Jump to navigation Jump to search

You are not logged in. Please consider registering an account. By having a StrategyWiki account, you can have your own user page, upload images for your guide, and even customize the look of the site to match your tastes! Also, another benefit of registering an account is that your IP address is not logged whenever you edit, so it adds security and privacy as well. Sign up today! It takes less than one minute and requires no personal information — you're not even required to provide an e-mail address!

If you choose not to register, don't worry! You can still edit StrategyWiki all the same, just with fewer luxuries than registered users have. Your IP address will be recorded in this page's edit history, you must use the Show Preview feature to check over your work before being allowed to save your changes, and your edit may be scrutinized a bit more than that of a registered user's edit. If you don't wish any of the preceding things to happen to you or your edit, please log in or register. Please make sure that you are following all applicable policies and guidelines when making your edit, and we hope that you continue to contribute to StrategyWiki in the future!

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 47: Line 47:
|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. 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.
|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.
|b2=Stomp
|b2=Stomp
|b2desc=Sonic rams downward as a ball to deal a meteor smash. This custom special is pretty mediocre, combining Homing Attack's problematic startup time with an extremely predictable downward trajectory. You lose a followup and situational KO option as it doesn't have any homing ability. Even for a meteor smash, it is disappointingly weak for its speed, but it is certainly safer and easier to land than Down Air's meteor smash. This move has its niche against characters with predictable recoveries, but Homing Attack is more versatile and the better choice most of the time.
|b2desc=Sonic rams downward as a ball to deal a meteor smash.
|b3=Surprise Attack
|b3=Surprise Attack
|b3desc=Sonic takes faster to home in at foes, but the move has less power and homing range. This move better resembles Sonic's homing attack in his series, locking on and homing in very quickly, making it more reliable to use by itself. You do have to make adjustments for its poor range, while it is more punishable on shield due to not bouncing as far upon hitting. It can still be use as a followup out of Spin Dashes and Spin Charges, but barely has any ability to KO. Lastly, it doesn't lunge downward if there's no one in range unlike Homing Attack, making it safer to use offstage too. Surprise Attack lives up to its name, being better at catching foes off guard with its quickness, but gives a lower reward if you hit.
|b3desc=Sonic takes faster to home in at foes, but the move has less power and homing range.
|fb1=Spin Dash
|fb1=Spin Dash
|fb1desc=Charge up the move by holding the special button down, then release it to make Sonic spin forward in a ball. Sonic will make a jump at the start of the dash. This is one of Sonic's main approach, combo and damage-racking tools, making it one of the most important parts of his moveset. Sonic has many ways to feint the attack while charging. He can shield cancel the charge, jump to conserve charge and alter his position or use the attack button to hop out of the move. He can also jump out during any point of the spin as long as he has his double jump, but note that initiating another Spin Dash or Spin Charge before landing will ''not'' refresh his double jump. Sonic can also jump cancel the move upon hitting an enemy, which combos easily into most of his specials, or he can followup with a footstool to cause a knockdown and punish the opponent's getup options.
|fb1desc=Charge up the move by holding the special button down, then release it to make Sonic spin forward in a ball. Sonic will make a jump at the start of the dash.
|fb2=Hammer Spin Dash
|fb2=Hammer Spin Dash
|fb2desc=Sonic's initial jump is higher and can bury foes when he lands, but the move is overall slightly weaker and the spin is slower. This variant is mainly used for its high jump. It is very hard to react to at close range, can potentially hit twice and even buries grounded foes, allowing for some easy followups. You retain the same charge and spin cancels as the normal Spin Dash, but the lowered speed of the spin makes it easier for foes to block or evade you past the initial hop. The heightened hop height is a double-edged sword. It is harder to dodge, is better for recovery and can evade some higher attacks, but can miss against an opponent at point-blank range. Overall, this move is a strong substitute for the default Spin Dash.
|fb2desc=Sonic's initial jump is higher and can bury foes when he lands, but the move is overall slightly weaker.
|fb3=Burning Spin Dash
|fb3=Burning Spin Dash
|fb3desc=Sonic spins forward while on fire, gaining more spin speed and dealing more damage when he hits. The move has no initial jump and gives lower height when jump canceled. The Burning Spin Dash sacrifices its combo and follow-up options in exchange for a better spin. The enhanced speed and damage of the move makes it easier to catch foes offguard. Unfortunately, the reduced jump height severely cripples Sonic's combo game, as the hop is too low to combo into any of Sonic's aerial attacks, making it a pretty unpopular choice compared to the other spin dashes.
|fb3desc=Sonic spins forward while on fire, dealing more damage when he hits. The move has no initial jump and gives lower height when jump canceled.
|ub1=Spring Jump
|ub1=Spring Jump
|ub1desc=Sonic bounces up with a spring and can use standard attacks afterward, but not special moves. If used on the ground, other characters can use the spring. The airborne version drops the spring as a harmful projectile. Sonic's Spring Jump is one of the most versatile Up Specials in the game. It gives him a lot of height that complements his high air speed and lets him attack out of the leap for self-defense or combo follow-ups. It is also a strong edgeguard tool that covers opponents recovering low while keeping Sonic well out of harm. Moreover, it can be used as a quick escape onstage in case you're surrounded, sometimes even in the middle of an attack string. Overall, this is an excellent move in Sonic's arsenal that should get almost as much use as his special spins.  
|ub1desc=Sonic bounces up with a spring and can use standard attacks afterward, but not special moves. If used on the ground, other characters can use the spring. The airborne version drops the spring as a harmful projectile. Sonic's Spring Jump is one of the most versatile Up Specials in the game. It gives him a lot of height that complements his high air speed and lets him attack out of the leap for self-defense or combo follow-ups. It is also a strong edgeguard tool that covers opponents recovering low while keeping Sonic well out of harm. Moreover, it can be used as a quick escape onstage in case you're surrounded, sometimes even in the middle of an attack string. Overall, this is an excellent move in Sonic's arsenal that should get almost as much use as his special spins.  
Please note that all contributions to StrategyWiki are considered to be released under the Creative Commons Attribution-ShareAlike (see StrategyWiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. DO NOT SUBMIT COPYRIGHTED WORK WITHOUT PERMISSION!
Cancel Editing help (opens in new window)

Notice to contributors: The StrategyWiki administration does not condone plagiarism or the use of materials from any other source. Period. By saving this page you are promising us that you wrote this yourself, or copied it from a public domain or similar free resource. With the exception of official media (screenshots, artwork, symbols, etc., but not text) and materials released under the CC-BY-SA you must have the rights to or ownership of all work you submit to StrategyWiki. Do not copy text or images from other websites without permission. They will be deleted.

Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · §   Cite your sources: <ref></ref>


{{}}   {{{}}}   |   []   [[]]   [[Category:]]   #REDIRECT [[]]   &nbsp;   <s></s>   <sup></sup>   <sub></sub>   <code></code>   <pre></pre>   <blockquote></blockquote>   <ref></ref> <ref name="" />   {{Reflist}}   <references />   <includeonly></includeonly>   <noinclude></noinclude>   {{DEFAULTSORT:}}   <nowiki></nowiki>   <!-- -->   <span class="plainlinks"></span>


{{Header Nav|game={{subst:BASEPAGENAME}}}}   {{Footer Nav|game={{subst:BASEPAGENAME}}|prevpage=|nextpage=}}   {{spoilers}}   {{spoiler|}}   {{delete|Unused}}   {{rename|MS Monster .png}}   {{floatingtoc}}   {{stub}}


Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶   # ∞   ‘ ’ “ ” ‹› «»   ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ № ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥   ♠ ♣ ♥ ♦   ♭ ♯ ♮   © ® ™
Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

Your changes will be visible immediately.
  • For testing, please use the sandbox instead.
  • On talk pages, please sign your comment by typing four tildes (~~~~).

Please note:
  • If you don't want your writing to be edited mercilessly or redistributed by others, do not submit it.
  • Only public domain resources can be copied without permission — this does not include the vast majority of web pages or images.
  • See our policies and guidelines for more information on editing.

This page is a member of a hidden category: