Sonic in Super Smash Bros. 4 | |
---|---|
Universe | Sonic the Hedgehog |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Super Sonic |
Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. 4. His return from Brawl was announced during the Nintendo Direct on October 1st, 2013, in celebration of Sonic Lost World being released in the same month. Sonic is one of the 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, and was the second third-party character to be revealed in the game, and is the first non-Nintendo veteran in the series.
In the English version, Sonic uses Roger Craig Smith's voice clips from games such as Sonic Generations, Mario & Sonic at the London 2012 Olympic Games, and Sonic & All-Stars Racing Transformed, reflecting his voice actor change in 2010 from Jason Griffith, who had previously voiced Sonic since 2005. Sonic also has alternate voices for the French, Spanish, German, and Italian languages, as Sonic games from Sonic Generations onward were dubbed into those languages. The Japanese game simply reuses Jun'ichi Kanemaru's recordings from Brawl.
Attributes
Sonic, true to his name, is the fastest character in SSB4. He possesses the fastest dashing speed, among some of the fastest walking and aerial speeds, and very fast rolls. Like Greninja and Sheik, Sonic fits the "hit-and-run" archetype, but unlike them, he focuses more closely on close-range combat due to lacking a campable projectile. As a result of his blindingly fast speed, Sonic can enable quick pressure on an opponent in order for him to dash in at the correct time and punish them accordingly through his very useful poking tools, throw-initiated combos, strong aerial finishers, and/or slow gimps through the use of his effective special moves.
Sonic's KOing power has significantly improved from Brawl, with most of his attacks dealing much more knockback, especially his throws and smash attacks (although his back throw was significantly nerfed in update 1.0.6 and his up smash also underwent a nerf in update 1.0.8). His back and up aerial attacks are also rather deadly KOing moves, and can be used directly after an up throw for a powerful KO string. In addition to their improved knockback, Sonic's throws also have utility for different situations. His down throw is capable of tech-chasing into his dash attack, Spin Dash or Spin Charge, his up throw sets-up into aerial juggles and KO finishers, and his back and forward throw (and to a lesser degree his u-throw) are viable KOing options at high percents. His grab game is further complimented by his speed, which allows him to tech-chase into follow-ups with ease.
Sonic is one of the hardest characters in the game to gimp and punish. This is courtesy of many of his attacks having low endlag, his ability to wall jump, and the considerable benefits that Spring Jump provides (tremendous vertical recovery, invincibility during the jump's ascent and the ability to attack out of his recovery). His Spin Dash and Spin Charge can also function as potential recovery options when combined with his Spin Shot technique to safely return to the stage's edge while bypassing the effects of projectile campers. As a result, these traits grant Sonic a decent level survivability despite his status as a middleweight.
Sonic's defense is also capable due to him having one of the best shield games in SSB4 due to the multiple ways he can go into it, which also grants him good mind reading and punishment options. Spin Dash can be shield cancelled from the ground and Sonic can still jump while charging it. These techniques set up for potential mix-ups and allow Sonic to trick his opponents, causing them to make hasty moves, something Sonic can capitalize on.
Despite excelling in many ways, Sonic still has his flaws. One weakness is a vulnerability to camping due to Spring Jump, his only projectile, being completely ineffective offensively outside of edge-guarding. Furthermore, despite having among the best frame data in SSB4, some of his KOing options are rather laggy, such as his forward smash and back aerial. This results in Sonic having some trouble KOing small and/or other fast characters such as Pikachu without said KOing option being the last hit of a combo. Also, while Sonic has among the longest distance recoveries in SSB4, his options outside of Spring Jump are somewhat predictable and punishable. Despite this, Sonic's strengths are considered to be more than enough to compensate for his weaknesses. This can be seen in the competitive scene, as his representation and results in tournaments have both been impressive, with two of his most notable success stories being 6WX placing fourth at Apex 2015 and Seagull Joe defeating ZeRo at The Big House 5.
Sonic also has many beneficial custom moves. Stomp can meteor smash opponents, which further helps his edge-guarding game. Hammer Spin Dash can bury opponents that are too close upon initiation, allowing follow-ups Spin Dash would not permit. Burning Spin Dash deals almost twice the damage, and the shorter hops leave Sonic less vulnerable after landing a hit. Auto-Spin Charge, other than having a more convenient charging method, has a deceptive charging animation that does not reveal when the move actually starts losing power. Lastly, Gravitational Charge has a suction effect in front of Sonic. This enables him to hit opponents easier than before and pushes them away if they end up behind Sonic, preventing immediate follow-ups against him.
Changes from Brawl
Sonic has been buffed in the transition from Brawl to SSB4. His KOing ability, a major flaw he had 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 situational to possessing utility in 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. Sonic also benefits from the removal of DACUS, as it allows him to land his smash attacks easier.
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. The ending lag for his KOing options have been drastically increased, resulting in Sonic having some trouble KOing small and/or other fast characters 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
- Sonic's appearance has been slightly altered to match his appearances in recent Sonic the Hedgehog games that use the Hedgehog Engine, such as Sonic Unleashed, Sonic Generations, and the Wii U version of Sonic Lost World. This includes his facial expressions now showing his mouth being placed more to the side of his muzzle rather than right below his nose.
- The placement of Sonic's mouth will revert to being under his nose during one of his winning animations and during his losing animation.
- Sonic's front now faces the foreground more on either side.
- Attacks which involve spinning emit a lower-pitched sound effect, similar to that heard in Sonic Lost World.
- Some of Sonic's attacks produce more visualized lighting effects.
Attributes
- Sonic's walks slower (1.4 → 1.375).
- Sonic's air speed is faster (1.1092 → 1.15).
- Sonic's traction is lower (0.07 → 0.06).
Ground attacks
- Neutral attack deals 1% more damage (7% → 8%).
- Dash attack is now a multiple hit attack, giving it better utility overall.
- Dash attack's animation has been slightly changed. Sonic now performs a flying kick at the end of the attack.
- Forward tilt has increased base knockback (10 → 30). It can now be angled.
- Up tilt deals 6% less damage (14% → 8%).
- Down tilt launches opponents forward instead of upward, which reduces its follow-up options.
- Forward smash has increased knockback growth (98 → 101).
- Forward smash has increased ending lag.
- Up smash's last hit has increased knockback (70 base/153 growth → 80 base/165 growth) and it is also much more difficult to SDI out of.
- The removal of DACUS makes his up smash easier to land on opponents.
- Down smash's animation has been changed. It is now a split kick rather than a Spin Dash performed back and forth.
- Down smash is much faster and is also a semi-spike.
- Down smash's front hit has decreased knockback (40 base/100 growth → 55 base/63 growth).
- Down smash's back hit has increased base knockback but decreased knockback growth (40 base/90 growth → 50 base/80 growth), making its strength similar to the front hit.
Aerial attacks
- Neutral aerial deals 1% more damage (11% → 12%). It now launches opponents at 75°, which gives it more combo potential.
- Neutral aerial now emits bluish aura around Sonic's body for the duration of the move, similar to the Insta-Shield from Sonic the Hedgehog 3.
- Forward aerial's last hit has increased knockback growth (120 → 135).
- Forward aerial deals 7% less damage (14% → 7%) and has increased ending lag.
- Back aerial deals 1% more damage (13% → 14%).
- Back aerial has considerably increased landing lag (9 frames → 30).
- Up aerial's animation has slightly changed. Sonic no longer twists while performing the scissors kick.
- Sweetspotted down aerial is now a meteor smash.
- Down aerial has decreased landing lag.
Throws/other attacks
- Pummel deals 1% less damage (3% → 2%).
- All throws deal less damage (9% → 7% (forward), 8% → 7% (back), 12% → 6% (up), 8% → 7% (down)).
- Up throw's knockback has been increased (65 base/ 70 growth → 92 base/80 growth). This makes it viable a KOing option on floaty characters, but removes much of its follow-up potential.
- Forward throw has increased base knockback (60 → 100), making it a viable KOing option at very high percents depending on the opponent's weight and DI.
- Back throw's knockback growth has been increased (60 → 79), making it a useful KOing option at high percents.
- Down throw no longer has set knockback and launches opponents at a lower trajectory if used on an edge, improving its already strong edge-guarding capability.
Special moves
- Homing Attack has decreased start-up and has increased knockback scaling (80 → 90).
- Homing Attack no longer deals fixed damage (8% → 6%-12%).
- Homing Attack can only be used once without standing on the ground again, nerfing one of his great recovery options. A missed Homing Attack now sends Sonic further than it did in Brawl, making it less safe to use off-stage.
- Spring Jump's spring now lingers on after it hits an opponent and he can now use it again after being grabbed midair.
- Spring Jump gains slightly less vertical distance.
- Sonic can now sweetspot the ledge after some time after using Spring Jump.
- After landing on a grounded spring, Sonic can use Spring Jump again.
- Spin Dash and Spin Charge combo into other attacks more easily.
- Spin Dash's short hop is much faster. While this enables it to combo faster and perform mindgames better, it makes the move less safe as a recovery option.
- As of update 1.0.6, Spin Dash's rolling and jumping hitboxes deal less damage (10% → 7% (rolling), 6% → 3% (jumping)).
- Sonic can now keep holding Spin Dash while jumping. However, he cannot release a charged Spin Dash while in midair.
- Spin Dash now appears to have the same flashing charge animation that Spin Charge uses.
- Super Sonic is much weaker, having decreased overall damage potential (49% → 35%) and decreased knockback.
Update history
Sonic has been slightly nerfed by the game updates, most notably to his KOing game. 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 scaling 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 1.0.6, 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 hit nature of most of his moves, most notably Spin Dash. Overall, while these changes slightly nerfed Sonic's KOing potential, damage racking ability and combo game, none of them are enough to mitigate his viability, as many players have shown that he is still a very capable character.
- Spring Jump can now be re-used if Sonic is grabbed in midair after using it.
- Forward smash's ending lag increased.
- Back throw's knockback decreased, noticeably weakening one of Sonic's most viable KOing options.
- 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.
- Burning Spin Dash's invincibility decreased.
- Spring Jump can no longer be Pocketed.
- Homing Attack will only target characters. Previously, it could target Luma or the can used in Duck Hunt's Trick Shot.
- Up smash KOs 10% later.
- Down aerial ends sooner, making it harder to self-destruct with.
- Forward smash's knockback scaling decreased: 106 → 101.
- Forward smash has different sound effects.
- Floor attack's shield damage increased: 1 → 10.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Two alternating jabs followed by a side kick, nicknamed the "Punch Punch Kick" (PPK) by fans. The attack comes from Sonic the Fighters. | ||
2% | ||||
4% | ||||
Forward tilt | 4% (first hit), 7% (second hit) | Sonic performs a double footed back kick that resembles the baby freeze, a variation of the freeze breakdancing move. It hits twice, can be angled, and is useful for tech-chasing or attacking out of shield. The attack comes from Sonic the Fighters. | ||
Up tilt | 2% (first hit), 6% (second hit) | A butterfly kick that hits twice, similar to Captain Falcon's up smash. The attack comes from Sonic the Fighters. | ||
Down tilt | rowspan="1" | 6% | Sonic performs a spinning legsweep that can trip opponents. If used repeatedly, it will slowly move Sonic forward. The attack comes from Sonic the Fighters. | |
Dash attack | 6% | Spin Dashes forward, which hits multiple times and ends in a rolling flying kick. | ||
Forward smash | 14% | Sonic winds up his fist and then throws a punch forwards. This move has deceptive range and high power, but also 28 frames of ending lag. The attack comes 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 scaling and high ending lag. | ||
Down smash | 12% | A split kick that attacks on either side, similar to Fox and Falco's down smashes. A semi-spike with very fast start-up, but very high ending lag. 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. This attack highly resembles the Insta-Shield, a simultaneously offensive and defensive technique that debuted in Sonic the Hedgehog 3. The attack comes from Sonic the Fighters. | |
Forward aerial | rowspan="1" | 0.8% (hits 1-5), 3% (hit 6) | Spins in a horizontal corkscrew to perform a drilling headbutt. Functions similarly to Falco's forward aerial. The attack comes from Sonic the Fighters. | |
Back aerial | 14% (clean), 10% (late) | A back kick. Useful for edge-guarding and one of Sonic's most viable KOing options. | ||
Up aerial | 3% (first hit), 6% (second hit) | A scissors kick. Its very large auto-cancel window makes it a deceptively safe move. | ||
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. The attack comes from Sonic the Fighters and resembles the Sonic Rocket from Sonic Battle. | ||
Grab | — | Sonic clinches the opponent. His grab range is relatively average. | ||
Pummel | 2% | Knee strikes the opponent. | ||
Forward throw | 7% | Stretch kicks the opponent diagonally upward. KOs at 170%. This attack resembles the Top Kick from Sonic Battle. | ||
Back throw | 7% | Performs a high speed, multiple flipping version of the tomoe nage, a Judo throw. Its knockback was nerfed in update 1.0.6, resulting in it now KOing at 160%. | ||
Up throw | 6% | Throws the opponent up and sharpens his quills to stab the opponent. Depending on the percent, it can be followed up with any aerial attack. KOs at 180%. | ||
Down throw | 1% (hits 1-3), 4% (throw) | Pins the enemy down, then Spin Dashes into them. Great for tech-chasing. The attack comes 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% | Sonic spin kicks all around himself. | ||
Edge attack Edge getups |
7% | Sonic gets up onto the stage with a Spin Dash. This attack resembles his cliffhanger flip attack from Sonic the Hedgehog Spinball. | ||
Neutral special | Default | Homing Attack | 6%-12% | Curls up into a spiky ball while ascending, aims for the nearest target, and then crashes into them. Pressing the special button will execute 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 variation, albeit with less power and range, as well as more ending lag. If it does not lock on, it will go upwards instead of downwards. | |
Side special | Default | Spin Dash | 5%-7% | Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. It can be followed up with any aerial attack. It can also be shield-cancelled, which can be used to trick the opponent. |
Custom 1 | Hammer Spin Dash | 7% (first hit), 5% (second hit), 3% (late) | Has a larger hop at the beginning, with the descent of the arc being capable of burying opponents. | |
Custom 2 | Burning Spin Dash | 12% (first hit), 7% (second hit) | The hop is non-existent and hops out of the move are shorter, but the move deals more damage and has a flame effect. It is reminscient of the Flame Somersault in Sonic Adventure. | |
Up special | Default | Spring Jump | 4% | Pulls out a spring from the Sonic the Hedgehog games and uses it to leap into the air. It can also be used to gimp recovering opponents underneath him. |
Custom 1 | Double Spring | 2% (first hit), 2% (second hit) | Sonic can pull out two springs, but it grants much less distance overall. | |
Custom 2 | Springing Headbutt | 3% (grounded), 7% (late air hit) 1% (early air hit) | Slightly shorter distance and the spring does not stay behind, but has the added ability to hit opponents on the way up. This move deals the most damage if Sonic hits the opponent at the end of this move instead of at the start. | |
Down special | Default | Spin Charge | 2% (per hit) | Very similar to Spin Dash, but the move has multiple hits, more momentum, no hop at the beginning 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. | |
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) | Transforms into the invincible Super Sonic from the Sonic the Hedgehog games. The player can use the control stick to make him fly in any chosen direction and ram foes. |
On-screen appearance
- Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
Taunts
- Up taunt: Does 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 peelout dash, similar 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 |
---|---|---|
Idle poses
- Turns towards the player, waving his finger in a patronizing manner while grinning. He did this on the title screen in a few of his games.
- 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.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | So-nic! | Go! Go! So-nic! |
Pitch | Crowd chant | Crowd chant |
Victory poses
- Collects the blue Chaos Emerald and poses with it while saying "Piece of cake!".
- Sprints off-screen then sprints back on-screen before giving a thumbs-up and saying "That was almost too easy!".
- Breakdances and then does a pose, saying "Let's do that again sometime!".
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Sonic | 1213 | 1211 | 1313 | 1311 | 1113 |
1321 | 2213 | 3213 | 1223 | 1331 |
Notable players
Trailer
<youtube>T7w5XUPHFoY</youtube>
Trophies
- Sonic
- A certain hedgehog from a certain series you just might have heard of. Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim. He's by far the fastest runner of all the fighters, so take advantage of that by making sure no one gets the chance to hit him. (Just try not to end up in the water.)
- Sonic (Alt.)
- Sonic's Spring Jump up special lets you bounce to great heights and briefly makes you invincible at the start. You can't use other specials while in the air, but you can use normal attacks, dodge and so on. It's great for getting both back to the stage and out of tough spots, but just remember that everyone else can use the spring too!
- Super Sonic
- The Chaos Emeralds are said to hold enough power to control the whole world. It's that power that turns Sonic into Super Sonic. He turns a glorious golden color and can fly at nearly the speed of light. In his Final Smash, this high-speed flight damages anyone who gets in its way and can even launch them!
In Event Matches
Solo Events
- All-Star Battle: Secret: Sonic is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
- The FINAL Final Battle: The player must defeat Sonic, alongside Mario, Pac-Man, and Mega Man.
- Up to Speed: Sonic must defeat Fox, Falco, and Captain Falcon in a high-speed 1 stock battle.
Co-op Events
- Full Speed Ahead: Sonic and Captain Falcon must defeat another Sonic and Captain Falcon in a high-speed stock battle.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Sonic's amiibo.
Sonic's confirmation image on the official site.
Sonic blocking Mario's punch with his palm.
Sonic preparing to dodge Mega Man's attack.
Sonic using his Homing Attack, damaging both Pit and Fox at once.
Air dodging Samus' forward aerial.
Homing Attack on Luigi.
Sonic using his back aerial.
- SonicDownAerial.png
Sonic's down aerial in Super Smash Bros. for Wii U.
Sonic and Mega Man using Spring Jump and Rush Coil, respectively.
Mario, Sonic, and Mega Man on Battlefield.
The final hit of Sonic's neutral attack in Super Smash Bros. for Wii U.
Mario's Fireball colliding with Sonic's neutral attack.
The final hit of Sonic's neutral attack in Super Smash Bros. for Nintendo 3DS.
Sonic and Wii Fit Trainer running after a Soccer Ball with Mega Man watching.
Sonic hitting Pit with the Ore Club while fighting in Palutena's Temple.
Sonic performing his down aerial on Marth, meteor smashing him.
- ChargingSpinDash.gif
Sonic charging Spin Dash. Note the flashing animation.
Trivia
- 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 strikingly similar bug that Super Sonic had in Sonic Lost World.
- In non-Japanese versions of Super Smash Bros. for Wii U (since Super Smash Bros. for Nintendo 3DS has no swimming), Sonic uses his reused voice clip from Super Smash Bros. Brawl when he is in the water.
- 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).
- Additionally Jason Griffith isn't listed in the credits due to the oversight.
- Sonic is the only character to have a victory theme taken directly from another game, which is Sonic the Hedgehog (2006).
- In Super Smash Bros. for Nintendo 3DS, when Sonic does his "Piece of cake!" victory animation, a part of his muzzle strangely stretches up slightly before reverting to its original position. This is most likely a glitch.
- Sonic, Little Mac, Ryu, Pac-Man, and Meta Knight are the only characters whose entirety of default special moves can aid their recoveries.
- On the official Super Smash Bros. Facebook page, there is a picture for every fighter 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.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Sonic the Hedgehog universe | |
---|---|
Fighter | Sonic (SSBB · SSB4 · SSBU) |
Assist Trophies | Shadow · Knuckles |
Stages | Green Hill Zone · Windy Hill Zone |
Enemy | Eggrobo |
Other Characters | Tails |
Trophies, Stickers and Spirits | Trophies (SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |