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 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 and only non-first-party veteran in the series.

In the English release, Sonic uses Roger Craig Smith's recycled voice clips from his portrayal as Sonic 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 the Hedgehog games from Sonic Generations onward were dubbed into those languages. The Japanese game simply reuses Jun'ichi Kanemaru's recordings from Brawl.

Sonic is currently 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. True to his name, Sonic has excellent mobility with the fastest dashing speed in the game, which is complimented by his special moves that allow him to attack while moving, letting him rack up damage with little fear of reprisal. He also has good KO options in back aerial, up aerial, and forward smash. However, Sonic's KO options are rather laggy, and he suffers from projectile camping and a predictable recovery in Spring Jump. Overall, Sonic retains a strong neutral game and is considerably better at KOing than in Brawl, but still has setbacks in terms of knockback and lag.

Attributes

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

Sonic's greatest strength is his omnipresence. Due to his unparalleled dash, Sonic can 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 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 an excellent recovery move that covers a long distance, grants intangibility during startup and allows Sonic to attack out of it. The spring that is dropped can be useful both on and off the stage, since it can allow Sonic to pressure and gimp opponents, respectively. Spin Dash and Spin Charge 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 potential 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 decently damaging, 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 ledge. It also moves Sonic backwards, making it great for sending opponents off the stage. Up throw can be followed up normally at 0% or with the aid of Spring Jump at medium percentages. It can also KO at high percentages, making it more useful than forward throw on center stage. Finally, down throw is a semi-spike with high base knockback, making it excellent for edgeguarding and tech-chasing.

However, Sonic has some weaknesses. His most serious one is his KO power. Sonic has only a few non-smash attacks that can reliably KO berfore 110%, and all of them require good positioning. His smash attacks are also slow and not particularly strong, making 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 neutral aerial) have at least 20 frames of landing lag. Combined with his low 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 limit his movement options severely. Finally, Sonic can be susceptible to early KOs. Unlike other middleweights (like Mario and Luigi), some of Sonic's attacks are very punishable should they miss, and can allow openings for opponents to dish out heavy damage. His recovery is also predictable if only Spring Jump is available, making it possible to gimp him at relatively low percentages.

Sonic has many beneficial custom moves at his disposal. Stomp can meteor smash opponents, making it more useful in edgeguarding. 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, except with one additional advantage: a deceptive charging animation that 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. It also 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 ability 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.

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

  •   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.
  •    The placement of Sonic's mouth will revert to being in the middle of his muzzle 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 attacks produce more visualized lighting effects.

Attributes

  •   Sonic walks slower (1.4 → 1.375).
  •   Sonic is lighter (95 → 94).
  •   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 and has significantly increased knockback growth.
  •   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) and can now be angled.
  •   Up tilt deals 6% less damage (14% → 8%).
  •   Down tilt launches opponents at the Sakurai angle. Combined with its increased tripping chance, it can now be used in edgeguarding or for reading get-ups. However, it no longer has any guaranteed follow-ups.
  •   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) → 80/165) and it is also much more difficult to SDI out of.
  •   The removal of DACUS causes him to lose an approach option with his up-smash.
  •   Sonic has a new down smash, a split kick that hits on both sides similarly to Fox and Falco's.
  •   Down smash is much faster and is also a semi-spike.
  •   Down smash's front hit has decreased knockback (40 (base)/100 (growth) → 55/63).
  •   Down smash's back hit has altered knockback (40 (base)/90 (growth) → 50/80), 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 improves its combo potential. It also has a bigger hitbox.
  •   Neutral, back and down aerials have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back) 30 frames → 38 (down)).
  •   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.
  •   Forward aerial deals 7% less damage (14% → 7%).
  •   Forward aerial has decreased landing lag (30 frames → 26) and the last hit has increased knockback growth (120 → 135).
  •   Back aerial deals 1% more damage (13%/9% → 14%/10%).
  •   Up aerial's animation has slightly changed. Sonic no longer twists while performing the scissors kick.
  •   Up aerial's second hit is weaker (63 (base)/90 (growth) → 66/82). Its hitbox duration is also 3 frames shorter (5 frames → 2).
  •   Sweetspotted down aerial is now a meteor smash. It also has less ending lag (frame 50 → 46).

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)).
  •   Forward throw has increased knockback scaling (70 → 100), increasing its KO power at high percents depending on the opponent's weight and DI.
  •   Back throw has increased knockback growth (60 → 79), making it a useful KOing option at high percents.
  •   Up throw has increased knockback (65 (base)/70 (growth) → 92/80), KOing floaty characters more effectively. Additionally, the removal of early hitstun canceling allows Sonic to combo it into any aerial (except down) out of a Spring Jump starting at medium percents, which can even KO if performed on a platform, making it Sonic's most useful throw overall.
  •   Down throw launches opponents at a lower trajectory, improving its already strong edgeguarding ability.

Special moves

  •   Homing Attack no longer deals consistent damage (8% → 6%-12%).
  •   Homing Attack has decreased start-up and increased knockback growth (80 → 90).
  •   Aerial Homing Attack can only be used once, 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. Additionally, Sonic can now edge sweetspot some time after using Spring Jump.
  •   Spring Jump gains slightly less vertical distance.
  •   After landing on a grounded spring, Sonic can use Spring Jump again, limiting the possibility of accidental SDs.
  •   Grab release glitch has been fixed, allowing Sonic to re-use Spring Jump if he has been grabbed in midair.
  •   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.
  •   Spin Dash's rolling and jumping hitboxes deal less damage (6%-10% → 7% (rolling), 5%-7% → 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.
  •   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 1.0.6, 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 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.

  1.0.4


  1.0.6

  •   Back throw's knockback growth decreased: 90 → 79. This noticeably weakens one of Sonic's most potent 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 removed.
  •   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.

  1.0.8

  •   Up smash's knockback growth decreased: 177 → 165.
  •   Down aerial's ending lag decreased: frame 50 → 46. This makes it harder to self-destruct with.

  1.1.0

  •   Forward smash's knockback growth decreased: 106 → 101.
  •   Forward smash has different sound effects.

  1.1.1

  1.1.3

  •   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. The attack comes 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 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, similarly to Captain Falcon's up smash. The attack comes from Sonic the Fighters.
Down tilt rowspan="1" 6% A 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% Winds up his fist and then throws a punch. This move can be angled, has deceptive range and high power, but also has 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 growth and high ending lag.
Down smash   12% A split kick that attacks on either side, similarly to Fox and Falco's down smashes. 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. The attack comes from Sonic the Fighters, though 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) Spins in a horizontal corkscrew to perform a drilling headbutt. Functions similarly to Pikachu and Falco's forward aerials. 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. However, it has slow startup and high langing lag.
Up aerial 3% (first hit), 6% (second hit) A scissors kick. Its very large auto-cancel window makes it a deceptively safe move. Often used in conjunction with Spring Jump in order to KO opponents off the upper blast line.
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 Clinches the opponent. Sonic's 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% 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% Heaves the opponent upward and sharpens his quills to stab them. 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 and a reliable edgeguard set-up. 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% Spin kicks all around himself.
Edge attack
Edge getups
7% Gets up onto the stage with a Spin Dash. This move 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, Sonic will launch himself upward instead of downward.
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 reminiscent of 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 enables Sonic 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 deals multiple hits, has more momentum, has 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, 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) Transforms into Super Sonic from the Sonic the Hedgehog games. 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

  • Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
 

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
     

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.
   

Crowd cheer

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

Victory poses

 
The origin of this theme is from Sonic the Hedgehog (2006), which itself is an orchestrated remix of the tune that plays when Sonic passed an Act in Sonic the Hedgehog 3.
  • 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!". His breakdance is similar to that of Blaze from Sonic the Hedgehog (2006).
     

In competitive play

Official Custom Moveset Project

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

Notable players

Active

Inactive

Reveal trailer

<youtube>T7w5XUPHFoY</youtube>

Trophies

Sonic
  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.
  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)
 : Sonic Lost World (10/2013)
Sonic (Alt.)
  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!
  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)
 : 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

Alternate costumes

 
               

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.