Sonic (SSBU)
Sonic in Super Smash Bros. Ultimate | |
---|---|
Universe | Sonic the Hedgehog |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Super Sonic |
“ | This speedy fighter has a lot of rush-type attacks. His final smash, Super Sonic, lets him fly around the stage at an incredible speed! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. Sonic is classified as fighter #38.
As in Smash 4, Roger Craig Smith's portrayal of Sonic from various Sonic games and Jun'ichi Kanemaru’s portrayal of Sonic from Brawl was repurposed for the English and Japanese versions of Ultimate respectively. Alexandre Gillet, Jonathan López, Marc Stachel and Renato Novara's portrayals of Sonic from various Sonic games used in Smash 4 were also repurposed for the French, Spanish, German, and Italian versions respectively.
How to unlock
Complete one of the following:
- Play VS. matches, with Sonic being the 17th character to be unlocked.
- Clear Classic Mode with Mario or anyone in his unlock tree, being the first character unlocked.
- Have Sonic join the player's party in World of Light.
With the exception of the third method, Sonic must then be defeated on Green Hill Zone.
Attributes
Sonic is a lightweight who, staying true to his home series, has very fast mobility. He possesses the fastest dash speed in the game, the seventh-fastest walk speed, the 12th fastest air speed (tied with Mario, Donkey Kong, Little Mac and Inkling), and the highest traction. Combined with his above-average falling speed, Sonic can move across the stage at blinding speeds despite his slow air acceleration. In addition, he can also wall jump.
Sonic's special moves are quite useful. Spin Dash and Spin Charge allow him to not only move across stages at varying speed, but also do damage on contact, and can both follow up into an aerial attack, or uncharged Homing Attack. Despite their very similar looking appearance in functions, they both have different strengths and uses for various different situations.
Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move, and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it however loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup.
While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge on the other hand hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spinshot", although it can only be done while airborne.
Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed make him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves, such as Snake's C4 or Yoshi's Egg Roll. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. However, they can bypass shields if fully-charged.
Homing Attack deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and edge-guard breaking. Its uncharged state also has potential to combo and its charged state has K.O. potential at higher percents. Spring Jump is a useful recovery that grants intangibility at the start, goes very high, and is one of few recovery moves that do not cause a helpless state, enabling Sonic to attack and dodge during his descent and even extend his recovery with a directional air dodge. The spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and gimp opponents, respectively.
Sonic also has a powerful air game. Neutral aerial is a great combo starter when SHFF'd, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for 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 possesses KO potential near the upper blast line and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial's clean hitbox is powerful, making it one of his few reliable KOing options like his up aerial, and coupled with its strength within Sonic's kit, also makes it his best aerial finisher. Lastly, down aerial is a stall-then-fall; although it is Sonic's least effective aerial, it has noticeably less ending lag compared to other stall-then-falls, and its initial hitbox meteor smashes aerial opponents.
Sonic's neutral attack, tilts, and throws have decent damage outputs and good speed, making them hard to punish. His grab game is decent overall: While none of Sonic's grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his outstanding speed. Sonic's pummel is also quick and has an average damage output, allowing him to rack up a fair amount of damage before throwing an opponent. Down throw is a semi-spike that has high base knockback, whichs make it excellent for setting up edge-guards and tech-chases. Back throw also has high base knockback and KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt. Up tilt can be reversed on startup, and hit opponents through platforms above Sonic, and his Forward Smash has a bit of a deceptively large range due to him stepping forward during the punch.
Up throw is a reliable combo starter, having decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as Battlefield's top platform, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him. Like up throw, it can also function as a KOing option, albeit only when used on the edge at very high percentages.
Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively. Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. Dash-dancing can be extremely useful for mind games in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch them off-guard. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponents. This allows the player to avoid damage, not be as easily punished, have more control over their actions, and be able to punish their opponent's attacks. Dash-dance pivots (consisting of fox-trotting away from the opponent, then quickly dash-dancing backwards) are particularly effective for this, as they can cause almost immediate turnarounds and then grabs can then be used to punish opponents.
Sonic has some weaknesses, the most noticeable of which is his KO potential. His KO potential is held back by his most reliable KOing options (smash attacks, and clean back aerial) requiring good positioning and having noticeable start-up and ending lag. His forward and up smashes are also burdened with low base knockback, which forces them to be used for KO attempts later instead of earlier and down smash, while having decent start up, has high ending lag, making it easy to punish if missed. Despite his outstanding mobility, Sonic may struggle to land due to his very slow air acceleration, leaving him susceptible to juggling.
Sonic can also have difficulty dealing with camping, since any ground-level projectile can severely limit his movement options. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to his light weight.
Much like in Brawl, Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Depending on the play-style of the Sonic, he can have a decent matchup against almost any character in the game, even at competitive levels. Because of his prowess for mindgaming and switching up tactics, as well as the inherent strengths and weaknesses to each style of play, some Sonic mains argue that Sonic has no truly disadvantageous matchups as a character, and that his matchups are much more heavily influenced by playstyle than his actual attributes.
In all, Sonic has a great offensive play, has a strong neutral game, a good off-stage presence, and can very rapidly damage his opponents, but can have some trouble KOing.
Changes from Super Smash Bros. 4
Likely due to his top-tier status in Smash 4, Sonic has been noticeably nerfed overall in transition to Ultimate. His biggest nerf was to his Spin Dash, which is no longer able to be shield canceled and no longer goes through shield unless being fully charged, making it less safe of a move. His up aerial also doesn't connect as reliably and Spring Jump provides less intangibility, making him easier to edgeguard him. Some of Sonic's kill moves were also made worse making him not nearly as consistent at killing.
However, he received some useful buffs, such as his down tilt and up throw having more combo potential and his aerials having significantly less landing lag, improving his combo game when combined with the universal jump squat reduction and faster jump speed. His Homing Attack has also been greatly buffed, as it comes out much faster when the button is pressed, does more damage and knockback when fully charged and locks on opponents better and can even potentially combo if uncharged, as well as gaining KO potential at high percents if fully charged.
While Sonic still retains his powerful attributes and combo game, he now relies on offensive play rather than defensive, and cannot depend as heavily on Spin Dash to approach opponents as he did before. Unfortunately, the buffs do not properly compensate for this as he lacks the tools to pressure his opponents as most of his tools have a "high-risk medium/low reward" factor which makes his overall playstyle awkward since his flaws are much more noticeable since his notorious defensive play is significantly worse than Smash 4. Due to this, Sonic is considered to be worse than his iteration in Smash 4 with a majority of his player base abandoning him for other characters. Although he initially had decent results at the beginning of Ultimate's early metagame with KEN winning Midwest Mayhem Ultimate and placing well in Japan while solely using Sonic along with Sonix, Sonido, and 6WX performing well with him, his results have somewhat perished as he hasn't done nearly as well as other characters. Due to his nerfs from Smash 4, his declining results, and the patch updates failing to address his core issues; Sonic's overall perception has been poor with ESAM claiming he is low-mid tier and VoiD claiming that he's a low tier character. On a more positive note, ZeRo claims him to be a high tier and Mew2King put him on the top of his mid tier. As such, Sonic's true viability remains questionable.
Aesthetics
- As with all veterans returning from Smash 4, Sonic's model features a more subdued color scheme. His fur is now lightly detailed similar to other furry characters.
- Like most of the cast, Sonic is more expressive, as he now grins while dashing and now has an angry expression when using some of his attacks.
- Sonic's head quills bounce and move around more, resembling how their movement was in Brawl.
- Sonic now grins during his running victory pose instead of smirking, like in Brawl.
- Sonic's Chaos Emerald victory animation now has him running up to the Emerald before grabbing it.
Attributes
- Like all characters, Sonic's jumpsquat animation now takes three frames to complete (down from 5).
- Sonic walks faster (1.375 → 1.444).
- Sonic runs faster (3.5 → 3.85).
- Sonic's initial dash is significantly faster (1.5 → 2.31).
- Sonic's traction has been massively increased (0.06 → 0.138), and is now the best in the entire game. This makes it much easier for him to punish out of shield.
- Sonic's air speed is faster (1.15 → 1.208).
- Sonic falls faster (1.45 → 1.65)
- Sonic's fast-fall is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.
- Sonic is considerably lighter (94 → 86) and now only weighs slightly more than Zelda, making his survivability much worse but also makes him less prone to combos.
- Forward roll has slightly more ending lag (frame 28 → 29).
- Back roll has more ending lag (frame 28 → 34).
- Spot dodge's intangibility has been altered (frames 2-15 → 3-16).
- Spot dodge has slightly more ending lag (frame 24 → 25).
- Air dodge grants slightly more intangibility (frames 2-25 → 2-26).
- Air dodge has significantly more ending lag (frame 30 → 51).
- Sonic now takes a slight amount of damage per second when swimming. He shares this with Charizard, Inkling, and Incineroar.
- His swimming animation is also changed, as he is now constantly in a panicked state (as opposed to only being in one when drowning).
Ground Attacks
- Neutral attack:
- Neutral attack's second hit can lock.
- It does slightly less damage (2% → 1.5%).
- Neutral attack's third hit has a slightly different animation.
- It deals more knockback.
- Neutral attack's second hit can lock.
- Up tilt:
- Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).
- Since the move has the same duration, it effectively has more ending lag, reducing its combo potential.
- Down tilt:
- Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 → 40 (base), 80 → 100 (scaling), improving its combo potential.
- Down tilt sends Sonic forward and then back to where he started.
- This makes the move slightly more safe in terms of positioning.
- This means down tilt can no longer make him pseudo-crawl.
- Dash attack:
- Sonic's previous dash attack has its Spin Attack portion removed, with only the lunge kick being intact.
- Due to this change, his dash attack is no longer a multi-hit.
- Dash attack has much less ending lag (FAF 62 → 50).
- Sonic's previous dash attack has its Spin Attack portion removed, with only the lunge kick being intact.
- Forward smash:
- Forward smash has significantly more range.
- Up smash:
- Up smash has slightly less startup lag (frame 19 → 18).
- Its duration remained unchanged, giving it slightly more ending lag.
- Up smash has increased knockback growth (165 → 170), improving its KO potential.
- Up smash has slightly less startup lag (frame 19 → 18).
- Down smash:
- Down smash's front hit deals much more knockback, being as strong as the back hit.
Aerial attacks
- All aerials have less landing lag (Neutral: 16 frames → 10, Forward: 26 → 16, Back: 30 → 15, Up: 21 → 13, Down: 38 → 21).
- Forward aerial:
- Forward aerial's multi-hits now consist of one large hitbox instead of four smaller ones (2.0u/2.0u/2.0u/2.0u → 5.5u). This large hitbox now uses the auto-link angle (367°), which makes forward aerial's hits connect more reliably overall.
- Forward aerial has less hitlag, making the hits connect faster.
- Back aerial:
- Back aerial's late hit has much less knockback growth, significantly hindering its KO potential (100 → 76).
- Up aerial:
- Up aerial's first hit has much less knockback growth (100 → 50) and launches at a different angle (100°/100°/118°/118° → 110°/110°/123°/123°). These changes make both hits connect much less reliably overall.
- Up aerial's second hit deals more damage (6% → 8%) with knockback compensated (82 → 68 (scaling)).
- Down aerial:
- Down aerial's meteor smash hit has less startup lag (frame 19 → 17).
Throws/other attacks
- All grabs have more ending lag (frame 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).
- Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).
- Pummel:
- Pummel has a slightly different animation.
- It deals less damage (2% → 1.3%).
- Forward throw:
- Forward throw sends opponents at a more horizontal angle that is more desirable for edgeguarding (70° → 45°).
- Forward throw has significantly less knockback growth (100 → 75), noticeably hindering its already below average KO potential.
- Up throw:
- Up throw has increased combo ability due to Sonic's faster jumpsquat and jump speed.
- Up throw has more endlag (15 frames → 19).
- Down throw:
- Down throw's last hit deals slightly more damage (4% → 5%) with its knockback compensated (80 → 75 (scaling)).
- Sonic hops a bit higher after performing his down throw. This extra lag means Sonic can no longer punish or tech chase opponents after using it.
- Floor attack:
- Front floor attack deals slightly more damage (6% → 7%).
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special Moves
- Homing Attack:
- Homing Attack shows a reticle on the opponent right before Sonic is about to strike, as in games from Sonic and the Secret Rings onward. The reticle most closely resembles its design in Sonic Colors.
- Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 23-34 → frames 17-82).
- This also means that the fully charged version of the move has more startup.
- Homing Attack deals more damage (5%-12% → 7%-20%) and more knockback when fully charged.
- Homing Attack has improved accuracy.
- Homing Attack has less startup lag when the attack button is pressed (frame 22 → 15). It has combo potential in this uncharged state.
- Homing Attack incurs less endlag upon hitting an opponent (31 frames → 26).
- Spin Dash:
- Spin Dash's trail changes from purple to yellow when fully charged.
- Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
- A grounded charged Spin Dash can be released in the air while keeping its charge.
- Spin Dash's charge can no longer be canceled by pressing shield. It can only be canceled by double jumping after unleashing it.
- An uncharged Spin Dash stops upon hitting an opponent's shield, reducing its safety.
- Spring Jump:
- Sonic gains slightly more vertical height from Spring Jump.
- The Directional Air-Dodge allows Sonic to gain slightly extra vertical height after using Spring Jump when directed upwards, aiding him in his recovery.
- Aerial Spring Jump's Spring launches opponents at a less favorable angle for edgeguarding (361° → 45°).
- Spring Jump provides significantly less intangibility to Sonic (frames 5-13 → 5-7).
- Spin Charge:
- Spin Charge changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
- Its hits deal slightly less damage (2% → 1.8%).
- Final Smash:
- Sonic's Final Smash has been changed. He still transforms into Super Sonic and launches foes on contact; however, his speed has been drastically increased, and he moves automatically on the horizontal axis, so only his vertical position can be controlled.
- When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.
- Super Sonic's damage output is significantly weaker than its previous iterations, and lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.
Update History
Sonic has been buffed via game updates. Sonic's forward tilt connects more reliably and back aerial has less landing lag, making him less vulnerable upon landing with it should it not be autocanceled. Super Sonic has also received multiple buffs.
- The animation for crouching when holding an item has been updated.
- The animation for swinging with a battering weapon has been updated.
- Forward tilt connects more reliably.
- Forward aerial has less hitlag, making the hits connect faster.
- Back aerial has less landing lag (18 frames → 15).
- Super Sonic via FS meter has a higher knockback multiplier (x0.62 → x0.71).
- The instant KO glitch involving Ridley has been fixed.
- Sonic no longer loses his double jump after performing Spin Dash or Spin Charge on a platform.
- Super Sonic has a larger hitbox.
- Super Sonic via the FS meter has more range and deals more knockback.
Moveset
- Sonic can wall jump.
- Sonic takes continuous damage when swimming. This also applies to Charizard, Incineroar, and Inkling.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | The Punch + Punch + Kick combo from Sonic the Fighters. Its first and second hit are capable of jab locking. | ||
1.5% | ||||
4% | ||||
Forward tilt | 4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) | The Horse Kick from Sonic the Fighters. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting tech-chases, or as an out of shield option. | ||
Up tilt | 2% (hit 1), 6% (hit 2) | A 540 kick, similar to Captain Falcon's up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It 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 reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on DI. It resembles the Skip Kick from Sonic the Fighters. | ||
Down tilt | rowspan="1" | 6% | A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from Sonic the Fighters. | |
Dash attack | 6% (early hit), 4% (late hit) | A flying kick similar to Fox's. 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% | The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range, and can be angled, all of which make 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. | ||
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 extremely high knockback growth. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier. | ||
Down smash | 12% | A split kick, similar to Fox and Falco's down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a semi-spike, which makes it very useful for edge-guarding. However, it lasts for only 1 frame, and has considerable ending lag. | ||
Neutral aerial | 12% (clean), 8% (late), 5% (latest) | Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when SHFF'd. It resembles the Air Spin from Sonic the Fighters and the Insta-Shield, an attack that debuted in Sonic the Hedgehog 3. | ||
Forward aerial | 0.8% (hits 1-5), 3% (hit 6) | A corkscrew battering ram, similar to Pikachu's forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and 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. It resembles the Emerald Dive from Sonic the Fighters. | ||
Back aerial | 14% (clean), 10% (late) | A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. However, it has moderate start-up. | ||
Up aerial | 3% (hit 1), 8% (hit 2) | A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low 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. Both hits don't always connect very reliably however. | ||
Down aerial | Shooting Star Kick | 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 noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle. | |
Grab | — | Clinches the opponent. | ||
Pummel | 1.3% | A knee strike. A fairly fast pummel. | ||
Forward throw | 1% (hit 1), 6% (throw) | A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on edges and at very high percents. 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 consistent KO potential. | ||
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 has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform. | ||
Down throw | 1% (hits 1-3), 5% (throw) | Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from Sonic the Fighters. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Spin Dashes around in a circular motion while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Performs a legsweep while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Performs a legsweep while getting up. | ||
Edge attack Edge getups |
9% | Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from Sonic the Hedgehog Spinball. | ||
Neutral special | Homing Attack | 7%-20% | Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier. | |
Side special | Spin Dash | 6%/7% (dash), 5% (initial jump), 3% (jump) | Curls up into a ball, performs a short hop, and then starts rolling toward the opponent at a fast speed. Holding the special button charges it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. It also boasts horizontal recovery potential when it is jump-canceled immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air. | |
Up special | Spring Jump | — (jump), 4% (spring) | 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 at the start, while the spring itself can also be used to gimp recovering opponents underneath Sonic. | |
Down special | Spin Charge | 1.8% (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. 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. | |
Final Smash | Super Sonic | 12% (Chaos Emeralds), 6% (each ram), 10% (detransformation) | 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, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and flies around rapidly horizontally and can change his horizontal position. Sonic turning normal again also deals damage to opponents is near him. |
On-screen appearance
- Sonic Spin Dashes onto the stage from the foreground and strikes a pose.
Taunts
- Up taunt: Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds.
- Side taunt: Performs the Super Peel Out, a technique that debuted in Sonic the Hedgehog CD, while saying "Sonic Speed!" (遅すぎだぜ!, You're too slow!).
- Down taunt: Performs the windmill, a breakdancing move, while saying "C'mon!" both in English and Japanese.
Idle poses
- Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from the Sonic the Hedgehog games for the Sega Genesis.
- Turns towards the player and waves his finger in a patronizing manner while smiling. It resembles an animation he performs after clearing an Act or defeating a boss in Sonic the Hedgehog 3.
Victory poses
- 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!)
- Runs up to and 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!)
- 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!)
In competitive play
Notable players
- 6WX - One of the best Sonic players in the United States. Placed 9th at The Scarlet Classic V, 33rd at Glitch 6 and 49th at Pound 2019.
- Craftis - The best Sonic player in New England. Placed 5th at Return to Subspace 2, 17th at both Overclocked Ultimate and Overclocked Ultimate II. Ranked 9th on the New England Ultimate Power Rankings.
- KEN - The best Sonic player in the world. Placed 1st at Midwest Mayhem Ultimate and EGS Cup, 3rd at Umebura SP 3 and 17th at Umebura SP.
- PowPow - The best Sonic player in Wisconsin. Placed 13th at Midwest Mayhem Ultimate and 17th at Combo Breaker 2019.
- Sonido - One of the best Sonic players in the world. Placed 5th at Come to Papa 3, 7th at Just Roll With It! 11, 49th at Frostbite 2019, and 65th at GENESIS 6.
- Sonix - The best Sonic player in the Dominican Republic and one of the best ones in the world. He is PR'd #1 in the Dominican Republic and was the highest placing Sonic at GENESIS 6 with 25th. He also placed 5th at Pre-Genesix
- SuperGirlKels - The best Sonic player in Canada. Placed 5th at LAN ETS 2019 and 7th at ICARUS V. Ranked 4th on the Montreal Ultimate Power Rankings.
- Wrath - Placed 9th at Ultimate Gamer Miami and 17th at MomoCon 2019.
Classic Mode: At the Speed of Sound
Sonic's opponents are a mix between the game's fastest characters as well as references to characters in other Sonic titles.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Fox | Green Hill Zone | Green Hill Zone | Fox represents Sonic’s sidekick, Miles “Tails” Prower. |
2 | Captain Falcon | Figure-8 Circuit | Super Sonic Racing | The stage, music, and opponent all reference Sonic R, a racing game. |
3 | Giant Metal Sonic | Fourside Ω | Open Your Heart | The music and city setting, as well as its chronological placement, likely reference the battle against Perfect Chaos at the end of Sonic Adventure; the stage and opponent could also reference the Metal Sonic boss fight at the end of Stardust Speedway Zone in Sonic CD. |
4 | Kirby (x3) | Halberd | Sonic Heroes | The Kirbys represent the three character types from Sonic Heroes: Speed (Blue), Flight (Yellow), and Power (Red). The stage choice likely references Final Fortress, the final level of said game. |
5 | Sheik | Mushroomy Kingdom | Seven Rings in Hand | The stage, music, and opponent all reference Sonic and the Secret Rings, which has an Arabian setting. |
6 | Giant Incineroar | Windy Hill Zone | Wonder World | Incineroar represents Zavok, the leader of The Deadly Six from Sonic Lost World. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Note: Every stage other than the final round plays a track from the Sonic universe, no matter what universe the stage originated from.
Credits roll after completing Classic Mode. Completing it as Sonic has Live & Learn accompany the credits.
Role in World of Light
Sonic was among the fighters summoned to the cliffside to assist in defeating an army of Master Hands.
During the opening cutscene, Sonic was present on the cliffside when Galeem unleashed his beams of light. While attempting to run away, Sonic noticed Pikachu doing the same and reached his hand towards Pikachu in an attempt to save it, but both he and Pikachu were vaporized and placed under Galeem's imprisonment.
Sonic was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He appears in the Sacred Land sub-area as one of the fighters that block the Master Sword, making him one of the obligatory unlocks.
He is later seen standing next to Mario, as the heroes prepare their last stand against Galeem and Dharkon.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
38 | Sonic | Attack | 9,800 | Green Hill Zone (Ω form) | Green Hill Zone |
Spirits
Sonic's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Sonic in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, Sonic makes an appearance in a few Primary Spirits in other forms.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
778 | Super Sonic | Sonic the Hedgehog series | •Gold Sonic | 13,700 | Windy Hill Zone | •Sudden Final Smash | •The enemy will suddenly have a Final Smash | Live & Learn | ||
780 | Metal Sonic | Sonic the Hedgehog series | •Metal Sonic | 4,600 | Windy Hill Zone | N/A | •Timed Stamina battle •The enemy is metal •The enemy starts the battle with a Rocket Belt |
Sonic Heroes | ||
782 | Chaotix | Sonic the Hedgehog series | •Sonic •Pichu •King K. Rool |
1,600 | Windy Hill Zone | •Invisibility | •The enemy is invisible | Sonic Heroes | ||
788 | Shadow the Hedgehog | Sonic the Hedgehog series | •Sonic | 9,100 | New Pork City (Battlefield form) | •Assist Trophy Enemies (Shadow) •Item: Timer |
•The enemy's dash attacks have increased power •Hostile assist trophies will appear •The enemy is easily distracted by items |
Live & Learn | ||
795 | Silver the Hedgehog | Sonic the Hedgehog series | •Sonic | 3,600 | Green Hill Zone | •Item: Throwing Types | •The enemy starts the battle with a Black Hole •The enemy is easily distracted by items |
Rooftop Run | ||
797 | Infinite | Sonic the Hedgehog series | •Metal Sonic | 4,400 | Big Blue | •Hazard: Screen Flip | •The screen will suddenly flip after a little while •Stamina battle •The enemy is metal |
Fist Bump | ||
848 | Able Sisters | Animal Crossing series | •Sonic (x3) () | 9,100 | Town and City | N/A | •The enemy starts the battle with a Drill | Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf | ||
1,262 | Dillon | Dillon's Dead-Heat Breakers | •Sonic | 9,800 | Midgar (Battlefield form) | •Assist Trophy Enemies (Dillon) | •The enemy's special moves have increased power •Hostile assist trophies will appear •The enemy favors special moves |
Frontier Battle | ||
1,285 | Rayman | Rayman series | •Sonic | 9,100 | The Great Cave Offensive (Battlefield form) | •Assist Trophy Enemies (Sukapon) | •The enemy's physical attacks have increased power •Stamina battle •Hostile assist trophies will appear |
Sunset Heights |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
776 | Dr. Eggman | Sonic the Hedgehog series | •Roy •Metal Sonic |
13,200 | Green Hill Zone | •Bob-omb Festival •Item: Shooting Types |
•Bob-ombs will rain from the sky after a little while •The enemy's shooting items have increased power •Items will be pulled toward the enemy |
Green Hill Zone | Metal Sonic | ||
1,087 | Nico Fire | StreetPass Mii Plaza series | •Ness •Fox •Sonic |
1,500 | Big Blue | •Uncontrollable Speed | •All fighters move faster and can't stop quickly | Wii Sports Resort | Streetpass Cats |
Alternate Costumes
Gallery
Sonic idling on Wrecking Crew.
Coming to a halt before a Shy Guy on Figure-8 Circuit.
Attacking Shulk with Spin Charge on Mario Galaxy.
With one of Bayonetta's butterflies on Skyworld.
Running with Falco on Prism Tower.
With Olimar, Pac-Man, and Mario on Gaur Plain.
Sonic and Villager getting hit by Robin's down smash on Wily Castle.
Sonic holding Death's Scythe on the Bridge of Eldin.
Sonic and Knuckles posing on Palutena's Temple.
Sonic and Knuckles posing on Garden of Hope.
Idling on Distant Planet.
Character Showcase Video
Trivia
- Sonic's stock icon in Ultimate bears a striking resemblance to several logos and icons in the Sonic series, namely:
- The logo for Sonic Team.
- Sonic's character icon in some Sonic spin-off games.
- The life icon and 1-ups in Sonic Unleashed (when Sonic is not in his Werehog form), as well as the 1-ups from Sonic Colors.
- It is also one of four to show the character's eyes, the others being R.O.B., Kirby, and Meta Knight.
- Sonic is the only third-party character in Ultimate with more than one home stage representing his series.
- Unlike other installments in the Super Smash Bros. series, Sonic slowly takes damage if he falls in any body of water, which is a nod to his inability to swim in his own series.
- While Sonic has appeared in three installments, Ultimate marks the first time Sonic is the first third-party character announced, as Snake was announced before him in Super Smash Bros. Brawl, while Mega Man was announced before him in Super Smash Bros. 4.
- Sonic being unlocked by clearing Classic Mode as Mario is a reference to the bitter rivalry between the two of them in the '90s through 2001, while Sega was still a console manufacturer.
- The games Sonic's Classic Mode references go in chronological order from each console generation starting from the 4th (Sega Genesis) to the 8th (Wii U).
- Sonic is the only character who travels to Figure-8 Circuit and Green Hill Zone in Classic Mode.
- Prior to version 2.0.0, There was a glitch that allowed Ridley to instantly KO Sonic. On 2D stages, if Ridley grabbed Sonic with his Space Pirate Rush while Sonic is recovering from a Homing Attack near the ledge, Sonic would be instantly sent into the horizontal blast line.[1]
- As is the case with Smash 4, Sonic's snoring and surfacing voice clips are taken directly from Super Smash Bros. Brawl, in which he was voiced by Jason Griffith, despite otherwise being voiced by Roger Craig Smith.
- Also like in Smash 4 Jason Griffith is uncredited in the credits.
- Sonic is the only third-party veteran to have his victory theme changed in some way, being slightly sped up and abridged at the end.
Notes
- 1.^ translates to "Circle Throw"
References
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 |