Prima Games eGuides Super Smash Bros. WiiU/3DS

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Super Smash Bros. WiiU/3DS CHARACTERS

Sonic the Hedgehog

Trophy Description

The main star of the Sonic the Hedgehog series. He’s an easygoing hedgehog who blows past the competition with his speed. Seriously, on the ground he’s faster than anyone else in Smash Bros. Use this to your advantage, avoiding blows while landing lightning-fast attacks.

Statistics

Maximum Number of Jumps: 2

Can Wall Jump: Yes

Can Wall Cling: No

Can Crawl: No

Alternate Colors

Smash Attacks

SIDE SMASH DAMAGE 14%

Sonic winds up and unleashes a straight punch attack. This can be aimed up or down.

DOWN SMASH DAMAGE 12%

Sonic drops into the splits, kicking both in front of and behind himself.

UP SMASH DAMAGE 1~5% MAX DAMAGE 14% : 8 Hits

Sonic balls up and jumps at your opponent, spinning while hitting that opponent multiple times.

Basic Attacks

Standing Attack DAMAGE 2%, 2%, 4%

Two punches followed by a kick that knocks opponents away.

Side Tilt DAMAGE 4~7% MAX DAMAGE 11% : 2 Hits

Sonic planks and kicks out his legs at the opponent. This can be aimed up or down.

Up Tilt DAMAGE 2~6% MAX DAMAGE 8% : 2 Hits

Sonic jumps and spins while kicking vertically, launching the opponent vertically as well.

Down Tilt DAMAGE 6%

Sonic crouches then whips his leg around in a sweep attack.

Dash Attack DAMAGE 1~3% MAX DAMAGE 6% : 4 Hits

Sonic balls up to strike multiple times before ending with a kick attack.

Edge Attack

Sonic returns to the stage balled up to strike the opponent.

Air Attacks

Neutral Air Attack DAMAGE 5~12%

Sonic balls up while moving in a small circle to hit opponents. This is active for quite awhile.

Up Air Attack DAMAGE 3~6% MAX DAMAGE 9% : 2 Hits

Sonic gets upside down and claps his feet together, hitting opponents above him.

Down Air Attack DAMAGE 7~8%

This divekick attack moves at a sharp angle toward the ground. It has a meteor effect if it hits airborne opponents.

Forward Air Attack DAMAGE 0.8~3% MAX DAMAGE 7% : 6 Hits

Sonic spins at your opponent headfirst, hitting multiple times.

Back Air Attack DAMAGE 10~14%

Sonic winds up then quickly kicks behind him.

Special Attacks

Homing Attack (Neutral Special) DAMAGE 5~12%

Sonic homes in on the closest opponent. Make sure Sonic is in range, otherwise Sonic bounces into the ground.

Stomp DAMAGE 5%

Sonic jumps into the air before slamming straight downward. There is a meteor effect from this attack.

Surprise Attack DAMAGE 8%

Similar to the regular version except much faster and with less range. The downside is that the DAMAGE is also lower.

Spin Dash (Side Special) DAMAGE 4~11% MAX DAMAGE 18.6% : 3 Hits

Sonic spins up as you hold down the button then rolls around when you release it. The longer you charge, the faster Sonic rolls. You can control him, and if he collides with the enemy, he deals DAMAGE. You can cancel this into Homing Attack or Spring Jump. While charging, you can cancel by hitting Shield or Grab.

Hammer Spin Dash DAMAGE 3~7% MAX DAMAGE 16% : 3 Hits

Sonic hops high off the ground and buries any opponent he hits on the way down. Changing directions while rolling stops the move instead of changing directions.

Burning Spin Dash DAMAGE 4~13% MAX DAMAGE 19% : 1 Hits

This Spin Dash deals slightly more DAMAGE and does not have a hop at the beginning. All jumps during the dash are also lower than normal.

Spring Jump (Up Special) DAMAGE 4%

Sonic launches himself up from his spring. The spring sticks around for a while for anyone to use. If dropped from the air, it causes a little DAMAGE to whomever it hits below. While falling from the air, you can use aerial attacks or air dodge but not Specials. Sonic has a bit of invincibility after the jump.

Double Spring DAMAGE 2%

This version does not launch Sonic as high, but Sonic can use it twice! When used on the ground, the first spring instantly disappears. When used in the air, the first spring disappears once you use the move again.

Springing Headbutt DAMAGE 1~7%

Sonic headbutts opponents above him after he launches off the spring. When used on the ground, the spring quickly disappears and nearby opponents are knocked away. Jump height is slightly less than normal, and Sonic doesn’t have any invincibility.

Spin Charge (Down Special) DAMAGE 1~6% MAX DAMAGE 16% : 5 Hits

Sonic dashes forward in a ball. This can be powered up by rapidly pressing the Special button while holding Down to make it faster and stronger. When you release Down, Sonic moves forward with the attack. You can transition into Homing Attack or jump from this attack as well.

Auto-Spin Charge DAMAGE 1~6% MAX DAMAGE 13% : 4 Hits

This variation of Spin Charge can be charged by just holding the Special button while holding Down. If you move from Down to the direction opposite of your opponent, it will cancel the charge.The charge time is slightly longer than normal.

Gravitational Charge DAMAGE 0~6% MAX DAMAGE 11% : 3 Hits

While charging, the force from Sonic spinning in place pulls in opponents in front of him while pushing away opponents behind him. It takes more button presses than usual to charge up to full power.

Final Smash

Super Sonic

Sonic transforms into Super Sonic—he is completely gold and able to fly. Flying into your opponents deals DAMAGE, and the faster you fly, the stronger the attacks and knockback are. The initial blast of his transformation deals about 18% DAMAGE, the least DAMAGE you do is around 5%, and the most per hit is around 16%. Though Super Sonic can be difficult to control, you don’t have to worry about self-destructing. In this form, you are invulnerable, and you can fly to any edge of the stage without being KO’d. Just be sure to make it back to the stage before transforming back to regular Sonic! Super Sonic starts to glow white when he is about to revert back to regular Sonic, so keep an eye out for this! Finally, note this can’t move through platforms or stage walls, so it’s much more effective on open stages like Final Destination instead of Reset Bomb Forest.

Strategy

Sonic is the fastest character in the game, so harnessing his full potential certainly takes some time! He has an assortment of attacks in which he balls up and does spin attacks at the opponent. One of the benefits of this is it can be very confusing for opponents to figure out what you’re up to. Along with Sonic’s speed, his aerial mobility and recovery are good as well. Using his Homing Attack, Spin Dash, and Spin Charge with just his movement speed on the ground will be a challenge for opponents to keep up with. Sonic is fairly lightweight, though, with limited range, so try not to get too carried away with his speed!

Homing Attack is best used from the air against a grounded opponent, as long as the opponent is within range. Sonic automatically flies at them, and you can repeat this same attack once before landing. Generally, your goal with Homing Attack is to make sure your opponent is in range. Spin Dash is another quick spinning attack, one that gives you a little bit more control over your direction. It does have a little bit of invincibility on startup, and it doesn’t actually attack while turning. If you’re going for a horizontal recovery, Spin Dash is your better choice over Spin Charge. Similar to Spin Dash, Spin Charge has Sonic balled up and speeding back and forth around the floor. It differs, however, by moving considerably faster and allowing you to cancel its startup. Additionally, the first hit of this knocks opponents up fairly well, so consider using this to surprise opponents for a vertical KO. Spring Jump is mainly a recovery tool, but you can also use it to DAMAGE opponents by dropping the spring onto them. On stages with platforms, if you use it from the ground, it can be used for three jumps per fighter, until it expires and disappears.

In the air, Sonic’s best options for KOs are Back Air for horizontal KOs and Up Air for vertical KOs. Neutral Air is useful to interrupt opponents, while Forward Air is good to rack up DAMAGE in combos. Down Air has a decent meteor effect, so you can use this against opponents’ recovery when you’re edge-guarding. For KOs on the ground, Forward Smash and Down Smash are your best options. Use Sonic’s jabs, Forward Tilt, and Up Tilt from the ground as well.

Recovery

Sonic has some decent vertical recovery but not very well-controlled horizontal recovery. Of course, his Spring Jump is his main vertical recovery tool, and it launches Sonic very high into the air. Horizontally, though, Sonic’s options aren’t as straightforward. He can use his Spin Dash, but it has very short range to send him forward. If an opponent is close enough, he can use his Homing Attack, but that relies on your opponent’s distance from you and your distance from the stage.