FazDude
Smash Master
Neutral Special: Homing Attack
Sonic's bread and butter, and a core part of his kit. It's pretty much the same as in Smash, but after landing a hit on an opponent, Sonic will strike a stylish pose. If another opponent is in range while Sonic's posing, the Neutral Special can be used again to perform a consecutive, near-instant Homing Attack.
Side Special: Boost
Sonic takes off at top speed, damaging opponents he runs into. While running, Sonic can keep going as long as the appropiate direction is held, being able jump and cancel the move into his dash attack (which would be a sliding kick for this game). However, Wonderwing this isn't - Sonic does not gain super armor, meaning that any attack will knock him out of the boosting state, and he can run off ledges. Ultimately, this is a great tool for running up on your opponents, but misuse will put you in trouble.
Up Special: Sonic Boom
Sonic borrows a move from Sonic Rivals, curling up before lunging forwards in one of eight directions. It's essentially his version of Fox's Up Special. It's fast and covers a fairly good range, but is lacking in the damage department. To make up for this, though, it won't entirely put Sonic into free-fall; He'll just be locked out of his specials until he hits the ground.
Down Special: Spin/Drop Dash
Finally, Sonic will retain his Spin Dash from Smash, being able to charge it up for extra damage and speed ala the Spin Charge. In the end, it's a slower, yet safer version of the Boost.
However, the aerial version of this move now takes more inspiration from Sonic Mania; Sonic will curl up as he charges, only taking off once he hits the ground. While this strips Sonic of a potential recovery option, it does allow the move to be cancelled.
Sonic's bread and butter, and a core part of his kit. It's pretty much the same as in Smash, but after landing a hit on an opponent, Sonic will strike a stylish pose. If another opponent is in range while Sonic's posing, the Neutral Special can be used again to perform a consecutive, near-instant Homing Attack.
Side Special: Boost
Sonic takes off at top speed, damaging opponents he runs into. While running, Sonic can keep going as long as the appropiate direction is held, being able jump and cancel the move into his dash attack (which would be a sliding kick for this game). However, Wonderwing this isn't - Sonic does not gain super armor, meaning that any attack will knock him out of the boosting state, and he can run off ledges. Ultimately, this is a great tool for running up on your opponents, but misuse will put you in trouble.
Up Special: Sonic Boom
Sonic borrows a move from Sonic Rivals, curling up before lunging forwards in one of eight directions. It's essentially his version of Fox's Up Special. It's fast and covers a fairly good range, but is lacking in the damage department. To make up for this, though, it won't entirely put Sonic into free-fall; He'll just be locked out of his specials until he hits the ground.
Down Special: Spin/Drop Dash
Finally, Sonic will retain his Spin Dash from Smash, being able to charge it up for extra damage and speed ala the Spin Charge. In the end, it's a slower, yet safer version of the Boost.
However, the aerial version of this move now takes more inspiration from Sonic Mania; Sonic will curl up as he charges, only taking off once he hits the ground. While this strips Sonic of a potential recovery option, it does allow the move to be cancelled.
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