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Sonic (SSB4)

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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
Tier S (6)
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 to the series was announced during the Nintendo Direct on October 1st, 2013 to commemorate Sonic Lost World being released that month. Sonic is one of the six third-party characters in the game, alongside fellow Sega representative Bayonetta, Capcom's Mega Man and Ryu, Bandai Namco's Pac-Man, and Square Enix's Cloud. He was the second third-party character to be revealed in the game, and is the first and only third-party veteran in the series.

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

Sonic is currently ranked 6th out of 58 on the tier list, placing him in the S tier and making him the second highest ranked third-party character. This is a vast improvement over his 22nd out of 38 ranking in Brawl, where he was a mid-tier character. True to his name, Sonic has excellent mobility thanks to having the fastest dashing speed in the game, which is complimented by his special moves that allow him to attack while moving, letting him rack up damage with little fear of reprisal. He also has good KO options in back aerial, up aerial, up smash and forward smash. However, Sonic's KO options are rather laggy, and he suffers from projectile camping and a predictable recovery in Spring Jump. Overall, Sonic retains a strong neutral game and is considerably better at KOing than in Brawl, but still has setbacks in terms of knockback and lag.

Attributes

Sonic is a character of incredible mobility, just like in his home series. He once again boasts the fastest dashing speed in the game, possesses the seventh fastest walking speed and is tied for the ninth fastest air speed. When coupled with his below average falling speed and above average gravity, he can move with blinding speed across any stage. This allows Sonic to easily and effectively utilize a "hit-and-run" playstyle, since most opponents will be unable to keep up with his speed.

Sonic's mobility grants him nigh-omnipresence, which enables him to reach and attack opponents in just a split second. Many of Sonic's moves are also highly damaging and decently fast, making said moves rewarding and hard to punish. Notable examples are forward tilt, neutral aerial and back aerial, with all of them being capable of dealing at least 11%. Additionally, Sonic is blessed with a very useful special moveset. Homing Attack is a highly damaging attack that tracks down the nearest opponent, making it useful for punishing laggy attacks and guard breaking. Spring Jump is an excellent recovery move that covers a long distance, grants intangibility during startup and allows Sonic to attack out of it. The spring that is dropped can be useful both on-stage and off-stage, since it can allow Sonic to pressure and gimp opponents, respectively. Spin Dash and Spin Charge are perhaps his best neutral game tools, as it lets Sonic roll across the stage at varying speeds. The former allows Sonic to jump with it even while charging, and it can also be cancelled with a grab or by shielding, setting up mindgames. The latter hits multiple times and moves even faster, making for a great substitute of dashing. Both, however, can give Sonic additional protection when recovering and chain into other attacks. As such, opponents have to tread around these moves carefully, since a single misstep can result in 20%.

Another advantage Sonic possesses is his grab game. While none of his grabs excel in speed, all of them have decent range and benefit from his incredible movement speed. His pummel is quick and deals a decent amount of damage, allowing him to rack up plenty of damage before performing a throw. Forward throw has decent knockback and can be deadly on platforms or near the edge. Back throw has high base knockback and can easily KO near the edge. It also moves Sonic backward, making it great for sending opponents off the stage. Up throw can be followed up normally at 0% or with the aid of Spring Jump at medium percentages. It can also KO at high percentages, making it more useful than forward throw on center stage. Finally, down throw is a semi-spike with high base knockback, making it excellent for edgeguarding and tech-chasing.

However, Sonic has some weaknesses. His most serious one is his KO power, even in spite of its drastic improvements since Brawl. Sonic has only a few non-smash attacks that can reliably KO before 110%, and all of them require good positioning. His smash attacks are also slow and not particularly strong, making them very risky if used for early KOs. Additionally, Sonic has trouble landing without the use of Homing Attack or Spring Jump, since all of his aerial attacks (aside from neutral aerial) have at least 20 frames of landing lag. Combined with his low air acceleration, Sonic has trouble against juggling. He can also have a hard time dealing with camping, since any projectile that covers the ground can limit his movement options severely. Finally, Sonic can be susceptible to early KOs. Unlike other middleweights, such as Mario and Luigi, some of Sonic's attacks are very punishable should they miss and thus allow openings for opponents to deal heavy damage. His recovery is also predictable if only Spring Jump is available, making it possible to gimp him at relatively low percentages.

Sonic has many beneficial custom moves at his disposal. Stomp can meteor smash opponents, making it more useful in edgeguarding. Hammer Spin Dash can bury opponents as it starts up, allowing for follow-ups that Spin Dash would not permit. Burning Spin Dash deals much more damage and its lower jumps leave Sonic less vulnerable after landing a hit. Auto-Spin Charge is the same as the default, except with one additional advantage: a deceptive charging animation that does not reveal when the move starts losing power. Finally, Gravitational Charge has a wind effect that draws opponents in front of Sonic towards him, making it easier for him to hit them. It also pushes opponents behind him further away, making it more difficult for them to punish him directly.

Overall, Sonic is a character with incredible offensive prowess that must force opponents to make a mistake in order to safely rack up damage and avoid heavy punishment. Even after the nerfs brought about by game updates, Sonic remains a strong choice for competitive play, with high-level professionals such as 6WX and Komorikiri achieving great results with him.

Changes from Brawl

Sonic has been heavily buffed in the transition from Brawl to SSB4. His KOing ability has drastically improved; several of his attacks have been given increased knockback, most notably to his smash attacks and throws. Aside from this, most of regular moves have been improved from being ineffective and situational to possessing utility in either improving his combo game or being capable of scoring a KO outright. Sonic's grab game has also been buffed, as the increased knockback to his throws allows him to string together hits better, further improving his already outstanding combo game, as well as score a KO if necessary.

On the other hand, Sonic received minor nerfs. Spring Jump covers less vertical distance and Homing Attack can no longer be used multiple times without standing on the ground again, weakening one of his great recovery options. Sonic is slightly hurt by the removal of DACUS, which would have further supplemented his newly buffed up smash to the point of making it viable for approaching and KOing. The ending lag for his KOing options have been drastically increased, resulting in Sonic having some trouble KOing characters without said KOing options being the last hit of a combo. Additionally, Sonic has also been nerfed in several game updates, most notably to his KOing ability. Despite these nerfs, none of them have significantly affected his viability.

Aesthetics

  • Change Instead of retaining his design from Sonic the Hedgehog (2006), Sonic's design is now based on his appearances in Sonic the Hedgehog games that utilize the Hedgehog Engine. This has resulted in the color schemes of his body and shoes becoming slightly more vibrant, his eye color becoming slightly more subdued, his irises and pupils being slightly spread out farther from each other, and his mouth being positioned to the side of his muzzle rather than directly in the middle of it. However, the placement of Sonic's mouth will revert to being in the middle of his muzzle during the results screen if the match ended in a no contest or Super Smash Bros. for Wii Uif he was defeated.
  • Change Sonic's front now faces the foreground more on either side.
  • Change Spin Dash-based attacks emit a lower pitched sound effect, similar to the one heard in Sonic Lost World.
  • Change Some attacks produce more visualized lighting effects.

Attributes

  • Change Sonic is lighter (95 → 94).
  • Nerf Sonic 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 and has significantly increased knockback growth, improving its utility.
  • Change Dash attack's animation has been slightly changed. Sonic now performs a flying kick at the end of the attack.
  • Buff Forward tilt has increased base knockback (10 → 30) and can now be angled.
  • Nerf Up tilt deals 6% less damage (14% → 8%).
  • Change Down tilt now launches opponents at the Sakurai angle. When coupled with its increased chance to trip, this grants it utility as an edgeguarding option and a counter for reading get-ups. However, this removes its set-up potential into guaranteed follow-ups.
  • Buff Forward smash has increased knockback growth (98 → 101), slightly improving its KO potential.
  • Nerf Forward smash has increased ending lag making it much easier to punish.
  • Nerf The removal of DACUS hinders up smash's approach potential.
  • Buff Up smash's last hit has increased knockback (70 (base)/153 (growth) → 80/165) and is significantly more difficult to SDI out of, improving its KO potential.
  • Buff Sonic has a new down smash, a split kick. Compared to the previous down smash, it is much faster and unlike the previous down smash, it is a semi-spike, making it more reliable for setting up edgeguards.
  • Change Down smash's front hit has different knockback (40 (base)/100 (growth) → 55/63) compared to the previous down smash. However, its back hit deals 3% more damage (9% → 12%) and has different knockback (40 (base)/100 (growth) → 50/80) compared to previous down smash's.

Aerial attacks

  • Buff Neutral aerial deals 1% more damage (11% → 12%), has a larger hitbox and now launches opponents at 75°, improving its combo potential.
  • Nerf Neutral, back and down aerials have increased landing lag (12 frames → 16 (neutral), 9 frames → 30 (back), 30 frames → 38 (down)).
  • Nerf Forward aerial deals 7% less damage (14% → 7%).
  • Buff Forward aerial has decreased landing lag (30 frames → 26) and its last hit has increased knockback growth (120 → 135).
  • Buff Back aerial deals 1% more damage (13%/9% → 14%/10%).
  • Nerf Up aerial's second hit has altered knockback (63 (base)/90 (growth) → 66/82), slightly hindering its KO potential. Its hitbox duration is also 3 frames shorter (5 frames → 2).
  • Buff Sweetspotted down aerial is now a meteor smash. It also has decreased ending lag (frame 50 → 46).

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)).
  • Buff Forward throw has increased knockback growth (70 → 100), slightly improving its KO potential at high percentages.
  • Buff Back throw has increased knockback growth (60 → 79), giving it KO potential at high percentages.
  • Buff Up throw has increased knockback (65 (base)/70 (growth) → 92/80), slightly improving its KO potential.
  • Buff The changes to hitstun canceling improve up throw's combo potential, enabling it to combo into neutral, forward, back and up aerials from Spring Jump beginning at medium percentages.
  • Buff Down throw launches opponents at a lower angle, improving its edgeguarding potential.

Special moves

  • Change Homing Attack no longer deals consistent damage (8% → 6%-12%).
  • Buff Homing Attack has increased knockback growth (80 → 90) and decreased start-up.
  • Nerf Aerial Homing Attack can only be used once, hindering its recovery potential. A missed Homing Attack also sends Sonic farther than it did in Brawl, hindering its safety while off-stage.
  • Buff Spring Jump's spring now lingers on after it hits an opponent. Additionally, Sonic can now edge sweetspot some time after using Spring Jump.
  • Nerf Spring Jump gains slightly less vertical distance.
  • Change After landing on a grounded spring, Sonic can use Spring Jump again. While this slightly improves its safety in regard to accidental self-destructs, this is largely impractical in regard to recovery.
  • Bug fix Grab release glitch has been fixed, allowing Sonic to re-use Spring Jump if he has been grabbed in midair.
  • Buff Spin Dash and Spin Charge have improved combo potential.
  • Change Spin Dash's short hop is much faster. This improves its combo and mindgame potentials, but hinders its recovery potential.
  • Nerf Spin Dash's rolling and jumping hitboxes deal less damage (6%-10% → 7% (rolling), 5%-7% → 3% (jumping)).
  • Buff Spin Dash's charge can now be held while jumping. However, a charged Spin Dash cannot be used while in midair.
  • Nerf Super Sonic deals less damage overall (49% → 35%) and decreased knockback, slightly hindering its KO potential.
  • Change Super Sonic now launches opponents at a lower angle.

Update history

Sonic has been slightly nerfed by game updates, most notably to his KO potential. Update 1.0.6 severely decreased the knockback of his back throw, which was one his most potent KOing options, as well as slightly toning down his damage racking ability by weakening Spin Dash's rolling and jumping hitboxes. Update 1.0.4 increased the ending lag of his forward smash, update 1.1.0 decreased the knockback growth of his forward smash, and update 1.0.8 nerfed the KOing power of his up smash. However, Sonic has also received some useful buffs as well. In 1.0.8, his down aerial ends sooner and is easier to avoid self-destructing with. He also benefits heavily from the changes to shield mechanics due to the multiple hitting nature of most of his moves, most notably Spin Dash. While the nerfs to Sonic's KO potential, damage racking ability and combo game have slightly toned down his viability, many professional players have shown that he is still a very capable character regardless.

Super Smash Bros. for Nintendo 3DS 1.0.4


Super Smash Bros. 4 1.0.6

  • Nerf Back throw's knockback growth decreased: 90 → 79, hindering its KO potential.
  • Nerf Spin Dash's rolling and jumping hitboxes deal 3% less damage: 10% (rolling)/6% (jumping) → 7%/3%. This results in a full Spin Dash combo dealing 6% less damage overall.
  • Nerf Burning Spin Dash's invincibility removed.
  • Buff Spring Jump can no longer be Pocketed.
  • Change Homing Attack now only targets characters. Previously, it could target Luma or the can used in Duck Hunt's Trick Shot.

Super Smash Bros. 4 1.0.8

  • Nerf Up smash's knockback growth decreased: 177 → 165, hindering its KO potential.
  • Buff Down aerial's ending lag decreased: frame 50 → 46, slightly improving its safety.

Super Smash Bros. 4 1.1.0

  • Nerf Forward smash's knockback growth decreased: 106 → 101, slightly hindering its KO potential.
  • Change Forward smash has different sound effects.

Super Smash Bros. 4 1.1.1

Super Smash Bros. 4 1.1.3

  • Nerf Weight slightly decreased: 95 → 94


Moveset

  Name Damage Description
Neutral attack   2% Two alternating jabs followed by a side kick. Originates from Sonic the Fighters and is nicknamed the "Punch Punch Kick" (PPK) by players.
2%
4%
Forward tilt   4% (hit 1), 7% (hit 2) A double footed back kick performed from the baby freeze, a variation of the freeze breakdancing move. It hits twice, can be angle, and is useful for tech-chasing or attacking out of shield. Originates from Sonic the Fighters.
Up tilt   2% (hit 1), 6% (hit 2) Two alternating stretch kicks, similar to Captain Falcon's up smash. Originates from Sonic the Fighters.
Down tilt rowspan="1" 6% A legsweep. It can trip opponents and, if used repeatedly, it will slowly move Sonic forward. The attack comes from Sonic the Fighters.
Dash attack 6% Spin Dashes forward before finishing with a rolling flying kick. It is a reliable follow-up from a down throw.
Forward smash   14% A wind-up punch. It can be angled, has deceptive range and deals high knockback, making it one of Sonic's most viable KOing options. However, it comes out on frame 18 and has 28 frames of ending lag, making it risky if used unwisely. Originates from Sonic the Fighters.
Up smash   5% (hit 1), 1% (hits 2-7), 3% (hit 8) A jumping Spin Dash that hits multiple times. It deals high base knockback, but below average knockback growth and suffers from high ending lag.
Down smash   12% A split kick that hits on both sides, similarly to Fox's and Falco's down smashes. It is a semi-spike with fairly fast start-up, but very high ending lag and below average knockback. As such, it is better suited for setting up edgeguards rather than KOing.
Neutral aerial rowspan="1" 12% (clean), 8% (late) 5% (latest) Curls up into a ball and spins while slightly undulating up and down. Due to its launching angle, it is an excellent combo starter from a short hop, yet it is also a reliable follow-up from Spin Dash or Spin Charge-initiated combos. Originates from Sonic the Fighters, although it also highly resembles the Insta-Shield, a simultaneously offensive and defensive technique that debuted in Sonic the Hedgehog 3.
Forward aerial rowspan="1" 0.8% (hits 1-5), 3% (hit 6) A corkscrew battering ram, similar to Pikachu's forward aerial. Hits multiple times, with the last hit dealing some horizontal knockback, making it decent for edgeguarding. Originates from Sonic the Fighters.
Back aerial 14% (clean), 10% (late) A back kick. Useful for edge-guarding and one of Sonic's most viable KOing options. However, it has slow start-up and high landing lag.
Up aerial 3% (hit 1), 6% (hit 2) A scissors kick. Its very large autocancel window makes it a deceptively safe move, making it a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Also useful for SHFF.
Down aerial 8% (clean), 7% (late) A diagonal flying kick. It is a stall-then-fall that can meteor smash. It is difficult to use as such, however, since its meteor hitbox is present only after frame 19. Originates from Sonic the Fighters, though it also resembles the Sonic Rocket from Sonic Battle.
Grab Clinches the opponent. Sonic's grab range is relatively average.
Pummel 2% A knee strike. A fairly fast pummel.
Forward throw 7% A stretch kick. Launches the opponent diagonally upward, KOing at 170%. It resembles the Top Kick from Sonic Battle.
Back throw 7% A high-speed, multiple flipping version of the tomoe nage, a Judo throw. Its knockback growth was nerfed in update 1.0.6, resulting in it now KOing most characters at 160%.
Up throw 6% Heaves the opponent upward and sharpens his quills to stab them. Depending on the opponent's damage, it can be followed up with a neutral, forward, back or up aerial. KOs at 180%.
Down throw 1% (hits 1-3), 4% (throw) Pins the opponent to the ground and then Spin Dashes into them. Great for tech-chasing and a reliable edgeguard set-up. Originates from Sonic the Fighters.
Floor attack (front) 6% Performs a Spin Dash sweep.
Floor attack (back) 7% A legsweep.
Floor attack (trip) 5% Spin kicks around himself.
Edge attack 7% Spin Dashes onto the stage while climbing up. It resembles the cliffhanger flip attack from Sonic the Hedgehog Spinball.
Neutral special Default Homing Attack 6%-12% Curls up into a ball while ascending, homes onto the nearest opponent, and then crashes into them. Pressing the special button will execute the move earlier.
Custom 1 Stomp 5% Instead of homing onto an opponent, Sonic dives straight down and meteor smashes them. Based on the attack of the same name that debuted in Sonic Unleashed.
Custom 2 Surprise Attack 8% A faster variation, albeit with less power and range, as well as more ending lag. If it does not lock on, Sonic will launch himself upward instead of downward.
Side special Default Spin Dash 5%-7% Curls up into a ball, performs a short hop, then starts rolling towards the opponent at high speed. It can be followed up with any aerial attack. It can also be shield canceled, which can be used to trick the opponent.
Custom 1 Hammer Spin Dash 7% (hit 1), 5% (hit 2), 3% (late) The hop at the beginning is higher, with the descent of the arc being capable of burying opponents. However, it has a late hitbox that deals less damage.
Custom 2 Burning Spin Dash 12% (hit 1), 7% (hit 2) The hop is nonexistent and any hops out of the move are shorter, but the move deals more damage and has a flame effect. It is similar to the Flame Somersault from Sonic Adventure 2.
Up special Default Spring Jump — (jump), 4% (spring) Pulls out a spring from the Sonic the Hedgehog games and uses it to springboard into the air. The spring itself can also be used to gimp recovering opponents underneath Sonic.
Custom 1 Double Spring 2% (first spring), 2% (second spring) Sonic can pull out two springs, but each spring deals less damage and the move grants much less distance overall.
Custom 2 Springing Headbutt 3% (ground hit), 7% (late aerial hit), 1% (early aerial hit) Grants slightly shorter distance and the spring does not stay behind, but enables Sonic to hit opponents while ascending. It deals the most damage if Sonic hits the opponent at the end of it instead of at the start.
Down special Default Spin Charge 2% (per hit) A Spin Dash variation that lacks a short hop at the beginning and cannot be shield canceled, but hits multiple times and has more momentum. It also has different aesthetics and a different way of charging up compared to Spin Dash, as it requires repeated presses of the special button.
Custom 1 Auto-Spin Charge 2% (per hit) Removes the need to repeatedly press the special button in order to charge. Its altered aesthetics also make it more deceptive than the default, which can enable mindgames.
Custom 2 Gravitational Charge 2% (per hit) Pulls opponents in front of Sonic towards him and pushes opponents behind Sonic away from him.
Final Smash Super Sonic 5%-8% (slow), 9%-11% (moderate), 14%, 16% (fast) Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the Sonic the Hedgehog games. Sonic is invincible during its duration and can fly in any chosen direction and ram into opponents depending on where the control stick is tilted.

On-screen appearance

  • Spin Dashes onto the stage from the foreground and gives a thumbs up.
SonicOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making a teasing clicking sound.
  • Side taunt: Performs a figure-eight peel out dash, similar to the Super Peel Out technique from Sonic the Hedgehog CD, while saying "Sonic Speed!" (遅すぎだぜ!, You're too slow!).
  • Down taunt: Says "C'mon!" both in English and Japanese while performing the windmill, a breakdancing move.
Up taunt Side taunt Down taunt
Sonic's up taunt in Smash 4 Sonic's side taunt in Smash 4 Sonic's down taunt in Smash 4

Idle poses

  • Looks at the camera for a moment while tapping his foot impatiently, 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 grinning, similarly to an animation he uses after clearing an Act or defeating a boss in Sonic the Hedgehog 3.
Sonic's first idle pose in Super Smash Bros. for Wii U. Sonic's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

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

Victory poses

The Mission Clear jingle from Sonic the Hedgehog (2006), which is an orchestrated remix of the Act Clear jingle from Sonic the Hedgehog 3.
  • Collects the blue Chaos Emerald and poses with it before saying "Piece of cake!" or in Japanese, "A piece of cake! 楽勝だぜ!" (A piece of cake! An easy win!)
  • Sprints off-screen then sprints back on-screen before giving a thumbs up and saying "That was almost too easy!" In Japanese, he says "モタモタしてると置いてくぜ!" (Leaving behind to be dawdling!)
  • Performs the pike, a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" or in Japanese, "Hey guys! また遊んでやるぜ!" (Hey guys! I'll play again next time!) His breakdance is similar to Blaze the Cat's when she clears a mission in Sonic the Hedgehog (2006).
SonicPose1WiiU.gif SonicPose2WiiU.gif SonicPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Sonic's stock icon in Super Smash Bros. for Wii U. Sonic 1213 1211 1313 1311 1113
1321 2213 3213 1223 1331

Notable players

Active

Inactive

Reveal trailer

<youtube>T7w5XUPHFoY</youtube>

Trophies

Sonic
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.
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.)
Sonic the Hedgehog (06/1991)
Wii U: Sonic Lost World (10/2013)
Sonic (Alt.)
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!
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!
Sonic the Hedgehog (06/1991)
Wii U: Sonic Lost World (10/2013)
Super Sonic
The Chaos Emeralds are said to hold enough power to control the whole world. It's that power that turns Sonic into Super Sonic. He turns a glorious golden color and can fly at nearly the speed of light. In his Final Smash, this high-speed flight damages anyone who gets in its way and can even launch them!


In Event Matches

Solo Events

Co-op Events

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

Alternate costumes

Sonic Palette (SSB4).png
Sonic's stock icon in Super Smash Bros. for Wii U. SonicHeadPurpleSSB4-U.png SonicHeadCyanSSB4-U.png SonicHeadWhiteSSB4-U.png SonicHeadBlackSSB4-U.png SonicHeadYellowSSB4-U.png SonicHeadGreenSSB4-U.png SonicHeadRedSSB4-U.png

Gallery

Trivia

Sonic's double mouth glitch.
  • Sonic dashes so fast that if he were to be to customized with all speed-based equipment and used both a Bunny Hood and Superspicy Curry, he would outrun the Spirit Train.
    • Additionally, an unedited Sonic with Superspicy Curry runs at the exact same speed as the water slide in the Flood Chamber of the Kalos Pokémon League stage, causing him to run in place.
  • Sonic is the only third-party character in the series to be present in more than one installment of Super Smash Bros., as well as the only one to be dubbed into languages other than English and Japanese.
  • Despite having existing 8-bit sprites from the Sonic the Hedgehog games released on the Master System and Game Gear, Pac-Man's and Duck Hunt's newcomer posters depict Sonic's 16-bit sprite from the Genesis/Mega Drive version of Sonic the Hedgehog.
  • In Super Smash Bros. for Nintendo 3DS, there is a glitch that results in Sonic having two mouths when rolling backward or forward. This glitch does not appear in Super Smash Bros. for Wii U.
    • This is slightly reminiscent of a similar glitch that he had as Super Sonic in Sonic Lost World.
  • In non-Japanese versions of Super Smash Bros. for Wii U, Sonic uses his reused voice clip from Super Smash Bros. Brawl when he is in the water, since Super Smash Bros. for Nintendo 3DS has no swimming.
    • This results in his voice reverting to the one used by his previous voice actor, Jason Griffith, as well as being one of four reused voice clips of him in SSB4 (the others used when Sonic is asleep, his up taunt and one of his attack grunts). However, Jason Griffith is not listed in the credits, because this is a developmental oversight.
  • On the official Super Smash Bros. Facebook page, there is a picture for every character in SSB4, including Sonic. Sonic's was posted on December 29th, 2014 with the caption "Five gold rings", in reference to the Twelve Days of Christmas.