Sonic (PM)
Sonic in Project M and Project+ | |
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Universe | Sonic the Hedgehog |
Base game appearance | Brawl |
Moveset inspiration | Sonic (SSBB) |
Alternate costume | Jet Set Sonic |
Sonic is a playable character in the Brawl mod Project M. He has been buffed for his Project M showing.
Overview
The fastest thing alive makes his PM debut. If you thought Falcon was fast, wait until you see what this Blue Hedgehog can do!
Sonic was practically designed with Melee in mind, making him one of the smoothest characters to transition into Project M. After his first Project M venture, Sonic's core playstyle remains mostly unchanged, but some key move changes have afforded the Blue Blur a bit more flash and bang!
Sonic retains his ability to play an effective "bait and punish game," but you'll find that he's much more capable of putting on the pressure himself now. Key changes in the engine allow Sonic to attack more safely, and his speed lets him capitalize on inevitable escape attempts. But it's not only the general game changes that help out our blue hero; his bag of tricks got even bigger with some awesome changes.
Special Changes
Homing Attack now goes straight at the opponent; no more awkwardly curving around the opponent! What's more, if you press attack during the start-up, Sonic will launch almost straight forward instead - a faster way to bounce on someone right in front of him. Of course, Sonic himself is a bit of a show-off...you may notice that he's now fond of striking a pose upon contact with an opponent.
His Down-Special is now his sole Charging Spin Dash, and it's gained most of the nuances his old Side-Special had while retaining all of its own properties. Hit opponents while charging to set up unique shield pressure, or launch across the stage into a lightning fast combo! As for Side-Special, it's a fast-starting spin attack with a variable height jump attached. When Sonic lands during it he'll tumble along the ground dragging victims with him. Aiding in recovery, approach and overall combo ability, it seamlessly complements Sonic's existing play-style.
Combo Game
Sonic's combo game is better than ever. His grab is great for setting up vertical combos or low angle gimps, and with his speed getting grabs is a cinch. His new Forward-Aerial, a front flip-kick reminiscent of the Sonic Eagle from Sonic Battle serves as both a combo extender and meteor finish. His Up-Aerial links better and spacing for the tips of his shoes can yield early kills. His Down-Aerial Dive Kick is now extremely fast and allows Sonic fantastic follow-ups on grounded opponents. Even his Neutral-Aerial has been spiced up a bit - with a cleaner look inspired by Sonic 3 and stronger hitbox!
With Sonic's movement speed and his new ground attacks, Sonic is a force to be reckoned with on the stage, as well. Up-Smash ends much faster, allowing Sonic to combo out of the move. Down-Smash on the other hand has been re-imagined as a multi-kicking breakdance move - with fast start up and more power than it had before. His Forward-Smash finally has the power it deserves, giving opponents cause for concern if they see him wind up. Nor have his tilts been neglected - Down-Tilt is good for initiating combos, Forward-Tilt is a poke with solid range, and Up-Tilt's lightning fast flip-kick is great for pressure and anti-air.
Need For Speed
Sonic's got a plethora of tricks in addition to blazing fast speed. You can Wavedash out of spindashes, you can spinshot long distances, Moonwalk around the opponent, and take advantage of Sonic's fantastic Jump-Canceled grabs. Make sure you know everything there is to know about just moving around the stage, as it is an essential part of Sonic's game!
Attributes
Changes from Brawl to PM
- Jab combo does more damage.
- Forward tilt is now a single hit, while still dealing the same damage, and does the same damage even from far away unlike Brawl, and slightly more KO potential.
- Up tilt is now a foot uppercut with a single hitbox instead of a double high kick, which acts better as a launcher, with overall less lag, and It is based upon the Sonic Up Draft move from Sonic Battle.
- Foward smash does more damage and is a better KO move.
- Up smash has much less ending lag and only has two hitboxes; the first is weak, while the second is much stronger and produces more knockback, making the move harder to avoid and improving its KO potential dramatically.
- Down smash changed to a multi-hitting "break-dance" move reminiscent of his Heavy Attack, the Sonic Flare, from Sonic Battle. It acts similar to the original, but has faster start-up and deals higher damage with much more knockback and can punish shielding or crouch canceling foes.
- Neutral aerial does much more damage and has stronger knockback and has a larger hitbox.
- Forward aerial is now a faster front-flip kick, based on the Sonic Eagle from Sonic Battle. It has much more utility, covering a wider area in front of Sonic and meteor smashing at the heel of his foot, which when combined with his enhanced air speed gives Sonic a deadly Ken Combo.
- Back aerial does more damage and is a stronger KO move.
- Up aerial Has faster start-up, links better, does 4-5% more damage and the sweetspot at the tips of his shoes have stronger knockback.
- Down aerial does more damage and has more knockback on its sweetspot, has significantly faster startup, and is now better at starting aerial combos when L-canceled.
- Up throw sends for better follow-ups.
- Down throw is faster, giving the opponent less time to DI.
- Homing Attack can hit even when facing the other way and has much faster startup and fires straight at the opponent, now homing on them much more consistently in addition to juggling them at medium percentages.
- Side special is now Somersault: a fast-starting spin attack with a variable height jump depending on how long is the special button held. Pressing the attack button turns the attack into a sliding kick similar to that of the Sonic Adventure games. Both attacks cancel upon falling off a ledge. This gives Sonic a new multi-hitting quick attack to efficiently rack up damage and then launch foes, rather than a move almost identical to his down special. It also sweetspots ledges when used in midair, improving Sonic's horizontal recovery.
- Down special is still his Spin Charge, but has gained most of the nuances the original Spin Dash had while retaining all of its own properties. It can additionally damage opponents when being charged.
- Dash attack does more damage, and deals higher knockback.
- The new physics and the re-introduction of wavedashing give Sonic much more options, improving his already outstanding mobility and allowing some moves to flow much better into each other.
- Air speed is increased to help his aerial game and recovery.
- Down tilt's IASA frames are later.
- New up tilt has less damage potential.
- New forward air has less damage potential.
- Up throw does less damage.
- Homing Attack has a slightly decreased detection radius, and gives less distance when there is no opponent in range, and has less KO potential.
- Spring Jump gives slightly less vertical distance, and Sonic can no longer air dodge after performing the move.
- Spin Charge can no longer be held indefinitely.
- Sweetspots of neutral aerial and up smash now have a slash effect, and the former has a new look inspired by Sonic 3.
- Pressing the attack button during the startup of Homing Attack lets Sonic use the Blast Attack, which is a faster Homing Attack with less ending lag, though it has less range and doesn't track the opponent. Sonic now strikes a pose after successfully hitting with a Homing Attack.
- Falling animation after using Spring Jump is now identical to his helpless animation, though without the black overlay. Sonic now additionally spins horizontally during the rising portion of the move in a manner similar to Sonic CD.
- Up taunt now features a horizontal spin and finger wag. The taunt button can be held to extend the duration of the finger wag.
- In terms of cosmetics, Sonic has received completely new costumes that fully change the color of his hair and shoes (along with costumes resembling Shadow, Silver, and Tails), making his team colors more obvious.
Revisions
2.5b
- Forward tilt is now one hit, has less endlag, and much more knockback growth.
- Forward smash hit duration extended and has a weak hit added during that time.
- Neutral air is slightly faster, stronger, and has larger hitboxes.
- Back air adjusted in knockback, and is stronger at lower %s.
- Up air 2nd hit comes out slightly faster, sweetspot does a little more damage, and knockback slightly adjusted.
- Up air autocancels much earlier and IASA is a bit earlier.
- Homing Attack IASA is earlier.
- Aerial Somersault can grab ledges.
- Spin Charge can be B-reversed.
- Spin Charge startup is faster.
- Up smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger.
- Jump startup is slightly faster.
- Gets more horizontal momentum from grounded jumps.
- Somersault can no longer be jump canceled immediately, and the invincibility is completely gone.
- Aerial mobility is slightly lower.
- C-Stick up while shielding now correctly jumps instead of up smashing.
- Up tilt has a new animation.
- Down tilt moves forward and back, and the hitboxes and animation were adjusted.
- Down tilt sends foes up and behind him.
- Forward air has slightly faster startup with endlag and knockback adjusted.
- Down air initial hitbox spikes on both grounded and airborne opponents.
- Down air no longer has disabled air mobility, and can be fastfalled to change the dive speed.
- Homing Attack on-hit cancel is removed.
- Homing Attack can be shortened by pressing Attack before he homes-in, this is called Blast Attack.
- Homing Attack hit animation is now reversible.
- Somersault initial hitbox sends outward, and halfway through aerial Side B it will send upwards.
- Somersault can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air.
- Grounded Somersault goes into a multi-hit somersault instead of a spindash.
- Grounded Somersault somersault is jump cancelable, and if you press Attack Sonic will perform a slide kick.
- Grounded Somersaults somersault and slide kick are both edge cancelable.
- Spin Charge releases into spindash sooner.
2.6b
- Up aerial's first hit has increased knockback, matching Brawl Sonic's values. The tipper sweetspot on the second hit is now easier to land.
- Forward smash's knockback was decreased.
- Forward smash's weaker lingering hit has notably decreased hitbox sizing and knockback.
- Forward aerial's damage and knockback were notably decreased, but no longer degrade at the end of the kick.
- Somersault's hitboxes can no longer clank other moves and have increased hitlag.
- Somersault's jump-cancel window starts later.
- Sonic can no longer airdodge after performing Spring Jump, even if he performs an aerial in between.
- Spring Jump can no longer be canceled with a walljump, or wall jump after using Spring Jump.
- Spin Charge's hitboxes can no longer clank other moves and have increased hitlag.
- Spin Charge's spin jump can no longer be canceled with any special or airdodged from, and has a five frame-lock on performing aerials.
- Sonic's jump squat animation carries over more momentum, allowing for more range during his jump cancel grab.
- Forward tilt tipper hit angle raised and homogenized amongst angled variants.
- Forward tilt damage is now based on angle like other forward tilts (12 hi, 11 med, 10 low), and knockback was compensated to match 2.1 Sonic.
- Neutral aerial's hitbox sizing and placements reverted to match 2.1 Sonic, but no longer shrink during the move's duration>
- Neutral aerial's active duration is faster.
- Neutral aerial's initial damage was matched to Brawl Sonic's values, and the knockback compensated to match the last hit of Brawl Sonic's forward aerial.
- Forward aerial starts up faster and now hits while Sonic's leg is further above him. Cooldown was increased slightly.
- Forward aerial's shoe sweetspot now sends at a diagonal angle during the first two active frames.
- Back aerial's initial damage and knockback stats weakened slightly, and his torso hitbox was made into a flub with notably less damage. The lingering hit was strengthened to match Brawl Sonic's values.
- Down aerial's lingering hit angle was raised to match other diagonal sending moves>
- Down aerial's dive no longer slows down when fast-fell.
- Homing Attack has a longer window to acquire a homing target, and a slightly longer start-up.
- Homing Attack's hit rebound animation has a later interrupt window.
- Homing Attack's hit angle is notably higher.
- Somersault's hits earlier with a new graphical cue before the move goes into the hop or tumble. This can allow it to hit twice with the hop. Somersault's initial damage and knockback were reduced to compensate.
- Somersault's previous momentum now has a large effect on the hop's height, making when you use the move more important.
- Somersault's grounded tumble hitboxes have less time between hits, but end faster.
- Spring Jump no longer has invincibility, but can be interrupted with an aerial earlier.
- Spring Jump's turnaround window is slightly longer.
- Spring's hitbox comes out slightly later, and has a more diagonal hit angle with lower base knockback but increased knockback growth.
- Spin Charge's jump inputs now properly recognize the tap-jump setting.
- Spin Charge's charging hitboxes no longer deal additional shield damage, but now drag targets in whatever direction Sonic is moving.
- Spin Charge's charge now sends Sonic into spindash if you fail to mash quickly enough, and the mash requirement increases the longer you stay in charge. A quick white flash indicates that the mashing requirement has gotten harder.
- Spin Charge's charge can no longer be canceled in any manner but by releasing into spindash, or holding shield to enter the spin stop cancel.
- Spin Charge's spindash can no longer be shield canceled at any point in the move. Pressing shield will now cause Sonic to skid to a stop.
- Spin Charge's spin jump and spin turn now have a fifteen frame delay on their hitboxes if Sonic has hit with spindash or spin turn in the last nine frames.
- Spin Charge's spin jump and spin turn have reduced damage with compensated knockback, but can now hit multiple times.
3.0
- Sonic’s aerial mobility was slightly increased.
- Neutral air hits one frame sooner and stays strong slightly longer. The initial hitboxes were slightly increased in size, and knockback on all hits tweaked to aid in comboing and late-percent kills.
- Neutral air now has a small initial sweetspot that deals 15% damage with strong knockback and has neutral frame advantage on block.
- Back air has increased start up reminiscent of Brawl’s, and increased damage and knockback on all hitboxes. IASA window starts two frames earlier.
- Up air's knockback trajectory slightly raised to be straight vertical. Both sweet and sour spots have increased knockback growth.
- Spin Dash knockback stats and trajectory tweaked to aid in comboing.
- Spring attack use is now reset if Sonic is grabbed.
- Forward air’s early sweetspot has reduced knockback growth.
- Homing attack lock-on range reduced by about 1/3.
- Neutral air animation tweaked for polish.
- When Homing or Blast attack collides with a floor, Sonic rebounds instead of flattening to the stage.
- Spin Maneuver’s Jump-cancel frame-lock no longer resets upon landing mid-move. Sonic also flashes when the frame-lock ends>
3.5
- All of Sonic's forward tilt hitboxes last longer.
- Homing Attack can now grab ledges faster, and has 25% larger detection size.
- Sonic's forward tilt, up tilt, forward aerial, and down smash no longer increase Sonic's foot size, limiting range.
- Spin Charge no longer has a hitbox when turning (and for a second afterwards).
- Spin Charge now has longer startup.
- Glitch fixed where Sonic could airdodge out of Spring Jump.
- Homing Attacking in the air without it finding a target now puts Sonic into special fall.
- Spinshot distance reduced by about half.
- It now takes longer to cancel his down aerial.
- Up aerial's second hit now lingers for less time.
- Super Sonic damage and knockback weakened, and now ends in special fall.
- Somersault can no longer be edge cancelled immediately, cannot be cancelled for a longer amount of time, and the held version can't be jumped out of until it hits the ground.
- Homing Attack's ending animation is now affected by gravity.
- The first hit of his up aerial weakened to link better.
- Down aerial's falling speed was reduced by 10%.
- Side Special now has one less hit.
Moveset
Up to date as of version 3.5.
Name | Damage | Description | |
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Neutral attack | Jab, Punch, Kick | 3%, 3% then 4% (10% total) | A simple one-two followed by a kick. |
Forward tilt | Horse Kick | 11%, 12% (angled up), 10% (angled down) | Sonic turns around before kicking both feet out. Can be angled up or down. |
Up tilt | Sonic Up Draft | 11% | Sonic kicks back and flip backwards. Sonic only hits with his left foot. |
Down tilt | Leg Throw | 6% | Sonic throws his leg out and spins around with it, giving him great reach. |
Dash attack | Spin Attack | 8% | Sonic curls into a ball to rush at any opponent in front of him. |
Forward smash | Windup Punch | 16% | Sonic winds up his fist. When he releases it, he shouts "Go!" |
Up smash | Razor Spin | 2% then 14% (16% total) | Sonic curls low and jumps in a ball. |
Down smash | Sonic Flare | 15% (first sweep), 12% (second sweep) | Sonic spins his legs around in a circle twice. |
Neutral aerial | Air Spin | 15% (center), 11% (sides), 8% (late hit), 5% (very late hit) | Sonic curls up and spins around to generate a sharp "shield" around him akin to Sonic 3. Useful to send opponents flying and a good combo finisher. |
Forward aerial | Sonic Eagle | 11% (foot), 9% (leg) | Sonic flips forward and sends his heel out in a front-flipping axe kick. Works similar to Mario's forward aerial. |
Back aerial | Turn Kick | 16% (foot), 12% (leg), 6% (late hit) | Sonic turns around to kick behind him. Fairly strong in knockback and growth. |
Up aerial | Clap Kick | 4% then 13% | Sonic twists his body upward with his legs out in a scissors kick fashion. One of his stronger aerial attacks. |
Down aerial | Sonic Rocket/Stomp Dive | 10% (early hit), 9% (fall) | Sonic shifts himself down with one foot out, via stall-then-fall. Can alter the trajectory somewhat. |
Grab | 0% | Grabs the enemy with his hands. | |
Pummel | Hedgehog Knee | 3% | Sonic knees the opponent. |
Forward throw | Foot Launch | 3% then 6% (9% total) | Sonic kicks the opponent forward. |
Back throw | Flip Throw | 8% | Sonic flips backwards in a spinball form several times and then sends them away with his feet. |
Up throw | Quill Rack | 3% then 5% (8% total) | Sonic tosses the opponent up and while on all fours spikes his hair out to prick them as they fall on him. |
Down throw | Double Spin | 3 hits, 7% total | Sonic lays the opponent on the ground to spin-grind on top of them. |
Floor attack (front) | Spin Stand | 6% | Spins around, hitting with his head. |
Floor attack (back) | Floor Sweep | 6% | Quick foot sweep, hitting both sides. |
Floor attack (trip) | Trip Sweep | 5% | Quick foot sweep, hitting both sides. |
Edge attack (fast) | Climb Dash | 8% | Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward. |
Edge attack (slow) | Edge Kick | 4% then 8% (12% total) | Sticks out foot then the other while on his back, two consecutive hits. |
Neutral special | Homing Attack/Blast Attack | 8% | Sonic hovers in midair before chasing a single opponent close to him. He'll perform a pose after it hits. |
Side special | Somersault | 4%, then 3 hits of 1% (uncharged), or 8%, then 3 hits of 1% (charged). Slide kick: 9% clean, 6% late | Sonic leaps slightly while in a ball, spinning until he lands. Can be linked into a kick or canceled by jumping. |
Up special | Spring Jump | 4% | A spring is summoned to give him a boost. All momentum is reset when used. Acts as a projectile in mid-air. |
Down special | Spin Charge | 1% (hits when charging), 11%-4% (dash), 4% (jump) | Sonic curls himself into a ball. He can charge up for a bit to fly farther. Sonic can charge the move by holding the initial down input and repeatedly tapping the special button. Unlike in Super Smash Bros. Brawl, Sonic cannot charge infinitely. |
Final Smash | Super Sonic | 13% (body), 18% (head) | With the seven Chaos Emeralds in hand, Sonic uses their power and flies around dealing damage and knockback to opponents he collides with. |
In competitive play
Notable players
Alternate costumes
Sonic's colours have been changed to be significantly more obvious, improving his readbility in team battles. The non-default colours are all references to other Sonic characters, while his alternate costume is based on another series that was created by SEGA, Jet Set Radio.
- Blue
- Red, a reference to Knuckles the Echidna
- Purple, a reference to Big the Cat
- Green, a reference to Jet the Hawk
- Black, a reference to Shadow the Hedgehog
- Yellow, a reference to Miles "Tails" Prower
- Grey, a reference to Silver the Hedgehog
- An alternate costume based on Jet Set Radio.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |