*ahem* hi. I was sort of glancing over some of the thread, and I'd like to suggest a different style of Sonic Moveset then what I saw on the first and last couple of pages.
I believe that Sonic's moveset should work around his famous extreme speed, and the moves from Sonic Battle seem to fit him as good as any other, so I think I will work with that. (unfortunately, I won't be putting any exact percentages, I really don't know how to balance those)
A moves
A: Sonic Punch: A simple jab
AA: Sonic Kick: A spin kick to the stomach following Sonic Punch
AAA: Top Kick: A high kick to finish the combo, slight knockback, sends foe upwards
Ftilt: Spin Kick: Sonic kicks the enemy from the side with a mid-height kick. middling knockback, sends foe outwards on a flat trajectory
Utilt: Blue Uppercut: Sonuc uppercuts the enemy, middling knockback, sends foe upwards
Dtilt: Trip Kick: Similar to Ness' Dtilt, Sonic zips out a foot to kick someone in the feet. No knockback, very fast
Dash: Sonic Windmill: Sonic spins around in the air with one foot out. Knockback potential is similar to Yoshi's dash attack.
Fsmash: Sonic Flare: Sonic flips around, switching his weight to his hands while he lashes out with both feet. Good knockout potential, Sonic floats backward a short distance after use.
Usmash: Sonic Updraft: Sonic performs a backflip, blasting the foe upward
Dsmash: Spinout: Sonic curls into a ball and performs a fast spin in place. Blasts away enemies on both sides on a low trajectory.
Nair: Windmill tear: Sonic spins wildly in one spot in the air with feet out, to the point where he is just a blue blur of motion. Good knockback.
Fair: Sonic Backhand: Sonic backhands the space in front of him. Meteor Smash
Bair: Back Kick: Sonic flips backwards and kicks behind him.
Uair: Air Flip: Sonic flips 180 degrees vertically, kicking outward
Dair: Quill spike: Sonic curls up and spins downward. Low-to-no knockback, multiple hits.
Special Moves:
Neutral B: Spin Dash: Sonic crouches and spins in place. Holding B charges his spin, and releasing sends him forward. Sadly similar to Jiggs' Rollout, however an uncharged spin dash will still actually be damaging, and the move is faster, but less powerful, then the Rollout.
Up B: Jump Dash: Sonic pops forward in the air, curling into a ball and blasting past any enemies that get in his way.
Down B: Sonic Meteor: Sonic curls up and smashes downwards, bouncing off the ground. From the time he curls to the time he uncurls after the bounce, he is dangerous, and getting hit is about the same as an uncharged smash attack.
Side B: Sonic Wave: Sonic spindashes in place, producing a burst of air that travels along the ground and causes good knockback. Sonic Wave in the air shoots the burst of air on a diagonal trajectory toward the ground.
Final Smash: Super Sonic: The Chaos Emeralds gravitate around Sonic and orbit him, transforming him into the golden, glowing Super Saiyan Sonic. Super Sonic is an enhancement Transformation. Sonic himself remains unchanged but for a few things.
A: his speed shoots through the roof and into the stratosphere
B: His attacks become far stronger then before.
C: Sonic Wave's burst of air is a shining, glowing gold color.
D: His Up B is now Chaos Soar; a flying move where he can be freely controlled on a limited flightpath that damages whatever he happens to crash into.
E: He accumulates no damage from being hit.
What do you think? I felt that my interpretation of Super Sonic was the only way to use him that both stayed true to the games, and kept him from becoming a clone of the Volt Tackle.