Sonic (SSBB): Difference between revisions

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==Role in [[Subspace Emissary]]==
==Role in [[Subspace Emissary]]==
Near the end of the Subspace Emissary, Sonic appears and prevents [[Taboo]]'s attack. This is his only appearance in the Subspace Emissary; most likely due to the fact that much of the Subspace Emissary was already planned out and developed before the inclusion of Sonic.
Near the end of the Subspace Emissary, Sonic appears and prevents [[Tabuu]]'s attack. This is his only appearance in the Subspace Emissary; most likely due to the fact that much of the Subspace Emissary was already planned out and developed before the inclusion of Sonic.


==Pros and Cons==
==Pros and Cons==

Revision as of 21:42, March 15, 2008

This article is about Sonic's appearance in Super Smash Bros. Brawl. For other uses, see Sonic the Hedgehog.
Sonic the Hedgehog
Sonic the Hedgehog
SonicSymbol.svg
Universe Sonic the Hedgehog
Appears in SSBB
Availability Unlockable


Sonic (ソニック, Sonikku) is a character from SEGA that has been confirmed to appear in Super Smash Bros. Brawl. A swift character, Sonic runs at an extremely quick pace that surpasses even Captain Falcon, who is now the second fastest character. He was also the most desired character to be included in the game.

How to Unlock

Complete one of the following:

  • Complete Classic Mode with 10 characters
  • Play 300 matches in VS Mode
  • Complete the Subspace Emissary
  • Many players have managed to unlock the character by playing a large number of 4-player brawls, though too few to qualify for the 300 matches listed above. Some players have unlocked Sonic in fewer than 50 4-player brawls. The exact details of this method are still in question. It is likely that a certain number of combined distance must be travelled for this method (similar to unlocking the Tails trophy).

Role in Subspace Emissary

Near the end of the Subspace Emissary, Sonic appears and prevents Tabuu's attack. This is his only appearance in the Subspace Emissary; most likely due to the fact that much of the Subspace Emissary was already planned out and developed before the inclusion of Sonic.

Pros and Cons

Pros

  • Fastest running speed
  • Fast attacks
  • Fairly small target
  • Very fast forward and backwards rolling
  • Can Wall-jump
  • Attacks have low lag
  • Down-Air can stop upwards momentum and can spike
  • Aerials can juggle relatively well and effectively
  • All B attacks are recoveries
  • Up B has great vertical height and allows attacking afterwards
  • Down B fully charged is faster then regular dashing speed
  • Can edgeguard very well because the falling Spring of his Up B can spike.
  • Down Smash has very good range
  • Many moves appear similar to each other making them somewhat difficult to predict

Cons:

  • Lacks a good killing move.
  • Fairly light
  • Up-B is one of the few that cannot auto-sweetspot the ledge.
  • Only projectile (the spring from his Up-B) only goes downward and is only a projectile in mid-air
  • Spring can be used by opponents
  • Low priority aerials

Standard Moves

Ground Attacks

  • Standard Combo - A left-handed punch, then a right-handed punch, then finally a side kick with the left leg.
  • Dash Attack - Rolls into a ball to hit anyone in his way, similar to when you press down while running in most Sonic games.
  • 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).
  • Up Tilt - Kicks upward (appearance comparable to C. Falcon's Up Smash in Melee). Very minimal knockback.
  • Down Tilt - Foot sweep (appearance and knockback comparable to Sheik's D-Tilt in Melee).
  • Forward Smash: Winds up his arm during the charge and attacks with a short range punch. It has a good knockback, has a fast startup speed, little lag after, but the range isn't too impressive.
  • 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 decent knockback (low knockback in relative to a Smash attack's standard). This has a lot of priority.
  • Down Smash - Spin Dashes back and forth over a short distance around him. It has good knockback, and very good range.

Aerial Attacks

  • Neutral Aerial - Spins in place. Properties are similar to the properties of the Sex Kick.
  • Forward Aerial - Drills at the enemy head first rotating his body. Imagine Pikachu's F-Air (more similar to the 64/Brawl version than the Melee version).
  • Back Aerial - Kicks behind him (appearance and knockback comparable to Samus's B-Air in Melee).
  • Up Aerial - A flip kick similar to Fox's U-Air. 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 significant knockback. Very similar to Fox's Up-Air in Melee.
  • Down Aerial - Sonic stalls for a brief moment, then shoots downwards foot first (regardless of momentum before executing this move). Appearance is comparable to Ganondorf's Wizard's Foot. This attack does NOT continue downwards until landing (although it does go down very far before stopping). It has a good amount of lag when hitting the ground, and due to its unique characteristics, is impossible to l-cancel. When hitting a grounded opponent, the angle of knockback is similar to C. Falcon's Falcon Kick, but when hitting an airborne opponent, it spikes them.

Grabs and Throws

  • Forward Throw - Oddly enough, it kicks them upwards using a straight up kick (think Sonic doing the splits vertically). Can follow with Up-Air juggles, but it can be heavily DI'ed backwards.
  • Back Throw - Does a back flip while spinning (and while holding the opponent) and slams them on the ground, sending them backwards with a good amount of knockback.
  • 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.
  • 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. Does a good amount of damage.

Event Matches

  • Event 30: Sonic Boom- The player plays as Sonic and has to KO 15 Sonics on Green Hill Zone.
  • Event 39: All Star Brawl 2- Select your character to fight against the unlockable Brawl newcomer's
  • Event 41: The REAL Showdown- The player faces a giant Mario, and a slightly larger Snake along with a slightly larger Sonic.

Co-Op Event Matches

  • Event 17: Sonic & Mario- As Mario and Sonic take turns KOing a team of alternating Marios and Sonics on Green Hill Zone.
  • Event 21: The Real All Star Brawl- Select your character and take on the entire roster on Battlefield

Special Moves

Template:Specialmoves

Trophy Description

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 the Hedgehog
1991

Special Movements

Taunt

Up: Does a front flip, then crosses his arms with his index finger pointing out.

Side: Does a figure eight peelout dash, saying "You're too slow!" in a teasing tune.

Down: Says: "C'mon, step it up!" and breakdances.

On-Screen Appearance: Spins into view and gives a thumbs up with his right hand.

Victory Poses

  • He spins once and poses while holding a Chaos Emerald in his hand.
  • Runs off the screen, screeches back and gives a thumbs up.
  • He break-dances and then does a pose with his fist.

Strategy

Sonic is unlike any other character in Brawl, his sheer speed make him rather to play effectively. His best play style is annoyance, pressure and deception. His speed is his greatest advantage, zipping around stages and players. Use this to either use Hit-and-Run tactics, or to get away from groups of enemies when at high percentage. Use his Homing Attack to pressure opponents when you knock them away, because his attacks are not the strongest. Timing your attacks to interrupt your opponent's third jump is a vital sonic strategy, one of the few areas sonic excels at. His specials are best used for four things: deception, edgegaurding, recovering and setting up combos. When using Sonic's Final Smash, he is unable to suicide by flying off the screen, however care should be taken to not end the final smash when super sonic is below the stage or into a position where you can not get back on the stage. With extended practice, Sonic can become a very dangerous opponent if played right.

External Links


Template:Sonic the Hedgehog Brawl