Sonic (SSBU)

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This article is about Sonic's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Sonic the Hedgehog.
in Super Smash Bros. Ultimate
Sonic SSBU.png
Universe Sonic
Other Smash Bros. appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Super Sonic
This speedy fighter has a lot of rush-type attacks. His final smash, Super Sonic, lets him fly around the stage at an incredible speed!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Sonic (ソニック, Sonic) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. Sonic is classified as fighter #38.

As in Smash 4, Roger Craig Smith's portrayal of Sonic from various Sonic games and Jun'ichi Kanemaru’s portrayal of Sonic from Brawl was repurposed for the English and Japanese versions of Ultimate respectively. Alexandre Gillet, Jonathan López, Marc Stachel and Renato Novara's portrayals of Sonic from various Sonic games used in Smash 4 were also repurposed for the French, Spanish, German, and Italian versions respectively.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Sonic being the 17th character to be unlocked.
  • Clear Classic Mode with Mario or anyone in his unlock tree, being the first character unlocked.
  • Have Sonic join the player's party in World of Light.

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


Sonic is a lightweight who, staying true to his home series, has very fast mobility. He possesses the fastest dash speed in the game, the seventh-fastest walk speed, the 12th fastest air speed (tied with Mario, Donkey Kong, Little Mac and Inkling), and the highest traction. Combined with his above-average falling speed, Sonic can move across the stage at blinding speeds despite his slow air acceleration. In addition, he can also wall jump.

Sonic's special moves are quite useful. Spin Dash and Spin Charge allow him to not only move across stages at varying speed, but also do damage on contact, and can both follow up into an aerial attack, or uncharged Homing Attack. Despite their very similar looking appearance in functions, they both have different strengths and uses for various different situations.

Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move, and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it however loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup.

While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge on the other hand hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spinshot", although it can only be done while airborne.

Both give Sonic additional protection when recovering and combo into other moves. The mobility of both in tandem with Sonic's already impressive speed make him capable of quickly adding on damage to unprepared opponents from anywhere on the stage, and they can clank and cancel out the effects of certain moves, such as Snake's C4 or Yoshi's Egg Roll. Both moves can be blocked by shield, making them a bit unsafe and committal or predictable, as Spin Dash can only be canceled with a jump and Spin Charge can only be canceled by jumping or stopping pressing the Special Move button. However, they can bypass shields if fully-charged.

Homing Attack deals a varying amount of damage, homes in on the nearest opponent and is good for punishing laggy moves and edge-guard breaking. Its uncharged state also has potential to combo and its charged state has K.O. potential at higher percents. Spring Jump is a useful recovery that grants intangibility at the start, goes very high, and is one of few recovery moves that do not cause a helpless state, enabling Sonic to attack and dodge during his descent and even extend his recovery with a directional air dodge. The spring that is dropped can be useful both on-stage and off-stage by allowing him to pressure and gimp opponents, respectively.

Sonic also has a powerful air game. Neutral aerial is a great combo starter when SHFF'd, as a result of its long-lasting hitbox, low landing lag, and launching angle. Forward aerial is useful for edge-guarding and, in certain instances, can combo into itself on-stage at low percentages, thanks to its auto-canceling window and Sonic's fast air speed. Up aerial possesses KO potential near the upper blast line and is great for combos, while its auto-canceling window makes it deceptively safe. Back aerial's clean hitbox is powerful, making it one of his few reliable KOing options like his up aerial, and coupled with its strength within Sonic's kit, also makes it his best aerial finisher. Lastly, down aerial is a stall-then-fall; although it is Sonic's least effective aerial, it has noticeably less ending lag compared to other stall-then-falls, and its initial hitbox meteor smashes aerial opponents.

Sonic's neutral attack, tilts, and throws have decent damage outputs and good speed, making them hard to punish. His grab game is decent overall: While none of Sonic's grabs excel in speed and each of them have average ranges, they are still fairly easy to land thanks to his outstanding speed. Sonic's pummel is also quick and has an average damage output, allowing him to rack up a fair amount of damage before throwing an opponent. Down throw is a semi-spike that has high base knockback, whichs make it excellent for setting up edge-guards and tech-chases. Back throw also has high base knockback and KOs much earlier than his other throws, especially if it is used while near the edge. It also moves Sonic backward, which makes it useful for setting up an immediate edge-guard attempt. Up tilt can be reversed on startup, and hit opponents through platforms above Sonic, and his Forward Smash has a bit of a deceptively large range due to him stepping forward during the punch.

Up throw is a reliable combo starter, having decently damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it only KOs reliably at very high percentages when used on high platforms, such as Battlefield's top platform, as well as stages with low upper blast zones. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent away from him. Like up throw, it can also function as a KOing option, albeit only when used on the edge at very high percentages.

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 can be extremely useful for mind games 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 opponents. 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 has some weaknesses, the most noticeable of which is his KO potential. His KO potential is held back by his most reliable KOing options (smash attacks, and clean back aerial) requiring good positioning and having noticeable start-up and ending lag. His forward and up smashes are also burdened with low base knockback, which forces them to be used for KO attempts later instead of earlier and down smash, while having decent start up, has high ending lag, making it easy to punish if missed. Despite his outstanding mobility, Sonic may struggle to land due to his very slow air acceleration, leaving him susceptible to juggling.

Sonic can also have difficulty dealing with camping, since any ground-level projectile can severely limit his movement options. While Homing Attack and Spin Dash are his best options in getting through said projectiles, they can be reacted to and even predicted. Some of his attacks are also very punishable should they miss, and thus allow openings for opponents to punish him. His recovery is also predictable with Spring Jump as his only vertical recovery option, as its linearity makes him susceptible to gimps even at relatively low percentages. Finally, Sonic can be susceptible to early KOs due to his light weight.

Much like in Brawl, Sonic's matchups are difficult to define, as they vary greatly from player to player, possibly moreso than for any other character. 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.

In all, Sonic has a great offensive play, has a strong neutral game, a good off-stage presence, and can very rapidly damage his opponents, but can have some trouble KOing.

Changes from Super Smash Bros. 4[edit]

Likely due to his top-tier status in Smash 4, Sonic has been noticeably nerfed overall in transition to Ultimate. His biggest nerf was to his Spin Dash, which is no longer able to be shield canceled and no longer goes through shield unless being fully charged, making it less safe of a move. His up aerial also doesn't connect as reliably and Spring Jump provides less intangibility, making him easier to edgeguard him. Some of Sonic's kill moves were also made worse making him not nearly as consistent at killing.

However, he received some useful buffs, such as his down tilt and up throw having more combo potential and his aerials having significantly less landing lag, improving his combo game when combined with the universal jump squat reduction and faster jump speed. His Homing Attack has also been greatly buffed, as it comes out much faster when the button is pressed, does more damage and knockback when fully charged and locks on opponents better and can even potentially combo if uncharged, as well as gaining KO potential at high percents if fully charged.

While Sonic still retains his powerful attributes and combo game, he now relies on offensive play rather than defensive, and cannot depend as heavily on Spin Dash to approach opponents as he did before. Unfortunately, the buffs do not properly compensate for this as he lacks the tools to pressure his opponents as most of his tools have a "high-risk medium/low reward" factor which makes his overall playstyle awkward since his flaws are much more noticeable since his notorious defensive play is significantly worse than Smash 4. Due to this, Sonic is considered to be worse than his iteration in Smash 4 with a majority of his player base abandoning him for other characters. Although he initially had decent results at the beginning of Ultimate's early metagame with KEN winning Midwest Mayhem Ultimate and placing well in Japan while solely using Sonic along with Sonix, Sonido, and 6WX performing well with him, his results have somewhat perished as he hasn't done nearly as well as other characters. Due to his nerfs from Smash 4, his declining results, and the patch updates failing to address his core issues; Sonic's overall perception has been poor with ESAM claiming he is low-mid tier and VoiD claiming that he's a low tier character. On a more positive note, ZeRo claims him to be a high tier and Mew2King put him on the top of his mid tier. As such, Sonic's true viability remains questionable.


  • Change As with all veterans returning from Smash 4, Sonic's model features a more subdued color scheme. His fur is now lightly detailed similar to other furry characters.
  • Change Like most of the cast, Sonic is more expressive, as he now grins while dashing and now has an angry expression when using some of his attacks.
  • Change Sonic's head quills bounce and move around more, resembling how their movement was in Brawl.
  • Change Sonic now grins during his running victory pose instead of smirking, like in Brawl.
  • Change Sonic's Chaos Emerald victory animation now has him running up to the Emerald before grabbing it.


  • Buff Like all characters, Sonic's jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Sonic walks faster (1.375 → 1.444).
  • Buff Sonic runs faster (3.5 → 3.85).
    • Buff Sonic's initial dash is significantly faster (1.5 → 2.31).
  • Buff Sonic's traction has been massively increased (0.06 → 0.138), and is now the best in the entire game. This makes it much easier for him to punish out of shield.
  • Buff Sonic's air speed is faster (1.15 → 1.208).
  • Change Sonic falls faster (1.45 → 1.65)
  • Buff Sonic's fast-fall is faster (2.32 → 2.64). This improves his air mobility and makes him less susceptible to juggles.
  • Change Sonic is considerably lighter (94 → 86) and now only weighs slightly more than Zelda, making his survivability much worse but also makes him less prone to combos.
  • Nerf Forward roll has slightly more ending lag (frame 28 → 29).
  • Nerf Back roll has more ending lag (frame 28 → 34).
  • Change Spot dodge's intangibility has been altered (frames 2-15 → 3-16).
  • Nerf Spot dodge has slightly more ending lag (frame 24 → 25).
  • Buff Air dodge grants slightly more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (frame 30 → 51).
  • Nerf Sonic now takes a slight amount of damage per second when swimming. He shares this with Charizard, Inkling, and Incineroar.
    • Change His swimming animation is also changed, as he is now constantly in a panicked state (as opposed to only being in one when drowning).

Ground Attacks[edit]

  • Neutral attack:
    • Buff Neutral attack's second hit can lock.
      • Nerf It does slightly less damage (2% → 1.5%).
    • Change Neutral attack's third hit has a slightly different animation.
      • Buff It deals more knockback.
  • Up tilt:
    • Buff Both hits of up tilt have less startup lag (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).
    • Nerf Since the move has the same duration, it effectively has more ending lag, reducing its combo potential.
  • Down tilt:
    • Buff Down tilt launches at a more upward angle (361° → 73°) and deals much more knockback (30 → 40 (base), 80 → 100 (scaling), improving its combo potential.
    • Change Down tilt sends Sonic forward and then back to where he started.
      • Buff This makes the move slightly more safe in terms of positioning.
      • Nerf This means down tilt can no longer make him pseudo-crawl.
  • Dash attack:
    • Change Sonic's previous dash attack has its Spin Attack portion removed, with only the lunge kick being intact.
      • Change Due to this change, his dash attack is no longer a multi-hit.
      • Buff Dash attack has much less ending lag (FAF 62 → 50).
  • Forward smash:
    • Buff Forward smash has significantly more range.
  • Up smash:
    • Buff Up smash has slightly less startup lag (frame 19 → 18).
      • Nerf Its duration remained unchanged, giving it slightly more ending lag.
    • Buff Up smash has increased knockback growth (165 → 170), improving its KO potential.
  • Down smash:
    • Buff Down smash's front hit deals much more knockback, being as strong as the back hit.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (Neutral: 16 frames → 10, Forward: 26 → 16, Back: 30 → 15, Up: 21 → 13, Down: 38 → 21).
  • Forward aerial:
    • Buff Forward aerial's multi-hits now consist of one large hitbox instead of four smaller ones (2.0u/2.0u/2.0u/2.0u → 5.5u). This large hitbox now uses the auto-link angle (367°), which makes forward aerial's hits connect more reliably overall.
    • Change Forward aerial has less hitlag, making the hits connect faster.
  • Back aerial:
    • Nerf Back aerial's late hit has much less knockback growth, significantly hindering its KO potential (100 → 76).
  • Up aerial:
    • Nerf Up aerial's first hit has much less knockback growth (100 → 50) and launches at a different angle (100°/100°/118°/118° → 110°/110°/123°/123°). These changes make both hits connect much less reliably overall.
    • Buff Up aerial's second hit deals more damage (6% → 8%) with knockback compensated (82 → 68 (scaling)).
  • Down aerial:
    • Buff Down aerial's meteor smash hit has less startup lag (frame 19 → 17).

Throws/other attacks[edit]

  • Nerf All grabs have more ending lag (frame 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).
  • Nerf Standing and pivot grab have slightly more startup lag (frame 6 → 7 (standing), frame 10 → 11 (pivot)).
  • Pummel:
    • Change Pummel has a slightly different animation.
    • Nerf It deals less damage (2% → 1.3%).
  • Forward throw:
    • Buff Forward throw sends opponents at a more horizontal angle that is more desirable for edgeguarding (70° → 45°).
    • Nerf Forward throw has significantly less knockback growth (100 → 75), noticeably hindering its already below average KO potential.
  • Up throw:
    • Buff Up throw has increased combo ability due to Sonic's faster jumpsquat and jump speed.
    • Nerf Up throw has more endlag (15 frames → 19).
  • Down throw:
    • Buff Down throw's last hit deals slightly more damage (4% → 5%) with its knockback compensated (80 → 75 (scaling)).
    • Change Sonic hops a bit higher after performing his down throw.
  • Floor attack:
    • Buff Front floor attack deals slightly more damage (6% → 7%).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves[edit]

  • Homing Attack:
    • Change Homing Attack shows a reticle on the opponent right before Sonic is about to strike, as in games from Sonic and the Secret Rings onward. The reticle most closely resembles its design in Sonic Colors.
    • Buff Homing Attack can be charged for much longer, with Sonic ascending much higher during the charge (frames 23-34 → frames 17-82).
      • Nerf This also means that the fully charged version of the move has more startup.
    • Buff Homing Attack deals more damage (5%-12% → 7%-20%) and more knockback when fully charged.
    • Buff Homing Attack has improved accuracy.
    • Buff Homing Attack has less startup lag when the attack button is pressed (frame 22 → 15). It has combo potential in this uncharged state.
    • Buff Homing Attack incurs less endlag upon hitting an opponent (31 frames → 26).
  • Spin Dash:
    • Change Spin Dash's trail changes from purple to yellow when fully charged.
    • Bug fix Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
    • Buff A grounded charged Spin Dash can be released in the air while keeping its charge.
    • Nerf Spin Dash's charge can no longer be canceled by pressing shield. It can only be canceled by double jumping after unleashing it.
    • Nerf An uncharged Spin Dash stops upon hitting an opponent's shield, reducing its safety.
  • Spring Jump:
    • Buff Sonic gains slightly more vertical height from Spring Jump.
    • Buff The Directional Air-Dodge allows Sonic to gain slightly extra vertical height after using Spring Jump when directed upwards, aiding him in his recovery.
    • Nerf Aerial Spring Jump's Spring launches opponents at a less favorable angle for edgeguarding (361° → 45°).
    • Nerf Spring Jump provides significantly less intangibility to Sonic (frames 5-13 → 5-7).
  • Spin Charge:
    • Change Spin Charge changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
    • Nerf Its hits deal slightly less damage (2% → 1.8%).
  • Final Smash:
    • Change Sonic's Final Smash has been changed. He still transforms into Super Sonic and launches foes on contact; however, his speed has been drastically increased, and he moves automatically on the horizontal axis, so only his vertical position can be controlled.
    • Buff When reverting from Super Sonic, Sonic deals damage and knockback if he makes contact with opponents while flying back to his starting point.
    • Nerf Super Sonic's damage output is significantly weaker than its previous iterations, and lasts for a much shorter time period. The more limited controls also make it less possible for him to secure an early KO.

Update History[edit]

Sonic has been buffed via game updates. Sonic's forward tilt connects more reliably and back aerial has less landing lag, making him less vulnerable upon landing with it should it not be autocanceled. Super Sonic has also received multiple buffs.

Super Smash Bros. Ultimate 1.1.0

  • Change The animation for crouching when holding an item has been updated.
  • Change The animation for swinging with a battering weapon has been updated.

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward tilt connects more reliably.
  • Change Forward aerial has less hitlag, making the hits connect faster.
  • Buff Back aerial has less landing lag (18 frames → 15).
  • Buff Super Sonic via FS meter has a higher knockback multiplier (x0.62 → x0.71).
  • Bug fix The instant KO glitch involving Ridley has been fixed.

Super Smash Bros. Ultimate 3.0.0

  • Buff Sonic no longer loses his double jump after performing Spin Dash or Spin Charge on a platform.
  • Buff Super Sonic has a larger hitbox.
  • Buff Super Sonic via the FS meter has more range and deals more knockback.


Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% The Punch + Punch + Kick combo from Sonic the Fighters. Its first and second hit are capable of jab locking.
Forward tilt   4% (hit 1), 7% (hit 2 feet), 5% (hit 2 legs) The Horse Kick from Sonic the Fighters. It hits twice, has minimal start-up lag, and can be angled. Altogether, these traits make it useful for spacing, starting tech-chases, or as an out of shield option.
Up tilt   2% (hit 1), 6% (hit 2) A 540 kick, similar to Captain Falcon's up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It can also combo into a short hopped forward aerial at 0%-40%, and into a Spring Jump-assisted forward aerial at 80%-90%. However, the former is reliable only against heavyweights and fast-fallers; the latter is consistently reliable only against middleweights; and both are heavily reliant on DI. It resembles the Skip Kick from Sonic the Fighters.
Down tilt 6% A legsweep. Its diagonal angle can lead to combos at lower percents. It resembles the Leg Throw from Sonic the Fighters.
Dash attack 6% (early hit), 4% (late hit) A flying kick similar to Fox's. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable because of its considerable ending lag.
Forward smash   14% The Wind-Up Punch from Sonic the Fighters. It has high knockback growth, deceptive range, and can be angled, all of which make it one of Sonic's most viable KOing options. However, its very low base knockback makes it better suited for KO attempts later instead of earlier. It also has noticeable start-up and ending lag, making it risky if used unwisely.
Up smash   5% (hit 1), 1% (hits 2-7), 3% (hit 8) A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth. However, its last hit has average base knockback, which makes it better suited for KO attempts later instead of earlier.
Down smash   12% A split kick, similar to Fox and Falco's down smashes. It has the lowest amount of start-up lag out of Sonic's smash attacks and hits on both sides, which make it useful for punishing rolls. It is also a semi-spike, which makes it very useful for edge-guarding. However, it lasts for only 1 frame, and has considerable ending lag.
Neutral aerial   12% (clean), 8% (late), 5% (latest) Curls up into a ball and spins while slightly undulating up and down. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, its launching angle makes its clean and late hitboxes into useful combo starters at low to medium percentages when SHFF'd. It resembles the Air Spin from Sonic the Fighters and the Insta-Shield, an attack that debuted in Sonic the Hedgehog 3.
Forward aerial   0.8% (hits 1-5), 3% (hit 6) A corkscrew battering ram, similar to Pikachu's forward aerial. It is tied with up aerial for the lowest amount of start-up lag out of Sonic's aerials. When coupled with its last hit's very high knockback growth, it is useful for spacing and edge-guarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large auto-canceling window. It resembles the Emerald Dive from Sonic the Fighters.
Back aerial   14% (clean), 10% (late) A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's most viable KOing options, especially when used for edge-guarding. However, it has moderate start-up.
Up aerial   3% (hit 1), 8% (hit 2) A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however.
Down aerial Shooting Star Kick 8% (clean), 7% (late) A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents. It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle.
Grab Clinches the opponent.
Pummel 1.3% A knee strike. A fairly fast pummel.
Forward throw 1% (hit 1), 6% (throw) A stretch kick. Due to its average damage output, very high base knockback, and average knockback growth, it is mainly used to force the opponent off-stage. It also has KO potential, albeit only on edges and at very high percents. It resembles the Top Kick from Sonic Battle.
Back throw 7% Quickly backflips repeatedly with the opponent in tow before performing the tomoe nage[1] (a Judo throw). It is Sonic's only throw with consistent KO potential.
Up throw 1% (hit 1), 5% (hit 2) Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and inputted Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back, and up aerials beginning at medium percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform.
Down throw 1% (hits 1-3), 5% (throw) Pins the opponent to the ground and then Spin Dashes onto them. Due to being a semi-spike, it is reliable for tech-chasing and setting up edge-guards. It resembles the Double Spin from Sonic the Fighters.
Floor attack (front) 7% Spin Dashes around in a circular motion while getting up.
Floor attack (back) 7% Performs a legsweep while getting up.
Floor attack (trip) 5% Performs a legsweep while getting up.
Edge attack 9% Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from Sonic the Hedgehog Spinball.
Neutral special Homing Attack 7%-20% Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier.
Side special Spin Dash 6%/7% (dash), 5% (initial jump), 3% (jump) Curls up into a ball, performs a short hop, and then starts rolling toward the opponent at a fast speed. Holding the special button charges it up and increases its speed. In addition to granting intangibility at the start, it boasts impressive combo potential, thanks to its ability to be followed up with any aerial attack. However, if uncharged, it stops when it hits a shield, making it very unsafe if shielded. It also boasts horizontal recovery potential when it is jump-canceled immediately upon releasing the special button; this turns the dash into a "Spin Shot", a quick, long-ranged short hop that can be performed either on the ground or in the air.
Up special Spring Jump — (jump), 4% (spring) Pulls out a spring and uses it to springboard into the air. Although it is primarily used for recovering, it is also useful for partaking in combos. It grants intangibility at the start, while the spring itself can also be used to gimp recovering opponents underneath Sonic.
Down special Spin Charge 1.8% (per hit) A Spin Dash that hits multiple times and has more momentum. It also has slightly different aesthetics, requires button mashing in order to charge. However, it lacks a short hop at the beginning, cannot be canceled in any way, and it can only become a "Spin Shot" when used in the air.
Final Smash Super Sonic 12% (Chaos Emeralds), 6% (each ram), 10% (detransformation) Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the Sonic the Hedgehog games. When activated while very close to an opponent, the Chaos Emeralds will damage the opponent. Upon being activated, Sonic is invincible during its duration, and flies around rapidly horizontally and can change his horizontal position. Sonic turning normal again also deals damage to opponents is near him.

On-screen appearance[edit]

Sonic's on-screen appearance.
  • Sonic Spin Dashes onto the stage from the foreground and strikes a pose.


  • Up taunt: Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while making three tsking sounds.
  • Side taunt: Performs the Super Peel Out, a technique that debuted in Sonic the Hedgehog CD, while saying "Sonic Speed!" (遅すぎだぜ!, You're too slow!).
  • Down taunt: Performs the windmill, a breakdancing move, while saying "C'mon!" both in English and Japanese.

Idle poses[edit]

  • Looks at the camera for a moment while tapping his foot impatiently. It is 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 smiling. It resembles an animation he performs after clearing an Act or defeating a boss in Sonic the Hedgehog 3.

Victory poses[edit]

  • Sprints off-screen and 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!)
  • Runs up to and collects the blue Chaos Emerald and then poses with it before saying "Piece of cake!" In Japanese, he says "A piece of cake! 楽勝だぜ!" (A piece of cake! An easy win!)
  • Performs the pike, a breakdancing move, and then strikes a pose while saying "Let's do that again sometime!" In Japanese, he says "Hey guys! また遊んでやるぜ!" (Hey guys! I'll play again next time!)
Ripped directly from Sonic the Hedgehog (2006), which itself is an orchestrated remix of the tune that plays when a character has passed an Act in Sonic the Hedgehog 3, although the ending is slightly abridged.

In competitive play[edit]

Notable players[edit]

Classic Mode: At the Speed of Sound[edit]

Sonic's opponents are a mix between the game's fastest characters as well as references to characters in other Sonic titles. His credits song is Live & Learn.

Round Opponent Stage Music Notes
1 Fox FoxHeadSSBU.png Green Hill Zone Green Hill Zone Fox represents Sonic’s sidekick, Miles “Tails” Prower.
2 Captain Falcon CaptainFalconHeadSSBU.png Figure-8 Circuit Super Sonic Racing The stage, music, and opponent all reference Sonic R, a racing game.
3 Giant Metal Sonic SonicHeadSSBU.png Fourside Ω Open Your Heart The music and city setting, as well as its chronological placement, likely reference the battle against Perfect Chaos at the end of Sonic Adventure; the stage and opponent could also reference the Metal Sonic boss fight at the end of Stardust Speedway Zone in Sonic CD.
4 Kirby (x3) KirbyHeadYellowSSBU.pngKirbyHeadBlueSSBU.pngKirbyHeadRedSSBU.png Halberd Sonic Heroes The Kirbys represent the three character types from Sonic Heroes: Speed (Blue), Flight (Yellow), and Power (Red). The stage choice likely references Final Fortress, the final level of said game.
5 Sheik SheikHeadSSBU.png Mushroomy Kingdom Seven Rings in Hand The stage, music, and opponent all reference Sonic and the Secret Rings, which has an Arabian setting.
6 Giant Incineroar IncineroarHeadSSBU.png Windy Hill Zone Wonder World Incineroar represents Zavok, the leader of The Deadly Six from Sonic Lost World.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: Every stage other than the final round plays a track from the Sonic universe, no matter what universe the stage originated from.

Credits roll after completing Classic Mode. Completing it as Sonic has Live & Learn accompany the credits.

Role in World of Light[edit]

Finding Sonic in World of Light

Sonic was among the fighters summoned to the cliffside to assist in defeating an army of Master Hands.

During the opening cutscene, Sonic was present on the cliffside when Galeem unleashed his beams of light. While attempting to run away, Sonic noticed Pikachu doing the same and reached his hand towards Pikachu in an attempt to save it, but both he and Pikachu were vaporized and placed under Galeem's imprisonment.

Sonic was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He appears in the Sacred Land sub-area as one of the fighters that block the Master Sword, making him one of the obligatory unlocks.

He is later seen standing next to Mario, as the heroes prepare their last stand against Galeem and Dharkon.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
Sonic SSBU.png
Sonic Attack 9,800 Green Hill Zone (Ω form) Green Hill Zone


Sonic's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Sonic in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Sonic makes an appearance in a few Primary Spirits in other forms.

In Spirit battles[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
Super Sonic Spirit.png
Super Sonic Sonic the Hedgehog series •Gold Sonic SonicHeadGreenSSBU.png
13,700 Windy Hill Zone •Sudden Final Smash •The enemy will suddenly have a Final Smash Live & Learn
Metal Sonic Spirit.png
Metal Sonic Sonic the Hedgehog series •Metal Sonic SonicHeadGreenSSBU.png
4,600 Windy Hill Zone N/A •Timed Stamina battle
•The enemy is metal
•The enemy starts the battle with a Rocket Belt
Sonic Heroes
Chaotix Spirit.png
Chaotix Sonic the Hedgehog series Sonic SonicHeadPurpleSSBU.png
Pichu PichuHeadCyanSSBU.png
King K. Rool KingKRoolHeadBlueSSBU.png
1,600 Windy Hill Zone •Invisibility •The enemy is invisible Sonic Heroes
Shadow Spirit.png
Shadow the Hedgehog Sonic the Hedgehog series Sonic SonicHeadCyanSSBU.png
9,100 New Pork City (Battlefield form) •Assist Trophy Enemies (Shadow)
•Item: Timer
•The enemy's dash attacks have increased power
•Hostile assist trophies will appear
•The enemy is easily distracted by items
Live & Learn
Silver Spirit.png
Silver the Hedgehog Sonic the Hedgehog series Sonic SonicHeadWhiteSSBU.png
3,600 Green Hill Zone •Item: Throwing Types •The enemy starts the battle with a Black Hole
•The enemy is easily distracted by items
Rooftop Run
Infinite Spirit.png
Infinite Sonic the Hedgehog series •Metal Sonic SonicHeadBlackSSBU.png
4,400 Big Blue •Hazard: Screen Flip •The screen will suddenly flip after a little while
Stamina battle
•The enemy is metal
Fist Bump
Able Sisters Animal Crossing series Sonic (x3) (SonicHeadGreenSSBU.pngSonicHeadOrangeSSBU.pngSonicHeadPurpleSSBU.png)
9,100 Town and City N/A •The enemy starts the battle with a Drill Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf
Dillon Dillon's Dead-Heat Breakers Sonic SonicHeadBlackSSBU.png
9,800 Midgar (Battlefield form) •Assist Trophy Enemies (Dillon) •The enemy's special moves have increased power
•Hostile assist trophies will appear
•The enemy favors special moves
Frontier Battle
Rayman Spirit.png
Rayman Rayman series Sonic SonicHeadBlackSSBU.png
9,100 The Great Cave Offensive (Battlefield form) Assist Trophy Enemies (Sukapon) •The enemy's physical attacks have increased power
Stamina battle
•Hostile assist trophies will appear
Sunset Heights

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Eggman Spirit.png
Dr. Eggman Sonic the Hedgehog series Roy BowserJrHeadRoySSBU.png
•Metal Sonic SonicHeadGreenSSBU.png
13,200 Green Hill Zone •Bob-omb Festival
•Item: Shooting Types
•Bob-ombs will rain from the sky after a little while
•The enemy's shooting items have increased power
•Items will be pulled toward the enemy
Green Hill Zone Metal Sonic
Nico Fire Spirit.png
Nico Fire StreetPass Mii Plaza series Ness NessHeadGreenSSBU.png
Fox FoxHeadBlackSSBU.png
Sonic SonicHeadPurpleSSBU.png
1,500 Big Blue •Uncontrollable Speed •All fighters move faster and can't stop quickly Wii Sports Resort Streetpass Cats

Alternate Costumes[edit]

Sonic Palette (SSBU).png
SonicHeadSSBU.png SonicHeadPurpleSSBU.png SonicHeadCyanSSBU.png SonicHeadWhiteSSBU.png SonicHeadBlackSSBU.png SonicHeadYellowSSBU.png SonicHeadOrangeSSBU.png SonicHeadGreenSSBU.png


Character Showcase Video[edit]


  • Sonic's stock icon in Ultimate bears a striking resemblance to several logos and icons in the Sonic series, namely:
  • Sonic is the only third-party character in Ultimate with more than one home stage representing his series.
  • Unlike other installments in the Super Smash Bros. series, Sonic slowly takes damage if he falls in any body of water, which is a nod to his inability to swim in his own series.
  • While Sonic has appeared in three installments, Ultimate marks the first time Sonic is the first third-party character announced, as Snake was announced before him in Super Smash Bros. Brawl, while Mega Man was announced before him in Super Smash Bros. 4.
  • Sonic being unlocked by clearing Classic Mode as Mario is a reference to the bitter rivalry between the two of them in the '90s through 2001, while Sega was still a console manufacturer.
  • The games Sonic's Classic Mode references go in chronological order from each console generation starting from the 4th (Sega Genesis) to the 8th (Wii U).
  • Sonic is the only character who travels to Figure-8 Circuit and Green Hill Zone in Classic Mode.
  • Prior to version 2.0.0, There was a glitch that allowed Ridley to instantly KO Sonic. On 2D stages, if Ridley grabbed Sonic with his Space Pirate Rush while Sonic is recovering from a Homing Attack near the ledge, Sonic would be instantly sent into the horizontal blast line.[1]
  • As is the case with Smash 4, Sonic's snoring and surfacing voice clips are taken directly from Super Smash Bros. Brawl, in which he was voiced by Jason Griffith, despite otherwise being voiced by Roger Craig Smith.
    • Also like in Smash 4 Jason Griffith is uncredited in the credits.
  • Sonic is the only third-party veteran to have his victory theme changed in some way, being slightly sped up and abridged at the end.


1.^ translates to "Circle Throw"


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