHFF'd, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for edgeguarding and, in certain instances, it can combo into itself on-stage at low percentages, thanks to its generous auto-cancel 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 very powerful, making it one of his few reliable kill moves like his up aerial, and coupled with its strength within Sonic's kit, also makes it his best aerial finisher. 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 initial hitbox meteor smashes aerial opponents.

Sonic's neutral attack, tilts, and throws have decent damage outputs and good speed, making them hard to punish. His grab game is decent overall: While none of Sonic's grabs excel in speed and each of them has average ranges, they are still fairly easy to land thanks to his outstanding speed. Sonic's pummel is also quick and has an average damage output, allowing 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 makes it excellent for setting up edge-guards and tech-chases. Back throw also has high base knockback and 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 tilt can be reversed on startup and hit opponents through platforms above Sonic, and his Forward Smash has a bit of a deceptively large range due to him stepping forward during the punch.

Up throw is a reliable combo starter, having 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, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him. Like up throw, it can also function as a KOing option, albeit only when used on the edge at very high percentages.

Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. Dash-dancing can be extremely useful for mind games in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponents. This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backward) are particularly effective for this, as they can cause almost immediate turnarounds and then grabs can then be used to punish opponents. In general, Sonic has the easiest time winning neutral exchanges due to his unmatched speed and maneuverability on-stage, and attacks that not only come out fast but can also be used to approach with.

Sonic has some weaknesses however, the most noticeable being his KO potential. It is held back by his best kill moves (his smash attacks and clean back aerial) requiring good positioning and having noticeable startup 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, and his down smash, although it has decent startup, has high ending lag, making it easy to punish if missed. While Sonic’s damage-racking ability is formidable, his actual ability to take stocks is among the worst in the game, which oftentimes results in his opponents surviving beyond 150% and even 200%. Despite his outstanding mobility, Sonic may struggle to land due to 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. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to being a lightweight.

Much like in Brawl, Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly more so than for any other character. Depending on the playstyle of the Sonic, he can have a decent matchup against almost any character in the game, even at competitive levels. Because of his prowess for mindgaming and switching up tactics, as well as the inherent strengths and weaknesses of each style of play, some Sonic mains argue that he has no truly disadvantageous matchups as a character and that his matchups are much more heavily influenced by playstyle than his actual attributes.

In all, Sonic has a great offensive play, a strong neutral game, a good off-stage presence, and can very rapidly damage his opponents, but like other characters of his archetype, has some trouble killing.

Changes from Super Smash Bros. 4

Like most other top-tier characters, Sonic was often regarded as one of the most potent characters in Smash 4, which was reflected in its latest tier list (tied with Fox for 7th out of 55th). His phenomenal ground movement and Spin Dash not only granted him a powerful neutral game, but also encouraged a borderline oppressive hit-and-run playstyle, to a point where Sonic players would often utilize time out strategies after having a stock/percentage lead to win games. Likely as a result of this, Sonic was given a mix of buffs and nerfs in his transition to Ultimate, but has been nerfed overall.

Several of Sonic's key strengths and moves from SSB4 have been toned down considerably. Arguably his biggest nerf was towards his Spin Dash: it can no longer be shield canceled and can no longer go through shields unless it is fully charged; this noticeably hinders Sonic's infamous camping ability and mind games from Smash 4, and now requires Sonic to rely more on his pure speed to play defensively. Up aerial, known for its status as a strong KO option off of moves like Spring Jump and Spin Dash, has received angle and knockback adjustments to the first hit that worsen its ability to connect into the second hit as reliably, no longer managing to follow Sonic's momentum when he jumps and hindering its effectiveness and consistency for combos. This is further compounded by up throw's nerf; known for being a potential finisher due to its ability to combo into Spring Jump-assisted setups, it now has increased endlag, effectively removing most of Sonic's Spring Jump-assisted combos off of it. Lastly, Spring Jump's spring now sends opponents at a more horizontal angle, toning down its edge-guarding potency, and has much less intangibility frames, making it easier to intercept Sonic during his recovery. His much lighter weight and increased falling speed also worsen his disadvantage state, making him easier to combo and KO if the opponent is able to catch him.

However, Sonic has been granted notable buffs as well, particularly towards his less impressive attacks. Homing Attack has been significantly buffed, now having faster startup, less endlag upon hitting an opponent, better homing capabilities, and the ability to be charged for longer; this has lead to the move becoming a much more viable combo tool as well as a potential option in the neutral game. Down tilt now launches opponents at a higher angle, granting the move combo potential. All his smash attacks were improved, with forward smash gaining more range, and up and down smash have increased KO potential. Additionally, some of Sonic's already stronger moves have been buffed in various ways. Despite having been worsened overall, Spin Dash now has the ability to be jump canceled, alleviating some of Sonic's potential mix-up options, albeit they remain less effective than previously. Spring Jump now grants Sonic slightly more distance, buffing his already impressive recovery. Several of Sonic multi-hitting attacks (sans up aerial) now link into each other more reliably, including Spin Charge, up smash, forward aerial, and forward tilt.

Sonic also benefits incredibly from Ultimate's universal mechanic changes. Known for having high landing lag on his attacks in Smash 4, Sonic now possesses much less landing lag on all of his aerials, although still above average relative to the cast; this grants neutral aerial increased combo potential, improves back aerial's safety as a spacing option, and makes down aerial a slightly safer (albeit still unsafe) landing option. Sonic's already unmatched ground mobility has been improved even further, with his initial dash now being among the fastest in the game, heightening his camping abilities via simply running away. The ability to use any attack out of a run allows Sonic to take advantage of his phenomenal ground movement more than most other characters in Ultimate, granting him powerful mix-up options he previously didn't have access to. Finally, the changes to air dodge mechanics improve Sonic's edgeguarding game while not compromising him much thanks to his great recovery, while the reintroduction of directional air dodges allows Sonic to gain a little extra distance after using Spring Jump.

Overall, while Sonic still retains his powerful attributes and combo game, several of Sonic's most powerful tools from SSB4 have either been worsened or have been removed altogether. This has lead to a generally less effective character than in SSB4, as Sonic is now forced to make greater use of his standard moveset instead of relying on Spin Dash and Spin Charge to compensate for his underwhelming attacks, and must now take advantage of Ultimate's reworked mechanics and gear towards a more creative and offensive playstyle than in SSB4. Regardless, although Sonic initially had a below-average perception, it has become more positive over time, with smashers like KEN, Sonix, Sonido and Wrath achieving some solid results in tournament play, albeit not to the same degree as in SSB4. In the end, in spite of his initial mediocre perception, Sonic remains a viable, high tier character in competitive play once mastered, and he is one of the few SSB4 top tier veterans to keep placing well in tournament play in Ultimate, alongside Mario, Fox, and Zero Suit Samus.

Aesthetics

  • Change Sonic's design is largely the same as it was in SSB4, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. His fur is now lightly detailed, similar to his appearance in the Sonic Boom animated series and Sonic Forces artwork, his gloves have more detailed fabric, and his shoes appear more polished.
  • Change Like most other returning characters, Sonic is slightly more expressive than in Smash 4. He now has a sly grin while dashing and frowns during his up tilt, forward smash, forward throw, and when shielding. His eyes are also slightly more emotive. However, he still isn't as expressive as in Brawl, as he doesn’t grow impatient during his foot-tapping idle pose and doesn’t grin during his finger-wiggle idle pose.
  • Change Sonic's head quills have greater independent physics, resembling how their movement was in Brawl.
  • Change The Chaos Emeralds that appear in Super Sonic and Sonic's up-inputted victory pose now appear less reflective and have matte colors.
  • Change Two of Sonic's victory poses have been tweaked:
    • His left-inputted victory pose now has the camera appears fixed on where he appears, showing him sprinting off-screen twice before appearing. He also grins when he gives a thumbs up instead of smirking, akin to Brawl.
    • His up-inputted victory pose now has him running up to the Chaos Emerald before grabbing it. The Chaos Emerald also floats closer to Sonic's fingers.
  • Change Although Sonic still has an animated mouth in his victory poses, the ending poses switch back to the standard model so that its movement appears more natural.
  • Change Sonic’s seventh and eighth alternate costumes have swapped placements.

Attributes

  • Buff Like all characters, Sonic's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Sonic walks faster (1.375 → 1.444).
  • Buff Sonic dashes faster (3.5 → 3.85).
    • Buff His initial dash is significantly faster (1.5 → 2.31), now being the fourth fastest in the game.
  • Buff Sonic's traction has been massively increased (0.06 → 0.138), now being the highest in the entire game. This makes it much easier for him to punish out of shield.
  • Buff Sonic's air speed is faster (1.15 → 1.208).
  • Change Sonic falls faster (1.45 → 1.65), his falling speed now being above average instead of below average.
    • Buff His fast falling speed is faster as well (2.32 → 2.64), which improves his air mobility and leaves him less susceptible to juggling.
  • Nerf Sonic is considerably lighter (94 → 86), now making him a lightweight instead of a middleweight, weighing slightly more than Zelda and being lighter than Little Mac, worsening his endurance. While this change would also make him less susceptible to combos, this is prevented by his faster fall speed.
  • Nerf Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
  • Nerf Back roll has more ending lag (FAF 28 → 34).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 51).
  • Buff The reintroduction of directional air dodges improves Sonic's recovery more than other characters', as due to Spring Jump not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Nerf Sonic takes a slight amount of damage per second when swimming. He shares this trait with Charizard, Inkling, and Incineroar.
    • Change His swimming animation is also changed, showing him constantly in a panicked state (as opposed to only being in one when drowning).

Ground attacks

  • Neutral attack:
    • Buff The first and second hits have different angles to keep opponents closer to Sonic (hit 1: 92°/60°/361° → 361°/180°, hit 2: 80°/60°/48° → 361°), akin to other neutral attacks, and deal less knockback (18 set/100 scaling → 20 base/20/15 scaling (hit 1), 20/15 base/20 scaling (hit 2)), but have gained hitstun modifiers (0 → 8 (hit 1), 4 (hit 2)). This allows them to connect more reliably, and the second hit to lock opponents.
    • Buff Consecutive uses of the first hit are faster (13 → 10 frames).
    • Buff The first hit transitions faster into the second hit (frame 9 → 7), which transitions faster into the third hit (frame 8 → 6).
    • Buff The third hit launches at a lower angle (50° → 361°), allowing it to force opponents offstage more effectively and set up tech-chases.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Nerf The first hit has had its three large hitboxes replaced with four smaller ones (3u/3.5u/4u → 1.4u/1.4u/1.6u/1.6u). The second and third hits have smaller hitboxes as well (4u/3.4u/3u → 2.3u/2.3u/2.8u (hit 2), 3u/3.5u/5u → 2.6u/2.6u/3.6u (hit 3)).
    • Nerf The second hit deals less damage (2% → 1.5%).
    • Nerf The third hit has a shorter hitbox duration (frames 4-6 → 4-5).
    • Change The third hit has a slightly different animation.
  • Forward tilt:
    • Buff The first hit has drastically reduced knockback scaling, but increased base knockback (60 (base)/70 (scaling) → 80/3) and has been moved farther from Sonic (Z offset: -1.6u → -0.7), allowing it to connect into the second hit more reliably.
    • Buff The second hit's outermost hitbox has been moved further outwards (X offset: 4.9 → 6) improving its range.
  • Up tilt:
    • Buff Both hits have less startup lag (frame 7 → 6 (hit 1), 18 → 13 (hit 2)).
      • Nerf However, the move's total duration was not fully compensated (FAF 40 → 36), giving it one more frame of ending lag.
    • Change The first hit's late portion no longer uses the autolink angle (365° → 95°).
    • Nerf The first active hitbox is slightly smaller (5.5u → 5.2u).
  • Down tilt:
    • Buff Down tilt launches at a more upward angle (361° → 73°) and deals more knockback (30 base/80 scaling → 40/100), improving its combo potential.
    • Buff Sonic no longer slides forward after using the move, making it safer to use for spacing.
      • Nerf However, this completely removes its ability to be used as a pseudo crawl.
  • Dash attack:
    • Change Dash attack has been changed to only consist of a lunge kick, with the Spin Attack portion beforehand being removed. As a result, it no longer hits multiple times.
    • Buff It has much less ending lag (FAF 62 → 46).
    • Buff It deals more damage (6% → 8% (clean), 4% → 6% late)).
      • Change The knockback on the now lone hit has altered knockback to compensate for its increased damage (80 (base)/125 (scaling) → 91/63 (clean), 96/60 (late)). The clean hit deals slightly more knockback overall, while the late hit deals less.
    • Buff It has gained a shieldstun multiplier of 0.75× for the clean hit, and 1.05× for the late hit. Combined with its reduced ending lag, higher damage, and the increased shieldstun for ground attacks, this makes both safer on shield, despite the clean hit having a below-average multiplier.
    • Nerf It launches at a lower angle (70° → 60°), hindering its KO potential.
  • Forward smash:
    • Buff Sonic's arm stretches out further during the punch, improving its range.
  • Up smash:
    • Buff Up smash has less startup (frame 19 → 14). While its total duration is one frame longer by comparison (FAF 66 → 62), it retains the same ending lag due to the first hit being separated one more frame from the subsequent hits.
    • Buff It grants more intangibility frames (frames 18-20 → 14-18).
    • Buff The first hit launches opponents towards Sonic (90° → 110°) with more set knockback (70 → 120), while the looping hits have a lower SDI multiplier (0.6× → 0.5×), and both use weight-independent knockback, allowing them to connect more reliably.
    • Buff The looping hits are larger (4u/4u/4u/4u → 4.2u/4.2u/4u/4u), slightly improving its range.
    • Buff The last hit has increased knockback scaling (165 → 170), improving its KO potential.
  • Down smash:
    • Buff Down smash's front hit deals much more knockback (55 base/63 scaling → 50/80), matching the strength of the back hit.
    • Nerf It has a new animation where Sonic's feet extend greatly. As its hitboxes were not adjusted, this results in the move no longer being disjointed, with it now failing to fully cover Sonic's feet.

Aerial attacks

  • Buff All aerials have less landing lag (16 frames → 10 (neutral), 26 → 16 (forward), 30 → 15 (back), 21 → 13 (up), 38 → 21 (down)).
  • Forward aerial:
    • Buff Forward aerial's multi-hits consist of one large hitbox instead of four smaller ones (2u → 5.5u), which uses the autolink angle (130°/60°/200°/340° → 367°) and has more set knockback (30 → 40), allowing them to connect more reliably. They also have a lower hitlag multiplier (1× → 0.7×), making them harder to SDI out of.
  • Back aerial:
    • Nerf Back aerial's late hit has much less knockback scaling (100 → 76), significantly hindering its KO potential.
  • Up aerial:
    • Nerf Up aerial's first hit has much less knockback scaling (100 → 50) and launches at different angles (100°/118° → 110°/123°). As a result, its knockback fails to follow Sonic's vertical momentum when used in a jump, worsening its linking ability into the second hit.
    • Buff The second hit deals more damage (6% → 8%), with knockback scaling compensated (82 → 68).
    • Buff The second hit has an additional hitbox below Sonic, mitigating some of the linking issues caused by the aforementioned changes to the first hit.
  • Down aerial:
    • Change Down aerial only possesses a clean hit and late hit, with the early hit being removed (frames 17-18/19-22/23-32 → 17-19/20-32).
      • Buff Its meteor smash hitbox is slightly larger (3.5u → 3.6u).
      • Buff This allows for the aerial meteor smash to be landed much more easily.
      • Nerf However, this reduces the clean hit's duration against grounded opponents.
    • Buff The late hit deals more knockback (80 base/70 scaling → 75/80).
    • Nerf The late hit has gained a sourspot that deals less damage (7% → 5%) without compensation on knockback.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).
    • Nerf Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).
    • Nerf Standing and dash grab have less range (Z2 offset: 9.7u → 8.7u (standing), 11.1u → 10.4u (dash)).
  • Pummel:
    • Nerf It deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
    • Change It has a slightly different animation.
  • Forward throw:
    • Buff Forward throw sends opponents at a more horizontal angle that is desirable for edgeguarding (70° → 45°).
    • Nerf It releases opponents faster (frame 12 → 11), but with its total duration unchanged, increasing its ending lag.
    • Nerf It has more knockback scaling (70 → 75), but significantly less base knockback (100 → 70), no longer KOing at high percents.
  • Up throw:
    • Nerf Up throw releases opponents faster (frame 28 → 23), but with its total duration unchanged, increasing its ending lag. This reduces its combo potential, despite Sonic's faster jumpsquat and jump speed, and in combination with the faster knockback physics, it severely worsens Spring Jump-assisted followups, no longer being guaranteed.
  • Down throw:
    • Buff Down throw's release deals more damage (4% → 5%), with its base knockback compensated (80 → 75).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Homing Attack:
    • Buff Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 22-34 → frames 15-82).
      • Buff It has less startup when uncharged (frame 22 → 15), allowing it to be comboed into from other moves.
    • Buff It deals more damage especially when charged (5%-12% → 7%-20%), with knockback not fully compensated (45 base/90 scaling → 55/65), improving its KO potential at high charge levels.
    • Buff It launches Sonic at a straighter trajectory towards opponents, improving its accuracy.
    • Buff It incurs less ending lag upon hitting an opponent (FAF 34 → 27), allowing it to combo into other moves at certain percentages.
    • Buff It has larger hitboxes (3.5u/3.5u → 5u/5u).
    • Nerf It has gained a shieldstun multiplier of 0.5×, thus dealing less shieldstun than in Smash 4, despite it being increased for moves other than smash attacks and aerials. This makes it relatively less safe on shields.
    • Change It launches at a slightly lower angle (55° → 53°).
    • Change The move shows a reticle on the opponent right before Sonic is about to strike, as in games from Sonic and the Secret Rings onward. The reticle resembles its design in the Nintendo 3DS Version of Sonic Generations.
  • Change Colliding with a wall while moving on the ground with Spin Dash or Spin Charge now has Sonic bounce off it, using the same animation when rebounding off the ground with Homing Attack.
  • Spin Dash:
    • Buff A grounded charged Spin Dash can be released in the air while keeping its charge.
    • Buff The first jump hit deals slightly more damage (4% → 5%) and has a bigger hitbox (2u → 3u).
    • Nerf Its charge can no longer be canceled by shielding, removing its usefulness for faking out approaches.
    • Nerf It can no longer be held indefinitely, instead being unleashed automatically if charged for more than two seconds. However, this can be somewhat circumvented by starting the move on the ground, then jumping out of it and charging it in the air, in which case the automatic release does not happen until Sonic lands.
    • Nerf The move stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
    • Change The trail changes from purple to yellow when fully charged.
    • Change Sonic does not hop if the move is released at full charge.
    • Bug fix Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
  • Spring Jump:
    • Buff Sonic gains slightly more height from Spring Jump, matching the move's height from Brawl.
    • Nerf The aerial version's Spring launches opponents at a higher angle (361° → 48°), hindering its edgeguarding ability.
    • Nerf It grants significantly less intangibility (frames 5-13 → 5-7), leaving Sonic more vulnerable to edgeguards.
    • Nerf Using the move incurs 10 frames of landing lag.
    • Bug fix Grabbing onto a ladder no longer causes Sonic to become helpless whenever he lets go or falls after climbing to the top.
  • Spin Charge:
    • Buff Spin Charge's hits launch at a more horizontal angle (60° → 9°), and have more base knockback (40 → 70), but drastically less knockback scaling (60 → 15), as well as lower hitlag and SDI multipliers (1× → 0.5×). This allows them to connect much more reliably.
    • Nerf It can no longer be held indefinitely, instead being unleashed automatically if charged for more than three seconds.
    • Nerf Like the Spin Dash, it stops upon hitting an opponent's shield, and cannot cross up unless it is charged enough, reducing its safety.
    • Change It changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
  • Super Sonic:
    • Change Super Sonic's functionality has been changed. Instead of being fully controllable, he moves automatically across the horizontal axis at a drastically increased speed, and only his vertical position can be controlled.
    • Buff When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.
    • Nerf Super Sonic's damage output is significantly weaker than its previous iterations, and it lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.

Update history

Sonic has been buffed via game updates.

Super Smash Bros. Ultimate 1.1.0

  • Change The animation for crouching when holding an item has been adjusted.
  • Change The animation for swinging with a battering weapon has been adjusted.

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward tilt's first hit connects more reliably in the second (60 (base knockback)/70 (scaling) → 80/3).
  • Change Forward aerial's firt 5 hits have less hitlag, making the hits connect faster (1× → 0.7×).
  • Buff Back aerial has less landing lag (18 frames → 15).
  • Buff Super Sonic has a higher knockback multipler when used via FS meter (x0.62 → x0.71).
  • Bug fix The instant KO glitch involving Ridley has been fixed.

Super Smash Bros. Ultimate 3.0.0

  • Buff Sonic no longer loses his double jump after performing Spin Dash or Spin Charge on a platform.
  • Buff Super Sonic has more range and deals more knockback if used via FS Meter (0.71× → 1×).
  • Bug fix Climbing a ladder after using Spring Jump no longer causes Sonic to become helpless once he lets go or climbs to the top.

Super Smash Bros. Ultimate 4.0.0

  • Change Down aerial no longer has its downward movement disabled when used out from of hitstun.
  • Bug introduced A glitch created where upon recovering with Spring Jump then landing, the landing lag animation would play more slowly.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.1×.
  • Buff Up smash's meteor smashing hitboxes have received a -100% trip chance, preventing them from tripping opponents on platforms and causing the last hit to miss due to the trip's intangibility.

Super Smash Bros. Ultimate 8.0.0

  • Buff Super Sonic has more range and slows opponents more during startup.

Super Smash Bros. Ultimate 9.0.0

  • Buff Up tilt has less ending lag (FAF 40 → 36).
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 50 → 46).
    • Buff It deals more damage (6% → 8% (clean), 4% → 6% (late)), with knockback compensated (88 base/80 scaling → 91/63 (clean), 93/80 → 96/60 (late)).
    • Change It has lower shieldstun multipliers (1× → 0.75× (clean), 1.57× → 1.05× (late)). However, it is still safer on shield due to its increased damage and lower ending lag.
  • Up smash:
    • Buff Up smash has less startup (frame 18 → 14), with its total duration reduced as well (FAF 66 → 62).
    • Buff It grants longer intangibility (frames 18-20 → 14-18).
    • Buff It modifies Sonic's jostle area on frame 13, making it less likely for opponents to get pushed out of the move's range.
    • Buff The first hit's lower hitbox launches more inward (95° → 110°) with higher set knockback (70 → 120), allowing it to lead into the looping hits more effectively.
  • Buff Up aerial's second hit has an additional hitbox below Sonic, allowing it to connect more reliably from the first hit.

Moveset

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

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% The Punch + Punch + Kick combo from Sonic the Fighters. Its first and second hit are capable of jab locking. Holding the attack button will have Sonic perform the first hit repeatedly.
1.5%
4%
Forward tilt   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   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 resembles the Skip Kick from Sonic the Fighters.
Down tilt   6% A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from Sonic the Fighters and the Foot Sweep from Sonic the Hedgehog (2006) and Sonic Unleashed.
Dash attack 8% (clean), 6% (late) A lunge kick. A reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it's quite punishable thanks to its considerable ending lag.
Forward smash   14% The Wind-Up Punch from Sonic the Fighters. It has high knockback growth and deceptive range, and it can also be angled, all of which make it one of, if not Sonic's best kill move. However, it has low base knockback, meaning it should be used for KO attempts later instead of earlier. It also has noticeable startup and ending lag, making it risky if used unwisely.
Up smash   5% (hit 1), 1% (hits 2-7), 3% (hit 8) A jumping Spin Dash that hits up to eight times, with the eighth hit launching the opponent. It has moderate startup, but has noticeable ending lag, making it risky if used poorly. The last hit also has extremely high knockback scaling but only just average base knockback, and as such it must also be used for scoring KOs later. The move is also excellent at shield-poking thanks to its somewhat large hitboxes.
Down smash   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. However, it lasts for only 2 frames, and, like his other smash attacks, has considerable ending lag.
Neutral aerial   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 launch angle makes its clean and late hitboxes useful combo starters at low to medium percentages when SHFF'd. It resembles the Air Spin from Sonic the Fighters, as well as the Insta-Shield, an attack that debuted in Sonic the Hedgehog 3.
Forward aerial   0.8% (hits 1-5), 3% (hit 6) A corkscrew battering ram, similar to Pikachu's forward aerial. It's tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with the last hit's very high knockback growth, it's quite useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's very fast air speed and the move's fairly large auto-cancel window. It resembles the Emerald Dive from Sonic the Fighters.
Back aerial   14% (clean), 10% (late) A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best kill moves, especially when used for edgeguarding. The move is also one of the more powerful of its type when hit clean. However, it does have moderately high startup lag, making it somewhat tough to land.
Up aerial   3% (hit 1), 8% (hit 2) An upwards scissor kick. Its very large auto-cancel window and fairly low landing lag make it deceptively safe. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable kill move near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however.
Down aerial Shooting Star Kick 8% (clean), 7%/5% (late) A downwards 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 at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle.
Grab Clinches the opponent.
Pummel 1.3% A knee strike. A fairly fast pummel.
Forward throw 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 edges and at very high percentages. It resembles the Top Kick from Sonic Battle.
Back throw 7% Quickly backflips repeatedly with the opponent in tow before body-slamming them to launch them backwards. Sonic's strongest throw by far and his only one with consistently reasonable KO potential.
Up throw 1% (hit 1), 5% (throw) Brings the opponent overhead and then stabs them with his quills to launch them upwards. It can be followed up with a neutral aerial, up aerial and inputted Homing Attack at low 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 1% (hits 1-3), 5% (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 in a circle before 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
9% Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from Sonic the Hedgehog Spinball.
Neutral special Homing Attack 7%-20% 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, albeit dealing less damage. It can be comboed into from various moves if executed early.
Side special Spin Dash 7%-10.9% (dash), 5% (initial jump), 3% (jump) Curls up into a ball, performs a short jump, 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 at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. 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.
Up special Spring Jump — (jump), 4% (spring) Sonic is sent upwards by a spring. When used on the ground, it remains in place for a few seconds, allowing Sonic and any other character to keep bouncing off of it until it vanishes. Although this move is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility at the start, while the spring itself can also be used to gimp recovering opponents underneath Sonic.
Down special Spin Charge 1.5%-2.3% (loop), 4% (last hit), 6% (jump) A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, and requires button mashing in order to charge. However, it lacks the short jump at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
Final Smash Super Sonic 12% (Chaos Emeralds), 6% (each ram), 10% (detransformation) Summons 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 flies around rapidly horizontally and can change his vertical position. Any opponents that are near Sonic when he returns to normal will be damaged.

On-screen appearance

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

Taunts

  • 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!) with a grin.
  • Down taunt: Performs the windmill, a breakdancing move, while saying "Come on!" both in English and Japanese.

Idle poses

  • 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.
  • Looks at the camera and wiggles his finger in a patronizing manner while giving off a sassy smirk. It resembles the animation he performs after clearing an Act or defeating a boss in Sonic the Hedgehog 3 and Sonic Mania.

Victory poses

  • Left: Sprints off-screen and then sprints back on-screen before giving a thumbs up, saying "That was almost too easy!" ("モタモタしてると置いてくぜ!", Leaving behind to be dawdling!) in the process. Possibly a reference to the Sega logo at the opening of the 16-bit version of Sonic the Hedgehog 2.
  • Up: Runs up to the camera and grabs the blue Chaos Emerald, then poses with it while saying "Piece of cake!" ("A piece of cake! 楽勝だぜ!", A piece of cake! An easy win!).
  • Right: Performs the pike, a breakdancing move, and then strikes a pose, saying "Let's do that again sometime!" ("Hey guys! また遊んでやるぜ!", Hey guys! I'll play again next time!) in the process. His line comes from Sonic Adventure; he would say it after defeating a boss.
Ripped directly from Sonic the Hedgehog (2006), which itself is an orchestrated remix of the tune that plays when a character has passed an Act in Sonic the Hedgehog 3, although the ending is slightly abridged.

In competitive play

Upon Ultimate's release, Sonic was initially seen as a far less viable character comparative to Smash 4 due Spin Dash no longer being able to be shield canceled, Spin Charge no longer crossing up shield without a full charge, up air failing to connect at times and Spin Charge's inconsistent ability to knock opponents upward with the jump, with the former being arguably his worst change. This has led to a mixed reception of him, and he was seen as a mid tier character in general, with some top players even ranking him as far as low tier.

However, he retained his superb mobility, long distanced recovery and combo game, along with a potent set of KO moves. The character has amassed notoriety for his hit-and-run playstyle, allowing multiple top players to resort to time out strategies due to the difficulty of intercepting him. As a result of capitalizing on these strengths, Sonic saw a rise in results across the Fall 2019 PGRU season, having notable placements in majors such as Frostbite 2020 and EVO Japan 2020, courtesy of players like Sonido, Wrath, and KEN. Despite his overall viability still being up for debate, the general perception of him has become significantly favorable, with many professional players arguing that he's a solid high tier at minimum.

As a result of the COVID-19 pandemic forcing competitive events to be held online, Sonic saw a boost in tournament performance. The online environment of Ultimate arguably benefits Sonic more than any other character due to increased input lag, rendering it harder to contend with Sonic's campy playstyle and intercepting his already powerful burst options. This has caused a controversial perception of Sonic in competitive play, as many players have been critical of how effective his play style and ability to time players out are, with some even going so far as saying he should be banned. While the general consensus has been that Sonic is not worthy of a ban, many have argued for stricter rules in terms of camping and timing players out. Sonic's competitive results were also partially bolstered by non-US players and Wi-Fi warriors such as Sonix being able to compete more, who is currently ranked second in the Wi-Fi Warrior Rank v5.

Overall, Sonic is one of only four Smash 4 top tier veterans (the other three being Mario, Fox, and Zero Suit Samus) who continues to earn great representation and consistently places well in tournaments.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: At the Speed of Sound

Sonic's congratulations screen.

Sonic's opponents in Classic Mode are a mix between the game's fastest characters as well as references to characters in other Sonic titles. The references to his games in Sonic's Classic Mode go in chronological order from each console generation starting from the 4th (Sega Genesis) to the 8th (Wii U).

Round Opponent Stage Music Notes
1 Fox Fox (SSBU) Green Hill Zone Green Hill Zone Fox represents Sonic’s sidekick, Miles "Tails" Prower.
2 Captain Falcon Captain Falcon (SSBU) Figure-8 Circuit Super Sonic Racing The stage, music, and opponent all reference Sonic R, a racing game.
3 Giant Metal Sonic Sonic (SSBU) Fourside (Ω form) Open Your Heart The music and city setting likely reference the battle against Perfect Chaos at the end of Sonic Adventure; the stage and opponent could also reference the Metal Sonic boss fight at the end of Stardust Speedway Zone in Sonic CD. Although the costume is revealed to be the default costume, the CPU will always have the default costume regardless of what costume the player is using.
4 Kirby (x3) Kirby (SSBU)Kirby (SSBU)Kirby (SSBU) Halberd Sonic Heroes The Kirbys represent the three character types from Sonic Heroes: Speed (Blue), Flight (Yellow), and Power (Red). The stage choice likely references Final Fortress, the final level of said game.
5 Sheik Sheik (SSBU) Mushroomy Kingdom Seven Rings in Hand The stage, music, and opponent all reference Sonic and the Secret Rings, which has an Arabian setting.
6 Giant Incineroar Incineroar (SSBU) Windy Hill Zone Wonder World Incineroar represents Zavok, the leader of The Deadly Six from Sonic Lost World.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Every stage other than the final round plays a track from the Sonic universe, no matter what universe the stage originated from.

Credits roll after completing Classic Mode. Completing it as Sonic has Live & Learn accompany the credits.

Role in World of Light

Finding Sonic in World of Light

Sonic was among the fighters summoned to the cliffside to assist in defeating an army of Master Hands.

During the opening cutscene, Sonic was present on the cliffside when Galeem unleashed his beams of light. While attempting to run away, Sonic noticed Pikachu doing the same and reached his hand towards Pikachu in an attempt to save it. However, he and Pikachu were vaporized and placed under Galeem's imprisonment.

Sonic was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He appears in the Sacred Land sub-area as one of the fighters that block the Master Sword, making him one of the obligatory unlocks. His location could potentially be a reference to Sonic & the Black Knight and/or the Zelda-themed level in Sonic Lost World.

He is later seen standing next to Mario, as the heroes prepare their last stand against Galeem and Dharkon.

Fighter Battle

No. Image Name Type Power Stage Music
38
Sonic SSBU.png
Sonic
Attack
Attack
9,800 Green Hill Zone (Ω form) Green Hill Zone

Template:-

Spirits

Sonic's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Sonic in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Sonic makes an appearance in a few Primary Spirits in other forms.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
778
Super Sonic Spirit.png
Super Sonic Sonic The Hedgehog Series •Gold Sonic Sonic (SSBU)
Grab
13,700 Windy Hill Zone •Sudden Final Smash •The enemy will suddenly have a Final Smash Live & Learn
780
Metal Sonic Spirit.png
Metal Sonic Sonic The Hedgehog Series •Metal Sonic Sonic (SSBU)
Shield
4,600 Windy Hill Zone N/A •Timed stamina battle
•The enemy is metal
•The enemy starts the battle with a Rocket Belt
Sonic Heroes
782 Chaotix Sonic The Hedgehog Series Sonic Sonic (SSBU)
Pichu Pichu (SSBU)
King K. Rool King K. Rool (SSBU)
Grab
1,600 Windy Hill Zone •Invisibility •The enemy is invisible Sonic Heroes Espio the Chameleon
788
Shadow Spirit.png
Shadow the Hedgehog Sonic The Hedgehog Series Sonic Sonic (SSBU)
Attack
9,100 New Pork City (Battlefield form) •Assist Trophy Enemies (Shadow the Hedgehog)
•Item: Timer
•The enemy's dash attacks have increased power
•Hostile assist trophies will appear
•The enemy is easily distracted by items
Live & Learn Sonic the Hedgehog
795
Silver Spirit.png
Silver the Hedgehog Sonic The Hedgehog Series Sonic Sonic (SSBU)
Neutral
3,600 Green Hill Zone •Item: Throwing Types •The enemy starts the battle with a Black Hole
•The enemy is easily distracted by items
Rooftop Run
797 Infinite Sonic The Hedgehog Series •Metal Sonic Sonic (SSBU)
Attack
4,400 Big Blue •Hazard: Screen Flip •The screen will suddenly flip after a little while
Stamina battle
•The enemy is metal
Fist Bump
848 Able Sisters Animal Crossing Series Sonic (×3) (Sonic (SSBU)Sonic (SSBU)Sonic (SSBU))
Attack
9,100 Town and City N/A •The enemy starts the battle with a Drill Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf Labelle, Mabel, and Sabel
1,262 Dillon Dillon's Dead-Heat Breakers Sonic Sonic (SSBU)
Attack
9,800 Midgar (Battlefield form) •Assist Trophy Enemies (Dillon) •The enemy's special moves have increased power
•Hostile assist trophies will appear
•The enemy favors special moves
Frontier Battle
1,285
Rayman Spirit.png
Rayman Rayman Series Sonic Sonic (SSBU)
Neutral
9,100 The Great Cave Offensive (Battlefield form) •Assist Trophy Enemies (Sukapon) •The enemy's physical attacks have increased power
Stamina battle
•Hostile assist trophies will appear
Sunset Heights

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
776 Dr. Eggman Sonic The Hedgehog Series Roy Bowser Jr. (SSBU)
•Metal Sonic Sonic (SSBU)
Grab
13,200 Green Hill Zone •Bob-omb Festival
•Item: Shooting Types
•Bob-ombs will rain from the sky after a little while
•The enemy's shooting items have increased power
•Items will be pulled toward the enemy
Green Hill Zone Metal Sonic
1,087
Nico Fire Spirit.png
Nico Fire StreetPass Mii Plaza Series Ness Ness (SSBU)
Fox Fox (SSBU)
Sonic Sonic (SSBU)
Attack
1,500 Big Blue •Uncontrollable Speed •All fighters move faster and can't stop quickly Wii Sports Resort Streetpass Cats

Alternate Costumes

Palette swap (SSBU)
Sonic (SSBU) Sonic (SSBU) Sonic (SSBU) Sonic (SSBU) Sonic (SSBU) Sonic (SSBU) Sonic (SSBU) Sonic (SSBU)

Gallery

Character Showcase Video

Trivia

Sonic recreating his Ultimate render pose in the 2020 Sonic the Hedgehog film.
  • One of the in-game tips for Sonic states that using his down aerial after a jump and Spring Jump in succession can allow for "no landing delay". However, this is incorrect, as Spring Jump actually incurs 10 frames of landing lag, which persist even if Sonic auto-cancels his down aerial by using it from high enough as stated by the tip.
    • This tip is recycled from Smash 4, where it is correct, as Spring Jump in said game does not incur additional landing lag.
      • It could however mean no landing lag persists from the aerial move itself, and only occurs from Spring Jump which was possibly added due to the universal landing lag reductions in Ultimate.
  • Sonic's stock icon in Ultimate bears a striking resemblance to several logos and icons in the Sonic series, namely:
  • Sonic is the only third-party character in Ultimate with more than one home stage representing his series.
  • Sonic, alongside Mega Man, is one of two third-party characters with more than one assist trophy representing their series.
  • Unlike other installments in the Super Smash Bros. series, Sonic slowly takes damage if he falls in any body of water, which is a nod to his inability to swim in his own series.
    • This makes Sonic the only third-party fighter to have this trait.
  • While Sonic has appeared in three installments, Ultimate marked the first time Sonic was the first third-party character announced, as Snake was announced before him in Super Smash Bros. Brawl, while Mega Man was announced before him in Super Smash Bros. 4.
  • Sonic is one of only two characters to face a metal opponent in Classic Mode. The other is Bowser who faces Metal Mario upon normal Mario's defeat in the final round.
  • Sonic is the only character who travels to Green Hill Zone and Figure-8 Circuit in Classic Mode.
  • Prior to version 2.0.0, there was a glitch that allowed Ridley to instantly KO Sonic. On 2D stages, if Ridley grabbed Sonic with his Space Pirate Rush while Sonic was recovering from a Homing Attack near the ledge, Sonic would be instantly sent into the horizontal blast line.[1]
  • As is the case with Smash 4, Sonic's snoring and surfacing voice clips are taken directly from Super Smash Bros. Brawl, in which he was voiced by Jason Griffith, despite otherwise being voiced by Roger Craig Smith.
    • Also, like in Smash 4, Jason Griffith is uncredited in the credits.
  • With the exception of his Japanese voice and the aforementioned Brawl voice clips, Sonic is among the few voiced fighters in Ultimate whose voice clips are sourced from their own games rather than specifically recorded for a Smash game. He shares this trait with Inkling, Bowser Jr. and the Koopalings, Daisy, Rosalina & Luma, Yoshi, Banjo & Kazooie, Young Link, Toon Link and Min Min.
    • Of these fighters, Sonic and Banjo & Kazooie are the only third-party fighters with this distinction.
  • Sonic is the only third-party veteran to have his victory theme changed in some way, being slightly sped up and abridged at the end.
    • So far, Sonic and Joker are the only 2 characters to have their victory themes ripped directly from their respective games.
    • Both of these characters are also Sega representatives.
  • Ultimate is the first game since Brawl that features Sonic in a CG cutscene.
  • The Chaos Emerald that appears in Sonic's victory pose is oddly more solid and less crystalline than the models used for his Final Smash and the Shadow Assist Trophy.
  • In the 2020 film, Sonic the Hedgehog, Sonic avoids one of Robotnik's attacks while striking a similar pose to his official render in Ultimate. According to Sonic's actor Ben Schwartz, this was an intentional reference.[2]
  • In a promotional image of the collaboration between Sonic and the 2020 action game Ninjala, the character wearing the Sonic costume strikes a pose identical to Sonic's official render in Ultimate.[3]
  • In World of Light, Sonic is the only character unlocked in the Dark Realm with a Power level lower than 10,000.
  • When Sonic gets KO'd in Stamina battles, his "down" pose is similar to how he poses when hit by an enemy with no rings in 3D games from his series.
  • When fighting off the fifty puppet fighter army as Master Hand in World of Light, Sonic is one of the eight fighters fought there, being affiliated with Dharkon.
  • If Sonic's size changes due to a Super Mushroom, Poison Mushroom, or something else while charging Homing Attack, Sonic will no longer gain height.
  • If Sonic's speed is reduced with Spirits, his feet will still be blurry when he runs.

Notes

1.^ translates to "Circle Throw"

References