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- 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 pixel art.
|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 based on Super Smash Bros. for Nintendo 3DS and Wii U and most of his moveset is taken directly from the same game. His voice clips are taken directly from Super Smash Bros. Brawl.
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, Back aerial, Up aerial, Up throw, Back throw and Light Dash. Sonic also has great ground mobility, having the fastest dashing speed in the game and a fast walking speed. To top it off, Sonic has an good recovery game with multiple options in Spring Jump, Homing Attack, and Light Dash.
However, Sonic has lackluster range in the majority of his attacks. Additionally, his moves lack a lot of priority, making him vulnerable to characters with disjointed hitboxes (ex. Meta Knight and Ichigo) or characters with higher priority attacks. He 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. Sonic may have problems KO'ing his opponents due to his KO options killing later than average.
- See also: Sonic (Super Smash Flash 2)/Hard data
Sonic has the best ground mobility in the game as he possesses the fastest dashing speed and one of the fastest walking speeds. He has KO options in Forward tilt, Forward smash, Down smash, Forward aerial, Back aerial, Up aerial, Up throw, Back throw, and Light Dash.
Sonic has a decent grab and throw game, possessing one of the best grabs in the game. His up throw is useful for setting up combos, while also being a chain grab on fast and high fallers. His down throw can be another combo starter or a potential chain grab.
However, the majority of his attacks have short range, which makes it hard to approach characters with disjointed hitboxes such as Marth, Ichigo and Sora requires him to stay close to his opponent at all times, providing extra risks. He has a hard time dealing with projectiles that his neutral aerial cannot out-prioritize, like those with transcendent priority (ex. Bomberman's Bombs).
Sonic's combo game is about average, which allows him to rack up a decent amount of damage like other characters. Sonic is also a medium weight and an above average faller, which makes him easy to combo.
His recovery is above average now, with Spring Jump covering decent vertical distance. Light Dash only covers a bit of horizontal distance and little vertical distance, although it can be angled to grab the ledge. Homing Attack can also be used to help Sonic recover vertically and horizontally in order to gain distance.
|Standard attack||The Punch + Punch + Kick combo from Sonic the Fighters. Its first and second hit are capable of jab locking.||7%|
|Down tilt||A legsweep. Its vertical angle can lead to combos at low percents. It resembles the Leg Throw from Sonic the Fighters.||9%|
|Down smash||A split kick, similar to Fox's down smash. It has the lowest amount of start-up lag out of his smash attacks and hits on both sides. It is also a semi-spike, which makes it useful for edge-guarding. However, it has considerable ending lag.||13%|
|Forward tilt||The Horse Kick from Sonic the Fighters. Its minimal start-up lag makes it useful for spacing, starting tech chases, or as an out of shield option.||8%|
|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 start-up and ending lag.||15%|
|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%, 7%|
|Up smash||A jumping Spin Dash. It hits multiple times, with its last hit having average knockback growth. Useful for starting combos.||12%|
|Dash attack||A Spin Dash followed by a flying kick. Its minimal start-up lag can allow it to pressure opponents and can be useful for combos. However, it has considerable ending lag. It resembles the Somersault attack from Sonic Adventure 2.||6%, 6%; 12%|
|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%, 7%; 14%|
|Forward aerial||The Sonic Eagle from Sonic Battle. It has a sweetspot at the heel which can meteor smash opponents.||12%; 10%|
|Back aerial||A hook kick. Its clean hitbox's impressive damage output and high knockback growth make it one of Sonic's best KOing options, especially when used for edge-guarding. However, it has moderate start-up lag.||14%|
|Up aerial||A scissor kick, hits twice. Its minimal start-up 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%, 8%; 15%|
|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%|
|Forward throw||A stretch kick. It lacks kill power due to its little knockback growth, but is useful to force opponents off-stage. It resembles the Top Kick from Sonic Battle.||10%|
|Back throw||Quickly backflips with the opponent twice before kicking them away. It is a decent kill throw, able to KO middleweights around 160% near the ledge on Final Destination.||11%|
|Up throw||Throws the opponent upward and sharpens his quills to stab them. It is a good combo starter and is the 2nd strongest up throw in the game, able to KO middleweights around 150% on Final Destination.||9%|
|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 KOing 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.||18%|
|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 the Hedgehog CD, while saying "You're too slow!".|
|Down/Up||Preforms the windmill, a breakdancing move, while saying "Come on, step it up!".|
|Idle pose||Looks at the camera for a moment while tapping his foot impatiently. It is his idle animation from several Sonic games.|
|Victory theme||An electronic rock remix of the Act Clear theme from 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!".|
|Lose||Claps to the winner while smiling.|
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 more KO power, his once great recovery has been somewhat restored and the changes to priority has helped him. Sonic has gained a lot from his moveset based on his appearance in Super Smash Bros. for Nintendo 3DS and Wii U. The changes to priority have helped Sonic in allowing him to stand against a majority of the cast.
- Sonic has received custom-made sprites that resembles his appearance in recent games from Sonic Lost World to Super Smash Bros. for Nintendo 3DS and Wii U.
- Jab is faster and has slightly less endlag, allowing Sonic to do follow-ups sooner.
- Dash attack is now a multi-hit and has a flying kick at the end, making it better at tech-chasing and punishing.
- Forward tilt has slightly more range.
- Down tilt is now a sweep kick. Its increased vertical knockback makes it easier to start combos.
- Up smash's final hit does less knockback, making it less reliable at killing.
- Forward smash deals more knockback and has slightly more range.
- Down smash is now a split kick. It is faster and deals more knockback.
- Neutral aerial now does two hits, dealing more damage. It is also faster and deals diagonal knockback, allowing it to start or extend combos.
- Forward aerial has been changed to an axe kick that meteor smashes at the heel.
- Down aerial now meteor smashes at the first frame when Sonic comes down.
Grab and throws
- Pummel is slightly faster.
- Up throw is stronger and can kill around 140% to 160%.
- Forward throw deals more knockback.
- Down throw now sends opponents into the air, allowing it to start combos.
- Spring Jump gains more vertical distance.
- Light Dash can now travel in 3 directions and covers a bit more distance, it also kills sooner.
- Bounce Attack was removed, this gives Sonic one less meteor smash and he no longer has a move that instantly sweetspots the ledge.
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 really less effective then originally thought and he dropped down to 27th of C tier on the second tier list of demo v0.9b, where he is seen as a bottom tier character again.
- Sonic, along with Captain Falcon, Meta Knight, Falco, 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.
- 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 his Final Smash, Super Sonic, appearing yellow, he would resemble Hyper Sonic from Sonic 3 & Knuckles instead.
- Sonic's first pixel art is based on a victory pose he does in Super Smash Bros. Brawl. His second pixel art resembles his up smash charging animation.