First of all, I think that Sonic is a great character. He is one of my mains. I find that most of the things that TheMagicalKuja said in his guide was true, however, he didn't talk about using spin charge/spin dash effectively. What I do is a pretty good and annoying tactic. I use spin charge if I'm a few character lengths away, then use a tap jump as soon as I make contact with the enemy, then use an airial to fit the situation. Using up or forward works the best. This is a pretty well known tactic, yet I still don't see a lot of Sonic players using it. It is his only attack combo I know of that can do about %30. (%35 if you do spin dash, but harder to pull off succesfully) I also use the up smash while in a dash to do a smash attack and still move a little. Trust me, it is unpredictible, and does significantly more damage than the basic slow roll. (Dash attack for those of you who don't play Sonic games) It can also KO an opponent if they are high enough in damage. I hope this is useful to someone, but the up smash in the middle of a dash is kind of hard to pull off. And if you use this too much or spam it, it will lose its unpredictibility, and will become less effective. So use it appropriatley!!!
This post has been bothering me for a while now. Most good players will dodge as they see you running or approaching (whether it's for upsmash or coming in with a spindash combo), and up-smash leaves you open for quite a bit, allowing them to punish you if you miss.
full charged ground-based combo:
10% from roll hit
7% from jump hit
9% from U-air, 11% from N-air, 10-14% from F-air, 13 % from B-air.
However, the jump attack tends to knock opponents who DI in a bad trajectory from Sonic so that they end up being sent too far forward or too far backwards for an aerial followup.
Most of the time, I just go from the roll attack straight to the aerial, and at the most it does like 23.
I only really use it for disruptor combos or attacking people as they're getting up. Or for doing the B-air finisher at higher %'s.
Also, your:
Spindash combo>U-air> double jump U-air> spring> D-air is escapable.
Your opponent can airdodge on the double jump U-air, as well as after you use the spring.
Aerial Spin Charge (air down-B)'s combo is alot easier to pull off and almost guarantees the 16-18 damage from the spindash before you do the aerial. An un-stale ASC does 18 on a double hit, while popping your opponent up nicely for an aerial followup.
Combos don exits1
So yeah. Here's the simple combo:
ASC = Aerial Spin Charge
SD = Spin-Dash (the ground portion)
SDJ = Spin-Dash Jump (does damage)
ASC [hit]> ASC [hit 2]> double jump+Aerial
F-air: 28-35 damage
N-air: 29-32 damage
U-air: 27-30 damage
B-air: 31-34 damage
Please refer to the side-B/down-B mechanics thread for more information `.`;