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{{ArticleIcons|brawl=y}}
{{disambig2|Sonic's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Sonic the Hedgehog}}
{{disambig2|Sonic's appearance in ''Super Smash Bros. Brawl''|the character in other contexts|Sonic the Hedgehog}}
{{Infobox Character
{{Infobox Character
|name         = Sonic
|name = Sonic
|image       = [[File:Sonic SSBB.jpg|249px|Sonic the Hedgehog]]
|image = [[File:Sonic SSBB.jpg|249px]]
|caption      = [[File:SonicSymbol.png|50px]]
|game = SSBB
|game        = Brawl
|ssbgame1 = SSB4
|ssbgame2 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|ssbgame1    = SSB4
|tier = D
|tier         = D
|ranking = 22
|ranking     = 22
}}
}}
'''Sonic''', known as '''Sonic The Hedgehog''' ({{ja|ソニック・ザ・ヘッジホッグ}}, ''Sonikku za Hejjihoggu'') in the [[Character Roll Call]], is a character from SEGA who appears in ''[[Super Smash Bros. Brawl]]'' as one of the two third-party characters (the other being {{SSBB|Snake}}). Sonic was the first unlockable character to be playable prior to the game's release. He was first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game. A swift character, Sonic [[dash|runs]] at an extremely fast pace that surpasses even {{SSBB|Captain Falcon}}. Nintendo Power states that since Sonic isn't well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, ''Virtua Fighter''. A majority of Sonic's moves are also influenced by SEGA's ''Sonic The Fighters'' and (to a lesser extent) ''Sonic Battle''. He is voiced by [[Jason Griffith]].
'''Sonic''' ({{ja|ソニック|Sonikku}}, ''Sonic'') is a character from [[SEGA]] who appears in ''[[Super Smash Bros. Brawl]]'' as one of the two third-party characters (the other being {{SSBB|Snake}} from [[Konami]]). Sonic was the first unlockable character to be playable prior to the game's release, first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game on October 10. A swift character, Sonic [[dash|runs]] at an extremely fast pace that surpasses even {{SSBB|Captain Falcon}}. Nintendo Power states that since Sonic is not well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, ''[[Virtua Fighter]]''. A majority of Sonic's moves are also influenced by SEGA's ''Sonic the Fighters'' and (to a much lesser extent) ''Sonic Battle''. Sonic is voiced by Jason Griffith in English, reprising his role from both the ''Sonic X'' anime and in the games from ''Shadow the Hedgehog'' and ''Sonic Rush'' up to ''Sonic & Sega All-Stars Racing'', and by Jun'ichi Kanemaru in Japanese, reprising his role from ''Sonic Adventure'' onward.


Sonic is currently placed at 22nd on the ''Brawl'' [[tier list]] in the middle tier. Sonic is most known for his incredible movement speed, possessing by far the fastest [[dashing]] speed, as well as among the fastest [[walking]] and [[air speed]]s. His movement is boosted farther by his [[Spin Dash]] and [[Spin Charge]] moves, which allow him to rip across the stage at incredible speed while simultaneously attacking and/or [[jumping]]. The aforementioned Spin moves give Sonic a plethora of options to attack and confound the opponent, which can make it incredibly difficult to hit Sonic, while also aiding Sonic's ability to [[time out]] opponents. Additionally, Sonic possesses one of the best [[recover]]ies, which contains many options, while gaining great distance and generally making it difficult to [[edgeguard]] Sonic. Sonic also possesses an effective [[grab]] and [[throw]] game, and generally great [[damage]] racking abilities from his Spin moves, up throw, and effective [[combo]]s.
Sonic is placed at 22nd on the ''Brawl'' [[tier list]] in the middle tier, which is his worst placement in the series. Sonic is most known for his incredible movement speed, possessing by far the fastest [[dashing]] speed, as well as among the fastest [[walking]] and [[air speed]]s. His movement is boosted farther by his [[Spin Dash]] and [[Spin Charge]] moves, which allow him to rip across the stage at incredible speed while simultaneously attacking and/or [[jumping]]. The aforementioned Spin moves give Sonic a plethora of options to attack and confound the opponent, which can make it incredibly difficult to hit Sonic, while also aiding Sonic's ability to [[time out]] opponents. Additionally, Sonic possesses one of the best [[recover]]ies, which contains many options, while gaining great distance and generally making it difficult to [[edgeguard]] Sonic. Sonic also possesses an effective [[grab]] and [[throw]] game, and generally great [[damage]] racking abilities from his Spin moves, up throw, and effective [[combo]]s.


Sonic is near crippled, however, by his severe lack of [[KO]]ing ability, being one of the weakest characters with few finishers, none of which are that effective. Sonic additionally possesses what is considered one of the worst [[moveset]]s, which outside his [[special move]]s, consists nearly entirely of terrible to mediocre moves that either possess little utility, or are outclassed by similar moves of other characters. Sonic also suffers from generally poor [[reach]], lacking a proper [[projectile]], and rather poor edgeguarding abilities against many characters (which exacerbates his already poor KOing ability). Overall, Sonic has average [[matchup]]s, and his [[tournament]] results have been above average.
Sonic is nearly crippled regarding his [[KO]]ing ability, though, being arguably one of the weakest characters and having few finishers, none of which are particularly effective. Sonic possesses what is considered one of the worst [[moveset]]s, which, outside his [[special move]]s, consists almost entirely of weak moves that either possess little utility or are outclassed by similar moves of other characters. While Sonic's forward smash and back air are fairly strong, those moves, along with the character in general, suffer from generally poor [[reach]], which combined with his lack of a proper [[projectile]] gives him a rather linear approach. Overall, Sonic has average [[matchup]]s, and his [[tournament]] results have been above average.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play 300 [[VS. match]]es.
*Play 300 [[VS. match]]es.
*Complete [[Classic Mode]] with 10 different characters.
*Complete {{SSBB|Classic Mode}} with 10 different characters.
*Play 10 hours of [[VS. match]]es.  
*Play 10 hours of VS. matches.
*Have Sonic join the player's party in the [[Subspace Emissary]] ([[The Great Maze]]).  
*Have Sonic join the player's party in [[The Subspace Emissary]] ([[The Great Maze]]).


With the exception of the fourth method, Sonic must then be defeated on [[Green Hill Zone]].
With the exception of the fourth method, Sonic must then be defeated on [[Green Hill Zone]].


==Attributes==
==Attributes==
Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed, sixth fastest air speed, and very fast rolls). However, only about half of his moveset has speed to match, none of them being KO moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed helps this problem. His ability to spinshot (hold [[Spin Dash]] and release as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his side special can clank and cancel out the effects of certain projectiles, such as {{SSBB|Snake}}'s [[C4]]. His tremendous running speed, combined with his [[Spin Charge]] special, [[Spring Jump]], and down air give him excellent follow up ability on pretty much every character.
Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed by far, third fastest walking speed, sixth fastest air speed, and very fast rolls). However, only about half of his moveset has speed to match, none of them being KO moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed mitigates this problem. His ability to spinshot (holding [[Spin Dash]] and releasing as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his side special can clank and cancel out the effects of certain projectiles, such as {{SSBB|Snake}}'s [[C4]]. His tremendous running speed, his [[Spin Charge]] and [[Spring Jump]] and specials, and [[down air]] give him excellent follow up ability on practically every character.


Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as all of his KO moves are unreliable, he has no guaranteed setups to them, and he lacks an early KO move. Sonic has only four ways to reliably KO the opponent (backwards and upwards aerial, and side/down smash), all of which have weaknesses that prevent them from being reliable KO moves. All of Sonic's smash attacks have too slow start-up time to be reliable finishers.
Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as all of his KO moves are unreliable, he has no guaranteed setups to them, and he lacks an early KO move. Sonic has only four ways to reliably KO the opponent (back and up aerial, and forward/down smash), all of which have weaknesses that prevent them from being reliable KO moves. All of Sonic's smash attacks have too much start-up time to be reliable finishers.


Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery ([[Homing Attack]]) should an opponent be off the stage with him. Sonic has the ability to wall jump, however, should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge. Sonic also has surprising survivability despite being a middleweight by nature. His down and side special serve as excellent momentum cancelers, which when coupled with his ability to recover, can allow him to survive until very high percentages, not as long as the heaviest characters, but still fairly long.
Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery ([[Homing Attack]]) should an opponent be off the stage with him. Sonic has the ability to wall jump, however; should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge. Sonic also has surprisingly good survivability despite being a middleweight by nature. His down and side specials serve as excellent momentum canceling attacks, which, when coupled with his ability to recover, can allow him to survive until very high percentages, although they are still incomparable to the survivability of characters heavier than him.


Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky, as well. Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back air, many characters or opponents who focus on ledge-camping (such as {{SSBB|Pit}}) can be caught off guard for either a KO or a tactical advantage. Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing.
Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky as well. Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back air, many characters or opponents who focus on ledge-camping (such as {{SSBB|Pit}}) can be caught off guard for either a KO or a tactical advantage. Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing.


Sonic has good punishment options. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of the speed it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes/Charges into a shield, Spin Dash from the ground, and Spin Charge from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.
Sonic has good punishment options. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of how quickly it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes/Charges into a shield, Spin Dash from the ground, and Spin Charge from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.


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]] is much less useful in ''Brawl'' than it was in ''[[Melee]]'', but it can be extremely useful for fake-outs 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 him/her 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 opponent. 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.
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]] is much less useful in ''Brawl'' than it was in ''[[Melee]]'', but it can be extremely useful for mindgames 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 opponent. 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's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Sonic players to this day find it difficult to agree on which matchups are Sonic's worst. 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. However, most Sonic mains will agree that he does not have many, if any, truly advantageous matchups.
Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Sonic players to this day find it difficult to agree on which matchups are Sonic's worst. 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. However, most Sonic mains will agree that he does not have many, if any, truly advantageous matchups.


==Moveset==
==Moveset==
===Ground attacks===
{{MovesetTable
====Normal====
|game=SSBB
*[[Neutral attack]] - A left-handed punch, then a right-handed punch, then finally a side kick with the left leg, known as the PPK ('''P'''unch '''P'''unch '''K'''ick). Does 7% damage. Has a start-up of 3 [[frame]]s. Can jab lock the first and second punch (much like Snake's neutral attack). No lag, but extremely poor range.
|neutralcount=3
*[[Dash attack]] - Rolls into a ball to hit anyone in his way, similar to when the player presses down while running in most Sonic games. Does 6% damage. Difficult to punish, even when shielded. Hits on frame 5-23.
|neutralname=P / PP / PPK
*[[Forward tilt]] - Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's f-tilt in ''Melee''). Does 11% damage, in two hits. First hit on frame 6, second hit on frame 8. Decent defensive move.
|neutral1dmg=2%
*[[Up tilt]] - Kicks upward which hits three times (appearance comparable to Captain Falcon's up smash). Decent knockback. Does 14% damage if all three hits connect (3% on the first hit, 4% on the second hit, and 7% on the third hit). Has a start-up of 7 frames.
|neutral2dmg=2%
*[[Down tilt]] - Foot sweep (appearance and knockback comparable to Sheik's down tilt in ''Melee''). Does 6% damage. Hitbox out on frame 6-9. Can trip at the tip, be used to [[crawling#List of pseudo-crawling characters|pseudo-crawl]], and/or combine with itself or other attacks well at early percentages due to [[IASA]] frames.
|neutral3dmg=3%
|neutraldesc=Punches twice, followed by a side kick. The attack comes from ''Sonic the Fighters''.
|ftiltname=Horse Kick ({{ja|馬キック|Uma Kikku}})
|ftiltdmg=4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs)
|ftiltdesc=Stands on both his hands and performs a horsekick that hits twice. The Horse Kick from ''Sonic the Fighters''.
|utiltname=Double Air Kick ({{ja|ダブルエアキック|Daburu Ea Kikku}})
|utiltdmg=3% (hit 1), 4% (hit 2), 7% (hit 3)
|utiltdesc=Kicks upwards twice, similar to Captain Falcon's up smash. The Skip Kick from ''Sonic the Fighters''.
|dtiltname=Leg Hitter ({{ja|レッグヒッター|Reggu Hittā}})
|dtiltdmg=6%
|dtiltdesc=Sweeps his foot along the ground, similar to the Leg Throw from ''Sonic the Fighters'' and the Foot Sweep attack from ''Sonic the Hedgehog'' (2006). If used repeatedly, it will slowly move Sonic forward.
|dashname=Short Spin Dash ({{ja|ショートスピンダッシュ|Shōto Supin Dasshu}})
|dashdmg=6% (clean), 4% (late)
|dashdesc=Curls into a ball to rush at any opponent in front of him. The attack is similar to the Spin Attack from the ''Sonic the Hedgehog'' games.
|fsmashname=Wind-Up Punch ({{ja|ぐるぐるパンチ|Guruguru Panchi}})
|fsmashdmg={{ChargedSmashDmgSSBB|14}}
|fsmashdesc=Winds up his fist, then throws a punch forwards. Can be angled up or down. The Wind-Up Punch from ''Sonic the Fighters''. One of his few KO moves.
|usmashname=Short Spin Attack ({{ja|ショートスピンアタック|Shōto Supin Atakku}})
|usmashdmg={{ChargedSmashDmgSSBB|5}} (hit 1), {{ChargedSmashDmgSSBB|1}} (hits 2-7), {{ChargedSmashDmgSSBB|3}} (hit 8)
|usmashdesc=Jumps and curls up into a spiky ball, hitting multiple times.
|dsmashname=Spiral Spin ({{ja|スパイラルスピン|Supairaru Supin}})
|dsmashdmg={{ChargedSmashDmgSSBB|12}} (early), {{ChargedSmashDmgSSBB|9}} (clean), {{ChargedSmashDmgSSBB|7}} (mid), {{ChargedSmashDmgSSBB|5}} (late)
|dsmashdesc=Spin dashes back and forth over a short distance. The Dizzy Spin from ''Sonic the Fighters''.
|nairname=Air Spin ({{ja|エアスピン|Ea Supin}})
|nairdmg=11% (early), 8% (mid), 5% (late)
|nairdesc=Curls up into a ball and moves in several circles. The Air Spin from ''Sonic the Fighters''. A fairly standard neutral aerial having decent startup and landing lag, as well as a long duration. It is not very powerful however and it has high ending lag along with a poor auto-cancel window.
|fairname=Sonic Turn ({{ja|ソニックターン|Sonikku Tān}})
|fairdmg=1-2% (hits 1-5), 4% (hit 6)
|fairdesc=Spins in a horizontal corkscrew, drilling with his head. The Emerald Dive from ''Sonic the Fighters''. It is a multi hit attack with low startup and ending lag, making it a decent multi hit. It does have high ending lag however and opponents can escape from it, limiting its use at high level play.
|bairname=Back Spin Kick ({{ja|バックスピンキック|Bakku Supin Kikku}})
|bairdmg=13% (clean), 9% (late)
|bairdesc=A backwards roundhouse kick. It has high startup lag but it has decent range, power and very low landing lag, making it a solid spacing and KO move overall.
|uairname=Air Scissors ({{ja|エアシザース|Ea Shizāsu}})
|uairdmg=3% (hit 1), 6% (hit 2)
|uairdesc=An upwards scissors kick. The first hit deals low knockback which links onto the second hit. The move is not super reliable but it does have a very generous auto-cancel window, which can make it completely safe on shield.
|dairname=Shooting Star Kick ({{ja|流星キック|Ryūsei Kikku}})
|dairdmg=8% (clean), 7% (late)
|dairdesc=Sonic stalls for a brief moment, then shoots downwards foot first. A [[stall-then-fall]] move with a very generous late auto-cancel window and very low ending lag, making it surprisingly safe for a stall then fall. It is not very strong however. The attack works like the Stomp Dive from ''Sonic the Fighters'', but resembles the Sonic Rocket from ''Sonic Battle''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=  Sonic clinches his hands. His standing grab is fast but all of his grabs have short range, with his pivot grab especially having rather poor range for a pivot grab.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=3%
|pummeldesc=Knees the opponent. It is decently quick and deals high damage, making it a very solid pummel.
|fthrowname=Close Kick ({{ja|クローズキック|Kurōsu Kikku}})
|fthrowdmg=3% (hit 1), 6% (throw)
|fthrowdesc=Attacks the foe with a high kick. The attack resembles the Top Kick from ''Sonic Battle''.
|bthrowname=Spin Throw ({{ja|スピンスルー|Spin Surū}})
|bthrowdmg=8%
|bthrowdesc=Does a back flip while spinning and then slams on the ground, sending the opponent backwards with decent knockback.
|uthrowname=Hedgehog Needle ({{ja|ヘッジホッグニードル|Hejjihoggu Nīdoru}})
|uthrowdmg=3% (hit 1), 9% (throw)
|uthrowdesc=Throws the opponent up and sharpens his spikes, which then prick the opponent.
|dthrowname=Spinning Gear ({{ja|スピニングギア|Supinning Gia}})
|dthrowdmg=1% (hits 1-3), 5% (throw)
|dthrowdesc=Pins the enemy down, then Spin Dashes into them. The Double Spin from ''Sonic the Fighters''.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Does a spinball sweep. It is a rather unique floor attack.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Does a quick foot sweep.
|floortname= 
|floortdmg=5%
|floortdesc=Does a spin kick while getting up.
|edgefname= 
|edgefdmg=8%
|edgefdesc=Gets up onto the stage with a spinball attack. This attack resembles his cliffhanger flip attack from ''Sonic the Hedgehog Spinball''.
|edgesname= 
|edgesdmg=6% (hit 1), 7% (hit 2)
|edgesdesc=Slowly gets up and kicks twice. The only edge attack move that can hit twice.
|nsname=Homing Attack
|nsdmg=8%
|nsdesc=Curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them.
|ssname=Spin Dash
|ssdmg=7-10% (dash), 5% (initial jump), 7% (jump)
|ssdesc=Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. Easily combos into one of Sonic's aerial attacks.
|usname=Spring Jump
|usdmg=4%
|usdesc=Pulls out a spring from the ''Sonic the Hedgehog'' games and uses it to leap into the air. The spring acts as a projectile when used in the air.
|dsname=Spin Charge
|dsdmg= 4-11% (dash), 7% (jump)
|dsdesc=Works like Spin Dash, except there is no hop, and the player must repeatedly press the [[B button]] in order to charge it.
|fsname=Super Sonic
|fsdmg=18% (startup & ram), 13% (idle)
|fsdesc=Transforms into Super Sonic, from the ''Sonic the Hedgehog'' games. The player can use the [[control stick]] or other movement buttons to make him fly in any direction they choose and ram into other foes. The transformation lasts for about 15 seconds.
}}


====[[Smash attack]]s====
===Stats===
*[[Forward smash]] - Winds up his arm during the charge and attacks with a slow punch and yells "Go!". It has good knockback, but poor range and slow speed hinder it to be reliable. Can be angled, but unlike most angleable attacks, its knockback does not change when angled up or down. When fully charged, the move KOs at 87%. 14-19% damage. Hitbox out on frame 18-22.
{{technical data|Needs short hop and double jump heights}}
*[[Up smash]] - Sonic does a short jump and hangs at its apex for a bit doing a spin. Enemies that get hit are caught into this attack, and gets hit multiple times until the final hit, which does low knockback. Horrid lag time (hits on frame 19-32 but it only ends on frame 65) makes it very punishable. On the upside, it has a somewhat unpredictable nature if dashing and [[C-Stick]]ing from long-range due to Sonic's speed, which works great to land a hit from a distance. Has minor [[meteor smash]]ing properties towards the back of the move around the 6th-7th hit. This move also has very brief [[invincibility frames]] (before the hitbox comes out). This attack is not recommended to use as a KO move due to its awful knockback, but if used effectively, it works well as a damage builder. 14-19% damage if all hits connect, which doesn't happen as often as Sonic players might like.
{{Attributes
*[[Down smash]] - Spin Dashes back and forth over a short distance around him. It has good knockback, and decent range, but its slow start-up (frame 17-37) prevents it from being a reliable finisher. Does 12-19% damage. Presents a moving hurtbox for Sonic, and works well on opponents descending onto Sonic. Possesses three hitboxes, 1st with good knockback and the last hit having no KO power.
|cast      = 39
 
|weight    = 95
====Other attacks====
|rweight    = 19
*[[Ledge attack]] - Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward. 8% damage. This attack resembles his 'cliffhanger flip' attack in Sonic Spinball.
|dash      = 1.5
*100% ledge attack - Sticks out foot then the other while on his back, two consecutive hits. 13% damage.
|rdash      = 14-21
*[[Floor attack]] - Quick foot sweep, hits both sides. 6% damage.
|run        = 3.5
|rrun      = 1
|walk      = 1.4
|rwalk      = 3
|trac      = 0.07
|rtrac      = 3-6
|airfric    = 0.01
|rairfric  = 17-21
|air        = 1.1092
|rair      = 6
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.04
|raddaccel  = 31-35
|gravity    = 0.085
|rgravity  = 15-16
|fall      = 1.45
|rfall      = 14
|ff        = 2
|rff        = 16
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 34.09444853
|rjumpheight= 17
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


===[[Aerial attack]]s===
===[[Announcer]] call===
*[[Neutral aerial]] - Spins in place. Properties are similar to the [[sex kick]]'s. Has a start-up of 6 frames. This attack is more effective as a short hop aerial as opposed to high in the air, because its long animation can be punished easily. This move looks similar to his basic jump, which may be referencing the fact that in the classic Sonic games, Sonic only needed to jump in order to damage an enemy. Since jumping cannot damage in ''Brawl'', this move simply accentuates his spinning motion to turn it into an attack that looks similar to his jump. Does 11% damage.
{{audio|Needs announcer calls from other languages.}}
*[[Forward aerial]] - Drills at the enemy head first rotating his body, delivering multiple hits. Similar to Pikachu's/Falco's forward aerial. Below-average knockback, but is an excellent follow-up move out of throws and easy to follow-up on. Instantaneous start-up (5 frames). Can also be effective when trying to gimp recoveries. Up to 14% damage. The player should be careful using it too close to the ground as it has terrible lag should Sonic touch the ground before he finishes the attack.
<gallery>
*[[Back aerial]] - Kicks behind him (appearance and knockback comparable to Samus's back aerial). When fresh it is Sonic's best KO move, however it is primarily used to finish spin dash combos which stales too quickly, making it unreliable at higher percentages 13% damage. It can be used to edgeguard by stage-spiking opponents. Has [[sex kick]] properties. Hits on frame 13-16.
Sonic English Announcer SSBB.wav|English/Japanese
*[[Up aerial]] - A flip kick. The animation is very similar to {{SSBB|Wolf}}'s up smash, but it is an aerial attack instead. First he splits his legs apart and out (capable of hitting enemies a bit to his sides) doing no significant knockback. Then he kicks up, knocking his opponents up with decent knockback. Does 9% damage. Good for juggling out of spin dash moves at early-mid percentages. Using it in conjunction with Sonic's Spring Jump is a common KO strategy for Sonic; its meager knockback requires Sonic to hit opponents with his Up Aerial at a high altitude to land a KO, which he can attain using the Spring Jump. It can be used from the ground as well as the air to hit opponents. Its lag is minimal, even when landing on the ground Sonic doesn't suffer any lag and can follow through with another up aerial. Hitbox out on frame 5-7 and 14-16.
</gallery>
*[[Down aerial]] - A [[stall-then-fall]] aerial. Sonic stalls for a brief moment, then shoots downwards foot first. Appearance is comparable to [[Ganondorf (SSBB)|Ganondorf's]] [[Wizard's Foot]]. This attack does not continue downwards until landing (although it does go down very far before stopping), but after some frames it can be cancelled with a Spring Jump. When used with a short hop, the attack gives Sonic the appearance of stomping. It has a good amount of lag when hitting the ground if not performed from high enough. Knockback is either diagonally vertical, or slightly down and horizontal at onset of move. Does 8% damage. Has a start-up of 16 frames.


===[[Grab]]s and [[throw]]s===
===[[Wii Remote selection sound]]===
*[[Pummel]] - Knees the opponent. 3% damage. One of the fastest pummels in the game, especially considering being a 3% pummel.
{{SelectSound|char=Sonic|desc=The score tally from most ''Sonic'' games since ''Sonic the Hedgehog''.}}
*[[Forward throw]] - Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up Air juggles, but it can be heavily DI'ed backwards. Does 9% damage.
*[[Back throw]] - Does a back flip while spinning (and while holding the opponent) and slams them on the ground, sending them backwards with decent knockback.  Appearance is similar to Pikachu's back throw in Melee. Does 8% damage.
*[[Up throw]] - Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is shot upwards and at an angle. 12% damage in two quick hits. Excellent juggle early on, and great for follow-ups with Spring Jump later, though advanced players will horizontally DI. This throw is one of the most damaging in the game percentage wise, and its knockback can KO lightweights at high percentages.
*[[Down throw]] - Throws them down and spins on them (similar to Jigglypuff's down throw but not quite the same), then knocks them a bit forward against the stage. Does a good amount of damage but has set horizontal knockback. Up to 8% damage. Great for tech chasing or for getting opponents off the edge. This can be followed up with a DACUS as well.


===[[Special move]]s===
===[[On-screen appearance]]===
{{Special Moves|game=SSBB|char=Sonic}}
{{Appearance
|desc=Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
|char=Sonic
|game=SSBB}}


===[[Taunt]]s===
===[[Taunt]]s===
 
{{Taunt/SSBB
'''Up''': Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
|char=Sonic
|desc-up=Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
'''Side''': Does a figure eight peelout dash, saying "You're too slow!" in a teasing manner.  
|desc-side=Does a figure-eight peelout dash, similar to the Super Peel Out technique from ''Sonic the Hedgehog CD'', saying "You're too slow!" ({{ja|遅すぎだぜ!|Oso sugi da ze!}}, ''You're too slow!'') in a teasing manner.
 
|desc-down=Says "C'mon, step it up!" while performing a windmill, similar to his victory animation in ''Sonic Advance 3''. In Japanese, he just says "Come on."}}
'''Down''': Says: "C'mon, step it up!" while breakdancing.


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
|desc-1=Looks at the camera while tapping his foot impatiently. This is a reference to his idle animation from the classic ''Sonic the Hedgehog'' games for the Sega Genesis.
|desc-2=Turns towards/away from the player, waving his finger in a patronizing manner while grinning. This is the same as the final part of his promotion video on the DOJO website before he takes off. This is similar to an animation he performs after clearing an Act or defeating a boss in ''Sonic the Hedgehog 3'', as well as a similar pose to key art in ''Sonic the Hedgehog''.
|image-1=Sonic Idle Pose 2 Brawl.png
|image-2=SonicIdle.png}}


*Turns towards/away from the player, waving his finger in a patronizing manner while grinning.  This is the same as the final part of his promotion video on the DOJO website before he takes off. He also did this on the title screen for a few of his games.
===[[Crowd cheer]]===
*Taps his foot impatiently. This is similar to his idle animation from the classic Sonic The Hedgehog games for the Sega Genesis.
{{Crowd
|char=Sonic
|game=Brawl
|desc-us=Go Go So-nic!
|desc-jp=Go Go So-nic!
|pitch-us=Group chant
|pitch-jp=Group chant}}


===[[Cheer]]===
===[[Victory pose]]s===
[[File:Sonic Cheer NTSC Brawl.ogg|thumb|Sonic's NTSC and PAL cheer]]
{{Victory/SSBB
[[File:Sonic JAP Cheer Brawl.ogg|thumb|Sonic's Japanese cheer]]
|victory-theme=SonicTheme.ogg
Go, Go Sonic!
|victory-desc=The "Mission Clear" theme from the 2006 game ''[[wikipedia:Sonic the Hedgehog (2006 video game)|Sonic the Hedgehog]]''. This is the only victory theme in ''Brawl'' to be ripped straight from another game.
|desc-1=He spins once and poses while holding the blue [[Chaos Emerald]] in his hand, and says "Too easy! Piece of cake!" {{ja|A piece of cake! 楽勝だぜ!|A piece of cake! Rakushō daze!}} (''A piece of cake! An easy win!''). The Japanese line originates from ''Sonic Adventure 2'', where Sonic says it after getting a B-rank in a stage, whereas the English line originates from ''Sonic Heroes''.
|desc-2=Runs off the screen, screeches back, and gives a thumbs-up, and says "Sonic's the name, speed's my game!" {{ja|モタモタしてると置いてくぜ!|Motamota shiteru to oite ku ze!}} (''Lag behind and get left behind!'') It highly resembles the SEGA start-up from ''Sonic the Hedgehog 2''.
|desc-3=He break-dances and then does a pose with his fist, and says "Hey, we should do this again sometime!" {{ja|Hey guys! また遊んでやるぜ!|Hey guys! Mata asonde yaru ze!}} (''Hey guys! I'll play again next time!'') Though retranslated, the line is taken from ''Sonic Adventure'', where Sonic says it after defeating certain bosses such as Chaos 0.
|char=Sonic}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|sonic=yes|}}
===Notable players===
===Notable players===
:''See also: [[:Category:Sonic professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Sonic players (SSBB)]]''
*{{Sm|6WX|USA}} - 3rd at Glitch 2
*{{Sm|BAM|USA}} - Beat mikeHAZE, Rich Brown, and Falln
*{{Sm|Canpy|Japan}} - Best Sonic in Japan, placed 49th at [[Sun Rise Tournament]]
*{{Sm|Espy|USA}} - Best Sonic in the World
*{{Sm|Meekspeedy|Canada}} - Top Canadian Sonic main. 4th at GOML 2017
*{{Sm|StaticManny|USA}} - Placed top 64 at Apex 2014, beat DEHF
*{{Sm|Tesh|USA}} - Beat ALSM, Illmatic, Denti, Xyro, Gnes, X, Razer, and Trela
*{{Sm|True Blue|USA}} - Best Sonic in Florida
*{{Sm|Wonf|Mexico}} - Best Mexican Sonic main
*{{Sm|X|USA}} - 6th at MLG Dallas


*{{Sm|Espy|USA}}
===Tier placement and history===
*{{Sm|Masha|Japan}}
Around the beginning of ''Brawl''{{'}}s competitive life, Sonic was considered a non-viable low tier by the majority of players, due to his terrible KOing power, poor moveset (with his attacks generally having low damage output, mediocre frame data, and having rather small and/or poor hitboxes), and perceived "low [[priority]]". At that time, he was ranked as low as 33rd on the first tier list (September 2008), and on the second tier list was viewed hardly any better, being ranked 31st and still in low tier (January 2009). However, dedicated Sonic players at the time were vocal about the community underrating Sonic, as Sonic possessed such an extreme mobility advantage over the rest of the cast, and both [[Spin Dash]] and [[Spin Charge]] allowed Sonic to control the [[neutral game]] against most of the cast, while abuse of those moves made it very difficult to land good hits on Sonic. Additionally, due to how effectively Sonic could run away from opponents and how difficult it was to hit him, Sonic players learned that [[camp]]ing for time out wins was a viable strategy. By abusing these strengths, Sonic players would end up proving the community perception wrong and started placing much more favorably in tournaments; this caused Sonic to jump up eight places to 23rd in mid tier on the third tier list (June 2009), which is the biggest tier list jump in the history of ''Brawl'', tied with {{SSBB|Olimar}} from the first to second lists.
*{{Sm|Meekspeedy|Canada}}
*{{Sm|Shugo|USA}}
*{{Sm|Speed|USA}}
*{{Sm|X|USA}}


===Tier placement and history===
While Sonic would drop mildly to 25th and 24th on the fourth (February 2010) and fifth tier lists (September 2010) respectively, near the end of 2010 Sonic players would achieve their best performance yet, with {{Sm|Espy}} and {{Sm|X}} placing 5th and 6th respectively at [[MLG Dallas 2010]], the final [[MLG]] ''Brawl'' event. Besides being the best placings Sonic achieved at a ''Brawl'' major, it was one of the best performances of any player using a mid-tier tier character in ''Brawl''{{'}}s history. As a result of these performances and other solid results, Sonic would rise to 22nd in solid mid tier on the sixth tier list (July 2011), where Sonic would remain for the rest of ''Brawl''{{'}}s competitive life. The placings at MLG Dallas would prove to be an anomaly, as no Sonic player would ever again come close to top 8 at a ''Brawl'' major (other than X playing 5th at [[Winter Game Fest VI]]), with Sonic's aforementioned flaws keeping him from being truly viable at a top level, though a Sonic player or two making it into the top 64 at large majors and top 32 at smaller majors would remain a common sight for the rest of ''Brawl''{{'}}s competitive life.
Around the beginning of ''Brawl'''s [[metagame]], Sonic was considered a low tier, non-viable character by many players due to his terrible KOing power, poor moveset (due to many of his attacks having rather small and/or poor hitboxes), and perceived "low [[priority]]." At that time, he was ranked as low as 33rd in the first tier list (September 2008). However, dedicated Sonic players starting placing much more favorably in tournaments; this caused Sonic to jump up eight places on the third tier list (June 2009), which is currently the biggest tier list jump in the history of ''Brawl'', tied with {{SSBB|Olimar}} from the first to second lists. Despite Sonic dropping mildly after this rise, players such as {{Sm|Espy}} and {{Sm|X}} accomplished even better tournament results for Sonic, with them placing 5th and 6th respectively at [[MLG Dallas 2010]], the final [[MLG]] ''Brawl'' event. Sonic is currently ranked 22nd on the eighth tier list, as of April 2013. A few players still have a negative view of him, similar to {{SSBB|Ike}}, but he is currently a stable mid tier character.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:SubspaceIntro-Sonic.png|thumb|250px|Sonic in the ''[[SSE]]'']]
[[File:SubspaceIntro-Sonic.png|thumb|250px|Sonic in ''[[SSE]]''.]]
Sonic does not appear in the Subspace Emissary until the final battle with Tabuu, but unlike the secret characters ({{SSBB|Wolf}}, {{SSBB|Jigglypuff}}, and {{SSBB|Toon Link}}), Sonic can be chosen to fight [[Tabuu]] after [[The Great Maze]]. When every fighter reaches Tabuu, he prepares his [[Off Waves]], which had already turned every character into a trophy once before. As soon as he's about to release the attack, a blue blur rams into both of Tabuu's wings, weakening the attack. As the blue blur jumps up on a peak, he reveals himself to be Sonic. While he taunts, Tabuu's wings break apart, and then six fighters are selected to fight Tabuu in the final battle. Sonic's late role in the adventure mode is possibly a reference to the fact that he was added to ''Brawl'''s roster late in 2007.
Sonic does not appear in The Subspace Emissary until the final battle with Tabuu, but unlike the secret characters ({{SSBB|Jigglypuff}}, {{SSBB|Toon Link}}, and {{SSBB|Wolf}}), Sonic can be chosen to fight [[Tabuu]] after [[The Great Maze]].
 
When every fighter reaches Tabuu, he prepares his [[Off Waves]], which had already turned most characters into a trophy once earlier. Just as he's about to release the attack, a blue blur rams into both of Tabuu's wings, shattering them. As the blue blur jumps up on a peak, he reveals himself to be Sonic. While he taunts, Tabuu's wings break apart, and then six fighters are selected to fight Tabuu in the final battle.
 
It is commonly believed that Sonic's minor role in the mode is due to the fact that he was added to ''Brawl''{{'}}s roster so late in development in 2007.
 
===Exclusive [[sticker]]s===
===Exclusive [[sticker]]s===
* '''Amy Rose''': [Leg] Attack +14
* '''Amy Rose''': [Leg] Attack +14
Line 123: Line 256:
* '''Jet The Hawk''': [Leg] Attack +17
* '''Jet The Hawk''': [Leg] Attack +17
* '''Knuckles The Echidna''': [Electric] Resistance +23
* '''Knuckles The Echidna''': [Electric] Resistance +23
* '''Shadow The Hedgehog''': [Specials: Direct] Attack +20
* '''Shadow The Hedgehog''': [Specials: Direct] Attack +20
* '''Silver The Hedgehog''': Launch Power +49
* '''Silver The Hedgehog''': Launch Power +49
* '''Sonic The Hedgehog''': [Body, Spin] Attack +32
* '''Sonic The Hedgehog''': [Body, Spin] Attack +32
* '''Super Sonic''': [Electric] Resistance +27
* '''Super Sonic''': [Electric] Resistance +27
* '''Wave The Swallow''': [Arm] Attack +19
* '''Wave The Swallow''': [Arm] Attack +19


==[[Palette swap (SSBB)#Sonic|Costumes]]==
==In Solo Modes==
[[Image:Sonic Palette (SSBB).png|frame|center|Sonic's alternate costumes in SSBB]]
==={{SSBB|Classic Mode}}===
In Classic Mode, Sonic can appear as an opponent in Stage 10 if he has been unlocked on [[Green Hill Zone]]. Sonic can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 10.
 
===[[All-Star Mode]]===
In All-Star Mode, Sonic is fought in Stage 14 on [[Green Hill Zone]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 30: Sonic Boom]]''': Sonic must defeat 15 other Sonics on the [[Green Hill Zone]] stage.
*'''[[Event 39: All-Star Battle x2]]''': Sonic is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|R.O.B.}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, and {{SSBB|Wolf}}.
*'''[[Event 41: The FINAL Final Battle]]''': The player must defeat Sonic along with Snake and a giant {{SSBB|Mario}} on {{SSBB|Final Destination}}.
 
====Co-Op Events====
*'''[[Co-Op Event 17: Sonic and Mario]]''': Sonic and Mario must defeat 3 other Sonics and 3 other Marios on the [[Green Hill Zone]] stage.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Sonic Congratulations Screen Classic Mode Brawl.png|Classic Mode
Sonic Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Sonic's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Sonic.
 
{{Trophy/Fighter
|name=Sonic the Hedgehog
|image=Sonic the Hedgehog - Brawl Trophy.png
|mode=Classic
|desc-ntsc=The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.
|desc-pal=The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, golden Super Sonic.
|gamelist={{Trophy games|game1=SONIC THE HEDGEHOG (1991)|console2=Wii|game2=Sonic and the Secret Rings}}
|game=Brawl
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Super Sonic
|image=Super Sonic - Brawl Trophy.png
|desc=Sonic's Final Smash. The Chaos Emeralds give energy to all living things, and Sonic's gathered all seven of them, then used their power to transform into Super Sonic. His abilities in this form far surpass his normal ones, and he's even able to fly. He uses a lot of energy in this form, so he can only remain in it for a short time.
|gamelist={{Trophy games|game1=SONIC THE HEDGEHOG 2|console2=Wii|game2=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}
 
==[[Alternate costume (SSBB)#Sonic|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=5|[[File:Sonic Palette (SSBB).png]]
|-
|{{Head|Sonic|g=SSBB|s=25px}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Black}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Yellow}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Green}}
|{{Head|Sonic|g=SSBB|s=25px|cl=Red}}
|}


==Trophy==
==Gallery==
Sonic's trophy is obtained by clearing [[Classic Mode]] with Sonic.
<gallery>
[[File:Sonic the Hedgehog - Brawl Trophy.png|100px|thumb|Sonic's trophy in ''Brawl'']]
SSBBDojoSonic1.jpg|Using his [[forward smash]] near {{SSBB|Link}} on [[Skyworld]].
===Description===
Sonic Shadow Moses Island.jpg|[[Taunt]]ing on [[Shadow Moses Island]].
''The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.''
Sonic Brawl BOE.jpg|Posing on [[Bridge of Eldin]].
:*''SONIC THE HEDGEHOG'' (1991)
SSBBDojoSonic4.jpg|Using his [[down aerial]] near {{SSBB|Mario}} on [[Lylat Cruise]].
{{Trophy games|console1=Wii|game1=Sonic and the Secret Rings}}
Homing attack 1.jpg|Sonic using Homing Attack.
Spin Dash.jpg|Sonic using Spin Dash in ''Brawl''.
Spin Dash2.jpg|Spin Dash being used to jump and attack {{SSBB|Mario}}.
Spring Jump SSBB.jpg|Sonic using Spring Jump in [[Brawl]].
Spring Jump Mario SSBB.jpg|{{SSBB|Mario}} bouncing on Sonic's Spring.
Sonic charge.jpg|The Spin Charge in ''Super Smash Bros. Brawl''.
Super Sonic.jpg|Super Sonic in ''Super Smash Bros. Brawl''.
</gallery>


==Trivia==
==Trivia==
*Sonic dashes so fast that when wearing a [[Bunny Hood]], he can outrace both the [[Big Blue]] track and the water slope on [[Distant Planet]] to the point of [[self-destruct]]ing. Also, if Sonic has a Bunny Hood, [[Superspicy Curry]], and two [[Super Mushroom]]s, he can even outrun the iceberg on [[Summit]].
*Sonic dashes so fast that, when wearing a [[Bunny Hood]], he can outrace both the [[Big Blue]] track and the water slope on [[Distant Planet]] to the point of [[self-destruct]]ing. Also, if Sonic has a Bunny Hood, [[Superspicy Curry]], and two [[Super Mushroom]]s, he can even outrun the iceberg on [[Summit]].
*Along with {{SSBB|Zero Suit Samus}}, {{SSBB|Sheik}} and {{SSBB|Squirtle}}, Sonic is one of the only characters to not be seen in trophy form during the Subspace Emissary, due to his late appearance. Coincidentally, all four of these characters' names begin with the letter 'S' and they all have some form of a blue-colored default palette.
**He is also the only character that has faster dash speed than {{SSBB|Captain Falcon}} without any moves, as [[Wario-Man]] is a Final Smash.
*Between the second and third Brawl Tier list updates, Sonic moved up 8 places from 31 to 23, making Sonic's tier placement tied with {{SSBB|Olimar}} for the largest increase ever achieved between a single tier list in competitive ''Smash Bros.'' history.
*Along with {{SSBB|Zero Suit Samus}}, {{SSBB|Sheik}} and {{SSBB|Squirtle}}, Sonic is one of the only characters to not be seen in trophy form during The Subspace Emissary, due to his late appearance. Coincidentally, all four of these characters' names begin with the letter 'S' and they all wear blue by default
**Sonic is the only one of the four who is not part of a transformation gimmick, making Sonic the only standalone character who is not seen as a trophy and the only one who can use his default costume in team battles.
*In the video game convention E for All, Sonic was the only unlockable character to be playable in the demo.
*In the video game convention E for All, Sonic was the only unlockable character to be playable in the demo.
*Sonic is the only unlockable character in ''Super Smash Bros. Brawl'' who has four, rather than three, unlock methods.
*Sonic is the only unlockable character in ''Super Smash Bros. Brawl'' who has four, rather than three, unlock methods.
*Sonic and {{SSBB|Lucario}} are the only characters to wear their default costumes in team battles when they are on the blue team.
*Sonic and Zero Suit Samus are the only characters not fought in any form in The Subspace Emissary.
*Sonic and {{SSBB|Zero Suit Samus}} are the only characters not fought in any form in the Subspace Emissary.
*Sonic is the only non-{{uv|Pokémon}} character to have less than six palette swaps.
*Sonic is the first character to have his [[victory theme]] ripped directly from a non-''Smash'' game. He would later be joined by {{SSBU|Joker}}, {{SSBU|Steve}}, and {{SSBU|Sephiroth}} in ''Ultimate''.
*This is Sonic’s only playable appearance in the series where he does not have Spanish, French, German, or Italian voice acting.


== External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/sonic.html Sonic's page on the Smash Bros. DOJO!!]
*[http://www.smashbros.com/wii/en_us/characters/sonic.html Sonic's page on the Smash Bros. DOJO!!]
*[http://gamevideos.com/video/id/15372 A video demonstration of Sonic against Link]
*[http://gamevideos.com/video/id/15372 A video demonstration of Sonic against Link]
*[http://www.youtube.com/watch?v=w8LQjYjP5kQ&eurl=http://supersmashbros.ign.com/articles/features/497/The-Origin-of-Sonics-Moveset The Origin of Sonic's Moveset]
*[http://www.youtube.com/watch?v=w8LQjYjP5kQ The Origin of Sonic's Moveset]
*[http://www.smashboards.com/showthread.php?t=190101 Sonic Character Guide at SWF]
*[http://www.smashboards.com/showthread.php?t=190101 Sonic Character Guide on SmashBoards]
*[http://www.youtube.com/watch?v=4KyZgMWOfs8 Sonic's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=4KyZgMWOfs8 Sonic's hitbox size of each of his moves]


{{SSBBCharacters}}
{{SSBBCharacters}}
{{Sonic universe}}
{{Sonic universe}}
[[Category:Sonic the Hedgehog universe]]
[[Category:Sonic (SSBB)| ]]
[[Category:Sonic (SSBB)]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Trophies (SSBB)]]
[[Category:Sega]]
[[es:Sonic (SSBU)]]

Latest revision as of 21:32, January 26, 2024

This article is about Sonic's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Sonic the Hedgehog.
Sonic
in Super Smash Bros. Brawl
Sonic SSBB.jpg
SonicSymbol.svg
Universe Sonic the Hedgehog
Other playable appearances in SSB4
in Ultimate

Availability Unlockable
Final Smash Super Sonic
Tier D (22)
SonicHeadSSBB.png

Sonic (ソニック, Sonic) is a character from SEGA who appears in Super Smash Bros. Brawl as one of the two third-party characters (the other being Snake from Konami). Sonic was the first unlockable character to be playable prior to the game's release, first playable in Nintendo Media Summit in October 2007, shortly after he was confirmed to be in the game on October 10. A swift character, Sonic runs at an extremely fast pace that surpasses even Captain Falcon. Nintendo Power states that since Sonic is not well known for his fighting skills, some of his fighting moves were influenced by SEGA's fighting property, Virtua Fighter. A majority of Sonic's moves are also influenced by SEGA's Sonic the Fighters and (to a much lesser extent) Sonic Battle. Sonic is voiced by Jason Griffith in English, reprising his role from both the Sonic X anime and in the games from Shadow the Hedgehog and Sonic Rush up to Sonic & Sega All-Stars Racing, and by Jun'ichi Kanemaru in Japanese, reprising his role from Sonic Adventure onward.

Sonic is placed at 22nd on the Brawl tier list in the middle tier, which is his worst placement in the series. Sonic is most known for his incredible movement speed, possessing by far the fastest dashing speed, as well as among the fastest walking and air speeds. His movement is boosted farther by his Spin Dash and Spin Charge moves, which allow him to rip across the stage at incredible speed while simultaneously attacking and/or jumping. The aforementioned Spin moves give Sonic a plethora of options to attack and confound the opponent, which can make it incredibly difficult to hit Sonic, while also aiding Sonic's ability to time out opponents. Additionally, Sonic possesses one of the best recoveries, which contains many options, while gaining great distance and generally making it difficult to edgeguard Sonic. Sonic also possesses an effective grab and throw game, and generally great damage racking abilities from his Spin moves, up throw, and effective combos.

Sonic is nearly crippled regarding his KOing ability, though, being arguably one of the weakest characters and having few finishers, none of which are particularly effective. Sonic possesses what is considered one of the worst movesets, which, outside his special moves, consists almost entirely of weak moves that either possess little utility or are outclassed by similar moves of other characters. While Sonic's forward smash and back air are fairly strong, those moves, along with the character in general, suffer from generally poor reach, which combined with his lack of a proper projectile gives him a rather linear approach. Overall, Sonic has average matchups, and his tournament results have been above average.

How to unlock[edit]

Complete one of the following:

With the exception of the fourth method, Sonic must then be defeated on Green Hill Zone.

Attributes[edit]

Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed by far, third fastest walking speed, sixth fastest air speed, and very fast rolls). However, only about half of his moveset has speed to match, none of them being KO moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed mitigates this problem. His ability to spinshot (holding Spin Dash and releasing as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his side special can clank and cancel out the effects of certain projectiles, such as Snake's C4. His tremendous running speed, his Spin Charge and Spring Jump and specials, and down air give him excellent follow up ability on practically every character.

Even though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as all of his KO moves are unreliable, he has no guaranteed setups to them, and he lacks an early KO move. Sonic has only four ways to reliably KO the opponent (back and up aerial, and forward/down smash), all of which have weaknesses that prevent them from being reliable KO moves. All of Sonic's smash attacks have too much start-up time to be reliable finishers.

Sonic is one of the more difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery (Homing Attack) should an opponent be off the stage with him. Sonic has the ability to wall jump, however; should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge. Sonic also has surprisingly good survivability despite being a middleweight by nature. His down and side specials serve as excellent momentum canceling attacks, which, when coupled with his ability to recover, can allow him to survive until very high percentages, although they are still incomparable to the survivability of characters heavier than him.

Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky as well. Sonic can remain in the air indefinitely with careful use of his neutral special, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Stage spiking in general is an excellent offensive strategy for Sonic; by running off the edge and immediately using back air, many characters or opponents who focus on ledge-camping (such as Pit) can be caught off guard for either a KO or a tactical advantage. Sonic's speedy and long-lasting dash attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing.

Sonic has good punishment options. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Sonic has one of the best shields in the game, because of how quickly it pops out and the multiple ways he can go into it. Sonic can cancel any of his Spin Dashes/Charges into a shield, Spin Dash from the ground, and Spin Charge from the air. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knock down animation, Sonic's superior punishment comes into play. By moving closer to the opponent then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their getup attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent.

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 is much less useful in Brawl than it was in Melee, but it can be extremely useful for mindgames 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 opponent. 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's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. Sonic players to this day find it difficult to agree on which matchups are Sonic's worst. 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. However, most Sonic mains will agree that he does not have many, if any, truly advantageous matchups.

Moveset[edit]

  Name Damage Description
Neutral attack P / PP / PPK 2% Punches twice, followed by a side kick. The attack comes from Sonic the Fighters.
2%
3%
Forward tilt Horse Kick (馬キック) 4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) Stands on both his hands and performs a horsekick that hits twice. The Horse Kick from Sonic the Fighters.
Up tilt Double Air Kick (ダブルエアキック) 3% (hit 1), 4% (hit 2), 7% (hit 3) Kicks upwards twice, similar to Captain Falcon's up smash. The Skip Kick from Sonic the Fighters.
Down tilt Leg Hitter (レッグヒッター) 6% Sweeps his foot along the ground, similar to the Leg Throw from Sonic the Fighters and the Foot Sweep attack from Sonic the Hedgehog (2006). If used repeatedly, it will slowly move Sonic forward.
Dash attack Short Spin Dash (ショートスピンダッシュ) 6% (clean), 4% (late) Curls into a ball to rush at any opponent in front of him. The attack is similar to the Spin Attack from the Sonic the Hedgehog games.
Forward smash Wind-Up Punch (ぐるぐるパンチ) 14% Winds up his fist, then throws a punch forwards. Can be angled up or down. The Wind-Up Punch from Sonic the Fighters. One of his few KO moves.
Up smash Short Spin Attack (ショートスピンアタック) 5% (hit 1), 1% (hits 2-7), 3% (hit 8) Jumps and curls up into a spiky ball, hitting multiple times.
Down smash Spiral Spin (スパイラルスピン) 12% (early), 9% (clean), 7% (mid), 5% (late) Spin dashes back and forth over a short distance. The Dizzy Spin from Sonic the Fighters.
Neutral aerial Air Spin (エアスピン) 11% (early), 8% (mid), 5% (late) Curls up into a ball and moves in several circles. The Air Spin from Sonic the Fighters. A fairly standard neutral aerial having decent startup and landing lag, as well as a long duration. It is not very powerful however and it has high ending lag along with a poor auto-cancel window.
Forward aerial Sonic Turn (ソニックターン) 1-2% (hits 1-5), 4% (hit 6) Spins in a horizontal corkscrew, drilling with his head. The Emerald Dive from Sonic the Fighters. It is a multi hit attack with low startup and ending lag, making it a decent multi hit. It does have high ending lag however and opponents can escape from it, limiting its use at high level play.
Back aerial Back Spin Kick (バックスピンキック) 13% (clean), 9% (late) A backwards roundhouse kick. It has high startup lag but it has decent range, power and very low landing lag, making it a solid spacing and KO move overall.
Up aerial Air Scissors (エアシザース) 3% (hit 1), 6% (hit 2) An upwards scissors kick. The first hit deals low knockback which links onto the second hit. The move is not super reliable but it does have a very generous auto-cancel window, which can make it completely safe on shield.
Down aerial Shooting Star Kick (流星キック) 8% (clean), 7% (late) Sonic stalls for a brief moment, then shoots downwards foot first. A stall-then-fall move with a very generous late auto-cancel window and very low ending lag, making it surprisingly safe for a stall then fall. It is not very strong however. The attack works like the Stomp Dive from Sonic the Fighters, but resembles the Sonic Rocket from Sonic Battle.
Grab Grab (つかみ)   Sonic clinches his hands. His standing grab is fast but all of his grabs have short range, with his pivot grab especially having rather poor range for a pivot grab.
Pummel Grab Kneebutt (つかみニーバット) 3% Knees the opponent. It is decently quick and deals high damage, making it a very solid pummel.
Forward throw Close Kick (クローズキック) 3% (hit 1), 6% (throw) Attacks the foe with a high kick. The attack resembles the Top Kick from Sonic Battle.
Back throw Spin Throw (スピンスルー) 8% Does a back flip while spinning and then slams on the ground, sending the opponent backwards with decent knockback.
Up throw Hedgehog Needle (ヘッジホッグニードル) 3% (hit 1), 9% (throw) Throws the opponent up and sharpens his spikes, which then prick the opponent.
Down throw Spinning Gear (スピニングギア) 1% (hits 1-3), 5% (throw) Pins the enemy down, then Spin Dashes into them. The Double Spin from Sonic the Fighters.
Floor attack (front)   6% Does a spinball sweep. It is a rather unique floor attack.
Floor attack (back)   6% Does a quick foot sweep.
Floor attack (trip)   5% Does a spin kick while getting up.
Edge attack (fast)   8% Gets up onto the stage with a spinball attack. This attack resembles his cliffhanger flip attack from Sonic the Hedgehog Spinball.
Edge attack (slow)   6% (hit 1), 7% (hit 2) Slowly gets up and kicks twice. The only edge attack move that can hit twice.
Neutral special Homing Attack 8% Curls up into a spiky ball while ascending, aims for the nearest target, then crashes into them.
Side special Spin Dash 7-10% (dash), 5% (initial jump), 7% (jump) Curls up into a spiky ball, performs a short hop, then starts rolling towards the opponent at high speed. Easily combos into one of Sonic's aerial attacks.
Up special Spring Jump 4% Pulls out a spring from the Sonic the Hedgehog games and uses it to leap into the air. The spring acts as a projectile when used in the air.
Down special Spin Charge 4-11% (dash), 7% (jump) Works like Spin Dash, except there is no hop, and the player must repeatedly press the B button in order to charge it.
Final Smash Super Sonic 18% (startup & ram), 13% (idle) Transforms into Super Sonic, from the Sonic the Hedgehog games. The player can use the control stick or other movement buttons to make him fly in any direction they choose and ram into other foes. The transformation lasts for about 15 seconds.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 95 1.5 – Initial dash
3.5 – Run
1.4 0.07 0.01 1.1092 0.01 – Base
0.04 – Additional
0.085 1.45 – Base
2Fast-fall
5 34.09444853 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
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Wii Remote selection sound[edit]

  • The score tally from most Sonic games since Sonic the Hedgehog.
Sonic's selection sound

On-screen appearance[edit]

  • Sonic enters the stage in ball form from the foreground and gives a thumbs-up.
SonicOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
  • Side taunt: Does a figure-eight peelout dash, similar to the Super Peel Out technique from Sonic the Hedgehog CD, saying "You're too slow!" (遅すぎだぜ!, You're too slow!) in a teasing manner.
  • Down taunt: Says "C'mon, step it up!" while performing a windmill, similar to his victory animation in Sonic Advance 3. In Japanese, he just says "Come on."
Up taunt Side taunt Down taunt
SonicUpTauntBrawl.gif SonicSideTauntBrawl.gif SonicDownTauntBrawl.gif

Idle poses[edit]

  • Looks at the camera while tapping his foot impatiently. This is a reference to his idle animation from the classic Sonic the Hedgehog games for the Sega Genesis.
  • Turns towards/away from the player, waving his finger in a patronizing manner while grinning. This is the same as the final part of his promotion video on the DOJO website before he takes off. This is similar to an animation he performs after clearing an Act or defeating a boss in Sonic the Hedgehog 3, as well as a similar pose to key art in Sonic the Hedgehog.
Sonic Idle Pose 2 Brawl.png SonicIdle.png

Crowd cheer[edit]

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

Victory poses[edit]

The "Mission Clear" theme from the 2006 game Sonic the Hedgehog. This is the only victory theme in Brawl to be ripped straight from another game.
  • He spins once and poses while holding the blue Chaos Emerald in his hand, and says "Too easy! Piece of cake!" A piece of cake! 楽勝だぜ! (A piece of cake! An easy win!). The Japanese line originates from Sonic Adventure 2, where Sonic says it after getting a B-rank in a stage, whereas the English line originates from Sonic Heroes.
  • Runs off the screen, screeches back, and gives a thumbs-up, and says "Sonic's the name, speed's my game!" モタモタしてると置いてくぜ! (Lag behind and get left behind!) It highly resembles the SEGA start-up from Sonic the Hedgehog 2.
  • He break-dances and then does a pose with his fist, and says "Hey, we should do this again sometime!" Hey guys! また遊んでやるぜ! (Hey guys! I'll play again next time!) Though retranslated, the line is taken from Sonic Adventure, where Sonic says it after defeating certain bosses such as Chaos 0.
Up Left Right
Sonic-VictoryUp-SSBB.gif Sonic-VictoryLeft-SSBB.gif Sonic-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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See also: Category:Sonic players (SSBB)
  • USA 6WX - 3rd at Glitch 2
  • USA BAM - Beat mikeHAZE, Rich Brown, and Falln
  • Japan Canpy - Best Sonic in Japan, placed 49th at Sun Rise Tournament
  • USA Espy - Best Sonic in the World
  • Canada Meekspeedy - Top Canadian Sonic main. 4th at GOML 2017
  • USA StaticManny - Placed top 64 at Apex 2014, beat DEHF
  • USA Tesh - Beat ALSM, Illmatic, Denti, Xyro, Gnes, X, Razer, and Trela
  • USA True Blue - Best Sonic in Florida
  • Mexico Wonf - Best Mexican Sonic main
  • USA X - 6th at MLG Dallas

Tier placement and history[edit]

Around the beginning of Brawl's competitive life, Sonic was considered a non-viable low tier by the majority of players, due to his terrible KOing power, poor moveset (with his attacks generally having low damage output, mediocre frame data, and having rather small and/or poor hitboxes), and perceived "low priority". At that time, he was ranked as low as 33rd on the first tier list (September 2008), and on the second tier list was viewed hardly any better, being ranked 31st and still in low tier (January 2009). However, dedicated Sonic players at the time were vocal about the community underrating Sonic, as Sonic possessed such an extreme mobility advantage over the rest of the cast, and both Spin Dash and Spin Charge allowed Sonic to control the neutral game against most of the cast, while abuse of those moves made it very difficult to land good hits on Sonic. Additionally, due to how effectively Sonic could run away from opponents and how difficult it was to hit him, Sonic players learned that camping for time out wins was a viable strategy. By abusing these strengths, Sonic players would end up proving the community perception wrong and started placing much more favorably in tournaments; this caused Sonic to jump up eight places to 23rd in mid tier on the third tier list (June 2009), which is the biggest tier list jump in the history of Brawl, tied with Olimar from the first to second lists.

While Sonic would drop mildly to 25th and 24th on the fourth (February 2010) and fifth tier lists (September 2010) respectively, near the end of 2010 Sonic players would achieve their best performance yet, with Espy and X placing 5th and 6th respectively at MLG Dallas 2010, the final MLG Brawl event. Besides being the best placings Sonic achieved at a Brawl major, it was one of the best performances of any player using a mid-tier tier character in Brawl's history. As a result of these performances and other solid results, Sonic would rise to 22nd in solid mid tier on the sixth tier list (July 2011), where Sonic would remain for the rest of Brawl's competitive life. The placings at MLG Dallas would prove to be an anomaly, as no Sonic player would ever again come close to top 8 at a Brawl major (other than X playing 5th at Winter Game Fest VI), with Sonic's aforementioned flaws keeping him from being truly viable at a top level, though a Sonic player or two making it into the top 64 at large majors and top 32 at smaller majors would remain a common sight for the rest of Brawl's competitive life.

Role in The Subspace Emissary[edit]

Sonic in SSE.

Sonic does not appear in The Subspace Emissary until the final battle with Tabuu, but unlike the secret characters (Jigglypuff, Toon Link, and Wolf), Sonic can be chosen to fight Tabuu after The Great Maze.

When every fighter reaches Tabuu, he prepares his Off Waves, which had already turned most characters into a trophy once earlier. Just as he's about to release the attack, a blue blur rams into both of Tabuu's wings, shattering them. As the blue blur jumps up on a peak, he reveals himself to be Sonic. While he taunts, Tabuu's wings break apart, and then six fighters are selected to fight Tabuu in the final battle.

It is commonly believed that Sonic's minor role in the mode is due to the fact that he was added to Brawl's roster so late in development in 2007.

Exclusive stickers[edit]

  • Amy Rose: [Leg] Attack +14
  • Classic Sonic JP Ver.: [Arm] Attack +21
  • Classic Sonic US Ver.: [Throwing] Attack +20
  • Dr. Eggman: Launch Resistance +39
  • Espio The Chameleon: [Body, Spin] Attack +12
  • Jet The Hawk: [Leg] Attack +17
  • Knuckles The Echidna: [Electric] Resistance +23
  • Shadow The Hedgehog: [Specials: Direct] Attack +20
  • Silver The Hedgehog: Launch Power +49
  • Sonic The Hedgehog: [Body, Spin] Attack +32
  • Super Sonic: [Electric] Resistance +27
  • Wave The Swallow: [Arm] Attack +19

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Sonic can appear as an opponent in Stage 10 if he has been unlocked on Green Hill Zone. Sonic can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 10.

All-Star Mode[edit]

In All-Star Mode, Sonic is fought in Stage 14 on Green Hill Zone.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Sonic's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Sonic.

Sonic the Hedgehog trophy from Super Smash Bros. Brawl.
Classic Mode trophy
Sonic the Hedgehog
NTSC The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.
PAL The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, golden Super Sonic.
SONIC THE HEDGEHOG (1991)
Wii: Sonic and the Secret Rings
Super Sonic trophy from Super Smash Bros. Brawl.
Super Sonic trophy
Super Sonic
Sonic's Final Smash. The Chaos Emeralds give energy to all living things, and Sonic's gathered all seven of them, then used their power to transform into Super Sonic. His abilities in this form far surpass his normal ones, and he's even able to fly. He uses a lot of energy in this form, so he can only remain in it for a short time.
SONIC THE HEDGEHOG 2
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Sonic's palette swaps, with corresponding tournament mode colours.
SonicHeadSSBB.png SonicHeadBlackSSBB.png SonicHeadYellowSSBB.png SonicHeadGreenSSBB.png SonicHeadRedSSBB.png

Gallery[edit]

Trivia[edit]

  • Sonic dashes so fast that, when wearing a Bunny Hood, he can outrace both the Big Blue track and the water slope on Distant Planet to the point of self-destructing. Also, if Sonic has a Bunny Hood, Superspicy Curry, and two Super Mushrooms, he can even outrun the iceberg on Summit.
    • He is also the only character that has faster dash speed than Captain Falcon without any moves, as Wario-Man is a Final Smash.
  • Along with Zero Suit Samus, Sheik and Squirtle, Sonic is one of the only characters to not be seen in trophy form during The Subspace Emissary, due to his late appearance. Coincidentally, all four of these characters' names begin with the letter 'S' and they all wear blue by default
    • Sonic is the only one of the four who is not part of a transformation gimmick, making Sonic the only standalone character who is not seen as a trophy and the only one who can use his default costume in team battles.
  • In the video game convention E for All, Sonic was the only unlockable character to be playable in the demo.
  • Sonic is the only unlockable character in Super Smash Bros. Brawl who has four, rather than three, unlock methods.
  • Sonic and Zero Suit Samus are the only characters not fought in any form in The Subspace Emissary.
  • Sonic is the only non-Pokémon character to have less than six palette swaps.
  • Sonic is the first character to have his victory theme ripped directly from a non-Smash game. He would later be joined by Joker, Steve, and Sephiroth in Ultimate.
  • This is Sonic’s only playable appearance in the series where he does not have Spanish, French, German, or Italian voice acting.

External links[edit]