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 (5)
Sonic (SSB4)

Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. 4. His return to the series was announced on October 1st, 2013 during a Nintendo Direct.[1] Sonic is one of the six third-party characters in the game, alongside fellow Sega representative Bayonetta, Capcom's Mega Man and Ryu, Bandai Namco's Pac-Man, and Square Enix's Cloud. He was the second third-party character to be revealed in the game, and is the first and only third-party veteran in the series.

In the English version, Sonic is voiced by Roger Craig Smith, albeit via recycled voice clips from games such as Sonic Generations, Mario & Sonic at the London 2012 Olympic Games, and Sonic & All-Stars Racing Transformed. This reflects Smith's succession of Jason Griffith as Sonic's voice actor, who voiced Sonic from 2005 until 2010. Sonic also has alternate voices for the French, Spanish, German, and Italian versions, as Sonic the Hedgehog games from Sonic Generations onward were dubbed into those languages. However, the Japanese version simply recycled Jun'ichi Kanemaru's voice clips from Super Smash Bros. Brawl, who has been his Japanese voice actor since Sonic Adventure.

Sonic is currently ranked 5th out of 58 on the tier list, placing him at the top of the A tier. This is a vast improvement over his mid-tier placement in Brawl, where he was ranked 22nd out of 38. Sonic has the fastest dashing speed in the game, which is complemented by his special moves allowing him to attack while moving with little fear of reprisal, giving him a powerful approach and neutral game. He also has capable KOing options in his forward smash, up smash, back aerial, and up aerial. However, Sonic's KOing options are hindered by their high lag, which makes them risky and impairs his ability to KO outside of the neutral game. Despite his mobility, Sonic's recovery is also linear and predictable, and Sonic himself is susceptible to gimping. By extension, he has trouble contending with projectile camping, owing to both his lack of a reliable projectile and an effective way to stop them.

Owing to his newfound and retained strengths that outweigh his flaws, Sonic has attained a large playerbase, and consistently achieves strong results in tournaments.

Attributes

Sonic is a middleweight that, like in his home series, possesses outstanding mobility. This is due to him possessing the fastest dashing speed in the game, the seventh fastest walking speed, and the ninth fastest air speed, the latter of which is tied with Mario and Donkey Kong's. When coupled with his below average falling speed and above average gravity, Sonic has nigh-omnipresence, as he is able to travel at a blinding speed across any stage, and thus easily and effectively utilize a hit-and-run playstyle. To round out his outstanding mobility, Sonic is capable of wall jumping.

Sonic possesses very useful special moves. Spin Dash and Spin Charge are perhaps Sonic's best neutral game options, as they allow him to roll across the stage at varying speeds while also dealing damage upon contact. Spin Dash allows Sonic to jump even while charging, and can be canceled with a grab or by shielding, which grants it mindgame potential. Spin Charge, however, hits multiple times and moves even faster, making it a reliable alternative to dashing. Both, however, can give Sonic additional protection when recovering and even chain into other attacks. As such, opponents have to tread carefully when dealing with these moves, since a single misstep can result in a very fast chain of attacks that can deal impressive damage. These moves are also good for mindgames, considering that they look identical. Homing Attack deals a varying amount of damage, but homes in on the nearest opponent, making it useful for punishing laggy attacks and edge-guard breaking. Its knockback growth has also increased, which makes it a situational KOing option at very high percentages. Spring Jump is a useful recovery move that grants intangibility during start-up and covers an impressive amount of vertical distance. It is also one of the few recovery moves that does not cause helplessness, as Sonic is able to attack and dodge out of it, while 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 capable air game, which is complemented by his air speed having become faster since Brawl. Neutral aerial is a great combo starter when SHFF'd, thanks to its long-lasting hitbox, fairly low landing lag, and launching angle. Forward aerial is useful for edge-guarding and, in certain instances, can combo into itself on-stage at low percentages, thanks to its auto-canceling window and Sonic's fast air speed. Up aerial is one of his few KOing options and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial is powerful and does not have much ending lag, making it one of his few reliable KOing options like his up aerial. Lastly, down aerial is stall-then-fall; while it is Sonic's least useful aerial attack, it has noticeably less ending lag than other stall-then-falls, and its clean hitbox is a meteor smash.

Sonic's neutral attack, tilt attacks, and throws have decent damage outputs and minimal lag, which make them hard to punish. Incidentally, his grab game is decent overall. While none of his grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his mobility. Sonic's pummel is quick and has an average damage output, which allows him to rack up a fair amount of damage before throwing an opponent. Down throw is a semi-spike and has high base knockback, which makes it excellent for setting up edge-guards and tech-chases. Back throw, like his down throw, has high base knockback, but 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 throw is a fairly reliable combo starter: while its combo potential is not as consistent as Spin Dash and Spin Charge's, it still possesses 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 when used on high platforms at very high percentages. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent into the air. Like up throw, it can also function as a KOing option when used on high platforms at very high percentages.

However, Sonic has some weaknesses. His most noticeable one is his KO potential: despite having been noticeably improved since Brawl, it is still held back due to Sonic's small number of reliable KOing options (forward smash, up smash, back aerial, and up aerial), all of which require good positioning and only one of which (up aerial) does not have noticeable start-up lag. His forward and up smashes have low base knockback and high knockback growth, which forces them to be used for KO attempts later instead of earlier. Like his down smash, they both also suffer from noticeable start-up and ending lag. Sonic also has trouble landing without the use of Homing Attack or Spring Jump, since his forward, back, up and down aerials have at least 21 frames of landing lag. This is further exacerbated by his slow air acceleration leaving him susceptible to juggling. Sonic can also have difficulty dealing with camping, since any projectile that covers the ground can severely limit his movement options. Lastly, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and Luigi, some of his attacks are very punishable should they miss, and thus allow openings for opponents to deal heavy damage. His recovery is also predictable if Spring Jump is his only recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages.

Sonic has many beneficial custom moves at his disposal. Stomp can meteor smash opponents, making it more useful for edge-guarding. Hammer Spin Dash can bury opponents during start-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 removes the need for button mashing in order to charge and has a deceptive charging animation that does not reveal when the move starts losing power, the latter of which makes it suitable for mindgames. Lastly, 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 use his excellent mobility to avoid heavy punishment. Despite receiving nerfs from game updates, Sonic remains a strong choice for competitive play, with professionals such as KEN, 6WX, and Komorikiri consistently achieving great results with him.

Changes from Brawl

Sonic has been heavily buffed in the transition from Brawl to SSB4. The most noticeable improvement has been to his KO potential, which was a crippling weakness in Brawl. Several of his attacks have had their knockback increased: his forward and up smashes are now reliable KOing options like his up and back aerials, his forward aerial is more reliable for KOing via edge-guarding, and his back throw is now a somewhat reliable KOing option. Like back throw, up throw has increased knockback and, when this is coupled with the changes to hitstun canceling, it has become a better combo starter. Lastly, a number of Sonic's moves have been improved from being ineffective and situational to possessing utility: forward tilt is better at spacing and starting tech-chases, his new dash attack is better at punishing and ending his tech-chases, his new down smash is a semi-spike that has a consistent damage output and much less start-up lag, and his neutral aerial is now a capable combo starter when SHFF'd.

However, Sonic also received minor nerfs. Spring Jump covers less vertical distance, and Homing Attack can no longer be used repeatedly without landing on the ground again, both of which weaken recovery. Sonic is also slightly hindered by the removal of DACUS, which would have supplemented his newly buffed up smash to the point of making it a viable approach option, and possibly his most viable KOing option. The ending lag for his KOing options have also been considerably increased, which makes them riskier than before. Lastly, Sonic has also been nerfed by several game updates, particularly to his KOing options. However, none of these nerfs are significant enough to hinder his considerably higher viability.

Aesthetics

  •   Sonic's design is now based on his appearance as of Sonic Unleashed. As such, his quills are slightly shorter and much less fluid, his body and shoes are slightly more vibrant, his eye color is slightly more subdued, his irises are spread slightly farther away from each other, and his mouth is positioned on the side of his muzzle instead of directly in the middle of it. However, Sonic's mouth will revert to being positioned in the middle of his muzzle during his defeated/No Contest animation.
  •   Spin Dash-based attacks emit a lower pitched sound effect similar to the one used in Sonic Lost World. Some attacks also produce more visualized lighting effects.
  •   Idle poses' animations have slightly changed. Sonic's expression now remains unchanged throughout their durations.
  •   Side taunt's animation has slightly changed. Sonic now grins throughout its duration instead of grinning and then quickly assuming a stern expression.

Attributes

  •   Sonic is lighter (95 → 94).
  •   Sonic walks slower (1.4 → 1.375).
  •   Sonic's air speed is faster (1.1092 → 1.15).
  •   Sonic's fast falling speed is faster (2 → 2.32).
  •   Sonic's traction is lower (0.07 → 0.06).

Ground attacks

  •   Neutral attack's last hit deals 1% more damage (3% → 4%).
  •   Forward tilt can now be angled and its second hit has increased base knockback (10 → 30), improving its spacing and tech-chasing potentials.
  •   Due to its early hitbox being removed, up tilt deals less damage (11%/14% → 8%).
  •   Up tilt has decreased ending lag (frame 48 → 40).
  •   Down tilt's angle has been altered (80°/70°/361° → 361° (all)). This grants it edge-guarding potential, but removes its combo potential.
  •   Down tilt can now lock at low percentages. Its chance of tripping has also increased (10% → 20%).
  •   Sonic has a new dash attack, a Spin Dash followed by a flying kick. Unlike the previous dash attack, it is a multiple hit attack and deals significantly more knockback, making it better for punishing and tech-chasing.
  •   Dash attack has more ending lag (frame 43 → 61) compared to the previous dash attack.
  •   Forward smash has increased knockback growth (98 → 101), improving its KO potential.
  •   Forward smash has increased ending lag (frame 44 → 48).
  •   Sonic now grunts when using forward smash, instead of saying "Go!"
  •   Up smash is significantly more difficult to SDI out of and its last hit has increased knockback (70 (base)/153 (growth) → 80/165), improving its KO potential.
  •   The removal of DACUS significantly hinders up smash's approach potential.
  •   Sonic has a new down smash, a split kick. Compared to the previous down smash, it deals consistent damage (12% (early)/9% (clean)/7% (mid)/5% (late) → 12% (front/back)) and has less start-up lag (frame 17 → 12). Unlike the previous down smash, it is a semi-spike, making it better at edge-guarding.
  •   Down smash has different knockback (40 (base)/100 (growth) → 55/63 (front), 50/80 (back)) compared to the previous down smash.

Aerial attacks

  •   Neutral aerial has a larger hitbox and it now launches opponents at 75°, improving its combo potential. Clean neutral aerial also deals 1% more damage (11% → 12%).
  •   Neutral, back, and down aerials have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back), 30 frames → 38 (down)).
  •   Forward aerial deals less damage (1%-2% (hits 1-5)/4% (hit 6) → 0.8%/3%) and has increased ending lag (frame 36 → 46).
  •   Forward aerial has decreased landing lag (30 frames → 26) and its last hit has increased knockback growth (120 → 135), improving its edge-guarding potential.
  •   Forward aerial now has a normal effect, instead of a slash effect.
  •   Back aerial deals 1% more damage (13% (clean)/9% (late) → 14%/10%), improving its KO potential.
  •   Back aerial autocancels later (frame 29 → 33).
  •   Clean back aerial has less knockback growth (94 → 90), but late back aerial has more (90 → 100).
  •   Up aerial has decreased landing lag (22 frames → 21).
  •   Up aerial's second hit has altered knockback (63 (base)/90 (growth) → 66/82) and its duration is shorter (frames 14-16 → 14-15), slightly hindering its KO potential.
  •   Up aerial's animation has slightly changed. Sonic no longer twists around when performing the scissor kick.
  •   Down aerial has decreased ending lag (frame 50 → 46). Due to its angle being altered (37° → 285°), clean down aerial is now a meteor smash, improving its edge-guarding potential.

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 base knockback (60 → 100).
  •   Back throw has increased knockback growth (60 → 79), granting it KO potential at very high percentages.
  •   Up throw has increased knockback (65 (base)/70 (growth) → 92/80) and has an altered follow-up angle (100° → 92°). When coupled with the changes to hitstun canceling, this improves its combo potential at low to medium percentages.

Special moves

  •   Homing Attack no longer deals consistent damage (8% → 5%-12%).
  •   Homing Attack has increased knockback growth (80 → 90) and decreased start-up lag (frame 51 (non-inputted)/frame 26 (inputted) → 34/22).
  •   Aerial Homing Attack can only be used once instead of repeatedly, hindering its recovery potential. A missed Homing Attack also propels Sonic farther, hindering its safety while off-stage.
  •   Spin Dash's roll and jump deal 3% less damage (10% (roll)/6% (jump) → 7%/3%), decreasing full Spin Dash combos' overall damage potentials by 6%.
  •   Spin Dash's short hop is much faster. This improves its combo and mindgame potentials, but hinders its recovery potential.
  •   Charged Spin Dash can now be held while jumping, though it cannot be used while in midair. These changes improve its mindgame potential.
  •   Spring Jump's spring now lingers after it hits an opponent. Sonic can also now edge sweetspot some time after using Spring Jump.
  •   Spring Jump covers slightly less vertical distance, slightly hindering its recovery potential.
  •   Spring Jump now grants intangibility, instead of invincibility. A grounded spring also remains on-stage for a shorter amount of time (240 frames → 235).
  •   After landing on a grounded spring, Sonic can immediately reuse Spring Jump. This slightly improves its safety in regard to avoiding a self-destruct, but is largely impractical in regard to recovery.
  •   Spring Jump's animation has slightly changed. Sonic now scowls during the ascent instead of grinning.
  •   Grab release glitch has been fixed, allowing Sonic to reuse Spring Jump if he has been grabbed in midair.
  •   Spin Charge has improved combo potential.
  •   Super Sonic deals less damage (13% (idle)/18% (ram) → 5% (idle)/6%-14% (slow to fast ram)/16% (fastest ram)) and has decreased knockback, slightly hindering its KO potential.
  •   Super Sonic's fastest ram's angle has been altered (90° → 70°).
  •   Sonic now says "Super Sonic style!" upon activating Super Sonic, instead of "Now I'll show you!"

Update history

Sonic has been slightly nerfed by game updates. Update 1.0.6 severely decreased the knockback of his back throw, which was one of his most potent KOing options, as well as slightly toning down his damage racking ability by lowering the damage outputs of 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 decreased the knockback growth of his up smash.

However, Sonic has also received some useful buffs as well. In update 1.0.8, his down aerial's ending lag was decreased, which made it 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, particularly Spin Dash. While the nerfs to Sonic's KOing options, damage racking ability, and combo game have slightly toned down his offensive presence, many professional players have shown that he is still a very viable character regardless.

  1.0.4


  1.0.6

  •   Back throw's knockback growth decreased: 90 → 79, hindering its KO potential.
  •   Homing Attack now only targets characters. Previously, it could target Luma and certain projectiles, such as Trick Shot.
  •   Spin Dash's roll and jump deal 3% less damage: 10% (roll)/6% (jump) → 7%/3%.
  •   Burning Spin Dash's invincibility removed.
  •   Spring Jump can no longer be Pocketed.

  1.0.8

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

  1.1.0

  •   Forward smash's knockback growth decreased: 106 → 101, hindering its KO potential.

  1.1.1

  1.1.3

  •   Weight slightly decreased: 95 → 94


Moveset

  Name Damage Description
Neutral attack   2% A one-two combo followed by a side kick.[2] Its first hit is capable of jab locking. Originates from Sonic the Fighters, and has been nicknamed the "Punch Punch Kick" (PPK) by both players and the developers.[2]
2%
4%
Forward tilt   4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) A two-footed back kick performed from the baby freeze, a variation of the freeze breakdancing move. It hits twice, has minimal start-up lag, and can be angled, which make it useful for spacing, starting tech-chases, or attacking from out of shield. Originates from Sonic the Fighters.
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 can also combo into a short hopped forward aerial at 0%-40%, and into a Spring Jump-assisted forward aerial at 80%-90%. However, the former is consistently reliable only against heavyweights and fast-fallers, the latter is consistently reliable only against middleweights, and both are heavily reliant on DI. Originates from Sonic the Fighters.
Down tilt rowspan="1" 6% A legsweep. It can potentially trip opponents and, if used repeatedly in succession, will slowly move Sonic forward. Originates from Sonic the Fighters.
Dash attack 1% (hits 1-3), 3% (hit 4) A Spin Dash followed by a flying kick. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag.
Forward smash   14% A wind-up punch. It has high knockback growth, deceptive range, and can be angled, making it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely. It KOs middleweights at 116% while at the center of Final Destination. Originates from Sonic the Fighters.
Up smash   5% (hit 1), 1% (hits 2-7), 3% (hit 8) A jumping Spin Dash. It hits multiple times, with its last hit having very high knockback growth, and grants intangibility on frames 18-20. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier. Its last hit KOs middleweights at 134% from anywhere on Final Destination.
Down smash   12% A split kick, similar to Fox and Falco's down smashes. It is a semi-spike and has lowest amount of start-up lag out of his smash attacks. However, it lasts for only 1 frame, has considerable ending lag, and its front hit has unimpressive KO potential because of its below average base knockback and knockback growth. As a result, it is best suited for edge-guarding and punishing rolls, although its back hit has respectable KO potential. Its front hit KOs middleweights at 180% while near the edge of Final Destination, whereas its back hit KOs them at 141% at the same position.
Neutral aerial rowspan="1" 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 launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when SHFF'd. Originates from Sonic the Fighters, although it also highly resembles the Insta-Shield, a simultaneously offensive and defensive technique that debuted in Sonic the Hedgehog 3.
Forward aerial rowspan="1" 0.8% (hits 1-5), 3% (hit 6) A corkscrew battering ram, similar to Pikachu's forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials, while its last hit's very high knockback growth makes it useful for edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large auto-canceling window. Originates 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 most viable KOing options, especially when used for edge-guarding. However, it has moderate start-up and ending lag, as well as high landing lag. It KOs middleweights at 96% near the edge and 135% from the center of Final Destination.
Up aerial 3% (hit 1), 6% (hit 2) A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid its fairly high landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. It KOs middleweights at 124% while near the upper blast line.
Down aerial 8% (clean), 7% (late) A 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 less ending lag in comparison. It can also meteor smash aerial opponents on frames 19-22, but not grounded opponents. Originates from Sonic the Fighters, although it also resembles the Sonic Rocket from Sonic Battle.
Grab Clinches the opponent. Sonic's overall grab range is average.
Pummel 2% 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 below average knockback growth, it is mainly used to force the opponent off-stage. However, it does possess KO potential when used on high platforms, as it KOs middleweights at 158% while on Battlefield's highest platform. It resembles the Top Kick from Sonic Battle.
Back throw 7% Quickly backflips repeatedly with the opponent in tow before performing the tomoe nage, a Judo throw. It is Sonic's only throw with KO potential and, prior to update 1.0.6, was one of his most viable KOing options, thanks to it being one of the strongest back throws in the game. As of update 1.0.6, KOs mid-weights at 146% near the edge with good DI.
Up throw 1% (hit 1), 5% (hit 2) Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it also has KO potential, albeit only on high platforms. It KOs middleweights at 156% while on Battlefield's highest platform.
Down throw 1% (hits 1-3), 4% (throw) Pins the opponent to the ground and then Spin Dashes onto them. It is reliable for tech-chasing and setting up edge-guards. Originates from Sonic the Fighters.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
6% Spin Dashes around in a circular motion.
Floor attack (back)
Floor getups (back)
7% A legsweep.
Floor attack (trip)
Floor getups (trip)
5% Performs spin kicks around himself.
Edge attack
Edge getups
7% Spin Dashes while climbing up. It resembles the Cliffhanger Flip from Sonic the Hedgehog Spinball.
Neutral special Default Homing Attack 5%-12% 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.
Custom 1 Stomp 5% Instead of homing onto an opponent, Sonic dives straight down. Deals less damage, but meteor smashes opponents. 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 home onto an opponent, Sonic will launch himself upward instead of downward.
Side special Default Spin Dash 7% (roll), 3% (jump) Curls up into a ball, performs a short hop, and then starts rolling towards the opponent at a fast speed. Holding the special button charges it up and increases its speed. In addition to granting intangibility on frames 1-6, it boasts impressive combo and mindgame potential, thanks to its ability to be followed up with any aerial attack, and its ability to be canceled via shielding, respectively. 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.
Custom 1 Hammer Spin Dash 7% (hit 1), 5% (hit 2), 3% (late) The short hop at the beginning is higher, and the descent of the hop's arc is capable of burying opponents. However, it has a late hitbox that deals less damage.
Custom 2 Burning Spin Dash 12% (hit 1), 7% (hit 2) Deals more damage and has a flame effect, but lacks a short hop and any jumps out of the move are considerably lower. It is similar to the Flame Somersault from Sonic Adventure 2.
Up special Default Spring Jump — (jump), 4% (spring) Pulls out a spring and uses it to springboard into the air. Although it is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility on frames 5-13, while the spring itself can also be used to gimp recovering opponents underneath Sonic.
Custom 1 Double Spring 2% (per spring) Sonic can pull out two springs, but each spring deals less damage and the move covers much less distance overall.
Custom 2 Springing Headbutt 3% (grounded hit), 1% (early aerial hit), 7% (late aerial hit) Headbutts opponents while ascending. It deals the most damage if Sonic hits the opponent at its ending instead of at its beginning. However, it covers slightly less distance, and the spring does not remain on-stage.
Down special Default Spin Charge 2% (per hit) A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, requires button mashing in order to charge, and can become a "Spin Shot" like Spin Dash. However, it lacks a short hop at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
Custom 1 Auto-Spin Charge 2% (per hit) Functions like Spin Dash by lacking the need to button mash in order to charge. It also has altered aesthetics, which make it more deceptive than Spin Charge, and thus better at 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 18% (Chaos Emeralds), 5% (idle), 6%-8% (slow ram), 9%-11% (moderate ram), 12%-14%, (fast ram), 16% (fastest ram) Gathers 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, they will be damaged by the Chaos Emeralds. Upon being activated, Sonic is invincible during its duration, and can fly in any chosen direction, depending on where the control stick/circle pad is tilted. The longer the control stick is held in a certain direction, the faster and more damaging his ramming attack will be.

On-screen appearance

  • 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 emitting a "tsk tsk tsk" sound.
  • 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!).
  • Down taunt: Performs the windmill, a breakdancing move, while saying "C'mon!" both in English and Japanese.
Up taunt Side taunt Down taunt
     

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.
  • Turns towards the player and waves his finger in a patronizing manner while smiling. It 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 Mission Clear jingle from Sonic the Hedgehog (2006), which is an orchestrated remix of the Act Clear jingle from Sonic the Hedgehog 3.
  • Collects the blue Chaos Emerald and then poses with it before saying "Piece of cake!" In Japanese, he says "A piece of cake! 楽勝だぜ!" (A piece of cake! An easy win!)
  • Sprints off-screen and then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!" In Japanese, he says "モタモタしてると置いてくぜ!" (Leaving behind to be dawdling!)
  • Performs the pike, a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "Hey guys! また遊んでやるぜ!" (Hey guys! I'll play again next time!) It appears similar to his victory animation when he clears a mission with an S-Rank in the Xbox 360 and PlayStation 3 versions of Sonic Unleashed, as well as Blaze the Cat's victory animation when she clears a mission in 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

Tier placement and history

Sonic was initially perceived as a high-tier character, with the buffs he gained from his transition from Brawl largely mitigating most of the weaknesses he had in that game. While his newfound KOing options would be nerfed in game updates, Sonic's playerbase has nevertheless managed to display many different and effective playstyles. In addition to enriching his metagame, his playerbase's efforts have also resulted in him achieving very strong tournament results, thanks to the likes of 6WX, KEN, Komorikiri, Seagull Joe, SuperGirlKels and many more. The highly favorable perception of Sonic resulted in him being ranked 6th on the first and second iterations of the tier list, while his playerbase's continued success would result in him being ranked 5th on the third and current tier list.

Reveal trailer

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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

  • Full Speed Ahead: Sonic and Captain Falcon must defeat another Sonic and Captain Falcon in a high-speed, one stock battle.
  • The Ultimate Battle: Two players select a character and must defeat the entire roster.

Alternate costumes

 
               

Gallery

Trivia

 
Sonic's double mouth glitch.
  • Sonic's dashing speed is so fast that if he were to be to customized with all speed-based equipment and used both a Bunny Hood and Superspicy Curry, he would outrun the Spirit Train.
    • Additionally, an unedited Sonic using Superspicy Curry dashes at the exact same speed as the water slide in the Flood Chamber of Kalos Pokémon League, which causes him to dash in place.
  • Sonic is the only third-party character in the series to be present in more than one installment of Super Smash Bros. and the only one to be dubbed into languages other than English and Japanese.
  • 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's 16-bit sprite from the Genesis/Mega Drive version of Sonic the Hedgehog.
  • In Super Smash Bros. for Nintendo 3DS, there is a glitch that results in Sonic having two mouths when rolling forward or backward.
    • This is slightly reminiscent of a similar glitch that he had as Super Sonic in Sonic Lost World.
  • In non-Japanese versions of Super Smash Bros. for Wii U, Sonic reuses his voice clip from Super Smash Bros. Brawl when he is in the water, due to Super Smash Bros. for Nintendo 3DS lacking swimming.
    • This results in his voice reverting to the one used by his previous voice actor, Jason Griffith, as well as being one of four reused voice clips of him in SSB4 (the others used when Sonic is asleep, his up taunt and one of his attack grunts). However, Jason Griffith is not listed in the credits because of this developmental oversight.
  • The European description for Sonic says "Unlike most hedgehogs, he's incredibly fast. Like most hedgehogs, however, he can't swim." This is wrong on both counts. Like dogs, cats and most mammals, hedgehogs swim reasonably well. And while it is rare to see a hedgehog run, since they usually conserve their energy by strolling or curling into a motionless ball when threatened, their top speed is nevertheless respectable for their body size.
  • 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.