- This article is about Sonic's appearance in Super Smash Flash 2. For general information about the character, see Sonic the Hedgehog.
|Sonic the Hedgehog |
in Super Smash Flash 2
Sonic's official artwork.
|Final Smash||Super Sonic|
Sonic is a veteran starter character in Super Smash Flash 2. Unlike the Super Smash Bros. games, he is not the only representative of the Sonic franchise, he is joined by his sidekick, Tails. His sprites are custom-made and based on his appearance in Super Smash Bros. for Nintendo 3DS and Wii U. His voice clips are directly taken from Super Smash Bros. Brawl and his moveset is a combination of his Super Smash Bros. for Nintendo 3DS and Wii U and Project M movesets.
Sonic is currently ranked 33rd out of 40 on the tier list, placing him in the C- tier. Sonic has fast attacks, useful techniques, decent combo ability, a good grab game, and KO moves in forward tilt, forward smash, down smash, up aerial, forward aerial, back aerial, down aerial, up throw, back throw, and Light Dash. Sonic also has outstanding mobility, the fastest dashing speed in the game and a fast walking speed. With his special moves allowing him to attack while in motion with little fear, Sonic's approach and neutral game are both impressive. He also has good recovery with multiple options in Spring Jump, Homing Attack, and Light Dash.
However, Sonic lacks range in the majority of his attacks. Additionally, his moves lack a lot of priority, making him vulnerable to characters with higher priority attacks or disjointed hitboxes like Meta Knight and Ichigo. Sonic lacks a proper projectile and because of this, he has little to no reliable ways to deal with them, especially projectiles that are high in priority or transcendent. He may have problems KO'ing his opponents due to his KO options having high lag, making them risky, and killing later than average.
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The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. It may require an expansion going further on missing details.
- See also: Sonic (Super Smash Flash 2)/Hard data
Sonic is a middleweight that has outstanding mobility like in his home series. He fittingly has the fastest dashing speed in the game and also having one of the fastest walking and air speeds. With his below-average falling speed and average gravity, Sonic has nigh omnipresence despite of his slow air acceleration, his other attributes enable him to travel at a blinding speed across any stage. In addition, these traits make Sonic able to easily and effectively utilize a hit-and-run playstyle. He has KO options in forward tilt, forward smash, down smash, up aerial, forward aerial, back aerial, down aerial, up throw, back throw, and Light Dash.
Sonic's neutral attack, tilt attacks, and throws deals decent damage and has minimal lag, which make them hard to punish. Sonic also has a strong air game. Neutral aerial is a great combo starter thanks to its low landing lag and launching angle. Forward aerial is useful for starting and finishing combos thanks to its sourspot's launching angle and its sweetspot being a meteor smash. In certain instances, its sourspot can combo into itself at low percentages thanks to Sonic's fast air speed. Up aerial has KO potential near the upper blast line and is great for combos, while its minimal lag makes it deceptively safe. Back aerial's clean hitbox is strong, making it one of his few reliable KO options like his up aerial and forward aerial. Lastly, down aerial is a stall-then-fall, it is Sonic's least effective aerial but it lacks startup and its clean hitbox can meteor smash.
Sonic has useful special moves. Spin Dash is perhaps Sonic's best neutral game option, as it allows him to roll across the stage at varying speeds while also dealing damage upon contact. It hits multiple times and moves faster than his dashing speed, making it a reliable alternative to dashing. Jumping out of Spin Dash allows Sonic to hop while spinning, making him a jumping hitbox for a brief moment. It can also give Sonic additional protection when recovering and even chain into other attacks. Opponents have to be careful when dealing with this move, since a mistake can result in a very fast chain of attacks that can rack up impressive damage. Homing Attack deals consistent damage and homes in on the nearest opponent, making it useful for punishing missed or laggy attacks and breaking edgeguards. Light Dash is one of Sonic's most reliable KO options, especially when sweetspotted. It can also be used as a recovery move to grab the ledge. Spring Jump is a useful recovery move that covers a good amount of vertical distance. It is also one of the few recovery moves that does not cause helplessness, as Sonic is able to attack and dodge during his descent, while the spring that is dropped can be useful both on and offstage by allowing him to pressure and gimp opponents, respectively.
Sonic has an average grab game, it is fairly easy to land thanks to his mobility as he has one of the best grabs in the game. Sonic's pummel is quick, which allow him to rack up a fair amount of damage before throwing an opponent. His up throw is a reliable combo starter, while also able to chaingrab on fast and high fallers. Its combo potential may not be as consistent as Spin Dash but it still decently deals damaging combos beginning at 0%, as well as Spring Jump-assisted aerial combos beginning at medium percentages. It also has KO potential, although it kills reliably at very high percentages. His down throw sends opponents at a low angle with high base knockback, which make it excellent for starting up combos and tech-chases. Back throw also deals high base knockback and has KO potential, especially if it is used near the edge. It moves Sonic backwards, which makes it useful for setting up an immediate edgeguard attempt. Lastly, forward throw is his least useful throw, as its primary utility is for forcing the opponent off the stage or setting up tech-chases.
However, the majority of his attacks have short range, which makes it hard to approach characters with large or disjointed hitboxes, forcing him to stay close to his opponent at all times, providing extra risks. He also has a hard time dealing with camping and projectiles he cannot out-prioritize, like those with transcendent priority like Bomberman's Bombs, since many projectiles in the game can severely limit his movement options. His KO potential is held back by his most reliable KO options (forward smash, down smash, forward aerial, back aerial, up aerial, and Light Dash), requiring good positioning and having fairly noticeable startup and/or ending lag. Despite his outstanding mobility, Sonic also has trouble landing due to his slow air acceleration, leaving him susceptible to juggling. Lastly, Sonic can also be susceptible to early KOs. Unlike other middleweights like Mario and Luigi, some of his attacks are very punishable, especially if they miss, allowing openings for opponents to punish him. His recovery can also be predictable because of its linearity, making him vulnerable to gimps even at low percentages.
Overall, Sonic has a great offensive playstyle that must force opponents to make a mistake in order to safely rack up damage and use his impressive mobility to avoid heavy punishment. Despite being a middleweight, he has below-average falling speed, making him fairly easy to combo. But, it can be hard to escape from him once he starts racking up damage on the opponent, especially tech-chasing and reading DI. However, he has some trouble killing, resulting in his opponents surviving even up to very high percentages.
|Standard attack||The Punch + Punch + Kick combo from Sonic the Fighters. Its first and second hit are capable of jab locking.||2%|
|Forward tilt||The Horse Kick from Sonic the Fighters. Its minimal startup lag makes it useful for spacing, starting tech-chases, or as an out of shield option.||8%|
|Up tilt||A 540 kick, similar to Captain Falcon's up smash. Its vertical range makes it a useful anti-air attack and can be useful for combos. However, it has poor horizontal range. It resembles the Skip Kick from Sonic the Fighters.||4%|
|Down tilt||A legsweep. Its vertical angle can lead to combos at low percents. It resembles the Leg Throw from Sonic the Fighters.||9%|
|Dash attack||A Spin Dash followed by a flying kick. Its minimal startup lag can allow it to pressure opponents and set up combos. However, it has considerable ending lag. It resembles the Somersault attack from Sonic Adventure 2.||2%|
|Up smash||A jumping Spin Dash. It hits multiple times, with its last hit having average knockback growth. Useful for starting aerial combos.||12%|
|Forward smash||The Wind-Up Punch from Sonic the Fighters. Its high knockback growth and good range makes it one of Sonic's best KOing options. However, it has noticeable startup and ending lag.||15%|
|Down smash||A split kick, similar to Fox's down smash. It has the lowest amount of startup lag out of his smash attacks and hits on both sides. It is also a semi-spike, which makes it useful for edgeguarding. However, it has considerable ending lag.||13%|
|Neutral aerial||Curls into a ball and spins in place, hits twice. Its diagonal angle can lead to combos from low to mid percents. It resembles the Air Spin from Sonic the Fighters and the Insta-Shield technique from Sonic the Hedgehog 3.||7%|
|Up aerial||A scissor kick, hits twice. Its minimal startup lag makes it safe and can be a viable KO option near the upper blast line, especially as a follow-up from Spring Jump.||7%|
|Forward aerial||The Sonic Eagle from Sonic Battle. It has a sweetspot at the heel which can meteor smash opponents, making it one of Sonic's best KO options. Also his forward aerial in Project M.||12%|
|Back aerial||A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KO options, especially when used for edgeguarding. However, it has moderate startup lag.||5%|
|Down aerial||A diagonal flying kick. It is a stall-then-fall and its sweetspot meteor smashes right when Sonic comes down. It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle.||9%|
|Grab||Reaches both hands out to grab.||N/A|
|Pummel||Knees the opponent.||1%|
|Up throw||Throws the opponent upward and sharpens his quills to stab them. It is a good combo starter and is the second strongest up throw in the game, able to KO middleweights around 150% on Final Destination.||9%|
|Forward throw||A stretch kick. It lacks kill power due to its little knockback growth, but is useful to force opponents offstage. It resembles the Top Kick from Sonic Battle.||10%|
|Back throw||Quickly back flips with the opponent twice before kicking them away. Sonic's second strongest kill throw, able to KO middleweights around 160% near the ledge on Final Destination.||11%|
|Down throw||Pins the opponent to the ground and then Spin Dashes onto them. Its diagonal angle can lead to combos at very low percents. It resembles the Double Spin from Sonic the Fighters.||10%|
|Floor attack||Performs a legsweep while getting up.||8%|
|Ledge attack||Spin Dashes forward while climbing up. It resembles the Cliffhanger Flip from Sonic the Hedgehog Spinball.||7%|
|Standard special move||Homing Attack||Curls up into a ball while briefly ascending, homes onto the nearest opponent, and then rams into them. It is a useful edgeguarding option and can lead to combos. It can also be used as horizontal recovery.||8%|
|Side special move||Light Dash||Charges up before dashing forward in a high speed, damaging opponents on his way. Its sweetspot is one of Sonic's best KO options and can be angled up or down. It can also be used as horizontal recovery.||5%|
|Up special move||Spring Jump||Pulls out a spring and uses it to springboard into the air. Although it is primarily used for recovering, it is also useful as a follow-up in combos. It grants intangibility at the start, while the spring itself can also be used to gimp recovering opponents underneath Sonic.||6%|
|Down special move||Spin Dash||Curls into a ball from and starts rolling towards his opponents at a fast speed. It requires button mashing in order to charge. In addition to granting intangibility at the start, it can be followed up with any aerial attack. It can also be canceled with any aerial and special attack.||5%|
|Final Smash||Super Sonic||Gathers the Chaos Emeralds and uses them to transform into his super form. When activated, Sonic is invincible during its duration, and can fly in any chosen direction. The longer the direction is held, the faster and more damaging his ramming attack will be.||29%|
|On-screen appearance||Spin Dashes onto the stage from the foreground and strikes a pose.|
|Taunts||Standard||Somersaults and then crosses his arms with his index fingers pointing out, while making three tsking sounds.|
|Side||Performs the Super Peel Out, a technique from Sonic CD, while saying "You're too slow!".|
|Down/Up||Preforms the windmill, a breakdancing move, while saying "Come on, step it up!".|
|Idling||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.|
|Victory theme||A remix of the fanfare that plays whenever an act is cleared in Sonic the Hedgehog 3.|
|Victory pose||Sprints on-screen and then gives a thumbs-up while saying "Sonic's the name, speed's my game!".|
Changes from v0.9b
- Main article: Sonic (Super Smash Flash 2)/Changelog
Sonic has received a mix of buffs and nerfs, but he was mostly buffed overall. He has gained a lot from his moveset based on his appearance in Super Smash Bros. for Nintendo 3DS and Wii U. Changes to his moveset and the knockback in some of his moves gives him better combo ability and more KO options. Additionally, his recovery and edgeguarding ability are also better, improving his neutral game. These changes allows him to compete against the roster better. However, the range and KO options in some of his moves has been nerfed. Despite the nerfs he was given, he has impressive mobility and approaching options, good recovery, and good edgeguarding game.
- Sonic has received custom-made sprites that are based on his appearance in Super Smash Bros. for Nintendo 3DS and Wii U.
- All of Sonic's voice clips are now directly from Brawl and Sonic Unleashed.
- Sonic has one of his idle animations removed. However, his current idle animation has been shortened.
- Sonic now makes tsking sounds while performing his standard taunt.
- Side taunt no longer uses spin sounds.
- Sonic has a new taunt, where he breakdances while saying "Come on, step it up!" like in Brawl.
- Sonic jumps slightly faster.
- Spotdodge's animation has changed, Sonic now turns around completely.
- Dodge roll has more ending lag.
- Airdodge's animation has been changed to match Brawl's.
- Sonic's gravity is higher.
- Sonic's crouch animation reduces his hurtbox more.
- Sonic has a new floor attack, where he performs a legsweep as he is getting up like in Brawl.
- Sonic has a new ledge attack, where he Spin Dashes forward as he gets up like in Brawl.
- Like all characters in SSF2 Beta, Sonic now has item throw animations.
- Jab is faster and has less ending lag, allowing Sonic to do follow-ups sooner.
- Forward tilt deals more damage and knockback, making it kill sooner.
- Up tilt's animation has been changed to match Brawl's, giving it more vertical range. It also deals more knockback.
- Sonic has a new down tilt, where he does a sweep kick like in Brawl. It deals more damage and vertical knockback, making it easier to start combos.
- Sonic has a new dash attack, where he spins multiple times before doing a flying kick at the end like in SSB4. It deals more damage and makes it a better option at tech-chasing and punishing.
- Up smash's final hit deals slightly less damage and significantly less knockback, hindering its KO potential.
- Forward smash deals slightly more damage.
- Sonic has a new down smash, where he does a split kick like in SSB4. It has less startup and ending lag and deals consistent damage and more knockback. It also sends opponents at a semi-spike angle, increasing its KO potential.
- Neutral aerial now does two hits, dealing more damage. It also deals more diagonal knockback, allowing it to start or extend combos sooner.
- Up aerial's animation has been slightly changed to match SSB4's. Sonic no longer twists around when performing the scissor kick.
- Sonic has a new forward aerial, where he does an axe kick like in Project M. It meteor smashes at the heel, giving Sonic another KO option. Its sourspot also deals more damage and knockback.
- Back aerial's animation has been slightly changed to match Brawls.
- It deals more damage but less knockback, making it kill later.
- Down aerial now meteor smashes at the first frame when Sonic comes down. Its sourspot also deals slightly more knockback.
Grab and throws
- Grab has less range.
- Pummel is slightly faster.
- Sonic has a new up throw, where he stabs his opponents with his quills like in Brawl.
- It deals slightly more damage and more knockback. However, its increased knockback slightly makes it harder to start combos.
- Forward throw deals more damage and significantly more knockback.
- Back throw deals more damage and significantly more knockback, making it a better KO option.
- Down throw now sends opponents into the air, allowing it to start combos easier. It also deals more damage and knockback.
- Homing Attack can now lock on opponents easier and it has slightly less ending lag, making it a better follow-up and edgeguard option.
- Light Dash can now travel in three directions and covers slightly more distance, its sweetspot also kills sooner.
- Sonic's spring has a new design, matching its appearance in the modern Sonic games starting with Sonic Adventure.
- Spin Dash's hitstun and knockback changes allows Sonic to follow-up easier. However, it now deals consistent damage, dealing less damage overall.
- Bounce Attack was removed, this gives Sonic one less meteor smash and he no longer has a move that instantly sweetspots the ledge. However, aerial Spin Dash can now be canceled with an attack or special attack to help him recover back onstage.
- Sonic's final smash, Super Sonic, has been significantly changed to match how he controls in Brawl and SSB4.
In competitive play
Tier placement history
In tier lists for demo v0.6, Sonic was seen as a top tier character ranking 3rd of B tier on the first list and 1st of S tier on the second list. In demo v0.7, Sonic was seen as a high-top tier character where he ranked 6th of B tier on the first list and 4th of A tier on the second list. In demo v0.8b, Sonic had his worst tier position yet where he ranked 19th of K tier and was seen as a bottom tier character. However, in demo v0.9a, Sonic would once again make his way back into the top tiers where he ranks 1st of S tier and he was once again seen as the best character in a demo. In demo v0.9b, Sonic dropped to 20th of B tier where he was seen as a mid tier character. However, the changes in the metagame showed that Sonic was not as effective like he was in the previous demo, so he then dropped down to 27th of C tier on the second tier list of demo v0.9b, where he is unfortunately seen as a bottom tier character again.
- In v0.9a and v0.9b, if the player is using the 3rd color palette for Sonic and then activate his Final Smash, instead of appearing yellow like in his Final Smash, Super Sonic, he would resemble Hyper Sonic from Sonic 3 & Knuckles.
- Sonic, along with Captain Falcon, Meta Knight, Falco, Lucario, Marth, Mega Man, and Black Mage are the only characters so far to wear their default costumes in team Battle when they are on the blue team.
- Sonic can outrun Sand Ocean with the aid of the Super Mushroom item.
- Sonic is the first character so far to be 1st on a tier list twice (demos v0.6 and v0.9a respectively), the second being Meta Knight.
- He is also the first character to rise from the "Kirby tier" directly into S tier during the transition from demo v0.8b to v0.9a.
- Sonic's first artwork is based on a victory pose he does in Super Smash Bros. Brawl. His second artwork resembles his up smash charging animation.