This Super Smash Bros Ultimate Sonic Guide makes up a part of our series of detailed character guides for Super Smash Bros Ultimate. Below, we cover everything including the general playstyle of the character and their entire moveset. In our SSBU Sonic Guide, we talk about what changes have been brought on board for Sonic including his moves, combos, playing as Sonic, and countering him.
Super Smash Bros Ultimate Sonic
Sonic is quite unique in his play-style and is a technical one since you will need to focus on spacing and footsies.
Every whiffed attack presents an opportunity for attack, since the window of attack, no matter how small, can still be capitalized thanks to Sonic’s movement speed.
His speedy dashes can always get him out of harm’s way and into the opponent’s when the need be.
The unpredictability of his spin attacks always keeps the opponent on the guess. Since he can transition into various moves, including a grab from his spinning state, the opponents may need to be vigilant at all times.
Lastly, he has a good range of his attacks and some special moves of his grant him invincibility during their attack animation.
The first Neutral Attack deals 2 damage and can be extended into a multiple-hit jab combo to put pressure on the opponent. It also allows him to follow up with a mix-up after the full combo, like a grab or one of the special moves.
The second and third Neutral Attacks deal 1.5 and 4 damage respectively, with the latter also knocking the enemy away by a fair amount.
The Dash Attack (6 damage) though punishable on block or whiff, can be used to catch retreating opponents and can be followed up with an air attack if the move hits late at just the right time.
On the defensive side of things, Sonic can perform any of the three invincible attacks to fend off the pressure and get out of tight spots.
His Ledge Attack deals 9 damage while the wake-up face-up and facedown attacks inflict 7 and 6 points of damage respectively.
The Side Tilt Attack (4+7 damage) is useful against missed ledge attacks of the foes and will launch the opponent away, so this also serves as a defensive move.
It is unsafe on the block but boasts a good range while remaining hard to punish if it has spaced properly thanks to its small hurt-box.
The Up Tilt is very unsafe on block or whiff but if it connects, not only will it do 2+6 damage but will put the opponent in a juggle state for follow up attacks.
It also works best for enemies vertically above you so when they are airborne and descending down, go for the move. Lastly, the Down Tilt (6 damage) will also launch enemies for a combo to be started.
Even on the block, it’s usually safe and if the hit connects at 30% damage value of the foe, you can get a Dash Attack or a hop forward air attack in the out of the subsequent exchange.
The Side Smash attack (14 damage) carries an up angled and down angled variation with the latter having a good range so can punish ledge attacks. Both the variations are unsafe, but if charged up, they cannot be punished easily.
The Up Smash is a five hit combo with the first and last strikes dealing 5 and 3 damage and the three in between deal 6 damage each.
The move starts with initial invincible frames but is punishable after if blocked. The last hit will launch enemies vertically upwards.
The Down Smash is a split-kicks attack that distributes a large hitbox to either side of Sonic. For 12 damage, you can punish an opponent’s dash-in attempts or while they are running away.
You can absolutely not throw it out blankly as it is highly punishable on block.
Grab attack deals 1.3 damage, and Sonic can quickly move in to be in the range of the attack. The front and back throws, both with 7 damage, are slow to come out and act typically for positional importance.
The Up throw deals 6 damage and leads to follow up for good combo potential. The down throw (8 damage) will put the opponent in a wake-up tech knockdown.
Neutral Air Attack
This attack with 12 damage sees Sonic spinning in the air as he knocks everything in his path. The good amount of active frames make the move long lasting.
Forward Air Attack
This is a six-hit combo with the first five strikes inflicting 0.8 damage and the last one dealing 3 damage. The last hit also launches enemies away, so the forward air attack serves as a combo finisher to Down Tilt and neutral air attack.
Back Air Attack
This is a highly damaging (14 damage) extended kick attack which will knock airborne enemies away.
Though it is slow to come out, you can hop back air just before you land so you can perform another back air attack to put short-hopping enemies in kind of a loop if they are not careful enough.
Up Air Attack
This is a two-hit combo (3+8 damage) which is quick to come out and will put opponents into a juggle state. You can also cancel short hop up air into fast fall by tapping it.
Delaying the hop up air into fast fall will result in the foe being hit by the second hit of the up air attack that will, in turn, launch enemies for a follow-up attack that would be safe even if it were blocked.
Down Air Attack
The dive kick type attack with 8 damage is punishable on block. If the attack connects early, it will result in a meteor smash for even more damage.
The homing attack will lock onto the nearest foe and Sonic will spin in that direction to cause devastating damage.
The more you charge the special move and then release, the greater the damage and knockback with the former property maxing out at 20.
However, be aware that if blocked you will bounce off and even be knocked out of the stage if you have not spaced the move properly.
The Spin Dash is one of the most important tools for Sonic from which he can cancel into multiple other special moves or aerial attacks.
During the starting frames, this side special grants Sonic invincibility and the longer he charges the move, the greater the amount of damage he can inflict on the opponents (up to 11 damage).
A viable strategy is to cancel the move right when it is fully charged up (yellow glow) into Spin Dash Roll attack and then, while you are in the air, subsequently into Spring Jump for good damage.
Alternatively, the Spin Dash Roll attack can be canceled into a back air or neutral air attack. The Spin Dash special typically is canceled into Aerial Attacks, Special Attacks, Air Dodges, and Double Jump.
The Spring Jump attack has two variations: grounded and aerial. Both involve the use of a spring to propel Sonic and his foes into the air. The grounded version will allow you to bounce off it twice and deal aerial attacks.
If you perform the Spring Jump while airborne, it will act as a projectile falling down to deal damage (4 damage). This is especially useful against enemies near the ledge.
Since foes can also be bounced off the spring, you can use this tactically to bring them up in the air to follow up with aerial strikes or certain special moves like the airborne Spring Jump.
Lastly, it should be noted that during the initial frames of the move, Sonic is granted invincibility.
The Spin Charge is charged by holding the down directional input and then inputting the Special button as fast as you can to reach the max charge (yellow glow). Once fully charge, you can release the directional button to perform the move.
The charge can be canceled into a jump to initiate an aerial attack. You can also spin in the opposite direction before you fully charge it.
Compared to the Spin Dash attack, the Spin Charge comes out much faster and will continue to persist even after the hit. Even in the air, the attack can be canceled into an aerial attack.
Thanks to the variety of moves you can follow up the Down Special attack with, the opponents are kept guessing with a lot of mix-ups at your disposal.
Utilizing the Chaos Emeralds, sonic turns into his superior yellow version, Super Sonic. Moving across the full screen, in both directions, at full speed, Super Sonic clears all enemies in his path.
The angle can also be adjusted for the rush with a slight up or slight down angle.