Editing Sonic (SSBB)

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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.
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.
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 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.


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.

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