Alright I tried him out, cool concept, but a few things need to be fixed:
-----The running animation, I mean it's a cool idea but it just looks out of place, is there any way to maybe get rocket/fire shoes working like with the Shadow CC PSA?
Another thing to note about this is that you CANNOT dash cancel, which is kind of a disadvantage considering you've become very limited with approaches
-----Uptilt is broken, there's no knockback growth(won't kill even at 999%!) and the base knockback is too low so you can keep spamming for an infinite, the opponent has no time to dodge or get out of it
-----Upsmash should probably have a little more base knockback, even fully charged on an opponent with 0% damage it doesn't haven enough to push them in the air, it just flinches them like falco's lazer, maybe a little less, unless this was intended....
-----Neutral Air, it's awesome, great idea, but it needs to buildup knockback much faster, as it is now it's almost another infinite like the uptilt, the opponent can't escape short hop neutral airs until almost 300%
-----Forward air is unique, but I think it would be better if it pushes the opponents away a little rather than dragging them in, because as it is now, it makes it awkward to use on a short hop because it drags the opponent behind you making follow up attacks near impossible
-----Backair, the sweetspot is too accessible, I ALWAYS hit with it, haven't missed once, and it kills at 100% on heavy characters, it's fine, just make the sweetspot smaller
Also, the sweetspot hitbox lasts too long, even after Sonic's kick has passed the area, the hitbox remains for a few more frames, this should be taken out to balance
-----Upair, I know there's 2 hitboxes, but it's easy to hit with both, in fact it's almost impossible not to, and 20% is WAAAYY too much damage for such a quick attack, tone it down
-----Downair, could you make it drag down sonic a little less? Even on a full double jump you can't get the explosion out at the end
Also, around 150%, the knockback on a short hop of downair gets extremely cheap, it does just enough so the enemy is stunned, but not enough to give them a chance to escape until around 400%, maybe more ending lag would help?
-----DownB's range is a little ridiculous, it useless until you can get the enemy high in the air, which is hard for this PSA because uptilt has no knockback growth and upsmash has too slow knockback growth, and even then it's kind of a cheap shot, how abotu bringing it a little closer to sonic
Or maybe make it a chargeable shockwave that shoots electricity around you, that would be awesome!
Just a suggestion
-----Would it be possible to make the upB chargeable like Diddy's Jetpack? Just wondering
Everything else is fine, just a few problems to tweak that's all, balancing is an important step