I've been playing a lot of 2.6 Sonic in the past little while. I picked him up with the goal of both learning him and understanding exactly where he stands after his substantial nerfing. This post is going to try to encompass all my thoughts on him after this time.
The first three sections are preface for my thoughts, so that you can read them in context and understand why I'm saying the things I say. If you want, feel free to skip straight to the "Thoughts on Sonic" sections.
Background:
I have mained Captain Falcon since I started playing smash about 8 months ago. I transitioned from Melee to PM right as I was growing out of my awful scrub self and into a real player. I play Falcon pretty much like everyone plays Falcon: dashdance camping, grabs, combos, punishes, and knees, with some extra testosterone where needed.
About my Sonic:
My Sonic gameplay started out much like my Falcon gameplay but it became increasingly clear that that would not cut it. As I rethought my gameplay, I tried to analyze the places where I was failing. Most noticeably, my hardest punishes usually didn't outright kill anyone, I had a strong tendency to trade disadvantageously or to have my moves outright beaten by my opponent, and I was failing to be a credible threat when camping in neutral. Next I tried to figure out why these things were happening. I wasn't outright killing anyone because Sonic isn't capable of it, I was trading or being beaten often because Sonic's hitboxes are all very weak and lose to anything with even the smallest bit of meat, and I wasn't a credible threat because of a compounding of the previous two factors: My hitboxes were weak and I wasn't going to kill you, so why be scared of my dashdance?
My solution to these problems has been two-fold. Firstly, I've kept my patient neutral game in tact but try to focus a lot on baits in leu of using a dashdance to act scary without committing to anything. Secondly, I play extremely aggressively whenever I've won the neutral game. Once I've landed a hit or a grab, I do absolutely everything in my power to keep hitboxes on the opponent. Down-Bs over their tech options, side-B platformcancels, upairs, nairs, fairs, everything. My goal in doing this is to not let things reset to true neutral. At a minimum I want to hold centerstage and, more generally, I want my opponent knocked down or on the edge or falling from the sky or offstage.
Without getting too wrapped up in it, that's how my Sonic evolved and how it plays.
Why I play like a barbarian:
I feel justifying my playstyle will help me express my thoughts on Sonic as a whole. It's very obvious that Sonic is fast, but what is easily my favorite part about the character (and the reason I may stick with him) is his ability to be anywhere he wants to be. He can be off the top of the screen, or all the way across Rumble Falls for an edgeguard, or wherever else you want to be extremely quickly. I try to leverage this fact both in my opponent's head and in my execution. I try to promote the feeling that at no point are you safe. If Peach plucks a turnip, I'm going to put a hitbox in her face for it. If Ganon is doing his Down-B/Up-B nonsense to get back from an ftilt at 180%, I'm going to go out there and hit him again. I can't emphasize enough how strongly I believe that Sonic's ability to be anywhere at any time is his strongest attribute and what makes him a competitive character.
Additionally, we all are aware of Sonic's trouble actually KOing his opponent. I won't blabber on about this, but get right to why I mention this. I mention it because if I need to build a lot of percent before I can kill anyone, I'm going to have to either a. win the neutral game frequently or b. get a massive amount of percent off every advantage I get. I strongly prefer the latter, with the goal being to turn a single success in neutral into a string of advantages that eventually take the stock. While this may sound impractical (and often times, it is exactly as impossible as it sounds), in practice it works as a constant effort to keep the opponent uncomfortable with his positioning or choices.
Obviously, I'm not going to succeed at this all of the time. Or most of the time. Or even some of the time. But, this is the goal and I certainly won't develop effective aggression by not playing ballsy.
Thoughts on Sonic:
With the above information as a frame from which to understand my thoughts on Sonic the character, here goes. Sonic has a number of distinct and incredible weaknesses: Sonic has an incredibly difficult time outright killing his opponents (as in, pushing them through the top or sides of the stage); Sonic's attacks have awful priority and are beaten out by most anything else; Sonic cannot recover without his double jump. He has other struggles as well, but I think these are most important because I'm glad he has these weaknesses. I know it's hard for a lot of Sonic mains from 2.5b to swallow this, but it's probably the most important point I'll make so I'll reiterate: I think it's good that Sonic has these weaknesses and I don't think anything should be done to fix them. Having distinct weaknesses (and strengths) on not only Sonic, but any of the game's characters is good for the game. Specific to Sonic, I think that it is completely fine that he has these weaknesses, and that they do not need to be change in any way.
With that laid bare, I'll flip the coin and look at Sonic's strengths. As I mentioned, I think by far Sonic's greatest attribute is his ability to very quickly be wherever he wants; not just one or the other side of the stage, but anywhere in the air or offstage as well. If he wants to be there, he can get there quickly and he can hit whatever is there. This agility in combination with his raw speed, in my opinion, provide him enough options in neutral and mostly (although not entirely) negate his bad priority and inability to recover without a double jump. His other strength is his ability to gimp (some of) the cast at pretty low percents with his fair, his spring, and his other egdeguarding moves like ftilt and bair. This strength should help compensate for his inability to kill but should not completely replace killing as his method of taking stocks. And for the most part, it does. Of all Sonic's attributes, however, I feel this is the one that could use tweaking.
The wishlist:
This is the part where I pretend I have some formerly unconsidered suggestion that will magically fix all of Sonic's problems. Jokes aside, I'm going to break this into two parts, "The focus" and "The extra", named as intuitively as I can after I've been writing a while.
The focus:
-Give Homing Attack back it's knockback angle from 2.5b, leave the increased lag in tact.
I think this single change will be enough of a buff to Sonic's ability to take stocks. With just this increase in gimping power, I think Sonic will have a proper enough distribution of strong and weak attributes to compete in enough matchups and to do well with dedication and talent. And that's it. I think this change and this change alone is all Sonic really needs.
The extra:
-Increase the priority on the inner hitboxes of nair.
I think a slightly higher reward for a properly placed nair would do wonders for Sonic. Just the assurance that you won't randomly lose your combo to someone mashing A right as you hit them, as well as the ability to win a collision in neutral, would give the character a less "weak" feel.
Conclusion:
If there are two things I could hope one of our backroom overlords could take from this post, they would be these: 1. Sonic's weaknesses are fine as they are and should not be lessened; it's okay for there to be a character that kills poorly and has no priority. 2. Reverting the knockback angle on Homing Attack (and leaving the lag as is) would be enough of a buff to put the Sonic in a good place.
Shoutout to anyone who read the whole thing, I hope my opinions have proved insightful. I am really enjoying Sonic despite his weakness and will probably continue to flesh out my playstyle in the hopes of fully capitalizing on what Sonic does well.