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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.
Sonic
in Super Smash Bros. Ultimate
Sonic SSBU.png
SonicSymbol.svg
Universe Sonic the Hedgehog
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Super Sonic
SonicHeadSSBU.png
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.

Sonic is once again voiced by Roger Craig Smith in the English version, with his portayal from various Sonic games being repurposed for Ultimate, as was the case in Super Smash Bros. 4. In the Japanese version, Jun'ichi Kanemaru reprises his role via recycled voice clips from Brawl and Smash 4. He is also voiced in French by Alexandre Gillet, in Spanish by Jonathan López, in German by Marc Stachel and in Italian by Renato Novera.

How to unlock

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.

Attributes

Sonic is a lightweight who, staying true to his home series, has very fast mobility. He possesses the fastest dash speed in the game, as well as the seventh fastest walk speed and the 12th fastest air speed, with the latter being tied with Mario, Donkey Kong, Little Mac and Inkling. Combined with his above average fall 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. He can jump while charging Spin Dash. Spin Charge on the other hand hits multiple times and moves faster, making it a good alternative for dashing. 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 projectiles, such as Snake's C4.

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 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 is much less useful in Ultimate than it was in Melee, but it 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 (forward/up smashes, clean back aerial, and up aerial) requiring good positioning and, aside from up aerial, 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. 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.

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.

In all, Sonic has a great offensive play, has a strong neutral game and can very rapidly damage his opponents, but has trouble KOing.

Changes from Super Smash Bros. 4

Sonic has received a mix of buffs and nerfs, but was generally nerfed overall. 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.

However, he received some useful buffs, such as his down tilt and up throw have more combo potential and his aerials have significantly less landing lag, improving his combo game 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. Nevertheless, he's seen some success in Ultimate's early metagame, with KEN winning Midwest Mayhem Ultimate while solely using Sonic and 6WX doing good in locals.

Aesthetics

  • 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 now grins during his victory pose where he smiles instead of smirking, like in Super Smash Bros. for Wii U.
  • Change Sonic's head quills bounce and move around more, resembling how their movement was in Brawl.
  • Change Sonic's Chaos Emerald victory animation now has him running up to the Emerald before grabbing it.

Attributes

  • 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

  • Buff Due to Ultimate's reworked run mechanics, Sonic can easily surprise opponents with any ground attacks, including neutral, tilt and smash attacks, due to his incredibly fast dash speed. This heavily augments his overall ground game and allows him to take greater advantage of his exemplary speed.
  • Neutral attack:
    • Buff Neutral attack's second hit can now lock.
      • Nerf It does slightly less damage (2% → 1.5%).
    • Change Neutral attack's third hit has a slightly different animation.
      • Buff Neutral attack 3 deals more knockback.
  • Up tilt:
    • Buff Both hits of up tilt come out faster (frame 7 → 6 (hit 1), frame 18 → 13 (hit 2)).
    • Nerf Since the move has the same duration, it now effectively has more ending lag, reducing its combo potential.
  • Down tilt:
    • Buff Down tilt launches at a more upward angle, improving its combo potential.
    • Change Down tilt now sends Sonic forward 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 now has its Spin Attack portion removed, with only the lunge kick being intact.
      • Nerf 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 more range.
  • Up smash:
    • Buff Up smash has slightly less start up lag (frame 19 → 18).
  • Down smash:
    • Buff Down smash's front hit has much more knockback, now being as strong as the back hit.

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: 16 frames → 10, Forward: 26 → 16, Back: 30 → 18, Up: 21 → 13, Down: 38 → 21).
  • Forward aerial:
    • Buff Forward aerial connects more reliably, making it better for dragging opponents off stage.
  • Up aerial:
    • Nerf Up aerial connects into each hit less reliably.
    • Buff Up aerial's second hit deals more damage (6% → 8%), however the knockback growth was compensated.
  • Down aerial:
    • Buff Down aerial now meteors at the initial hit, making it easier to meteor smash opponents.

Throws/other attacks

  • Nerf All grabs have increased ending lag (frame 31 → 38 (standing), 38 → 48 (dash), 37 → 40 (pivot)).
    • Nerf Standing and pivot grab have slightly more start up lag (frame 6 → 7 (standing), (frame 10 → 11 (pivot)).
  • Pummel:
    • Change Pummel has a slightly different animation.
    • Nerf It does slightly less damage (2% → 1.3%).
  • Forward throw:
    • Change Forward throw now sends opponents at a more horizontal angle.
  • Back throw:
    • Nerf Back throw has slightly less knockback hindering its already poor KO potential on middleweights.
  • Down throw:
    • Buff Down throw's last hit deals slightly more damage (4% → 5%).
    • 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

  • Homing Attack:
    • Change Homing Attack now 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 than before. The attack deals more damage (5% → 7% (uncharged), 12% → 20% (charged)), more knockback when fully charged, and has improved accuracy.
    • Buff Homing Attack comes out much quicker than in previous titles when the attack button is pressed (frame 22 → 15). This uncharged state of the attack allows for combo potential.
  • Spin Dash:
    • Nerf Spin Dash's charge can no longer be canceled by pressing shield. It can now only be canceled by double jumping after unleashing it.
    • Nerf Spin Dash now stops upon hitting an opponent's shield, reducing its safety.
    • Buff A grounded charged Spin Dash can now be released in the air while keeping its charge.
    • Bug fix Sonic no longer loses his double jump after landing with an aerial Spin Dash or Spin Charge.
  • Spring Jump:
    • Nerf Aerial Spring Jump's Spring has lowered knockback, making it harder to chain and to KO opponents as easily.
    • Nerf Spring Jump provides significantly less intangibility to Sonic (5-13 → 5-7), making it easier to edgeguard him.
    • 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.
  • Spin Charge:
    • Change Spin Charge now changes the color of the trail to indicate charge strength, going from blue, to cyan, to yellow.
    • Nerf Its uncharged 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 now moves automatically on the horizontal axis, so only his vertical position can be controlled.
    • Buff When reverting from Super Sonic, Sonic now 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

Super Smash Bros. Ultimate 1.1.0

  • Change The animation of Sonic when swinging a bat has been altered.
  • Change The animation of Sonic crouching when holding a light item has been altered.

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 has a higher knockback multipler when used via FS meter (x0.62 → x0.71).
  • Bug fix The instant KO glitch involving Ridley has been fixed.

Moveset

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.
1.5%
4%
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 rowspan="1" 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

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

Taunts

  • 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

  • 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

  • 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!)
  • 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

Notable players

Classic Mode: At the Speed of Sound

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

Round Opponent Stage Music Notes
1 Fox Green Hill Zone Green Hill Zone
2 Captain Falcon Figure-8 Circuit Super Sonic Racing
3 Giant Metal Sonic Fourside (Ω form) Open Your Heart
4 3 Kirbys Halberd Sonic Heroes
5 Sheik Mushroomy Kingdom Seven Rings in Hand
6 Giant Incineroar Windy Hill Zone Wonder World
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

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

Role 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.

Spirits

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.

Alternate costumes

https://www.youtube.com/watch?v=sPK2K78Evow
SonicHeadSSBU.png SonicHeadPurpleSSBU.png SonicHeadCyanSSBU.png SonicHeadWhiteSSBU.png SonicHeadBlackSSBU.png SonicHeadYellowSSBU.png SonicHeadOrangeSSBU.png SonicHeadGreenSSBU.png

Gallery

Character Showcase Video

Trivia

  • 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.
  • Sonic's Classic Mode has numerous references to his franchise:
    • Stage 1 has Fox on Green Hill Zone, which is likely a reference to Sonic's sidekick, Tails, who debuted in Sonic the Hedgehog 2 for the Sega Genesis.
    • Stage 2 has multiple racing references to homage Sonic R for the Sega Saturn.
    • Stage 3 features a metal Sonic in a darkened city (in this case, Ω Fourside), likely as a reference to Metal Sonic from Sonic CD and the battle the two had in Stardust Speedway, which was turned into a dystopian, polluted city in the Bad Future. It could also reference his final battle with Perfect Chaos in Station Square in Sonic Adventure from the Dreamcast, as the main theme of the game plays in the background.
    • Stage 4 has three Kirby's while playing the Sonic Heroes theme. The Kirby's are colored in reference to the color coding of Sonic Heroes's three roles/abilities: Blue (Speed), Red (Power), and Yellow (Flight). The stage is Halberd, which references the Egg Fleet from the same game and the setting of the final levels.
    • Stage 5 references Sonic and the Secret Rings for the Wii.
    • Stage 6 is a reference to Zavok from Sonic Lost World for the Wii U.
  • The games Sonic's Classic Mode references also 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 being voiced by Roger Craig Smith.
  • 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.

Notes

1.^ translates to "Circle Throw"

References