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{{SSB3DS Move List
{{SSB3DS Move List
|a=PPK Combo
|a=Sonic Combo
|adesc=Sonic punches with both hands and kicks. Sonic's basic combo is par for the course for moves of its type. It is one of his quickest attacks on the ground and does a decent amount of damage. It's a fairly safe defensive poke at close range because of how fast it comes out, while the third hit knocks foes to a more comfortable distance for Sonic.
|adesc=Sonic punches with both hands and kicks.
|fa=Sideways Thrust
|fa=Sideways Thrust
|fadesc=Sonic does a handstand and kicks forward. This is a decent ground attack with good speed, good reach and good knockback. It does a fairly good job of knocking foes away around mid-range. The move is most often used out of an ended Spin Dash or Spin Charge, to catch opponents trying to punish a blocked spin using its quick startup. At higher percents, this move often launches foes offstage, which sets up potential edgeguards.
|fadesc=Sonic does a handstand and kicks forward. This is a decent ground attack with good speed, good reach and good knockback. It does a fairly good job of knocking foes away around mid-range. The move is most often used out of an ended Spin Dash or Spin Charge, to catch opponents trying to punish a blocked spin using its quick startup. At higher percents, this move often launches foes offstage, which sets up potential edgeguards.
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|dadesc=Sonic does a sweep kick low to the ground. This move has some of the best reach among Sonic's ground attacks, which makes it a nice poke when spaced properly. The attack does great horizontal knockback and can even trip foes at low percents, giving you an easy followup. Its horizontal knockback also lets it knock foes offstage at mid-high percents consistently, and can even hit opponents near the ledge due to its low hitbox.
|dadesc=Sonic does a sweep kick low to the ground. This move has some of the best reach among Sonic's ground attacks, which makes it a nice poke when spaced properly. The attack does great horizontal knockback and can even trip foes at low percents, giving you an easy followup. Its horizontal knockback also lets it knock foes offstage at mid-high percents consistently, and can even hit opponents near the ledge due to its low hitbox.
|dasha=Spin Tumble
|dasha=Spin Tumble
|dashadesc=Sonic spins forward in a ball to ram into foes. This move is very fast and shifts Sonic forward quite a bit, so it makes for an excellent punish whenever you spot the slightest opening. When used at close enough range, you can also pass through shields to avoid shield grabs, but it can still be punished if you overuse it predictably. An odd feature of Sonic's dash attack is that an early hit can sometimes fail to combo and launch foes sideways instead. This can be a surprisingly potent onstage edgeguard, but Down Smash and Side Smash are easier and stronger options for hitting opponents on the ledge.
|dashadesc=Sonic spins forward in a ball to ram into foes.
|hanga=
|hanga=
|hangadesc=Sonic climbs up and rolls forward in a ball.
|hangadesc=Sonic climbs up and kicks.
|fsmash=Wounded Punch
|fsmash=Wounded Punch
|fsmashdesc=Sonic winds up and punches forward. This attack can be angled up or down with the control stick. This is Sonic's strongest grounded KO move. It has a noticeable moment of startup before the attack, but is still fast enough that you can land it with good timing. Its range is also not too bad, and you can use its angling feature to strike foes coming at you from various angles. Down-angled Side Smash in particular can hit foes on the ledge, making it a potent onstage edgeguard.
|fsmashdesc=Sonic winds up and punches forward. This attack can be angled up or down with the control stick. This is Sonic's strongest grounded KO move. It has a noticeable moment of startup before the attack, but is still fast enough that you can land it with good timing. Its range is also not too bad, and you can use its angling feature to strike foes coming at you from various angles. Down-angled Side Smash in particular can hit foes on the ledge, making it a potent onstage edgeguard.
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|airdadesc=Sonic performs a dive kick, shooting downward quickly. This move has a meter smash very near, but not exactly at the beginning of the dive. Like many dive kicks, using this onstage is inadvisable against experienced foes due to its moderate landing lag. However, it can be used offstage pretty successfully as long as you know the limits of Sonic's recovery. The meteor smash is not easy to land, but opponents hit by the sourspot are launched sideways, which still places them further away from the ledge. On certain characters, Sonic can combo his Spin Dash or Spin Charge into a Down Air meteor smash, which can mean an early KO if used near the ledge.
|airdadesc=Sonic performs a dive kick, shooting downward quickly. This move has a meter smash very near, but not exactly at the beginning of the dive. Like many dive kicks, using this onstage is inadvisable against experienced foes due to its moderate landing lag. However, it can be used offstage pretty successfully as long as you know the limits of Sonic's recovery. The meteor smash is not easy to land, but opponents hit by the sourspot are launched sideways, which still places them further away from the ledge. On certain characters, Sonic can combo his Spin Dash or Spin Charge into a Down Air meteor smash, which can mean an early KO if used near the ledge.
|holda=Speedster's Knee
|holda=Speedster's Knee
|holdadesc=Sonic knees the grabbed opponent. Moderately fast with low damage. This move isn't very spectacular, but the extra damage it inflicts per grab is always useful, especially when attempting to KO with Sonic's weak throws.
|holdadesc=Sonic knees the grabbed opponent.
|fthrow=Football Punt
|fthrow=Football Punt
|fthrowdesc=Sonic kicks the grabbed opponent. This is an odd sideways grab as it sends foes upward more than sideways. At low percents, it launches foes at an angle that places them around jump height in front of you, good for combos but doesn't guarantee it. Its already iffy utility drops even more at higher percents when comboing is worse, while Up Throw and Back Throw are much better at setting up KOs. Forward Throw is mainly used as an emergency KO move, as it has some KO potential at very high percents with the Rage mechanic active.
|fthrowdesc=Sonic kicks the grabbed opponent.
|bthrow=Backflip Toss
|bthrow=Backflip Toss
|bthrowdesc=Sonic spins back and throws the grabbed opponent. This is Sonic's main KO throw, although its power has been weakened a bit since release. It is Sonic's strongest throw and shifts Sonic's position backward before launching his victim, making it a decent, fairly reliable KO move when your back is to the closest ledge. Even in cases where it fails to KO, it will likely launch foes offstage, where they have to contend with Sonic's dangerous edgeguarding. In fact, if you're not saving this throw for KOs at all, this should be your most-used throw to keep your foes offstage, either giving you time to focus on other enemies or racking up extra damage from edgeguarding.
|bthrowdesc=Sonic spins back and throws the grabbed opponent.
|uthrow=Hedgehog Spike
|uthrow=Hedgehog Spike
|uthrowdesc=Sonic impales the grabbed opponent with the spines on his back. This is Sonic's main combo throw, although it's really not much of a combo starter. Sonic's Up Throw gives him a simple 2-hit chain: Up Throw launches foes high up, Spring Jump to chase after enemies and Up Air for the follow-up. This combo can be escaped once your opponent's damage goes above 50%, but you can then try to bait out your target's airdodge and punish with another aerial attack. Due to how high this throw launches, the combo can even sometimes result in a KO.
|uthrowdesc=Sonic impales the grabbed opponent with the spines on his back.
|dthrow=Spin Crush
|dthrow=Spin Crush
|dthrowdesc=Sonic drops the grabbed opponent on the ground and rolls on them. This throw is an oddity, having weak knockback and sending foes at an angle nearly parallel to the ground. Due to its low angle, it often leaves your thrown opponent lying on the ground in a knockdown state or teching out of it. If your opponent does fail to tech, you can cover their getup options with a Spin Dash or a Spin Charge. Overall, this throw can be useful in some situations, but you'll rarely find yourself choosing it over Back Throw or Up Throw.
|dthrowdesc=Sonic drops the grabbed opponent on the ground and rolls on them.
|b1=Homing Attack
|b1=Homing Attack
|b1desc=After a brief delay, Sonic lunges at the closest opponent while curled into a ball. If Sonic fails to lock on to anyone, he'll lunge toward the ground instead. This move has some major flaws in that it has a very telegraphed startup and poor homing capabilities against a mobile enemy. Opponents can usually avoid the attack if you use it out of the blue, but at least it is pretty safe on shield. However, it is a pretty good followup option out of Spin Dashes and Spin Charge, especially due to their similar animations, and has the potential to KO your opponents at high percents. It can also sometimes be used to recover by lunging toward an onstage foe, but you may shoot downward instead if there's no opponents in range.
|b1desc=After a brief delay, Sonic lunges at the closest opponent while curled into a ball. If Sonic fails to lock on to anyone, he'll lunge toward the ground instead. This move has some major flaws in that it has a very telegraphed startup and poor homing capabilities against a mobile enemy. Opponents can usually avoid the attack if you use it out of the blue, but at least it is pretty safe on shield. However, it is a pretty good followup option out of Spin Dashes and Spin Charge, especially due to their similar animations, and has the potential to KO your opponents at high percents. It can also sometimes be used to recover by lunging toward an onstage foe, but you may shoot downward instead if there's no opponents in range.
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