Hello everyone! Welcome to my Sonic guide! I decided to make a sonic guide because someone suggested that I do it haha...anyways, what will this guide focus on? Well, that's a good question! I believe I want to make a sonic guide where it's accessible by everyone regardless of skill level and updated with more new information or changes. Anyways...
First of all, let's talk about SSB4 (3DS/WiiU) Sonic and SSBU (Ultimate) Sonic...so what do I need to know to fully understand Ultimate Sonic and how he's different from SSB4 Sonic?
I'll list pros and cons SSB4 Sonic have...
Spin Dash is EVERYTHING
Basically, SSB4 Sonic is a heavily bait n' punish character that fishes for his opponent's mistakes with his options mainly SDSC (Spin Dash Shield Cancel) and secure the advantage by juggling with his infamous Spin Dash. At high percent, he sets up mind games to try to score a kill. His metagame revolves around Spin Dash...Sonic just has too many good pros to make him a top tier character obviously (Damn that spin dash) I don't have to say anymore.
I'll list pros and cons SSBU Sonic have...
Potentially Stronger Advantage
Buffed Damage Output Overall
Harder to Score Kills
Weaker Defensive Options
Nerfed Spin Dash
The transition from SSB4 Sonic to Ultimate Sonic is a pretty weird one because SSB4 Sonic abuses spin dash a lot however, Ultimate Sonic doesn't because his spin dash isn't that good anymore. It stops right at the shield but charged spin dash can pass through. Basically Ultimate Sonic is more about using a lot of tools rather than relying on the spin dash. He has some mixed buffs and nerfs along with additions to new mechanics in Ultimate.
First of all...Sonic seemingly does better at disadvantage AND advantage. For a disadvantage, he has few options that can help him recover from the disadvantaged state pretty well as long as it's not predictable and abused. Those options included the buffed homing attack (much faster start-up) and DI Dodge. A buffed homing attack is almost impossible to react (human average reaction time is 16 frames and HA earliest version starts at frame 13) and DI Dodge gave players quite a hard time catching Sonic. He still has his spring lol. Thanks to one air dodge rule, Sonic can bait out its air dodge and continue to juggle or throw themselves into a situation where Sonic can follow up to secure the advantage and perhaps score the kill or rack up a huge amount of damage. If the opponent either tries to attack or escape, Sonic can keep shadowing and punish their mistakes. The biggest point of this is that Ultimate Sonic is NOT necessarily the same as SSB4 Sonic which means you have to change your ways completely but still play similarly to SSB4 Sonic. Also, keep in mind Ultimate has some new mechanics so you should not really play Ultimate Sonic exactly like SSB4 Sonic!!! Ultimate Sonic is still a bait n'punish character. I'll continue this later in certain subtopics (I'll probably restate to be sure)
Now that I clarified the differences between SSB4 Sonic and SSBU Sonic and how new mechanics affected Ultimate Sonic...it's time to explore Ultimate Sonic!
Here are the topics I'll include...
Simple & Advanced Combos
Dealing With Projectiles
Art of Spin Dash & Spin Charge
Running Speed: [Buff] His running speed is now slightly faster. It increases his window in going in and out for escaping and punishing. In-depth, he can do a lot of things with his great speed such as baiting reactions, getting in for punishes, covering a wide area in a very short time, shadowing his opponent, etc.
Weight: [Nerf] He's now lighter which means he's easier to kill.
Jab: [Nerf] His jab range really really sucks to the point that sometimes when someone is right in front of you, it either does not reach nor combo into another jab which will net opponent a free punish. It's usually used out of OOS if Sonic does not have any options that are fast enough to punish before his opponent can act out.
Dash Attack: [Buff] I believe it's buffed because it has a bigger hitbox and it lingers at the end. It's also only one hit now. Dash Attack sends an opponent at a good angle where Sonic gains advantage for a moment until his opponent lands successfully. That is where Sonic can shadow in and juggle his opponent if done correctly. It's a good burst option but it shouldn't be abused since it still has that awful end lag, unfortunately.
Ftilt: [Nerf?] I don't see any noticeable changes except it sometimes does not link into the second hit at a very high percent. It's better used for when you try to space yourself. It can be a good option against normal get up/attack get up while ledge trapping due to its reach. Ftilt can help set up edge guarding options. Anything else, it's not recommended to use it.
[7.0.0] UPDATE: His ftilt is fixed. It can now connect better at a higher percent in which it's more consistent.
Uptilt: [Buff?] Besides the buffed horizontal reach, there aren't any notable changes. it is a pretty good anti-air move and it starts pretty fast however, it's not used much because Sonic has many other better options to choose from.
Dtilt: [Buff] Sonic dtilt can now send his opponent upward in which it's a potential combo starter now instead of setting up tech chasing/edge guarding options. Sadly due to reduced hit stun, it's hard to combo out of dtilt however it's still possible to combo into fair usually at mid percent. It might be a decent option out of running due to its fast startup and little end lag and also a pretty good shield poking option.
Nair: [Buff] It has a reduced end lag so it's potentially safe on shield especially on cross up. Thanks to its reduced end lag, it combos easier into bair. Surprisingly, it can combo into either fsmash or usmash for the kill however it's harder so nair into bair is a better option to go for. It's also a great combo stopper and a good combo starter that follows into aerials usually.
Uair: [Nerf] The main reason it was nerfed was the fact that it does not link into a second hit well due to his uair first hit knockback so Sonic loses certain options or has weaker options such as juggling, comboing, and OOS option with uair. On the other hand, it does better when falling. You just have to use his uair slightly differently. For example, uair should be used usually while falling. In addition to that, if uair is attempted as a combo ender, its positioning needs to be more precise.
Fair: [Buff] Weaker SDI allows it to chain from multiple hits into the final hit more reliably. it's stronger now meaning it can kill much earlier than sm4sh fair. It's still a good OOS option.
Bair: [Buff] His end lag was reduced when fast-falling so it COULD be a safe option on the shield when landing only when it's maximized spaced out. His bair is still amazing because it's one of his killing options mainly when edge guarding. Thanks to the 1v1 damage mechanic, its damage output was buffed. It's still good at setting up frame traps and a decent option in ledge trapping.
Dair: [Buff] His spike hitbox changed to the very startup of the move so it's easier to spike and it still can combo out of Spin Charge. Also, his dair end lag was reduced a lot.
Fsmash: [Unchanged] It still retains that ridiculous range and is still strong. It is one of Sonic's main killing moves
Usmash: [Buff] It actually now can kill around 100% depends on the rage and the weight. However, it still has that awful lag.
Dsmash: [Buff] His front leg is almost as strong as its back leg and it has a bigger hitbox. However, it still has a lot of end lag.
Neutral B (Homing Attack): [Buff] Oh boy there are a lot of things you need to know about this amazing Homing Attack! It starts up really fast compared to SSB4 Sonic's homing attack. It can be used as a combo ender or extending combos. Before it let goes, you can see the lock-in animation appearing on your opponent if it's in the range which is good because it ensures that homing attack is accurate in where it wants to lock in and zooms in to attack. It has a really long startup but in the end, it inflicts more damage and it can kill if it hits at high percent. Faster version Homing Attack starts up really fast to the point it's harder to react to compared to SSB4 Homing Attack. It can be a safe option as a mixup when the opponent does not expect it. It's a decent edge guarding option because it can connect into bair or set up the frame trap with bair. It's pretty good at catching air dodges, jumps, and few other options that allows the homing attack to lock in and hit with success. Although it's buffed, it still retains low priority so it shouldn't be used often during the disadvantaged state.
Side B (Spin Dash): [Nerf] It's really nerfed to the point we don't want to abuse it otherwise we will get punished really hard. Uncharged Spin Dash stops at the spot where it touches the shield and it nets his opponent a free punish. It lost its own baiting/pressuring option known as Spin Dash Shield Cancel (SDSC). Fortunately, Spin Dash still has some uses but pretty limited. It's usually used for recovering, racking up damage from combos, one of the movement mixups, punishing option, and sometimes edge guarding. Fortunately, Spin Dash gained a new movement option and it is Hop Dash. What is a Hop Dash? It is a spin dash that hops three times higher than normal spin dash's hop. It's similar to its customized move, Hammer Spin Dash except it does not bury. It's a decent option for catching opponents who try to land on platforms. It also could be used to escape opponents' pressure by hop dashing on the platform and get away quickly to reset the neutral. Another good thing about Hop Dash is that thanks to its higher hop, it can hop over and bypass many projectiles EVEN Lucario's max aura sphere (I think it's the biggest projectile). It's a better tool for neutral than Spin Charge because of more options to cancel Spin Dash itself. For example, Spin Dash can Hop Dash, hop around while charging with the new option of releasing it airborne, spin shot, Vertical Spin Jump (VSJ), etc. It means it commits less as an option due to many options that don't cause Spin Dash to interact with the opponent, but rather checks out/baits out the opponent's reaction.
Down B (Spin Charge): [Buff/Nerf] Spin Charge seems to be getting some mixed buffs and nerfs but it might lean toward nerfs. This move's main buff was that it deals with a crazy amount of damage itself. The nerf that most of you might know but Spin Charge could not properly launch opponent. For instance, a lot of times, you will likely see Sonic passing his opponent with Spin Charge after some hits and not launch them or sending opponents on the ground where they can tech. I believe it's due to the high knockback that caused it to not properly connect into Spin Charge Jump (SCJ) that follow up into aerials at high percent. It seems to depend on the character's weight and hurt boxes. At low percent, it most likely won't work on slimy characters that are very light. It also doesn't quite work at high percent for them too. It seems to work more consistently on bigger characters that are mid to heavyweight. Anyways, Spin Charge is a better punishing tool due to its faster startup & roll on initial instead of hopping like Spin Dash, damage output, and combo potential.
Up B (Spring): [Buffs/Nerf]Besides its buffed vertical recovery, it lost a lot of invincibility frames. It only has like 3 frames and at the start-up of the spring. It makes it easier for Sonic to be edge guarded. However, with the aid of DI-dodge and buffed recovery, Sonic doesn't like to make it easy for opponents to catch him offstage. But the only drawback from this is that you're forced to mix up your recovery because you're easier to edge guard when recovering low.
SSBU Sonic Changes
Here's the video to help you know what mind games are and get the ideas on what you can do with Sonic
Sonic Combos List
Here are a few clips of combos done by my sonic
Lastly, here's the Sonic Montage created by HaX!
Sonic Butter n Bread Combo Video by Frenzy Light
Those advanced/movement techniques included the following:
- Hop Dash
- Dash Dance
- Charging Spin Dash in the air on release that is not possible on SSB4.
- Vertical Spin Dash Jump
Here are the videos to help you know what some are.
Side B -> quickly press the jump button
Charging Spin Dash on release in the air
Here's this video specifically for down b (Spin Charge) spin shot
Vertical Spin Dash Jump
Adaptations benefit Sonic a lot in many ways such as setting up combos/follow-ups, edge guarding, scoring kills, mind games, punishing games, juggling, and so on.
Here's the video to help you understand it better
Ultimate Sonic disadvantage might be better than SSB4 Sonic's because of a few new options and other mechanics that gave Sonic more options to choose. He can choose to spring, nair, bair, homing attack, FFuair, spin dash/charge onstage, DI-dodge in various directions, going toward the ledge, or the combination of few of those options and so on. Those options are based on Sonic's changes (buffs), and new mechanics such as DI-dodge and increased shield hit-stun and nerfed shield drop.
This video includes a lot of stuff in those "Understanding Sonic" sub-topics
Now my sonic guide is completed! Yahoo! However it's not over yet...That's because I'll be making more updates after patches and whenever I learned something new. This sonic guide will have some fixes and updates later on so do not worry! I'll make sure to post the update for you guys whenever I make some changes in this guide. Anyways!
I hope you enjoy this sonic guide and I hope it helps you, sonic fellows, out
I believe there's a more official sonic guide made by various sonic players and I want to give you guys more access to wider advanced information than what I included already. Here's the link
Credits go to Rucent for a very well done Sonic guide!
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