Skyfox2000
War it never changes...
Hey Guy's So I decided I would create a Sonic Moveset Analyzes/Speculation thread for Sonic since there really hasn't been one. Sonic doesn't really have alot of hype like he did during the Pre-Brawl days. His Hype seems to be all drown out these days all for Megaman and Pac-Man. And given the fact No one played him at the Invitational and rarely anyone played him at SDCC.
Let's Change that shall we.
Sonic was Officially Confirmed to return on October 1st 2013 in a Nintendo Direct. The same month he was confirmed for Brawl.
Intro/Victory
Unchanged from Brawl. This is what plays during Sonic Victory Screen.
So no new Victory theme? This could just be a placeholder.
So it looks like Sonic has a new Victory Pose in the 3DS version. Sonic grabs a Chaos Emerald and says something Japanese. (Traslation on what he say would be appreciated.)
Standard Attacks
PPK
Up-Tilt
Skip Kick
Up and Down Tilt in Action
Down-Tilt
Spin Kick
Forward-Tilt
Horse Kick
(While Running)
Sonic sort of has a new dash attack it does more damage and ends it with a Kick.
Just look at him kick Little Mac. Show him the true power of Sonic Speed.
Smashes
Side Smash
Wind-Up Punch
or
-Fsmash is now slightly slower startup, seems to hit maybe slightly less hard but not significantly, but has significantly more recovery. Probably the price for making bair and uair so much better for killing. Fsmash can definitely still be a strong punish and kill move, just a bit riskier to use now but still a good move.*
Up Smash
Spin Ball
or
Down Smash
Spilt Kick
or
Sonic has a new D-Smash in this game it's a Split Kick it's similar to Fox's and Falco's Spilt Kick, but Sonic seems to do a front flip when he is done with the move. it seems really fast to since he is able to do his F-Smash after the move.
Aerials
Neutral Air
Spin Ball
Forward Air
Emerald Dive
+
-Fair startup is faster. So yeah, our 13-frame-startup aerial is now even more ridiculously fast. I was able to use it to momentum cancel full-on hits from donkey kong at 120 and live. Fair also autocancels right as you hit the ground so you can act as soon as the fair is over with no delay. This allows you to cancel fair into utilt, ftilt, dtilt, jab pressure, or a throw very easily now, and perhaps even rack up some damage with fair combos at low %.*
Back Air
Back Kick
+
His B-Air appears to be stronger this time doing more damage than it did in Brawl.
-Bair hitstun and knockback increased. This is now undeniably his best kill move.*
-Bair hitbox possibly decreased? Seems like it might be but not super significantly. Still able to be used for all previous uses, just need to be slightly adjusting your spacing.*
Up Air
Scissor Kick
+
-Uair horizontal range increased, even large than brawl's. Uair can now kill at lower %s. Has more knockback and hitstun so makes uair combos more deadly. Uthrow uair to another uair or spring uair is now possibly legit.*
Down Air
Downward Kick
+
His D-Air is now a Meteor Smash. This gives Sonic more KO power. He sent Marth down under.
-Recovery on dair hitting the ground is much greater and you must dair from a much higher height in order to get the animation to cancel correctly so you can act when you hit the ground. Seems like a fast double jump to spring usually does the trick to get the proper height.*
Specials
Neutral Special
Homing Attack
The Homing Attack seems much faster and bounce off opponents. Just look how it bounces off Kirby
And it appears to bonce off the ground as well. Allowing Sonic to recover faster from it.
Also. The Homing Attack when locked on seems to go pretty far just look at it, it was locked onto Little Mac and was able to completely bypass Greninja's Water Shirken. Seems to go pretty far with being locked onto something, this will be great for Sonic.
-*New* Sonic's homing attack has waaay faster startup.*
Side Special
Spin Dash
-Side B spindash animation changed and is now faster. If you want to vsdj, you can either double jump out of it and attack, or let it hit the ground. If it hits the ground, vsdj resumes the regular side-B animation and goes into the spindash hop from side B. So the charge of the side b is even able to be vsdj'd now, and after that you can immediately VSDJ again. Also, alternatively you can cancel the first VSDJ into a shield, what I'm referring to as VSDJSC, because of the fact that when you do the first VSDJ, sonic is still charging side B and can thus cancel the VSDJ into shield.*
Down Special
Spin Charge
Slightly Faster Also does a Short Hop when used.
-Down B spindash charge is significantly faster, both on the ground and in the air. This makes sonic's spindash pressure a lot more powerful, and the hitstun is also increased while decreasing spindash's knockback, allowing for legitimate spindash > aerial move combos. Spindash bair can now combo.*
Up Special
Spring
Final Smash
Super Sonic
+
"Collect 50 rings, then jump and press the Action Button to release Super Sonic" Unfortunately you cant do that. All you gotta do is break open that Smash Ball. Super Sonic Appears to be weaker, dealing less damage and knockback. In brawl when activated Sonic says "Now I'll Show You" now he says "Super Sonic Style!"
Taunts
Up Taunt
Sonic Adventure Pose
Side Taunt
Super Peelout
The Super Peelout from Sonic CD is here. In Brawl Sonic said "Your too Slow" but in this game he says Super Sonic Style!
Down Taunt
Breakdance
Sonic Breakdance Taunt returns from Brawl. There was a little confusion here. This site here http://smashbros-miiverse.com/characters/sonic stated that this his "Iconic Finger shake" was his D-Taunt that is untrue that is his real D-Taunt.
Sonic's Wii U Stage
Windy Hill Zone
This is Windy Hill Zone from Sonic Lost World. Here's a quick overview (SPOILER ALERT) Sonic and Tails chasseing Dr. Eggman as always then they stumbled upon a "Lost World" Then Eggman stumbles upon 6 Deadly Creatures know as the Deadly Six. They then harness the power from South Island (Sonic's World) to use it's power to destroy Sonic. *Spoilers End Here*
It seems to be based off Act 1 of Windy Hill. It has two Springs that will bounce you upwards in a front flip animation. and a GIANT Windmill that cant even fit on the Screen. In my opinion Windy Hill is one of the most beautiful stages ive seen so far it's so well detailed.
Here is the Final Destination version of Windy Hill. (I cant wait to play on this stage)
D1 a very well known commentator for SSBM states that Windy Hill would be a Counter-Pick so it wont be banned in Tournament Play.
Sonic's 3DS Stage
Green Hill Zone
Sonic's Assist Trophy
Shadow the Hedgehog
Shadow was an AT in Brawl now in SSBU/3DS. When summons he shouts his iconic "Chaos Control" it's similar to the timer item. To me Shadow has so much potential as an AT like he could use his Chaos Spear or his Chaos Blast attack. HE HAS SO MUCH POTENTIAL AS AN AT.
Palette Swaps
This Palette Swap is really neat. Resembles NiGHTS, a character from Sega's NiGHTS into Dreams, for the Sega Saturn. The wristbands resemble the Purple Chaos Emerald.
This Palette Swap seems to be based on the Crystal Rings from Sonic Adventure. In that game the Crystal Rings allowed Sonic to move faster and granted him the ability to do the Light Speed Dash.
This one resembles Sliver the Hedgehog from Sonic 2006. Fun Fact: did you know that Sliver is Sakurai's favorite Sonic Character.
Here is all of Sonic's Palette Swaps in SSB3DS some of them is from brawl some are new.
Thank You for the image @Masonomace
Here's some Palette Swaps ideas from @Masonomace thank you for the Awesome ideas
Green = resemble
A.) Manic the Hedgehog (very doubtful)
B.) Scourge the Hedgehog (doubtful)
C.) Jet the Hawk (likely)
D.) Vector the Crocodile (surprisingly likely)
E.) The Green Hover wisp from Colors & Lost World (likely)
It's Dark Super Sonic from the Sonic X series. It is accessed by Sonic when he get's really angry. It's also has the color scheme of his black color palette in Brawl. Thank you for the idea and bring back the Nostalgic @Masonomace
Sonic's Matchup
Super Mario
For these two War never changes.... These two have been at it for 23 Years. Weather it's Consoles, Olympics or Fighting together or against each other in Smash Bros. In SSBU/3DS it appears Mario is Sonic's Matchup Mario seems to be able to counter all of Sonic's Attacks. Please Understand and Watch this.
Sonic's Voice Clips Scenario
Custom Moveset Potential
Alternate Costumes ideas
Well that's how for now. How do you think I did? I worked really hard it took me about 3days to create this.
Special Thanks, Goes out to @ Hong @Yosher @ptrk83 and @im just peachy to see the Peach thread click here Credit also goes to @WedginatorX every thing with a *on it is his. Also @Masonomace for the Way Past Cool Pallets ideas.
Here's what's coming up next
-Alt Costumes
-Custom Moveset Potential
and much much more.
Stay Tuned.
Let's Change that shall we.
Sonic was Officially Confirmed to return on October 1st 2013 in a Nintendo Direct. The same month he was confirmed for Brawl.
Intro/Victory
Unchanged from Brawl. This is what plays during Sonic Victory Screen.
So it looks like Sonic has a new Victory Pose in the 3DS version. Sonic grabs a Chaos Emerald and says something Japanese. (Traslation on what he say would be appreciated.)
Standard Attacks
PPK
Up-Tilt
Skip Kick
Up and Down Tilt in Action
Down-Tilt
Spin Kick
Forward-Tilt
Horse Kick
(While Running)
Sonic sort of has a new dash attack it does more damage and ends it with a Kick.
Just look at him kick Little Mac. Show him the true power of Sonic Speed.
Smashes
Side Smash
Wind-Up Punch
or
-Fsmash is now slightly slower startup, seems to hit maybe slightly less hard but not significantly, but has significantly more recovery. Probably the price for making bair and uair so much better for killing. Fsmash can definitely still be a strong punish and kill move, just a bit riskier to use now but still a good move.*
Up Smash
Spin Ball
or
Down Smash
Spilt Kick
or
Sonic has a new D-Smash in this game it's a Split Kick it's similar to Fox's and Falco's Spilt Kick, but Sonic seems to do a front flip when he is done with the move. it seems really fast to since he is able to do his F-Smash after the move.
Aerials
Neutral Air
Spin Ball
Forward Air
Emerald Dive
+
-Fair startup is faster. So yeah, our 13-frame-startup aerial is now even more ridiculously fast. I was able to use it to momentum cancel full-on hits from donkey kong at 120 and live. Fair also autocancels right as you hit the ground so you can act as soon as the fair is over with no delay. This allows you to cancel fair into utilt, ftilt, dtilt, jab pressure, or a throw very easily now, and perhaps even rack up some damage with fair combos at low %.*
Back Air
Back Kick
+
His B-Air appears to be stronger this time doing more damage than it did in Brawl.
-Bair hitstun and knockback increased. This is now undeniably his best kill move.*
-Bair hitbox possibly decreased? Seems like it might be but not super significantly. Still able to be used for all previous uses, just need to be slightly adjusting your spacing.*
Scissor Kick
+
-Uair horizontal range increased, even large than brawl's. Uair can now kill at lower %s. Has more knockback and hitstun so makes uair combos more deadly. Uthrow uair to another uair or spring uair is now possibly legit.*
Down Air
Downward Kick
+
His D-Air is now a Meteor Smash. This gives Sonic more KO power. He sent Marth down under.
-Recovery on dair hitting the ground is much greater and you must dair from a much higher height in order to get the animation to cancel correctly so you can act when you hit the ground. Seems like a fast double jump to spring usually does the trick to get the proper height.*
Specials
Neutral Special
Homing Attack
The Homing Attack seems much faster and bounce off opponents. Just look how it bounces off Kirby
And it appears to bonce off the ground as well. Allowing Sonic to recover faster from it.
Also. The Homing Attack when locked on seems to go pretty far just look at it, it was locked onto Little Mac and was able to completely bypass Greninja's Water Shirken. Seems to go pretty far with being locked onto something, this will be great for Sonic.
-*New* Sonic's homing attack has waaay faster startup.*
Side Special
Spin Dash
-Side B spindash animation changed and is now faster. If you want to vsdj, you can either double jump out of it and attack, or let it hit the ground. If it hits the ground, vsdj resumes the regular side-B animation and goes into the spindash hop from side B. So the charge of the side b is even able to be vsdj'd now, and after that you can immediately VSDJ again. Also, alternatively you can cancel the first VSDJ into a shield, what I'm referring to as VSDJSC, because of the fact that when you do the first VSDJ, sonic is still charging side B and can thus cancel the VSDJ into shield.*
Down Special
Spin Charge
Slightly Faster Also does a Short Hop when used.
-Down B spindash charge is significantly faster, both on the ground and in the air. This makes sonic's spindash pressure a lot more powerful, and the hitstun is also increased while decreasing spindash's knockback, allowing for legitimate spindash > aerial move combos. Spindash bair can now combo.*
Up Special
Spring
Final Smash
Super Sonic
"Collect 50 rings, then jump and press the Action Button to release Super Sonic" Unfortunately you cant do that. All you gotta do is break open that Smash Ball. Super Sonic Appears to be weaker, dealing less damage and knockback. In brawl when activated Sonic says "Now I'll Show You" now he says "Super Sonic Style!"
Up Taunt
Sonic Adventure Pose
Side Taunt
Super Peelout
The Super Peelout from Sonic CD is here. In Brawl Sonic said "Your too Slow" but in this game he says Super Sonic Style!
Down Taunt
Breakdance
Sonic Breakdance Taunt returns from Brawl. There was a little confusion here. This site here http://smashbros-miiverse.com/characters/sonic stated that this his "Iconic Finger shake" was his D-Taunt that is untrue that is his real D-Taunt.
Sonic's Wii U Stage
Windy Hill Zone
This is Windy Hill Zone from Sonic Lost World. Here's a quick overview (SPOILER ALERT) Sonic and Tails chasseing Dr. Eggman as always then they stumbled upon a "Lost World" Then Eggman stumbles upon 6 Deadly Creatures know as the Deadly Six. They then harness the power from South Island (Sonic's World) to use it's power to destroy Sonic. *Spoilers End Here*
It seems to be based off Act 1 of Windy Hill. It has two Springs that will bounce you upwards in a front flip animation. and a GIANT Windmill that cant even fit on the Screen. In my opinion Windy Hill is one of the most beautiful stages ive seen so far it's so well detailed.
Here is the Final Destination version of Windy Hill. (I cant wait to play on this stage)
D1 a very well known commentator for SSBM states that Windy Hill would be a Counter-Pick so it wont be banned in Tournament Play.
Sonic's 3DS Stage
Green Hill Zone
Sonic's Assist Trophy
Shadow the Hedgehog
Shadow was an AT in Brawl now in SSBU/3DS. When summons he shouts his iconic "Chaos Control" it's similar to the timer item. To me Shadow has so much potential as an AT like he could use his Chaos Spear or his Chaos Blast attack. HE HAS SO MUCH POTENTIAL AS AN AT.
Palette Swaps
This Palette Swap is really neat. Resembles NiGHTS, a character from Sega's NiGHTS into Dreams, for the Sega Saturn. The wristbands resemble the Purple Chaos Emerald.
This Palette Swap seems to be based on the Crystal Rings from Sonic Adventure. In that game the Crystal Rings allowed Sonic to move faster and granted him the ability to do the Light Speed Dash.
This one resembles Sliver the Hedgehog from Sonic 2006. Fun Fact: did you know that Sliver is Sakurai's favorite Sonic Character.
Here is all of Sonic's Palette Swaps in SSB3DS some of them is from brawl some are new.
Thank You for the image @Masonomace
Here's some Palette Swaps ideas from @Masonomace thank you for the Awesome ideas
Green = resemble
A.) Manic the Hedgehog (very doubtful)
B.) Scourge the Hedgehog (doubtful)
C.) Jet the Hawk (likely)
D.) Vector the Crocodile (surprisingly likely)
E.) The Green Hover wisp from Colors & Lost World (likely)
- Black = resemble
A.) Shadow the Hedgehog (very likely)
B.) Mephiles the Dark (not very likely)
C.) No one else except that Black bomb wisp from Lost World (not likely, his wristbands would be the black bombs for reference)
- Red = resemble A.) Knuckles the Echidna (very likely)
B.) Dr. Eggman (likely in some way)
C.) E-123 Omega (a bit likely in some way)
D.) The Crimson Eagle wisp from Lost World (somewhat likely in whatever way)
- Pink / Magenta = resembles A.) Amy the Hedgehog (very likely)
B.) Blaze the Cat (very likely)
C.) Sonia the Hedgehog (very doubtful)
D.) Wave the Swallow (surprisingly likely for her pink flames on her extreme gear)
E.) The Pink Spikes wisp or the Magenta Rhythm wisp (spikes can be on the wristbands if they're pink, Idk how to explain the Magenta Rhythm design to originate in Sonic's palette)
- Orange / Yellow = A.) Miles "Tails" Prower (very likely)
B.) Cream the Rabbit (likely-ish)
C.) Charmy the Bee (barely likely)
D.) The Yellow Drill wisp or the Orange Rocket wisp (likely, maybe very likely)
It's Dark Super Sonic from the Sonic X series. It is accessed by Sonic when he get's really angry. It's also has the color scheme of his black color palette in Brawl. Thank you for the idea and bring back the Nostalgic @Masonomace
Sonic's Matchup
Super Mario
For these two War never changes.... These two have been at it for 23 Years. Weather it's Consoles, Olympics or Fighting together or against each other in Smash Bros. In SSBU/3DS it appears Mario is Sonic's Matchup Mario seems to be able to counter all of Sonic's Attacks. Please Understand and Watch this.
Sonic's Voice Clips Scenario
All of Sonic's Voice Clips appear to be from Sonic Generations. For his Side Taunt and Final Smash he says Super Sonic Style! It really doesn't make any scenes when he say's that for his Side Taunt. Maybe they'll be changed in the final product.
Custom Moveset Potential
So every character is getting some awesome custom moves Sonic's is yet to be reveled some are really unique like Megaman's so here are some ideas for the Blue Blur.
Credit goes out to @Sages since some of these are his ideas. (the one with the * is his)
+
Tails Support -
Tails comes to the rescue! Tails can take Sonic great distances, in fact, Sonic will gain a lot of horizontal momentum! But watch out, tails can only carry Sonic for so long. Vertical height gained is drastically less than the spring jump.*
Rocket or Crimson Eagle Wisp
This could also be interchangeable with the first two options. But I would change these powers to function for angular recovery, like how Rosalina's Launch Star functions. Orange Rocket could be given charging requirement and angled like how Diddy Kong recovers. The Crimson wisp could just launch automatically in a angular shift towards the stage.*
Hover Wisp
Sonic would transform into the Hover Wisp and slowly Hover back onto the stage.
Here is some ideas from @Masonomace
One UpB customized spring jump idea can be a catapult in place of the Spring:
This is a catapult model from Generations. Of course it wouldn't have as high vertical recovery as the default Spring jump, in fact the complete trade-off of the amazing horizontal distance it covers, most of the vertical height is sacrificed. However it's horizontal diagonal launch spring effect would boast very well for Sonic's recovery if we're the kind of players who DI high to the corners & live anyways. Think of the extra horizontal option we could have instead of needing to use SideB or DownB, likely risking ourselves of losing our second jump, flying down in an angle doomed to SD. . .This catapult can be an alternative to that common issue. The vertical height despite decreased drastically, you'd have enough height & horizontal momentum flying through the air, that you could buffer any aerial input & wouldn't have a bad landing. Mix-ups are reborn.
Another UpB customized Spring jump Idea can be this Wide Spring aka Long Spring:
This Wide Spring model is from Sonic Heroes & in the games it wasn't impressive other than giving a power core to your characters when pressing all 3 stars. Albeit in this speculation, Sonic gets some weird twists for better or worse. Spring jump is a balance of vertical height & horizontal distance due to your mobility, catapult sacrifices your vertical height for absolute horizontal launching. So what makes Wide Spring jump a viable custom special? First whether Sonic is grounded or airborne, activating the Wide Spring gives him two advantages:
1. Higher vertical recovery, more than Brawl Sonic's Spring jump.
2. An active hit-box lasting for a good portion of the Wide Spring jump, until about halfway does your active hit-box vanish.
Let me explain:
+
Sonic Boost
In this state Sonic runs at his fastest this was first seen in Sonic Rush. Sonic would do a short boost across the stage. (many wanted this as his side special in the first place)
Cyan Wisp
Sonic would turn into the Cyan Wisp then you could aim the Cyan Wisp to where you would like to go then fire the Laser.
Sonic + Tails Roll Attack
This was first introduced in Sonic 4 Ep. 2 where Sonic and Tails could team up to do one EPIC roll attack. When on use Sonic will summon Tails and they will roll across the Screen it would be more powerful than the Spin Dash and nobody could cancel it.
+
Spike Wisp
Just like the Spin Dash it's chargeable. it has Spikes on it so nobody can cancel it and it sticks to the stage similar to it's actions in Colors/Generations and the Hot head Item.
Cube Wisp
Similar to Kirbys down special. Sonic would turn into a cube like in Colors and he wouldn't take no damage from heavy attacks like Kirby.
Light Speed Attack
READY GO. This was first seen Sonic Adventure. In that game Sonic Required the "Light Speed Shoes" That allowed him to travel along a Trail of RIngs. Later he required a "Special Light" that allowed him to attack a trail of enemys. My idea of this would be Sonic would charge it up then Launch Straight Forward or Home in of the Opponents.
That's all I got for right now if you have any other ideas for the other two let me know in the Comment Box below.
Credit goes out to @Sages since some of these are his ideas. (the one with the * is his)
+
Tails Support -
Rocket or Crimson Eagle Wisp
This could also be interchangeable with the first two options. But I would change these powers to function for angular recovery, like how Rosalina's Launch Star functions. Orange Rocket could be given charging requirement and angled like how Diddy Kong recovers. The Crimson wisp could just launch automatically in a angular shift towards the stage.*
Hover Wisp
Sonic would transform into the Hover Wisp and slowly Hover back onto the stage.
Here is some ideas from @Masonomace
One UpB customized spring jump idea can be a catapult in place of the Spring:
This is a catapult model from Generations. Of course it wouldn't have as high vertical recovery as the default Spring jump, in fact the complete trade-off of the amazing horizontal distance it covers, most of the vertical height is sacrificed. However it's horizontal diagonal launch spring effect would boast very well for Sonic's recovery if we're the kind of players who DI high to the corners & live anyways. Think of the extra horizontal option we could have instead of needing to use SideB or DownB, likely risking ourselves of losing our second jump, flying down in an angle doomed to SD. . .This catapult can be an alternative to that common issue. The vertical height despite decreased drastically, you'd have enough height & horizontal momentum flying through the air, that you could buffer any aerial input & wouldn't have a bad landing. Mix-ups are reborn.
- Grounded while using it, you'd be flung forward with more momentum almost reaching speed of your running or Spin Dash / Charge. You'd be flung in a direction just high enough from the ground to be able to input any aerial & not have bad landing lag. D-air would canceling the forward momentum & you'd fly straight down with landing lag. The catapult's time grounded on the stage doesn't last as long as your Spring jump, so use the limited time wisely for any setups etc. One last point to make is that the catapult would retain the same element as the default spring jump, & that you can press UpB to spawn your catapult right as someone above you lands in that general area. The draw-back to spawning catapult under someone is you have to be more precise with it, getting the right area of the catapult to be on the larger red leverage area in order to launch you both, being a surprise fling off-stage & throwing out an aerial at an early KO %.
- Airborne while using it, you're flung in which ever direction you choose. As you fling towards a direction, the catapult drops like the spring would, however the catapult having more extra length, it's hit-box is bigger covering more area potentially being an intimidating gimp tool for edge-game. The weight of the catapult & it's knock-back are relatively the same to the Spring Jump, however the draw-back of catapult, because of it's slender size, its turning mid-air falling could possibly miss the opponent you tried to hit. Do not fret, for the most rewarding factor of catapult used offensively off-stage is, the precise timing your catapult moves around, the large red leverage making contact with the foe, he / she is bounced closer or away. This mostly gimps them, putting them in a very awkward position to be off-stage, probably under the stage, or far away from it. Think of it like the purple spring item in Brawl, except the red lip is the specific factor. Used correctly, you can gimp your opponent without needing to hit them!
Another UpB customized Spring jump Idea can be this Wide Spring aka Long Spring:
This Wide Spring model is from Sonic Heroes & in the games it wasn't impressive other than giving a power core to your characters when pressing all 3 stars. Albeit in this speculation, Sonic gets some weird twists for better or worse. Spring jump is a balance of vertical height & horizontal distance due to your mobility, catapult sacrifices your vertical height for absolute horizontal launching. So what makes Wide Spring jump a viable custom special? First whether Sonic is grounded or airborne, activating the Wide Spring gives him two advantages:
1. Higher vertical recovery, more than Brawl Sonic's Spring jump.
2. An active hit-box lasting for a good portion of the Wide Spring jump, until about halfway does your active hit-box vanish.
Let me explain:
- Grounded while pressing UpB, your Wide Spring Jump appears instantly shooting you up very high. What's the catch? Catapult gives you a huge boost of horizontal mobility & distance, while the Spring Jump is the in-betweener, but the catch to the Wide Spring jump is your sacrificed horizontal mobility & distance even with DI towards the direction you wish to go. The middle star lights up when you first press UpB to bring it out as you jump high straight up. The height you gain from jumping on the Wide Spring is higher than that of Sonic's regular Spring jump, but again the horizontal mobility would be cut in half. What happens when all 3 stars light up you ask? Answer: when all 3 stars are lit up, the duration time of the Wide Spring lasts 3 seconds longer giving you, or rather anyone else extra time to jump on it. Earlier I mentioned that Sonic gets an active hit-box when he jumps on the middle star right? Others of course can use the Wide Spring & jump on any of the stars on the spring, but the stars will not light up for anyone but Sonic. So every time Sonic lands on a star, the star area lights up & that's what causes Sonic to have an active hit-box launch. It's so-to-speak a "burst" of recovery when jumping on the star bumper areas with Sonic. This means that you can easily trap people under you as they come down from above. Because the height is so high on the Wide Spring you could land a strong U-air sealing a early Star KO. The downfall to that is you could lose the trade persay they react quicker & input an aerial with a faster start-up than yours. When you get launched far off you have no jumps left, DI towards the stage as much as you can then let your Wide Spring jump RIP!
P.S. You could jump on one star, DI a little forward, then D-air straight down to hit another star to quicken the process in order to keep the Wide Spring out longer. - Airborne while using the Wide Spring jump, is very frightening for the other fighters. Spring & catapult are around the same hit-box & knock-back, while the Wide Spring is a lot bigger, wider, & heavier to top it off. It starts falling coming down as you shoot straight up, leaving your Wide Spring behind, with reason. I haven't decided whether I want the Wide Spring to meteor smash foes below Sonic, or it's a moderately strong Spring attack that knocks them away, gimping their recovery unless their recovery rivals that of Brawl MK's recovery. Either or, both situations of the Springs launch power compensate Sonic for killpower for his UpB customized special given his SideB & DownB grant enough horizontal mobility & direction to allow a custom move like Wide Spring to be commonly used. The Wide SPring falling doesn't turn around mid-air, so it's similar to seeing a red brick fall, fast & hard.
+
Sonic Boost
In this state Sonic runs at his fastest this was first seen in Sonic Rush. Sonic would do a short boost across the stage. (many wanted this as his side special in the first place)
Cyan Wisp
Sonic would turn into the Cyan Wisp then you could aim the Cyan Wisp to where you would like to go then fire the Laser.
Sonic + Tails Roll Attack
This was first introduced in Sonic 4 Ep. 2 where Sonic and Tails could team up to do one EPIC roll attack. When on use Sonic will summon Tails and they will roll across the Screen it would be more powerful than the Spin Dash and nobody could cancel it.
+
Spike Wisp
Just like the Spin Dash it's chargeable. it has Spikes on it so nobody can cancel it and it sticks to the stage similar to it's actions in Colors/Generations and the Hot head Item.
Cube Wisp
Similar to Kirbys down special. Sonic would turn into a cube like in Colors and he wouldn't take no damage from heavy attacks like Kirby.
Light Speed Attack
READY GO. This was first seen Sonic Adventure. In that game Sonic Required the "Light Speed Shoes" That allowed him to travel along a Trail of RIngs. Later he required a "Special Light" that allowed him to attack a trail of enemys. My idea of this would be Sonic would charge it up then Launch Straight Forward or Home in of the Opponents.
That's all I got for right now if you have any other ideas for the other two let me know in the Comment Box below.
Alternate Costumes ideas
Metal Sonic was created to be a "Carbon Copy" of Sonic. He's was created by Dr. Eggman. He is ruthless and like to do things his way he's been know to even go against his creator due to his hatred for the Blue Blur
In SSBU/3DS Metal Sonic was a (fake) leak going around to be Sonic's Alt in this game if he was that would be so COOL. So here's the "leak"
Would you like to see Metal Sonic as an Alt? @Zipzo has confirmed that there was no Metal Sonic Alt. for Sonic. I guess there's always DLC Costumes.
Here is the "Soap Shoes" from Sonic Adventure 2 back then SEGA made a deal with the Shoe Company Soap for Sonic to wear these Awesome Shoes. In real life if you wear Soap Shoes then you can grind on rails. Unfortunally Soap went out of business a long time ago. this would be a nice little call back if sonic had this as a (DLC) Alt.
In SSBU/3DS Metal Sonic was a (fake) leak going around to be Sonic's Alt in this game if he was that would be so COOL. So here's the "leak"
Here is the "Soap Shoes" from Sonic Adventure 2 back then SEGA made a deal with the Shoe Company Soap for Sonic to wear these Awesome Shoes. In real life if you wear Soap Shoes then you can grind on rails. Unfortunally Soap went out of business a long time ago. this would be a nice little call back if sonic had this as a (DLC) Alt.
Well that's how for now. How do you think I did? I worked really hard it took me about 3days to create this.
Special Thanks, Goes out to @ Hong @Yosher @ptrk83 and @im just peachy to see the Peach thread click here Credit also goes to @WedginatorX every thing with a *on it is his. Also @Masonomace for the Way Past Cool Pallets ideas.
Here's what's coming up next
-Alt Costumes
-Custom Moveset Potential
and much much more.
Stay Tuned.
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