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My strategy with Sonic - Overview of his moves

My strategy with Sonic - Overview of his moves

Game Versions
Smash 3DS, Smash Wii U
Probably one of Sonic's greatest advantages is, of course, his speed; and in super smash brother fast characters are best when used to evade attacks and juggle foes. the only real problem with sonic is that he is not much of a bruiser, so if you want to become good with sonic tactic is key. in this guide I will try to explain his moves, a strategy on how to utilize evasion, and what you should be aiming to do in the match.

*note: the damage statistics were tested against a Mario, so they may vary depending on your opponent's character*

STANDARD MOVES
standard neutral-A: a fairly reliable move. if the enemy is right next to you and you cant process what move to make, just use A as a reflex. each punch gives 2% damage, and the kick gives 4%, so the entire combo gives off 8%

standard down-A(tilt): a sweep kick which bears greater range then your jabs, used great when anticipating an opponent . this attack gives off 6%.

standard side-A: this on great for combo keeping. sonic kicks with both of his feet and sends the opponent backwards which can then leave the enemy opponent open to another attack. the damage on this varies by position, being far away only hits once at 7%, however being closer makes the attack hit twice, first hit gives 4%, second gives 7%, totaling in 11%

standard up-A: another attack for combo-ing. this is best used when the enemy is in the air but can also be used when the opponent is grounded. it will send them upwards and open to another attack. great for edge guarding. it gives off two hits, the first at 2%, the second at 6%, totaling in 8%

SMASH MOVES
smash down-A: an kick attack similar to the like of fox or falco, this one is great for horizontal launches. a rather small hit box, but bears great launch power uncharged gives 12%, fully charged gives 16%

smash side-A: one of Sonic's best moves and one that you will always be using. this wind-up punch is best for knocking out high damaged foes even when uncharged(most of the time). just be precise, a missed hit leaves an opening for your foe to take advantage of. uncharged gives 14%, fully charged gives 19%

smash up-A: another great move. sonic spins upward in a ball and gives off multiple hits before launching the opponent. this like the side smash has great knock out potential, just beware of counter users coming downwards. if you run, let go of the analog stick, you can slide while preforming the attack thus giving it more range. try to use this sparingly, as it makes for a rather good kill move. uncharged gives 14%, fully charged gives 19%

SPECIAL MOVES
special neutral-B: the best offence against counters. Sonic's homing attack hits the top of opponents, so if they were to counter you will not get hit. you can even hit an enemy in the air if your timing is great. however it is not reliable, sometimes you will go right next to your foe, sometimes you will go out a map. only use this move sparingly, there is nothing worth then losing a stock because you "homing attack" off the stage. using it as an recovery is out of the option, as being to far off the stage automatically sends sonic downward. this gives 12%

special down-B: oh...this move...man, it's the best. this, along with your side special are the bread and butter of Sonic's combo keeping. spin into the enemy, send them upwards, give them a few air attacks, and a few land attacks if your lucky. you can choose to wind it up it, or stop and do something else to get the opponent by surprise. toy with them for a bit, spin towards them only to turn back. sonic is great at playing mind games, and the spin dash does just that. this attack gives 4-10% depending how long you charge it.(charge it by mashing the B button, just like in the genesis games)

special side-B: like I said, this move is key to combo keeping and mind games. it is basically the same as the down special, but gives a little hop at the start of the dash. might not seem like much but trust me it throws everyone off guard. mix up using side and down special so right when the enemy thinks they got you with an attack, you jump over it and set up a devastating combo. you can also use it to evade a you can jump while charging the attack, and still maintain the charge, however you can only get out of the charge once you hit the ground, so avoid pits. just one minor thing, there is a visual difference between these two attacks that the foe can pick up on(you spin differently when charging) so be quick and conspicuous. this gives 5-12% depending how long you charge it (Charge it by holding the B button, remember how each one charges up) this move can also be used for horizontal recoveries but bear a short window to quickly undo the attack. miss it, and you will SD.

special up-B: your lifesaver. not only used as a recovery move but can also be use on the plain to escape a combo or a really nasty attack(like a falcon kick). if used in the air, the spring will fall causing 4% damage on whoever it lands on. this is deadly against those recovering, just throw your spring on them to cut them short. if you aim it right(and if the stage has a lip) you can actually spike with it.
note: this does not have a meteor effect.

AIR MOVES
air neutral-A: a nice spin that's good in a pinch but wont always be used. sonic spins downward causeing damage as he desends. its good to use on the ground as it is underused and can surprise the opponent (remember, sonic is great for mind games) the damage it causes differs 8%-12% by how close the foe is to the attack's sweet spot (somewhere in the middle of the spin)

air down-A: a nice drop kick with a fair amount of knock out potential. it's not as deadly as his smashes, but will hurt non the less. great against projectile spammers. it can give off an meteor effect only in the first few frames of it's execution, leaving to very risky. just beware of swordman, an upward smash will cancel Sonic's kick. this is also great when launched as it gives you downward momentum, but becareful, you can easily stomp your way down the map. gives off 8%

air forward-A: a spinning attack that's ripe for combos. use this after your spin dash for pretty nice and flashy attack. gives multiple attacks causing 7% altogeather.

air back-A: another great combo attack. if you over shooted yourself you can still hit the enemy and knock them back. you might try adopt this as a kill move. causes 14%

air up-A: a scissor kick that is another terrific combo move, but also great for juggling. use it as they are coming down or after a nice spindash. it hits twice, the first hit gives 3%, second gives 6%, totaling in 9%

GRABS:
all of Sonic's grabs give 7% except for his up grab, that gives a 6%. each attack while grabbing gives 2%. back throw and up throw bear great launching power, down throw leaves the opponent vulnerable if they do not tech, and front throw goes by real fast that you can remain the pace of the match.

STRATEGY
the main idea with sonic is to wait for your opponent. being to brash and aggressive leaves you too predictable. attempt to stay in the neutral, only going in to punish attacks. getting your opponent off the stage is great as well as you can give them damage by dropping your spring on top of them. once you get them at 70-100%, attempt to hit them with a smash attack. if you cant land those attacks, then attempt to up air them high into the stage. surprisingly the move will kill even if the black particle effect doesn't come out. roughly focus on your spring, grabs, and your evasion to stay long after 100%.
Author
daguyontheladder
Views
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First release
Last update
Rating
3.14 star(s) 7 ratings

Latest updates

  1. updating the guide

    I found that this strategy is very dated, as it was written when I first got the game, but now I...

Latest reviews

This guide gives a decent overview of his moves but doesn't show how each move effects each other, or some of the easier sonic specific techniques like Spin Dash Shield Canceling. You should also talk about his throws a bit more and what they are individually good for (Tech Chasing, Set ups, Killing etc...) But it is a good overview.
i really enjoyed this guide but definitely expand on the guide
daguyontheladder
daguyontheladder
I plan too add more to it soon, I have acquired a better strategy with sonic.
Ok guide. Missing a few key things when using Sonic. Like learning to use DAir to spike opponents.
daguyontheladder
daguyontheladder
I'll try to make a better sonic guide in the future, I just wanted to give a try at making a guide.
Nice tips and tricks, well organized.
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