Sonic (Super Smash Bros. Brawl)


 * This article is about Sonic's appearance in Super Smash Bros. Brawl. For other uses, see Sonic the Hedgehog.

Sonic (, Sonikku) is a character from SEGA who appears in Super Smash Bros. Brawl. A swift character, Sonic runs at an extremely quick pace that surpasses even Captain Falcon. In fact, if Sonic is wearing a Bunny Hood, he can keep up while running on the track on the Melee stage Big Blue, actually being able to SD on the right edge of the map.

How to Unlock
Complete one of the following: ●Beat Sonic after beating Classic mode with 10 different characters.

●Beat Sonic after playing in brawls for 10 hours.

●Have Sonic join you in The Subspace Emissary.

●Beat Sonic after playing 300 brawls.

Role in Subspace Emissary
At the very end of the Subspace Emissary, Sonic appears and prevents Tabuu's attack. He then joins the team and helps the other characters in the final fight against Tabuu.

Pros

 * Fastest running speed
 * Fast attacks
 * Fairly small target
 * Very fast rolling
 * Has great combos and flexible moves
 * Can Wall-jump
 * Great vertical recovery
 * Attacks have low lag
 * Good recovery options and methods
 * Down-Air can stop upwards momentum and can spike
 * Aerials can juggle relatively well and effectively
 * All B attacks are recoveries
 * Spin Dash can open fierce aerial combos
 * Up B has great vertical height and allows attacking afterwards
 * Down B fully charged is faster then regular dashing speed
 * Can edgeguard very well because the falling Spring of his Up B can spike.
 * Down Smash has very good range
 * Difficult to predict (many moves appear similar)
 * Very effective Forward Smash due to its good knockback, fast startup speed, and little lag after
 * Such good vertical recovery that he can perform the Reverse Hyrule Jump
 * Powerful Final Smash

Cons

 * Fairly light
 * Lacks powerful killing moves
 * Only projectile (the spring from his Up-B) only goes downward and is only a projectile in mid-air
 * Spring can be used by opponents on the ground
 * Low priority aerials
 * Floaty, so easily juggled
 * Can sometimes be too fast and lag when stopping when picking up items.

Ground Attacks

 * Standard Combo - A left-handed punch, then a right-handed punch, then finally a side kick with the left leg.
 * Dash Attack - Rolls into a ball to hit anyone in his way, similar to when you press down while running in most Sonic games.
 * Forward Tilt - Stick out both of his feet, with both of his hands planted on the ground (appearance and knockback comparable to Pikachu's F-Tilt in Melee).
 * Up Tilt - Kicks upward (appearance comparable to C. Falcon's Up Smash in Melee). Very minimal knockback.
 * Down Tilt - Foot sweep (appearance and knockback comparable to Sheik's D-Tilt in Melee).
 * Forward Smash: Winds up his arm during the charge and attacks with a short range punch. It has a good knockback, has a fast startup speed, little lag after, but the range isn't too impressive.
 * Up Smash - Sonic does a short jump and hangs at its apex for a bit doing a spin. Enemies that get hit are caught into this attack, and gets hit multiple times until the final hit, which does decent knockback (low knockback in relative to a Smash attack's standard).  This has a lot of priority. In addition it can be performed almost instantaneously after running making it a very good combo starter. However, do NOT charge. This will give away it's a smash attack. Also the opponent will mistake the attack for a homing attack.
 * Down Smash - Spin Dashes back and forth over a short distance around him. It has good knockback, and very good range.

Aerial Attacks

 * Neutral Aerial - Spins in place. Properties are similar to the properties of the Sex Kick.
 * Forward Aerial - Drills at the enemy head first rotating his body. Imagine Pikachu's F-Air (more similar to the 64/Brawl version than the Melee version).
 * Back Aerial - Kicks behind him (appearance and knockback comparable to Samus's B-Air in Melee). Sonic's best killing move.
 * Up Aerial - A flip kick similar to Fox's U-Air. First he splits his legs apart and out (capable of hitting enemies a bit to his sides) doing no significant knockback. Then he kicks up, knocking his opponents up with significant knockback. Very similar to Fox's Up-Air in Melee.
 * Down Aerial - Sonic stalls for a brief moment, then shoots downwards foot first (regardless of momentum before executing this move). Appearance is comparable to Ganondorf's Wizard's Foot. This attack does NOT continue downwards until landing (although it does go down very far before stopping). It has a good amount of lag when hitting the ground, and due to its unique characteristics, is impossible to l-cancel. When hitting a grounded opponent, the angle of knockback is similar to C. Falcon's Falcon Kick, but when hitting an airborne opponent, it spikes them.

Grabs and Throws

 * Forward Throw - Oddly enough, it kicks them upwards using a straight up kick (think Sonic doing the splits vertically). Can follow with Up-Air juggles, but it can be heavily DI'ed backwards.
 * Back Throw - Does a back flip while spinning (and while holding the opponent) and slams them on the ground, sending them backwards with a good amount of knockback.
 * Up Throw - Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is shot upwards and at an angle.
 * Down Throw - Throws them down and spins on them (similar to Jigglypuff's down throw but not quite the same), then knocks them a bit forward. Does a good amount of damage.

Event Matches

 * Event 30: Sonic Boom- The player plays as Sonic and has to KO 15 Sonics on Green Hill Zone.


 * Event 39: All Star Brawl 2- Select your character to fight against the unlockable Brawl newcomer's


 * Event 41: The Real Final Showdown- Select your character to battle Sonic, Snake, and Giant Mario on Final Destination

Co-Op Event Matches

 * Event 17: Sonic & Mario- As Mario and Sonic take turns KOing a team of alternating Marios and Sonics on Green Hill Zone.


 * Event 21: The Real All Star Brawl- Select your character and take on the entire roster on Battlefield

Trophy Description
''The world's fastest hedgehog, who can run at supersonic speeds. Generally speaking, he loves being able to do what he wants and loathes being constrained. Holding still is something he would never consider. He's got a bit of an attitude but can't pass by someone in trouble. When he collects the seven Chaos Emeralds, he transforms into the mighty, gold Super Sonic.''

Sonic the Hedgehog 1991

Special Movements
Taunt

Up: Does a front flip, then crosses his arms with his index finger pointing out.

Side: Does a figure eight peelout dash, saying "You're too slow!" in a teasing tune.

Down: Says: "C'mon, step it up!" while doing windmills.

On-Screen Appearance: Spins into view and gives a thumbs up with his right hand.

Victory Poses

 * He spins once and poses while holding the blue Chaos Emerald in his hand, saying "Too easy! Piece of cake!".
 * Runs off the screen, screeches back and gives a thumbs up, saying "Sonic's the name, speed's my game!". This is his line and entrance from his intro movie from the Smash Bros. Dojo.
 * Flips and then does a pose with his fist, saying "Hey, we should do this again sometime!".

Strategy
Sonic is unlike any other character in Brawl, his sheer speed makes him rather hard to control. His best play style is annoyance, pressure and deception. His speed is his greatest advantage, zipping around stages and players. Use this to either use Hit-and-Run tactics, or to get away from groups of enemies when at high percentage. Use his Homing Attack to pressure opponents when you knock them away, because his attacks are not the strongest. Timing your attacks to interrupt your opponent's third jump is a vital Sonic strategy, one of the few areas Sonic excels at. His specials are best used for four things: deception, edgeguarding, recovering and setting up combos. When using Sonic's Final Smash, he is unable to suicide by flying off the screen, however care should be taken to not end the final smash when Super Sonic is below the stage or into a position where you can not get back on the stage. With practice, Sonic can become a very dangerous opponent if played right.

Tips
Stay on the ground - Sonic fights best on the ground, so stay there as long as possible. Combining his normal attacks with his different smashes is key.

Mix it up - try to not use the same attack twice in a row. Sonic benefits from being unpredictable, and if you continue using the same attacks, you WILL be defeated quickly.

Combo - Sonic has a lack of killing moves and needs to get his opponents around 100% damage before beating them.

Unpredictable Special - 3 out of 4 of Sonic's specials look almost exactly alike. Use these techniques to drive your opponents crazy trying to figure you out.

Aerial combat - Sonic in the air by choice is good. Two of his killing moves are here: B-Air and U-Air. F-Air and Homing Attack are good for edgeguarding. However, Sonic in the air by force is usually bad. Sonic, because he is so light, falls slowly; making him a very easy target. He does have three recoveries: Spin Dash (Side Special), Homing Attack, and his Spring.

Spin Dashes - Sonic in all reality has THREE Spin Dashes: Spin Dash I (Side Special), Spin Dash II (Spin Charge), and Spin Dash III (Dash Attack). Always mix these up so no one sees the difference. Spin Dash I is ideal for quick attacks and recovery; but be careful when recovering, because this attack won't stop till Sonic lands or dies. Spin Dash II is good for feints (one charge), quick attack (2 charges) or tripling speed (3-5 charges). Its useful for escaping Final Smashes. Spin Dash III which is useful against enemies that guard against specials (ex: Pit - D-Special. Try hitting them with I and II, then hit them with III. They won't Know What hit them.

Down Aerial Glitch - (noted from my gameplay. May or may not be true.) Sometimes, when knocked up almost off the screen, try to use the D-Air before dying. The down momentum may cancel the up momentum causing you to float in the air for a few seconds. WARNING: If off the edge when attempting, DO NOT use the move twice. You will fall to your death.

Sonic vs. Specials - Sonic's specials, while not very powerful, are very useful in messing others up. To be more precise, his Homing Attack. Homing Attack is useful mostly against other special attacks. It starts with him hovering in the air for a few seconds. then, he launches himself at the opponent at a very high speed. Some techniques it works against (or should) are: Wario Bike, Angel Ring, Skull Bash, and Hand Slap. There are many more attacks it works against and is also useful when edgeguarding.

Killing Moves - As noted before, Sonic doesn't have many killing moves. These moves are your best bet to KO (listed best-to-worst): Back Aerial, Back Throw, Down Smash, Forward Smash, Up Aerial, & Up Smash. Since he can attack after a spring jump, he can chase midair opponents to the top of the stage for easier KOs with his Up Aerial. There is, of course, his Final Smash - Super Sonic.

Sonic counter's Edge-hogging - As the title says Sonic can counter Edgehoggers, when Sonic is falling from his Up-B and a Edgehogger Is about to KO you, Sonic can still Footstool Jump In his falling animation thus helping in Recovering.

Items - Being that Sonic is the fastest character in the game, use this to your advantage and grab just about any item that appears. Because he has no very efficient 'killing moves', this is where items can come into play. Toss some projectiles!

The Spring is Very Useful - It can be used to recover, and hit enemies from afar. However, one of its best uses is to dodge projectiles, and even Final Smashes like Zelda/Sheik's Light Arrow, if you have good timing. However, in levels where gravity changes with level (Pokemon Stadium 2 – Flying Element/Summit while moving down) beware, as the spring will launch you too far and one hit with anything will KO you.