After going through a bunch of Sonic movesets people made I put some together and came up with this... (a lot is taken from the first post on this topic)
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Sonic the Hedgehog
Details:
Sonic is a mid-falling speed character
Somewhat light
His jump is around the of Falco’s, as is his short hop
Running speed is comparable to C. Falcon
Traction is comparable to that of Marth
Moveset:
A: Left Punch, Right Punch, Kick (basic combo from battle)
Forward-Tilt: A fast forward kick
Down-tilt: Leg Toss (Sonic the Fighters), Sonic sweeps his leg forward while crouching
Up-Tilt: Ballet Toss (Sonic the Fighters), a quick swing of both hands upwards
Smashes:
Upsmash: Upward Thrust (Sonic Battle)
F-smash: Heavy Kick (Sonic the Fighters)
Down-smash: Heavy Strike (Sonic Battle), Swings feet foward, then back, while balancing on a hand
Aerials:
Neutral: Rolls into his ball jump, he does a slight bounce when he hits the opponent
Forward-air: kicks forward in the air, then flips (no hitbox on filp)
Back-air: Spine attack, sonic learns back and his spines get sharper making his whole back a hitbox
Down-air: Slam down kick (Sonic Battle), the move he uses to follow up from a ground combo, meteor attack
Up-air: Aerial Backflip moves, his legs extend at above him creating the hit box
B moves:
Neutral B: Ring Toss, throws a ring forward. It starts out bouncing slowly but quickly picks up good speed as it bounces. Gives upwards knockback.
Side B: Flame tackle, Sonic launches himself slightly forward in a burst of flames.
Up B: Bumper: A bumper appears below Sonic and he bounces off of it in a forward and upward trajectory. The bumper stay out for a little while so other players can bounce on it too sometimes.
Down B: Spin Attack, you start spinning, and you can charge it for longer distances by rapidly pressing B. Release holding down to release yourself. If you press B when you are rolling forward you can cancel it (with a special animation) into a run (running speed will be effected by how much you charged).
Down B (in air): Bounce attack: Sonic slams himself downwards and bounces back up. He can bounce off of the ground, opponent’s shields, and aerial opponents (causing a weak meteor effect)
Grab/Throws:
Standing Grab: Holds them like most grabs, range is similar to Dr. Mario’s
Running grab: Quicker than most running grabs, only slightly longer than his standing, has more forward range then his standing grab
Grab Attack: Knees the opponent
Down Throw: Stomps on the opponent’s foot (Sonic the Fighter), and they are left holding it in pain for a short period allowing you to start up any quick attack you choose. Another grab cannot be performed when they are in this state.
Back Throw: Sonic does a spinning attack over the opponent’s head sending them flying back
Up Throw: Grabs opponent with his legs and does a flip, releasing them into the air
Forward throw: Magic Hands- Sonic puts the opponent into a magical ball. Has the same properties as if Sonic was holding an item but his running is slowed down, but the opponent can wiggle out of it so don’t hold them too long.
Dash attack: Sonic Rush turbo, sort of like Sheik’s dash attack but stays out for 2x as long and keeps moving the whole time
Final Smash: Super Sonic
Taunt: Looks towards the screen and waves his index finger
Wall Jump: Yes