Excellent combo game, many tilt attacks, aerials, and even special attacks usually combo into other aerials.
Up Smash possesses a windbox that draws enemies closer.
Down aerial can meteor smash.
Up-Special does not put him into helpless fall, meaning that he can further combo out of recovering, which further increases his combo game. He can also vertically air-dodge to gain extra height.
The spring from Spring Jump actually has a hitbox, which makes it useful for gimping opponents trying to recover. Furthermore, it does not count as a projectile, meaning it can be neither pocketed nor reflected.
Fastest dash speed in the game.
Can wall jump.
Incredibly lightweight, making him easy to K.O. before 100%.
Heavy reliance on combos, requiring them to rack up damage.
Few reliable kill moves, with his specials, again, there to increase enemy damage.
Fast dash speed makes him hard to control at times, and makes combos easy to mess up.
His Final Smash, Super Sonic, is rather easy to avoid and can easily be air-dodged through.
Changes from SSBWU/3DS
Sonic now takes damage when swimming in water.
Sonic's dash attack has changed from a rolling kick into a simple kick.
Grabs and Throws
Spin Dash cannot be cancelled into shield anymore.
Homing Attack now shows a reticle around the opponent it is targeting.
Sonic's Final Smash, Super Sonic, is no longer controllable; instead, Sonic rapidly flies diagonally across the screen, ascending and descending his flight trajectory.
Neutral Attack: one-two punch followed by kick that launches foe away
Forward Tilt: double-leg kick from handstand, second strike lunching foes
Up Tilt: double-hit upward kick that launches foes up
Down Tilt: low leg sweep that pops enemies up
Dash Attack: uses momentum to kick, launching foe away
Forward Smash: windup punch with launch ; can be angled, so good against those on ledges
Up Smash: jumping attack with Sonic curled into a ball; initial hit pops up foes, then five-hit combo culminates in launching foes up
Down Smash: short jump, then splits allows strikes to both sides
Floor Attack (Front):
Floor Attack (Back):
Floor Attack (Trip):
Neutral aerial: spinning ball form attack
Forward aerial: horizontal, spinning headbutt; can hit up to six times, culminating in knocking foes away
Back aerial: back kick with knockback
Up aerial: double-leg upward kick that launches foes
Down aerial (Shooting Star Kick): dive kick that ends with knocking foes up and away
Grabs and Throws
Forward Throw: standard
Back Throw: standard
Up Throw: impale foes with spines, launching into air
Down Throw: plants foe onto the ground, then curls into a ball and repeatedly rolls over them