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Sonic (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Sonic has been [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. His KO’ing power (a major flaw he had in Brawl) has drastically improved, with several of his attacks have been given increased knockback (most notably to his smash attacks and throws). Many of his less effective and situational moves (which, outside of his special moves, were most of his attacks) have been buffed to posses more utility by either being capable of comboing into other attacks or KO'ing outright. Sonic’s grab game has also been buffed, as the increased knockback to his throws allows him to string together his already outstanding combo ability even more reliably, as well as KO. Sonic also benefits from the removal of [[DACUS]], as it allows him to land his smashes easier at opponents. As in ''SSBB'', Sonic remains a close-range fighter who punishes his opponents by racking up damage and executing amazing aerial combos.
Sonic has been [[buff]]ed in the transition from ''Brawl'' to ''SSB4''. His KO’ing power (a major issue he had in Brawl) has drastically improved, with several of his attacks have been given increased knockback (most notably to his smashes and throws). Many of his less effective and situational moves (which, outside of his special moves, were most of his attacks) have been buffed to posses more utility by either being capable of comboing into other attacks or KO'ing outright. Sonic’s grab game has also been buffed, as the increased knockback to his throws allows him to string together his already outstanding combo ability even more reliably, as well as KO. Sonic also benefits from the removal of [[DACUS]], as it allows him to land his smashes easier at opponents. As in ''SSBB'', Sonic remains a close-range fighter who punishes his opponents by racking up damage and executing amazing aerial combos.


On the other hand, Sonic received minor [[nerf]]s; for example, his [[Spring Jump]] travels less vertical distance and the [[Homing Attack]] can no longer be used multiple times without standing on the ground again, weakening one of his great recovery options. The endlag for his KO moves have been drastically increased, resulting in Sonic having some trouble KOing small and/or other fast characters without said KOing options being the last hit of a combo. Additionally, Sonic has also been nerfed in several game patches, most notably to his KO game, but so far, none of these nerfs have significantly affected his viability.
On the other hand, Sonic received minor [[nerf]]s; for example, his [[Spring Jump]] travels less vertical distance and the [[Homing Attack]] can no longer be used multiple times without standing on the ground again, weakening one of his great recovery options. The endlag for his KO moves have been drastically increased, resulting in Sonic having some trouble KOing small and/or other fast characters without said KOing options being the last hit of a combo. Additionally, Sonic has also been nerfed in several game patches, most notably to his KO game, but so far none of these nerfs have significantly affected his viability.


Overall, Sonic has achieved impressive tournament representation and great results and is considered by the competitive community to be a solid high-teir. Although, he is not as common or as dominant as other top-tier characters such as {{SSB4|Sheik}}, {{SSB4|Luigi}}, or {{SSB4|Rosalina & Luma}}, he nonetheless has a dedicated playerbase and is one of the most frequently used characters in low and mid-level play.
Overall, Sonic has achieved impressive tournament representation and great results and is considered by the competitive community to be a solid high-teir. Although, he is not as common or as dominant as other top-tier characters such as {{SSB4|Sheik}}, {{SSB4|Luigi}}, or {{SSB4|Rosalina & Luma}}, he nonetheless has a dedicated playerbase and is one of the most frequently used characters in low and mid-level play.
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*{{buff|[[Forward aerial]]'s last hit has increased knockback growth (120 → 135).}}
*{{buff|[[Forward aerial]]'s last hit has increased knockback growth (120 → 135).}}
*{{nerf|Forward aerial deals 7% less damage (14% → 7%) and has increased ending lag.}}
*{{nerf|Forward aerial deals 7% less damage (14% → 7%) and has increased ending lag.}}
*{{buff|[[Back aerial]] deals 1% more damage (13% → 14%).}}
*{{buff|[[Back aerial]] deals 1% more damage (13%
*{{nerf|Back aerial has increased landing lag (9 frames → 30).}}
*{{change|[[Up aerial]]'s animation has been slightly tweaked, where he no longer twists while performing the scissors kick.}}
*{{buff|Sweetspotted [[down aerial]] is now a [[meteor smash]].}}
*{{buff|Down aerial has decreased landing lag.}}
 
===Throws/other attacks===
*{{nerf|[[Pummel]] deals 1% less damage (3% → 2%).}}
*{{nerf|All throws deal less damage (9% → 7% (forward), 8% → 7% (back), 12% → 6% (up), 8% → 7% (down)).}}
*{{nerf|[[Up throw]]'s knockback has been increased (65 base/ 70 growth → 92 base/80 growth), making it more difficult to follow-up into aerial attacks.}}
*{{buff|Up throw's increased knockback makes it a viable KO option at very high percents.}}
*{{buff|[[Forward throw]] has increased base knockback (60 → 100), making it a viable KOing option at very high percents depending on the opponent's weight and DI.}}
*{{buff|[[Back throw]]'s knockback growth has been increased (60 → 79), making it a useful KO'ing option at high percents.}}
*{{buff|[[Down throw]] no longer has set knockback and launches opponents at a lower trajectory if used on an edge, improving its already strong edge-guarding capability.}}
 
===Special moves===
*{{buff|[[Homing Attack]] has decreased start-up and has increased knockback scaling (80 → 90).}}
*{{change|Homing Attack no longer deals fixed damage (8% → 6%-12%).}}
*{{nerf|Homing Attack can only be used once without standing on the ground again, nerfing one of his great recovery options. A missed Homing Attack now sends Sonic further than it did in ''Brawl'', making it less safe to use off-stage.}}
*{{buff|[[Spring Jump]]'s spring now lingers on after it hits an opponent and he can now use it again after being grabbed midair.}}
*{{nerf|Spring Jump gains slightly less vertical distance.}}
*{{buff|Sonic can now sweetspot the ledge after some time after using Spring Jump.}}
*{{change|After landing on a grounded spring, Sonic can use Spring Jump again.}}<!--While it could be considered a buff, it basically has no practical use in terms of recovery.-->
*{{buff|[[Spin Dash]] and [[Spin Charge]] combo into other attacks more easily.}}
*{{change|Spin Dash's short hop is much faster. While this enables it to combo faster and perform mindgames better, it makes the move less safe as a recovery option.}}
*{{nerf|As of update 1.0.6, Spin Dash's rolling and jumping hitboxes deal less damage (10% → 7% (rolling), 6% → 3% (jumping)).}}
*{{buff|Sonic can now keep holding Spin Dash while jumping. However, he cannot release a charged Spin Dash while in midair.}}
*{{change|Spin Dash now appears to have the same flashing charge animation that Spin Charge uses.}}
*{{nerf|[[Super Sonic]] is much weaker, having decreased overall damage potential (49% → 35%) and decreased knockback.}}
 
==Update history==
Sonic has been slightly nerfed by the game updates, most notably to his KOing game. Update [[1.0.6]] severely decreased the knockback of his back throw, which was one his most potent KOing options, as well as slightly toning down his damage racking ability by weakening Spin Dash's rolling and jumping hitboxes. Update [[1.0.4]] increased the ending lag of his forward smash, update [[1.1.0]] decreased the knockback scaling of his forward smash, and update [[1.0.8]] nerfed the KOing power of his up smash. However, Sonic has also received some useful buffs as well. In 1.0.6, his down aerial ends sooner and is easier to avoid [[self-destruct]]ing with. He also benefits heavily from the changes to shield mechanics due to the multiple hit nature of most of his moves, most notably Spin Dash. Overall, while these changes slightly nerfed Sonic's KOing potential, damage racking ability and combo game, none of them are enough to mitigate his viability, as many players have shown that he is still a very capable character.
 
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
*{{buff|[[Spring Jump]] can now be re-used if Sonic is grabbed in midair after using it.}}
*{{nerf|Forward smash's ending lag increased.}}
 
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|[[Back throw]]'s knockback decreased, weakening one of Sonic's most viable KOing options.}}
*{{nerf|[[Spin Dash]]'s rolling and jumping hitboxes deal 3% less damage: 10% → 7% (rolling), 6% → 3% (jumping). This results in a full Spin Dash combo dealing 6% less damage overall.}}
*{{nerf|Burning Spin Dash's [[invincibility]] decreased.}}
*{{buff|[[Spring Jump]] can no longer be [[Pocket]]ed by {{SSB4|Villager}}.}}
*{{change|[[Homing Attack]] will only target characters. Previously, it could target [[Rosalina & Luma (SSB4)|Luma]] or the can used in {{SSB4|Duck Hunt}}'s [[Trick Shot]].}}
 
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Up smash KOs 10% later.}}
*{{buff|Down aerial ends sooner, making it harder to self-destruct with.}}
 
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{nerf|Forward smash's knockback scaling decreased|106|101.}}
*{{change|Forward smash has different sound effects.}}
 
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Floor attack's [[shield damage]] increased|1|10.}}
 
== Moveset ==
{{MovesetTable
|game=SSB4
|neutralcount=3
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutraldesc=Two punches followed by a side kick. Nicknamed the "Punch Punch Kick" (PPK) by fans.
|ftiltname=&nbsp;
|ftiltdmg=4% (first hit), 7% (second hit)
|ftiltdesc=A back kick that resembles the baby freeze, a variation of the freeze breakdancing move. It hits twice and can be angled. Can be used to tech-chase. Originates from ''Sonic the Fighters''.
|utiltname=&nbsp;
|utiltdmg=2% (first hit), 6% (second hit)
|utiltdesc=A butterfly kick that hits twice, similar to {{SSB4|Captain Falcon}}'s up smash.
|dtiltname=
|dtiltdmg=6%
|dtiltdesc=A spinning legsweep that can trip opponents. If used repeatedly, it will slowly move him forward. Originates from ''Sonic the Hedgehog'' (2006).
|dashname=
|dashdmg=6%
|dashdesc=Spin Dashes forward, which hits multiple times and ends in a rolling flying kick. Has high priority.
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|14}}
|fsmashdesc=Winds up his fist and then throws a punch forwards. Can be angled. Originates from ''Sonic the Fighters''. Moderate ending lag.
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|1}} (hits 2-7), {{ChargedSmashDmgSSB4|3}} (hit 8)
|usmashdesc=A jumping Spin Dash that hits multiple times. Has high base knockback, but low knockback scaling.
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|12}}
|dsmashdesc=A split kick that attacks on either side, similar to {{SSB4|Fox}} and {{SSB4|Falco}}'s down smash. A [[semi-spike]]. Has very fast start-up, but high ending lag.  Low KO potential if not near a ledge. 
|nairname=
|nairdmg=12% (clean), 8% (late)
|nairdesc=Curls up into a ball and moves in several circles. This attack highly resembles the Insta-Shield, a simultaneously offensive and defensive technique that debuted in ''Sonic the Hedgehog 3''.
|fairname=
|fairdmg=7%
|fairdesc=Spins in a horizontal corkscrew to perform a drilling headbutt. Functions similarly to Falco's forward aerial.
|bairname=
|bairdmg=14% (clean), 10% (late)
|bairdesc=A back kick with high knockback. Useful for edge-guarding and one of Sonic's most viable KOing options.
|uairname=
|uairdmg=3% (first hit), 6% (second hit)
|uairdesc=A scissors kick. Its considerably large [[auto-cancel]] window makes it a safe and reliable move.
|dairname=
|dairdmg=8% (clean), 7% (late)
|dairdesc=A diagonal flying kick. It is a [[stall-then-fall]] that can [[meteor smash]].
|grabname=
|grabdesc=Sonic's grab range is relatively below average.
|pummelname=
|pummeldmg=2%
|pummeldesc=Knee strikes the opponent.
|fthrowname=
|fthrowdmg=7%
|fthrowdesc=Stretch kicks the opponent diagonally upward. A viable KOing option around 160%. Can combo into up aerial juggles, but it can be heavily DI'ed backwards.
|bthrowname=
|bthrowdmg=7%
|bthrowdesc=Performs a high speed multi-flip version of the {{rollover|{{s|wikipedia|tomoe nage}}|Circle throw|?}}, a Judo throw. Prior to update 1.0.6, it was one of Sonic's most viable KOing options and one of the strongest back throws in the game. After the nerf, its main power comes from its launch angle, as the knockback is insufficient to KO until 130%-190% near the ledge.
|uthrowname=
|uthrowdmg=6%
|uthrowdesc=Throws the opponent up and sharpens his quills to stab the opponent. Can be reliably followed up with any aerial attack.
|dthrowname=
|dthrowdmg=7%
|dthrowdesc=Pins the enemy down, then Spin Dashes into them. Great for tech-chasing.
|floorfname=
|floorfdmg=6%
|floorfdesc=Performs a Spin Dash sweep.
|floorbname=
|floorbdmg=7%
|floorbdesc=A legsweep.
|floortname=
|floortdmg=5%
|floortdesc=Sonic spin kicks all around himself.
|edgename=
|edgedmg=7%
|edgedesc=Sonic gets up onto the stage with a Spin Dash. This attack resembles his cliffhanger flip attack from ''Sonic the Hedgehog Spinball''.
|nsdefname=Homing Attack
|nsdefdmg=6-12%
|nsdefdesc=Curls up into a spiky ball while ascending, aims for the nearest target, and then crashes into them.
|nsc1name=Stomp
|nsc1dmg=5%
|nsc1desc=Instead of moving towards a target, Sonic dives straight down, [[meteor smash]]ing the opponent. Based on the attack of the same name that debuted in ''Sonic Unleashed''.
|nsc2name=Surprise Attack
|nsc2dmg=8%
|nsc2desc=A faster variant of Homing Attack, albeit with less power and range, as well as more ending lag.
|ssdefname=Spin Dash
|ssdefdmg=5-7%
|ssdefdesc=Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. Easily combos into one of his aerial attacks.
|ssc1name=Hammer Spin Dash
|ssc1dmg=7% (first hit), 5% (second hit), 3% (late)
|ssc1desc=Has a larger hop at the beginning, with the descending part of the arc capable of burying opponents.
|ssc2name=Burning Spin Dash
|ssc2dmg=12% (first hit), 7% (second hit)
|ssc2desc=The hop is non-existent, but it deals more damage due to Sonic being engulfed in flames. Hops from out of the move are shorter.
|usdefname=Spring Jump
|usdefdmg=4%
|usdefdesc=Pulls out a spring from the ''Sonic the Hedgehog'' games and uses it to leap into the air. It can also be used as a somewhat helpful projectile to gimp off-stage opponents that are underneath him.
|usc1name=Double Spring
|usc1dmg=2% (first hit), 2% (second hit)
|usc1desc=Can pull out two springs, but grants much less distance overall.
|usc2name=Springing Headbutt
|usc2dmg=3% (grounded), 7% (air late hit) 1% (air early hit)
|usc2desc=Slightly shorter distance and the spring does not stay behind, but it has the added ability to hit opponents on the way up. This move deals the most damage if Sonic hits the opponent at the end of this move instead of at the start.
|dsdefname=Spin Charge
|dsdefdmg=2% for each hit
|dsdefdesc=Works like Spin Dash, except there is no hop, and the player must repeatedly press the special button in order to charge it.
|dsc1name=Auto-Spin Charge
|dsc1dmg=2% for each hit
|dsc1desc=Removes the need to repeatedly press the special button in order to charge.
|dsc2name=Gravitational Charge
|dsc2dmg=2% for each hit
|dsc2desc=Pulls opponents in front of Sonic towards him and pushes opponents behind Sonic away from him.
|fsname=Super Sonic
|fsdmg=5%, 6%, 7%, 8% (slow), 9%, 10%, 11% (moderate), 14%, 16% (fast)
|fsdesc=Transforms into Super Sonic from the ''Sonic the Hedgehog'' games. The player can use the Circle Pad or other movement buttons to make him fly in any direction they choose and invincibly ram foes.
}}
 
===Taunts===
<gallery>
SonicUpTauntSSB4.jpg|
SonicSideTauntSSB4.jpg|
SonicDownTauntSSB4.jpg|
</gallery>
* '''Up Taunt''': Does a somersault, then crosses arms with his index finger pointing out while making a teasing clicking sound, which forms into one of his signature poses.
*'''Side Taunt''': Does his signature figure eight peelout dash while saying "Sonic Speed!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!'').
*'''Down Taunt''': Says "C'mon!" both in English and Japanese while performing the windmill, a breakdancing move.
 
===On-Screen Appearance===
Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
 
===Idle Poses===
*Turns towards the player, waving his finger in a patronizing manner while grinning. He did this on the title screen for a few of his games.
*Looks at the camera for a moment while tapping his foot impatiently. This is similar to his idle animation from the classic ''Sonic the Hedgehog'' games for the Sega Genesis.
 
===Victory Fanfare===
The origin of this theme is from [[wikipedia:Sonic the Hedgehog (2006 video game)|''Sonic the Hedgehog'' (2006)]], which itself is an orchestrated remix of the tune that plays when [[Sonic the Hedgehog|Sonic]] passed an Act in ''{{s|wikipedia|Sonic the Hedgehog 3}}''. This is the only victory theme to be ripped directly from the original game.
<gallery>
SonicTheme.ogg
</gallery>
 
===[[Victory pose|Victory Poses]]===
<gallery>
File:SonicPose1WiiU.png
File:SonicPose2WiiU.png
File:SonicPose3WiiU.png
</gallery>
*Collects the blue [[Chaos Emerald]] and poses with it while saying "Piece of cake!".
*Sprints off-screen then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!".
*He breakdances and then does a pose with his fist, saying "Let's do that again sometime!".
 
==In [[Competitive play|Competitive Play]]==
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
|char=Sonic
|set1=1213
|set2=1211
|set3=1313
|set4=1311
|set5=1113
|set6=1321
|set7=2213
|set8=3213
|set9=1223
|set10=1331
}}
 
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|6WX|USA}}
*{{Sm|Espy|USA}}
*{{Sm|Kai|USA}}
*{{Sm|KEN|Japan}}
*{{Sm|Komorikiri|Japan}}
*{{Sm|Octo|Japan}}
*{{Sm|Seagull Joe|USA}}
*{{Sm|StaticManny|USA}}
{{Sm|SuperGirlKels|Canada}}
*{{Sm|Wonf|Mexico}}
 
==Trailer==
<youtube>T7w5XUPHFoY</youtube>
 
==Trophies==
 
:'''Sonic'''
::{{flag|North America}} ''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.''
 
::{{flag|Europe}} ''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.)''
 
{{Trophy games|console1=none|game1=Sonic the Hedgehog (06/1991)|console2=WiiU|game2=Sonic Lost World (10/2013)}}
 
:'''Sonic (Alt.)'''
::{{flag|North America}} ''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!''
 
::{{flag|Europe}} ''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!''
 
{{Trophy games|console1=none|game1=Sonic the Hedgehog (06/1991)|console2=WiiU|game2=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!''
 
 
<center>
<gallery>
SonicTheHedgehogTrophy3DS.png|Classic (3DS)
SonicTheHedgehogAltTrophy3DS.png|Alt. (3DS)
SonicTheHedgehogTrophyWiiU.png|Classic (Wii U)
SonicTheHedgehogAltTrophyWiiU.png|Alt. (Wii U)
SuperSonicTrophyWiiU.png|[[Super Sonic]]
</gallery>
</center>
 
==In [[Event Match]]es==
===Solo Events===
* '''[[All-Star Battle: Secret]]''': Sonic is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous ''Super Smash Bros.'' games.
* '''[[The FINAL Final Battle]]''': The player must defeat Sonic, alongside {{SSB4|Mario}}, {{SSB4|Pac-Man}}, and {{SSB4|Mega Man}}.
* '''[[Up to Speed]]''': Sonic must defeat {{SSB4|Fox}}, {{SSB4|Falco}}, and {{SSB4|Captain Falcon}} in a high-speed 1 stock battle.
 
===Co-op Events===
* '''[[Full Speed Ahead]]''': Sonic and {{SSB4|Captain Falcon}} must defeat another Sonic and Captain Falcon in a high-speed stock battle.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
 
==[[Alternate costume (SSB4)#Sonic|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Sonic Palette (SSB4).png]]
|-
|{{Head|Sonic|g=SSB4|s=50px}}
|{{Head|Sonic|g=SSB4|s=50px|cl=Purple}}
|{{Head|Sonic|g=SSB4|s=50px|cl=Cyan}}
|{{Head|Sonic|g=SSB4|s=50px|cl=White}}
|{{Head|Sonic|g=SSB4|s=50px|cl=Black}}
|{{Head|Sonic|g=SSB4|s=50px|cl=Yellow}}
|{{Head|Sonic|g=SSB4|s=50px|cl=Green}}
|{{Head|Sonic|g=SSB4|s=50px|cl=Red}}
|}
 
==Gallery==
<gallery>
Sonic Direct.png|Sonic in the Nintendo Direct from April 8th, 2014.
Sonic amiibo.png|Sonic's [[amiibo]].
Sonic-daily.jpg|Sonic's confirmation image on the [[Super Smash Bros. 4 Official Site|official site]].
SSB4WiiU-Sonic1.jpg|Sonic blocking {{SSB4|Mario}}'s punch with his palm.
SSB4WiiU-Sonic2.jpg|Sonic using his side taunt (Super Peel-Out).
SSB4WiiU-Sonic3.jpg|Sonic preparing to dodge {{SSB4|Mega Man}}'s attack.
SSB4WiiU-Sonic4.jpg|One of Sonic's landing animations.
SSB4WiiU-Sonic5.jpg|Sonic using his [[Homing Attack]], damaging both {{SSB4|Pit}} and {{SSB4|Fox}} at once.
SSB4WiiU-Sonic6.jpg|Sonic in mid-air.
SSB4WiiU-Sonic7.jpg|Dodging {{SSB4|Samus}}' aerial by using an [[air dodge]].
SSB4WiiU-Sonic8.jpg|[[Dashing]].
SSB4WiiU-Sonic9.jpg|Homing Attack on {{SSB4|Luigi}}.
SSB43DS-Sonic1.jpg|Sonic's up taunt in the [[Nintendo 3DS|3DS]] version.
SonicForwardAir.jpg|Sonic's forward air.
Spin Dash SSB4.png|[[Spin Dash]].
Spin Charge.png|[[Spin Charge]].
Spring Jump SSB4.png|[[Spring Jump]].
Sonic and Mario.jpg|Sonic using his [[back aerial]].
SonicDownAerial.png|[[Down aerial]]
Sonic and Mega Man Spring Jump and Rush.jpg|Sonic and {{SSB4|Mega Man}} using [[Spring Jump]] and Rush respectively.
Mario Sonic and Mega Man.jpg|Mario, Sonic, and Mega Man on {{SSB4|Battlefield}}.
Sonic kicks Bowser SSB4.jpg|Sonic jabs his foot into {{SSB4|Bowser}}'s stomach.
WindyHillSSB4.png|Mario's [[Fireball]] [[priority|colliding]] with Sonic's [[neutral attack]].
HomingAttackonBower.jpg|Sonic using a Homing Attack on Bowser.
Sonic Idle SSB4.jpg|Sonic's idle pose.
Sonic Forward Tilt SSB4.jpg|Sonic's [[neutral attack]] (third hit).
Sonic dair SSB4.jpg|Sonic's [[down aerial]] in the 3DS version.
Soccer Ball SSB4.jpg|Sonic and {{SSB4|Wii Fit Trainer}} running at a Soccer Ball with {{SSB4|Mega Man}} watching.
SSB4 - Ore Club.jpg|Sonic hitting {{SSB4|Pit}} with the [[Ore Club]] while fighting in [[Palutena's Temple]].
Sonic_meteor_smash.gif|Sonic performing his [[down aerial]] on Marth, meteor smashing him.
ChargingSpinDash.gif|Sonic charging his spin dash; note the flashing animation.
</gallery>
 
==Trivia==
[[File:Sonic_double_mouth.jpeg|thumb|Sonic's double mouth bug]]
*Sonic dashes so fast that if one were to customize Sonic with all speed-based equipment, then combine that with a [[Bunny Hood]] and [[Superspicy Curry]], he can outrun the [[Spirit Train]].
**Additionally, an unedited Sonic with Superspicy Curry runs at the exact same speed as the water slide in the Flood Chamber of the [[Kalos Pokémon League]] stage, causing him to run in place.
*Sonic is the only third-party character in the series to be present in more than one game, as well as the only one to be dubbed into languages other than Japanese and English.
*Despite having existing 8-bit sprites from the ''Sonic the Hedgehog'' games released on the {{s|wikipedia|Master System}} and [[wikipedia:Sega Game Gear|Game Gear]], [[Pac-Man]] and [[Duck Hunt]]'s newcomer posters depict Sonic using 16-bit sprites from the Genesis/Mega Drive version of ''Sonic the Hedgehog''.
*In {{for3ds}}, there is a bug where Sonic has two mouths instead of one when [[rolling]] backwards or forwards. The glitch does not appear in {{forwiiu}}.
**This is slightly reminiscent of a strikingly similar bug that Super Sonic had in ''Sonic Lost World''.
*In non-Japanese versions of {{forwiiu}} (since the 3DS version has no swimming), Sonic uses his reused voice clip from ''Super Smash Bros. Brawl'' when he is in the water.
**This results in his voice reverting to the one used by his previous voice actor, Jason Griffith, as well as being one of three re-used voice clips of him in ''SSB4'' (the others used when Sonic is [[asleep]] and his up taunt).
*Sonic is the only character to have a victory theme taken directly from another game, which is ''Sonic the Hedgehog'' (2006).
*In ''Super Smash Bros. for Nintendo 3DS'', when Sonic does his "Piece of cake!" victory animation, a part of his muzzle strangely goes up touching his eye and then goes back to its original position. This is most likely just a bug.
*Sonic, {{SSB4|Little Mac}}, {{SSB4|Ryu}}, and {{SSB4|Meta Knight}} are the only characters whose entirety of default special moves can aid their recoveries.
*On the official Smash Facebook page, there is a picture for every fighter in ''Smash 4'', including Sonic. Sonic's was posted on December 29th, 2014, with the caption "Five gold rings", in reference to the {{s|wikipedia|Twelve Days of Christmas}}.
 
{{SSB4Characters}}
{{Sonic universe}}
 
[[Category:Sonic (SSB4)]]
[[Category:Third party characters]]
[[Category:Trophies (SSB4-3DS)]]

Revision as of 22:10, November 1, 2015

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 as he appears in Super Smash Bros. 4.
SonicSymbol.svg
Universe Sonic the Hedgehog
Other playable appearance in Brawl


Availability Starter
Final Smash Super Sonic
Sonic's stock icon in Super Smash Bros. for Wii U.

Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. 4. His return from Brawl was announced during the Nintendo Direct on October 1st, 2013, in celebration of Sonic Lost World being released in the same month. Sonic is one of the four third-party characters in the game, along with Capcom's Mega Man and Ryu and Bandai Namco's Pac-Man, was the second third-party character to be revealed in the game, and is the first non-Nintendo veteran in the series.

In the English version, Sonic uses Roger Craig Smith's voice clips from games such as Sonic Generations, Mario & Sonic at the London 2012 Olympic Games, and Sonic & All-Stars Racing Transformed, reflecting his voice actor change in 2010 from Jason Griffith, who had previously voiced Sonic since 2005. Sonic also has alternate voices for the French, Spanish, German, and Italian languages, as Sonic games from Sonic Generations onward were dubbed into those languages. The Japanese game simply reuses Jun'ichi Kanemaru's recordings from Brawl.

Attributes

Sonic, true to his name, is the fastest character in SSB4. He possesses the fastest dashing speed, among some of the fastest walking and aerial speeds, and very fast rolls. Like Greninja and Sheik, Sonic fits the "hit-and-run" archetype, but focuses more closely on close-range combat due to lacking a campable projectile unlike the two. As a result of his blindingly fast speed, Sonic can enable quick pressure on an opponent in order for him to dash in at the correct time and punish them accordingly through his amazing poking tools, throw-initiated combos, strong aerial finishers, and/or slow gimps through the use of his effective special moves.

Sonic's KOing power has significantly improved from Brawl, with most of his attacks dealing much more knockback, especially his throws and smash attacks (although his back throw was significantly nerfed in update 1.0.6 and his up smash also underwent a major nerf in update 1.0.8). His back and up air attacks are also rather deadly KOing moves, and can be used directly after an up throw for a powerful KO string. In addition to their improved knockback, Sonic's throws also have utility for different situations. His down throw is capable of tech-chasing into his dash attack, Spin Dash or Spin Charge, his up throw sets-up into aerial juggles and KO finishers, and his back and forward throw (and to a lesser degree his u-throw) are viable KO'ing options at high percents. His grab game is further complimented by his speed, which allows him to tech-chase into follow-ups with ease.

Sonic is one of the hardest characters in the game to gimp and punish. This is courtesy of many of his attacks being lagless, his ability to wall jump, and the considerable benefits that Spring Jump provides (tremendous vertical recovery, invincibility during the jump's ascent and the ability to attack out of his recovery). His Spin Dash and Spin Charge can also function as potential recovery options when combined with his Spin Shot technique to safely return to the stage's edge while bypassing the effects of projectile campers. As a result, these traits grant Sonic a decent level survivability despite his status as a middleweight.

Sonic's defense is also capable due to him having one of the best shield games in SSB4 due to the multiple ways he can go into it, which also grants him good mind reading and punishment options. Spin Dash can be shield cancelled from the ground and Sonic can still jump while charging it. These techniques set up for potential mix-ups and allow Sonic to trick his opponents, causing them to make hasty moves, something Sonic can capitalize on.

Sonic also has many beneficial custom moves. Stomp can meteor smash opponents, which further helps his edge-guarding game. Hammer Spin Dash can bury opponents that are too close upon initiation, allowing follow-ups Spin Dash would not permit. Burning Spin Dash deals almost twice the damage, and the shorter hops leave Sonic less vulnerable after landing a hit. Auto-Spin Charge, other than having a more convenient charging method, has a deceptive charging animation that does not reveal when the move actually starts losing power. Lastly, Gravitational Charge has a suction effect in front of Sonic, enabling him to hit opponents easier than before. It also pushes them away if they end up behind Sonic, preventing immediate follow-ups against him.

Despite excelling in many ways, Sonic still has his flaws. One weakness is a vulnerability to camping due to Spring Jump, his only projectile, being completely ineffective offensively outside of edge-guarding. Furthermore, despite having among the best frame data in SSB4, some of his KOing options are rather laggy, such as his forward smash and back aerial. This results in Sonic having some trouble KOing small and/or other fast characters such as Pikachu without said KOing option being the last hit of a combo. Also, while Sonic has among the longest distance recoveries in SSB4, his options outside of Spring Jump are somewhat predictable and punishable. Despite this, Sonic's strengths are considered to be more than enough to compensate for his weaknesses. This has been shown in the competitive scene, as his representation and results in tournaments have both been significantly impressive, with one of his most notable success stories being Seagull Joe's victory over ZeRo at The Big House 5.

Changes from Brawl

Sonic has been buffed in the transition from Brawl to SSB4. His KO’ing power (a major issue he had in Brawl) has drastically improved, with several of his attacks have been given increased knockback (most notably to his smashes and throws). Many of his less effective and situational moves (which, outside of his special moves, were most of his attacks) have been buffed to posses more utility by either being capable of comboing into other attacks or KO'ing outright. Sonic’s grab game has also been buffed, as the increased knockback to his throws allows him to string together his already outstanding combo ability even more reliably, as well as KO. Sonic also benefits from the removal of DACUS, as it allows him to land his smashes easier at opponents. As in SSBB, Sonic remains a close-range fighter who punishes his opponents by racking up damage and executing amazing aerial combos.

On the other hand, Sonic received minor nerfs; for example, his Spring Jump travels less vertical distance and the Homing Attack can no longer be used multiple times without standing on the ground again, weakening one of his great recovery options. The endlag for his KO moves have been drastically increased, resulting in Sonic having some trouble KOing small and/or other fast characters without said KOing options being the last hit of a combo. Additionally, Sonic has also been nerfed in several game patches, most notably to his KO game, but so far none of these nerfs have significantly affected his viability.

Overall, Sonic has achieved impressive tournament representation and great results and is considered by the competitive community to be a solid high-teir. Although, he is not as common or as dominant as other top-tier characters such as Sheik, Luigi, or Rosalina & Luma, he nonetheless has a dedicated playerbase and is one of the most frequently used characters in low and mid-level play.

Aesthetics

  • Change Sonic's appearance has been slightly altered to match his appearances in recent Sonic the Hedgehog games that use the Hedgehog Engine, such as Sonic Unleashed, Sonic Generations, and the Wii U version of Sonic Lost World. This includes his facial expressions now showing his mouth being placed more to the side of his muzzle rather than right below his nose, although its placement reverting to being under his nose can be seen in Super Smash Bros. for Wii U during his losing animation and in one of his winning animations.
  • Change Sonic's front now faces the foreground more on either side.
  • Change Attacks which involve spinning emit a lower-pitched sound effect, similar to that heard in Sonic Lost World.
  • Change Some of Sonic's attacks produce more visualized lighting effects.

Attributes

  • Nerf Sonic's walks slower (1.4 → 1.375).
  • Buff Sonic's air speed is faster (1.1092 → 1.15).
  • Nerf Sonic's traction is lower (0.07 → 0.06).

Ground attacks

  • Buff Neutral attack deals 1% more damage (7% → 8%).
  • Buff Dash attack is now a multiple hit attack that ends with a rolling flying kick, giving it better utility overall.
  • Buff Forward tilt has increased base knockback (10 → 30).
  • Nerf Up tilt deals 6% less damage (14% → 8%).
  • Nerf Down tilt launches opponents forward instead of upward, which reduces its follow-up options.
  • Buff Forward smash has increased knockback growth (98 → 101).
  • Nerf Forward smash has increased ending lag.
  • Buff Up smash's last hit has increased knockback (70 base/153 growth → 80 base/165 growth) and it is also much more difficult to SDI out of.
  • Buff The removal of DACUS makes his up smash easier to land on opponents.
  • Change Sonic has a new down smash. A split kick.
  • Buff Down smash is much faster and is also a semi-spike.
  • Nerf Down smash's front hit has decreased knockback (40 base/100 growth → 55 base/63 growth).
  • Change Down smash's back hit has increased base knockback but decreased knockback growth, giving it around the same strength (40 base/90 growth → 50 base/80 growth).

Aerial attacks

  • Buff Neutral aerial deals 1% more damage (11% → 12%).
  • Buff Neutral aerial launches opponents at 75°, which gives it more combo potential.
  • Change Neutral aerial now emits bluish aura around Sonic's body for the duration of the move, similar to the Insta-Shield from Sonic the Hedgehog 3.
  • Buff Forward aerial's last hit has increased knockback growth (120 → 135).
  • Nerf Forward aerial deals 7% less damage (14% → 7%) and has increased ending lag.
  • {{buff|Back aerial deals 1% more damage (13% �