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You're to-I mean Sonic Speed!

You're to-I mean Sonic Speed!

Game Versions
Smash Wii U
What is a Sonic?
Sonic simply put is a speedster. He can put quick pressure on an opponent and get out allowing easily for a hit and run style of play. Additionally, all that great speed and pressure makes him a natural at chasing techs, guarding edges and keeping opponents on the top half of the stage. So naturally learning not only his kill moves, but also the options to guard edges and pursue opponents when he puts himself in an advantageous spot can make you a much more effective sonic player.

Sections of this Guide, overview... suggestions thing?
1. The point of this entire write up
2. Common terms
3. Pros and Cons
4. Show me your Moves overview
a. Ground tilts and neutrals
b. S M A S H B O Y S
c. Specials
d. Aerial tilts and neutrals
e. Grapples​
5.Combos
a. Simple combos
b. Advanced combos
c. useful strings
d. VERY situation based combos​
6. Recovery
7. Set ups
a. Basic set ups
b. Specific set ups​
8. Tech chasing and the like
a. Techs reads
b. Air reads
c. Ledge reads​
9. Fancy Tech
a. hop cancel
b. JCUS
c. Spinshot
d. Footstomp​
10. Future plans for updates
11. Credit to peoples

1. The point of this write up​
So the best way to sum this up is answering.
Q: What is this for?
A: This is out to help those who wish to understand sonic and his capabilities. Allowing you to pick up some key concepts of how the character works while establishing things to work towards as you play. To put it simple, there is easy things to implement quickly, key things to work towards and fancy things to look forward too once you feel comfortable with the character
Q: Isn't this supposed to get me excited or interested in playing the character?
A: No, I figured you reading this meant you were interested enough to check him out with out me having me to dazzle the character out.
Q:Will you put the Q&A at the bottom of the page?
A:Maybe, if people give me feedback, opinions and the general comment "you suck".

2. Common terms​
NOTE :If you are already familiar with these feel free to skip this section.
Here is a short list on some terms I'll be using though out the guide some of them are specific to smash bros some of them can be applied to any fighting game:
Negative state - being in a poor position while your opponent is in a strong position to follow up and this can refer to many situations.

example of a negative state even though its not that bad, also link should get his sword out of his shoulder
Negative game - how well a character fairs in a negative state.
Ledge guarding - actively trying pressure your opponent while they are trying to recover from being away from the ledge.
Air trap - trying to follow up on an opponent who is above you to exploit there weak air game
Tech - An opponent who hit the ground at the time they hit the ground they can hit shield to get up quickly but if they miss the input they will be laying of the ground having to get up in a slower method.

I'm sure you've seen this before, but this is what the missed input looks like
Tech chasing - Actively pressuring your opponents tech or failed tech in order to get a follow up, good tech chasing can lead to many things, KOs, combos, ect.
DI - also known as Directional influence, DI is actively hitting a direction while being hit or while you are being sent though the air effecting your trajectory.
SDI - smash direction influence is almost non existent in smash 4, but it is using DI while you are being hit to try to get out of a multi hit move or combo.
Foxtrot - Using a multitude of very short dashes for movement, each character has a different speed compare to there actual foxtrot and dash.
Pivot - changing directions out of a dash, a character can F tilt, F Smash and grab.

simple pivot example
Autocancel - certain frames in an aerial in which when you land you have no landing lag. Occurs usually right before and right after a hit box occurs for an aerial
Strings - moves or combination of moves that don't combo, but flows together well for pressure and catching common inputs from your opponents

3. Pros and cons​
Pros:​
-You're too slow (#1 running speed)
-Strong Combos
-Strong recovery
-Average air and ground game
-Mind games

Cons:​
-Struggles with zoning
-Some of his moves have serious ending lag
-Long Foxtrot makes the game consider him dashing almost all the time
-Average air and ground game
-Most of his games suck unless we're talking 32 bit

4.The Moves!
DISCLAIMER : THIS IS LONG!
a. Ground tilts and neutrals
Sonic's ground game in his jabs and tilts is decent but it's nothing super special, with that in mind
Jab: Sonic jabs two times followed by a kick that sends opponents flying.
Damage: (2%, 2%, 4%)
Opinion: like most jabs, Sonic's is no different. A hit box you can put out quickly that scores decent damage. Neutrals are always important since they come out quickly. Keep in mind that jabbing out of a shield drop is an option.


F/B tilt: Sonic kicks forward with his hands on the ground striking once close to him and again farther away
Damage: (4%, 7%)
Opinion: i personally love the reach of this tilt for how little lag it ends in and represents the second best reach he has on his ground game. Using this on an opponent who thought they spaced properly can catch them off guard or you can be me and wonder how I hit them.


D tilt: Sonic sweeps the ground with his leg knocking away opponents at a low angle.
Damage: (6%)
Opinion: D tilts are generally defensive maneuvers and sonic overall won't make too much use of this simply because it can't be used out of dash, it still has it's uses though. The knock back can be farther then what is useful at high percents, however at high percents it still forces your opponent to tech. Additionally opponents who are in your face can be knocked behind you instead. He also has very odd combo options with this at low percents.


U tilt: Sonic does two kicks into the air the second one launching the opponent upwards.

Damage: (2%, 6%)
Opinion: The hit box on this is rather small that i feel sonic just has better options that are equally as beneficial, while being less reliant on the vertical hit box for a grounded move.

Dash Attack: Sonic quickly rolls into a ball, and does a series of multi hits with a kick at the end sending targets flying.

Damage: (1%, 1%, 1%, 3%)
Opinion: There is a lot to say about this attack. Firstly if Sonic has the option he WILL NOT go to this because of the low damage and high ending lag, but when i say "quickly rolls into a ball." I do mean quickly allowing for quick pressure when he needs it. Together with the highest run speed and the quick draw attack he can punish anything on the map. Wild gunman appears? Wild Sonic appears faster. Lloid Rocket? Sonic can dash attack though this to the villager in the start up animation. This dash attack is executed very quickly with plenty of ending lag at the end of the move, which if your opponent reads the attack you will be punished for it. So be smart and on how you use this.

b. S M A S H B O Y S
Sonic's Smashes all have different uses for his kit and using them wisely like most smashes can score you a KO or continue to punish your opponent.
F/B Smash: Sonic does an on old cartoon style rev up for a big punch, this big punch knocks his opponent back.
Damage: (14% -> 19%)
Opinion: This is good for reads and punishing. If you think you can catch when and were your enemy is going to roll or how he is going to recover/attack then this will be super beneficial for you. The following is an example of an opponents missed D Air and Sonic punishing with a F Smash as he lands.


U Smash: Sonic charges up before curling into a ball above the ground and hitting enemies multiple times before launching them.

Damage: (14% -> 19% if all hits connect)
Opinion: very useful tech chaser, air trapper and edge guarding tool. also one of you options out of dash. It can make your hit box high dodging attacks with low hit boxes like stage recovery attacks and It can kill. There is simply a lot you can do with this. Also the start up lag and ending lag is longer then you will expect it to be.

D Smash: Sonic does a split kick that launches enemies low.

Damage: (12% -> 16%)
Opinion: It hits both behind and in front allowing you to catch a roll. Which considering rolls if you play online, you should be able to find a use for it. IT has the lowest kill potential out of Sonic's smashes even with its low trajectory.

c. Specials
Sonic's main combo potential and as a result his main damage output is from his specials.
N Special: Sonic spins in the air for a second before launching at his nearby enemy, the player can hit the B button again early for a weaker version of this effect.

Damage: (5% -> 12%)
Opinion: this is a very punishable attack as sonic will be in a reliable place at the end of this attack even though it is relatively safe on shield. However, with proper mind games this attack can be very unexpected when used rarely and can be used as a follow up.

F/B Special: Sonic curls into a ball charging up before making a short hop and dashing.
Damage: (varies, expect 5% - 9%)
Opinion: Firstly his main combo comes out of this and whether this is charged or not you can rack up good damage with this special. secondly even when shielded he can still jump, so in the right hands it's very safe. thirdly it can be canceled with a jump, shielding in the early frames and you can jump while charging. Lastly he can jump while dashing and the hit box continues into the air learn it, use it, love it.


D Special: Sonic curls into a ball charging power, if the player hits B he will charge more power into the dash.
Damage: (varies, expect 2% - 10%)
Opinion: super similar to the last special. with the main differences being you can cancel by holding down and not pressing B (you also can't shield cancel), You have access to slightly different combos and it doesn't hop to start the dash, but the charge animation is a little longer then the previous special. That or my mashing with this is trash.


U Special: Sonic summons Spring out his butt or something springs up and gains instant vertical height. The spring remains if he summoned it on the ground.
Damage: (4% from the falling spring)
Opinions: The spring is different then a lot of up specials in that he can still use aerial attacks during his fall afterwords. This gives him the option of instantaneous air pressure and allows him set up for all sorts of things. Along with giving him great recovery, the spring can lastly be used as a projectile for a little extra damage, gimping when edge guarding or interrupting opponents charging animations (like robin's thunder tome) with out having to get close.

d. Aerials
Sonic's air game, like his ground game, is decent. He has access to a lot of things other characters do, but with a lot of strings attached.
D Air: Sonic summons his inner kicking legend and dive kicks spiking enemies if he sweet spots them, not OHKO them like in dive kick. If he doesn't sweet spot early in the kick they'll fly either to the left or the right. Below is an example of Sonic's Sweet Spot Spike

Damage: (7% in sour spot, 8% in sweet spot, spike is in early frames)
Opinion: Great example of Strings attached, he can spike, but it displaces him greatly. there are set ups for the spike and they are really satisfying to pull off, but for now try to remember there is a lot landing lag when using this close to the ground, however using it high up you won't have the massive ending lag (this distance being a jump + a spring in height). This move is useful for when you want to get grounded from high distances.

U Air: Sonic splits his legs apart then brings them together hitting enemies twice sending them upwards.

Damage: (3%, 6%)
Opinion: like most of Sonic's moves he has to present his hurt box in order to strike his opponent. It also doesn't kill unless used very high or your opponent is at a high percent. There is also a delay before the legs snap together and the first hit box for the kick is pretty much at sonic's hips. Basically, this move is very telegraphed, if you don't land with the first hit box. It also is great for juggling into itself stringing it together with jumps, springs and ledge cancels

F Air: Sonic spin his body/massive head like a side ways top hitting multiple times and sending enemies flying away from him.

Damage: (5 hits totaling 4%, followed by last hit 3%)
Opinion: this aerial comes out quickly and launches decently, but doesn't kill till higher percents. Useful for presenting a quick hit box to your opponent and when recovering from the ledge. Also the window to short hop into forward aerial is so small that if you can consistently pull it off my hat is off to you.

B Air: Sonic sends a powerful kick behind him launching enemies
Damage: (14% in early frames, 10% in late frames)

Opinion: this is Sonic's best aerial kill choice as it reaches more then his other Aerials and launches really well compared to other aerials. However, like his F Smash you're going to need to read your opponent to land this well. If you really are having trouble landing this (which is understandable), try baiting out an air dodge with an empty jump.

N Air: Sonic like spins in place or something doing more damage the sooner he hits them sending them directly away from him

Damage: (varies 5%, 8%, 12%)
Opinion: This aerial actually is his most important aerial in his combos. Additionally helpful when you and your enemies hit boxes get too close for comfort in the air.

e. Grapples (grapes + apples or maybe just grabs...)
Sonic has a standard pummel like all characters and amazing grab options with very little damage behind them. Also most of them look really weird
F throw: Sonic kicks his opponent in the face sending them high and away from sonic

Damage: (7%)
Opinion: Sonic's most lackluster throw, good for forcing and opponent right back of the stage, but not much else as its trajectory doesn't make for the greatest of follow ups. Additionally, his fastest throw and one of his latest kill options.

B throw: Sonic picks up his target and spins with them backwards before launching his target backwards.

Damage: (7%)
Opinion: Easily his best throw option, forces ledge recovery in a lot situations and just straight kills in the right % range given you are near the edge of the stage you are back throwing to.

U throw: Sonic uses the spikes on the back of his head to launch his target upwards (that's the best I got)

Damage: (6%)
Opinion: This launches far, but it does not kill. It main use is setting up air game for sonic, so keep in mind who has poor aerials. looking at you mac

D throw: Sonic... I really don't know, rubs up on his opponents crotch or something. sending them low and into the ground.

Damage: (7%)
Opinion: that into the ground is the best part (everything else is indescribable), used at the ledge it forces low recoveries, used on the platform your opponent is forced to tech. After that a good read will go a long way.


5. Combos​
a. simple combos
What makes Sonic's combos so strong? He doesn't need to actually charge, or set up anything. He just starts one move and follows up for free damage after word. So for the most part these combos will be easy to perform but I will describe them with more detail to help you on your way. Keep in mind the damage numbers are general idea of what you could deal, due to the number of hits you may get will be different on whether you time your jump properly or not.

1. F/D Special + jump + N Air
Damage: (18% - 24%)
Sonic's Bread and butter combo easy to perform and very lenient. Now for this combo sonic must hop out of his special. Once you ram into your opponent you jump to carry them with you. at this point you can hit up to 1-3 times anything over 1 will be a true combo (if you did hit once then you jumped at the wrong time). lastly just hit N air after you are done carrying your victim.. erm target. This is easy to do as Sonic's first hit box on his N air is rather large.


Example of what the last hit will look like. Note the height mainly.
2. F/D Special + jump + F Air (opponent over 35% for consistency)
Damage: (10% - 16%)
This combo is executed the exact same way, however you may need to jump a bit earlier then before during F/D Speical. With this you will get a guaranteed forced forward moment on your target, letting you follow up for possible edge guarding. also note that the first combo will kill vertically at very high percents where this will kill horizontally at very high percents. So you can theoretically pick the easier kill depending on ceiling for each combo. This isn't the most useful combo, but it is good for getting you used to learning timing with all of Sonic's F/D special timings
3. F Special + jump + B Air (opponent at 75-130%)
Damage: (18% - 28%)
Starting to notice a pattern? Sonic has a lot of options out of his F Special for different results. Keep in mind the combo should only be a two-three hitter at max. This one is the least consistent due to it's percent and there is one major difference to this combo as well. You need to go though your opponent and jump behind them to deliver a swift kick to the behind . This makes it more difficult to perform and takes a few tries to get down. This is a really big reversal on enemies you caught off guard while you are recovering. additionally it will kill some light weights at higher percents on the right part of the stage and is case specific depending on character weight. (ew bunch of exceptions)

Example of where you need Sonic to be after the jump when you B Air. His B Air reaches far so the opening is bigger then you think it is.
4. D Special + jump + U Air
Damage: (14% - 22%)
This combo can be preformed at almost any % because the starting knock back on the D Special is very consistent as it plows though enemies instead of knocking them back, but when you jump you get the knock back effect of the F Special. D Special will require you to hold the inputs slightly longer rather then the touch and go of the F Special. Now you can still perform this with F special but it has consistency issues at lower percents. Any time you land this combo don't be afraid to try to string in more Uairs using platforms, double jumps and springs.
5. Weak Nair + Jab/Grab/Utilt
Much more standard combo you would see from a fighter in smash. While you can use the 8% damage hit box to do these it will true combo if you use the 5% damage hit box and auto cancel for your follow ups.
b. Advanced Combos
These Combos are either more difficult to perform or are dependent on your opponents DI. Additionally, just because they are harder to perform doesn't mean they are the most beneficial.
1. Grab + Pummel + U Throw + U Special + U Air/F Air/B Air/N Air (opponent 45-70%)
Damage: (12% - 20%)
Super satisfying to perform even though it is rather simple. Now at the 45-60% mark your opponents DI wont make much of a difference, but as that % gets higher his DI is going to change your options or eliminate your options. So watch for a forward DI you can catch these with a F Air and keep an eye out for backward DI as the B Air will also combo. At a certain point his upward or a forward DI will carry him out of the combo.


Example of the finish, both parts of the kick landed when my opponent didn't DI. You can also follow lower up percentage U Throws with just a N Special or a jump and U Air, but it's not a true combo.
2. F Special/D Special + U Air + U Special + F Air/U Air (80 - 110%)
Damage : (26-28%)
At higher percents this combo will kill and still be a true combo, but you have to land the U Air and not the F Air. What is important to note is that after landing the first U air is that sonic will still carry himself forward a little more until the spring comes out, making timing essential if you don't want to miss your follow up. Even if you go to far you can B reversal the spring to get a fair in, but it wont kill. Lastly F Special will work better for this combo on the lower percents of the combo and D Special will work better for this combo on the higher percents due to the initial trajectory of your target.
3. F Special/D Special + Jump + D air (Character specific)
Damage: (10-18%)
Sonic can combo into his D air using either F/D Special. F special is however more difficult to get the timing down as it is more precise and more diffifult to set up for.
Low percents: Use F Special like you normally would and time your D air correctly to spikeLow-Mid percents: Land only the aerial part of the F special by jumping right before you would normally hit your opponentMid-High percents: Use D Special akin to how you would use F special for this combo at low percents.
The upper end of these combos at high %s is going to be around 70-90. In order to make the burden of landing this combo easier I recommend using a D throw near center stage to send you opponent near the ledge and using D special while reading their tech. I recommend D special because you can directly control the charge through mashing and the charge on your specials DOES make a difference and Dair's spike was nerfed in the last patch making it more difficult to outright kill with it so higher percents are more pref able which work best with D special
c. useful strings
Not everything has to be a true combo to be a useful combination of attacks. Here are just a couple strings that should be kept in mind.
1.
Uair + Jump + Uair + U Special + U Air
Damage: (27%)
best used in tandem with F/D special Combo to start it off. Once you get started it is rather easy to pull off and will outright kill on low ceiling stages. (I sometimes call this the town and city string, due to the stage being the perfect height)
2. F special + N Special
Damage: (11-21%)
This can true combo, but requires great timing or using a weaker neutral special. Even if it didn't combo this string is useful for catching opponents that jump immediately after being sent off the ledge. Do try to get the extra hit from jumping with F special as the added hit stun helps connect with the N special
d. VERY situation based combos
Oh! did i say very? cause i meant these are super specific set ups at specific percents. If you don't want anything complicated now or even later feel free to skip this section. Use cases for these will not appear often and the attack/attacks you use right after the first input wont actually be consistent or you can have several different working inputs, but if the opportunity arises. It can lead to these.

1. D tilt + F Smash/F tilt (enemy below 25%)
Did you know at low percents Sonic's D tilt can trip? Well it is a percent chance of trip, but it puts people on their butts unlike a typical Tech situation. Now I wrote F Smash and F tilt, but the follow up is not only your option, Your option will not always work due to where they land. I personally don't use this as thinking about throwing a D tilt into a switch up to hit the tripping person that happens on a percent chance just never comes up when I'm playing against someone
2. D tilt/B Air + Basic Combos (enemy at low % and on specific platforms)
Firstly this won't work on every character in the game, but this is sonic's set up into some of the longer and most damaging combos in the game. Once again this does not have to be your actual combo (or even set up you can use jab 1 at higher percents). If you are interested in seeing how this works here is a video by My Smash Corner on how to perform these combos


6.Recovery​
Finally, a short section. The main reason for this section is so that you KNOW all of sonic's recovery options.
When recovering from high up:
Sonic has the option to use not only his F Special, but also his D Air. both of these are effective at changing his speed while presenting a hit box at your opponent. Also don't forget about fast fall. Using an U Special to stall even longer before fast falling can lead to the opening needed for a good plop to the ground.
When recovering to the Stage:
If sonic still has his double jump he can F Special into jump to give him even more distance, however when used with out a jump available sonic will just spin to his doom. additionally to not only the spring being available to him, if his opponent is near him he can N Special him for extra distance towards the stage. This can only be done once and if too far away from any available enemies Sonic just kinda spikes himself downwards... like his career


7. Set ups​
Simple set ups
I'm sure you know what set ups are, but if you are ill informed or don't think like me (which is highly possible). I see it as putting yourself into an advantageous situation in order to follow up. This part of the list is things that set up Techs, Air Traps and Edge guards which is a very wide subject as a lot attacks will. This is just a quick reference to what will do the job well
Techs (how to approach techs and the like will be in the next major section):​
D Smash, D Throw, D tilt
Air traps:​
U Throw, U Smash, U tilt
Edge guards:​
D Throw, F Smash, B Throw, D Smash, F Throw, F Air

keep in mind not to get too focused on doing one thing and mixing it up. Force your opponent to think about 3 different situations rather then 1.

8.Tech chasing and the like​
a.Techs reads
Sonic is a king at chasing techs, make sure you choose appropriate choices or reads for your enemies tech. Running in and shield grabbing will cover attacking out of the forced tech. Dash attack or F/D special can catch stalling on the ground and rolls, however the specials are very telegraphed when you do so, that your opponent might be ready with attack to stop you in your tracks. Dash into U Smash can catch an opponent who decided for the low attack off tech as well as get the regular in place option. You have options try to predict what your opponent is going to do and act in way that he was not expecting.

Example: my personal favorite Tech situation. My opponent can't roll back very far effectively reducing his number of options and making my read easier.

b.Air trap
Keeping an enemy above sonic can be a good way to rack up damage on an opponent who is just trying to get down. Keep in mind you not only have the standard jumping air attacks, but you also have the spring to get there instantly. you can also F Special jump into U Airs or B Airs. Or another good dash into U Smash can send them back up. just watch out for your opponents air game like peach cause she might surprise you with something you weren't ready for. Also try to read your opponents air dodge as it can become trouble some, but well landed F Air and U Air can present multiple hit boxes to catch them anyways.

c.Ledge reads
Reading your enemies first move when he/she tries to get onto the ledge is where sonic shines the most. you can dash in for an U smash to cover several options. D Smash can catch the roll onto the platform. dash shield grab can punish the attack onto the platform. And dash attack, F/D special can throw your opponent for a top spin. If you know what your opponent is going to do you can always F Smash for the ultimate punish. There's a million good options just don't miss your opportunity.

d.Mind games
Have you ever played against a character and been like, "why does everything he have look the same?" Well Sonic is that guy, he has 3 different dashes to work with. So learning how to cancel each of them and bait reactions or forcing your opponent to think about your attack then canceling can throw them for a curve ball. A good example would be charging one of his specials canceling it, running closer then just barely charging it and using it. You want you opponent to be unable to predict the dashes as they are your best tool and chances are he knows that too. Get creative do something that would have zero benefit with little ways to punish it like Jump + U Special + D Air onto the stage, just get your opponent guessing.

9. Fancy Things​
a. Hop canceling
Hop canceling as I like to call it refers to using a ledge to reduce the hop animation of F special. Which is useful in pivot maneuvers.
To do this simply run off the stage or a platform and instantly input a F special in the opposite direction if done right Sonic will pop onto the stage and will start rolling. Hitting B too quickly can result in sonic using a N special and too late with cause sonic not even make it onto stage. Mostly however you will be using this while recovering which is easiest to perform so long as you understand the distance of the hop
b. JCUS
Short for jump canceled up smash, I like to call it jack ***. Anyways the benefits are that you can slide during the beginning frames of your U Smash. This overall makes tech reads with D throw easier so long as you can master the slide distance. Additionally it adds the option to Usmash out of shield.
To do this all you need to do is press jump before up smash if you are moving forward on the ground at all you will slide before your smash comes out. A good way to practice is to do the out of shield version which when done correctly will avoid the shield dropping animation entirely and just U smash. an example with tap jump: http://gfycat.com/RashMeatyBluemorphobutterfly#?format=gif

when doing the dashing JCUS I recommend just doing
:GCR::GCUR::GCY:(if tap jump is off):GCU::GCA: in quick succession,
rather then :GCR::GCX::GCCU:
c. Spinshot
This techinque is useful for both recovery and moving about the air at higher speeds, however it requires you to use and have your double jump and this includes the grounded version making it riskier when used on stage for approaches and additionally lowers the possible approaches you could have had with your second jump. Specifically what you are trying to do is cancel the F/D special in a certain frame
In order to do this you need to input jump or attack (they can be tilted so if you set your c-stick to tilts you can use it for this) immediately after releasing F special on the ground or air or D special in the air (does not work on the grounded D special). If preformed correctly Sonic should take off in air at a speed like he is running on the ground. If you need more information (which you probably do) you can check out this video by Camalange
your input needs to be precise and a c stick makes timing rather consistent. It takes a little effort to get the first time, but once you start to get it you should be able to do it consistently
d. Footstomps
Footstools are rather awkward results from Sonic's F Special if you aren't ready for them, but due to the different animations characters have after they are footstooled sonic can get guarantee a D air that spikes.
To do this firstly you should take mario to training and use this combo F special -> jump -> Footstool -> D air. Make sure you do not double jump after your footstool, jumping once after you get into the air will do the trick no need to mash jump. After you have the combo down you need to understand that this combo as I said previously does not work on everyone or only works on certain conditions depending on the character. Here is a list that was put together
Dair Spike after a Footstool
  • Characters that can be spiked RELIABLY after a footstool:
    • :4mario::4dk::4littlemac::4sheik::4samus::4metaknight::4pikachu::4wiifit::4shulk::4drmario::4pacman::4miisword:
  • Can be spiked but with some timing/positioning required:
    • Timing (delay): :4peach::4bowser::rosalina::4duckhunt::4olimar::4mewtwo::4miigun:
    • Positioning (FS backwards)::4luigi::4yoshi::4wario2::4zelda::4marth::4villager::4lucina:
  • Don't seem to be able to be spiked at all:
    • :4bowserjr::4diddy::4gaw::4link::4ganondorf::4tlink::4zss::4pit::4palutena::4myfriends::4robinm::4kirby::4dedede::4fox::4falco::4charizard::4lucario::4jigglypuff::4greninja::4rob::4ness::4falcon::4darkpit::4megaman::4sonic::4miibrawl:


10.will add ____ when I get the time​
the last section
a guide icon
A cooler guide icon
specific % to moves and simple combos
more specifics on some of the %'s given and fix missing ones
fixed %s after balance patch
Spoilers for improved space usage
pics
more pics

even more pics
more on the final simple combo to perform after some testing
More combos/Advanced combo section
Some strings

examples for techs and ledge guarding
Fancy lookin' techniques
match ups if requested
common terms section
a section on approaching
I'M SURE GRAMMAR IS A PROBLEM
I'M CERTAIN IT'S STILL A PROBLEM

11. credit​
I like to make sure resources other people made and I used gets noted so that you can check them out or you can just go "huh?" and never look at it again.

Firstly a general thank you to the Sonic Forums on Smash boards for having so much information readily available

Credit to @Sonic Orochi for character list for the FS -> Dair spike
Credit to @Camalange for the video on how to Spinshot his Youtube can be found at https://www.youtube.com/channel/UCPf-WnApIAUlX9dzt8WtjZA
Credit goes to NIBROCrock for Sonic the chili dog find the full pic below and his deviant art page at http://nibrocrock.deviantart.com/
Credit for the combo video goes to My Smash Corner find his channel at https://www.youtube.com/channel/UCUrNeTSE-9VfVr0LF-VT4iA
sonic_the_chilidog_render_by_nibrocrock-d71j56q.png

If you read this, Thanks! I wrote this not only to improve the reader, but also myself. If you have questions or comments please leave them so I may respond to them. Be a critic, cause it helps me improve!
Author
Furret
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First release
Last update
Rating
4.55 star(s) 29 ratings

Latest updates

  1. This update was too slow

    A bunch of improvements modeled after my better understanding of the character and patch...
  2. Sonic Speed!

    While many small edits were made over time, no large ones happened, but this is what changed...

Latest reviews

Very helpful. Cool guide
Fantastic guide. Are all of the combos still true through patch 1.1.5? Does everything else in the guide still apply?
Thanks a lot man I needed to learn more about sonic combo gam and other stuff too and I hope it won't be a problem but can you try to see if there is combo for the Instant Spin Dash Jump?
Furret
Furret
I don't think I put ISDJ into the guide yet, but most SD combos will work, only one that won't is Bair (bair might work if you reverse the jump). So ISDJ -> uair/nair/fair/homing are all possibilities
Thanks for the guide, it took me a while to find a good Sonic guide!
Very great guide possibly the best sonic guide I ever seen as a huge sanic main this made me learn so many different things i've never known about sonic like some of his combos.
This was the first guide I read. It really helped me get better at sonic!
Really cool! Thank you!!
Sonic is may main man , this is a good guide I learned a lot of things that I did not even know existed. there are not aoot of sonic tutorials out there and this one is great.
Didn't know you made a guide. I guess I have to read it though considering a certain someone made me main Sonic now.
Furret
Furret
ha! it's slightly outdated keep that in mind (%s after patch, combos, set ups all need reworks). I need to apply all that I learned into rewriting it and adding new sections
Thanks for the tips. Sonic has been my main for a while now ever since brawl. I'm in high school and I'm the only one in the entire school apparently who can handle Sonic's speed. We hold tournaments at my school, but i always seem to finish second(Because of my rival who uses Captain Falcon) these tips should give me an additional edge. Some these combos may become my bread and butter.
Furret
Furret
no problem, I hope to be updating the guide in may, so there might be a bit of an overhaul as there will set ups and combos after some lab work was done
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