Super Smash Bros. Ultimate Sonic Guide – How to Play, Attack Moves

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In this Super Smash Bros. Ultimate Sonic Guide, we will guide you on how to play if you choose Sonic as your character of choice in a fight. We will highlight all the moves that are specific to Sonic, plus his defending moves, special moves and his final smash. In addition, this guide will also give you a better understanding of his moves, for if you find yourself fighting against Sonic.

This guide will focus on Sonic’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what his final smash looks like and what it does to your foe.

Super Smash Bros. Ultimate Sonic Guide

Below we have listed all the attacks that are specific and special to Sonic. Refer to each attack for a better understanding of how Sonic combats in the stage.

Introduction

Sonic comes into the world of Super Smash Bros. Ultimate by being the speediest fighter in the game, and also has different style of fighting from the other brawlers in the game.

Without a doubt, Sonic has the fastest dash attack in the game, which makes him very effective in punishing whiffed attacks from range. He can also run and immediately stop very quickly.

His spinning attacks leaves opponents guessing as to what he is going to do, since his Spin Dash, Spin Charge, and Homing attack all begin by him turning into a ball.

Most surprisingly, he has a very strong defensive game. His air attacks are lightning fast, and his ground attacks are quick with solid range.

Grounded Attacks

This section of the guide contains all the grounded attacks that Sonic can perform while on the stage.

Neutral Attacks

Sonic has three Neutral Attacks. The first two are a quick two hit jabs that deal 2 and 1.5 damage. In the third attack, the jabs are followed by a thrusting side kick that launches opponents away.

Sonic’s neutral attacks leave more opportunities for a follow up attack or combo, where you can follow up the neutral attacks with a Spin Charge, Spin Dash or dashing grab.

Dash Attack

This attack deals 6 damage, where Sonic runs and drives hi momentum into the enemy with a  high powered kick. This is a risky attack if shielded however it can be avoided if you through the enemy. You can only go through the enemy if you activate this attack very close to the opponent, almost point blank range.

If  however you hit at the very later stage of the attack, you can follow up with a dashing jump air attack combo.

Smashes

Sonic has three smash attacks.

Side Smash

This attack deals 14 damage, where Sonic winds his arm back and punches in front with an enlarged fist, travelling through the opponent.

Since this attack is not that risky when it is shielded, it is however safer when it is at least slightly charged up. You can quickly attack opponents chasing from behind you.

Up Smash

This attack deals 5, 1×6, 3 damage, where Sonic leaps up and turns into a ball, knocking any enemy above him, he then transitions into a five hit spinning ball combo. The final hit from the combo sends opponents flying upward. This is a high risk attack especially if shielded.

Down Smash

This attack deals 12 damage, where Sonic produces a two hit punch sequence that follows with a thrusting side kick launching enemies away. Sonic’s  jab combo is generally best used interchangeably with sild tilt and down tilt to defend against aggressive opponents. If you hit with a full jab combo, you can mix up your opponents with a follow-up dashing grab, Spin Charge or Spin Dash

Defensive Attacks

Sonic has 3 Defensive Attacks. The first is the Ledge attack that deals 9 damage. The second is the faceup Wake-up attack that deals 7 damage, while the third is the facedown Wake-up attack that deals 6 damage as well.

Tilts

Sonic has three Tilt Attacks.

Side Tilt

This attack deals 4, 7 damage, where Sonic stands on his hands and extends his legs for a double heel kick right in front of him that hits an opponent twice. The second hit launches opponents away.

This is a relatively unsafe attack especially if it is shielded, so its best used from a distance or as a turnaround attack against a pursuer.

Up Tilt

This attack deals 2, 6 damage, where Sonic produces a two hit spinning roundhouse kick. That launches opponents up in the air for a potential follow up juggle.

This attack is very risky if shielded and highly punishable with retaliatory attack as it leaves you exposed for a long time. For this reason, you should only use this attack as an anti-air against descending enemies or attacking enemies above on a platform.

Down Tilt

This attack deals 6 damage, where Sonic crouches to deliver a sweeping kick that knocks enemies up in the air. If an opponent is at low percentages that are less than 10, you can combo tilt into an up-angled side tilt.

This attack is less risky and safer than other tilts when it is shielded, especially when shielded at maximum range. In addition, it can also be used to attack opponents that are recovering back to the stage to grab the at the ledge.

Grabs

Sonic has 5 grab attacks. The firs grab deals 1.3 damage. The Front and Back throws deal 7 damage each. Finally, the Up throw deals 6, while the Down Throw deals 8 damage.

Aerial Attacks

This section of the guide will cover all the Aerial attacks that Sonic has.

Neutral Air Attack

This attack deals 12 damage, where Sonic goes airborne, transforms into a ball and goes into a spinning attack that lasts a long time. The attack deals more damage in the early stages of the spinning ball, but has low landing lag, and long lasting effect as sonic soars through the air, spinning and knocking anyone he touches.

Forward Air Attack

This attack deals 0.8×5, 3 damage, where Sonic dives through the air like a spiraling missile, driving his head through the enemy. Forward air attack hits up to six times, with the final hit knocking foes away. Forward air is primarily used in combos after certain launching attacks, such as off of down tilt, down air, or neutral air. It’s punishable when shielded and has significant landing lag, so it should be left out of your air-to-ground neutral game.

Back Air Attack

This attack deals 14 damage, where in midair, Sonic thrusts his leg behind him with a forceful rear kick, launching enemies away. While it has a slow start speed, Sonic’s back air attack deals the most damage out of his aerial attacks, making it a superb edge-guarding finisher attack. It has significant air and landing lag, so you can’t throw out two in a single jump, but if you attack with it early enough in a hop, you can finish its animation in time to at least eliminate its landing lag

Up Air Attack

This attack deals 3, 8 damage, where during airborne, Sonic delivers a double sided kick attack by driving his legs side to side, which is then followed by clapping his legs for a vertical launch attack that pops opponents in the air.

This attack is your best normal attack, as it hits both angles front and back and can be used in a number of situations.

Down Air Attack

This attack deals 8 damage, where Sonic halts in the air, and comes barreling down from the sky with a downward dive kick. The kick deals more damage and can dunk enemies early on during the descent, the latter portion of the attack knocks opponents up and away.

This attack can also be used to spike enemies of the stage near the ledge, but it can be risky, though you can recover with a double jump into Spring Jump after your down air lag ends off screen.

Special Moves

Sonic has 4 special moves. All of them are detailed below.

Neutral Special – Homing Attack

This attack deals 7 to 20 damage, where Sonic turns into a ball, jumps into the air and gather speed and power, to unleash a homing spin attack at the closes opponent.

This attack has a homing lock on effect, but can be risky to throw it haphazardly. If this attack is shielded, you bounce off in a vulnerable state for a while.

Side Special – Spin Dash

This attack deals 5 damage on hop, 7 to 11 on roll, 3 damage on jump cancel. In this attack,  revs into a ball, and hops forward with a spin attack, landing with high velocity spin that he uses to smash enemies.

Once you have the Spin Dash charged enough to where Sonic is engulfed in a yellow glow, he now longer performs the initial hop, but rolls forward speedily, smashing into grounded opponents unless you manually stop the attack to cancel into a Spin Dash Roll attack.

You can also use this attack safely by spinning into the shielding opponents, then cancelling into Spin Dash Roll attack and immediately dropping an aerial Spring Jump on them.

Up Special – Spring Jump

This damage deals 4 damage, where Sonic produces a spring beneath him that launches them high into the air. If you deploy the spring while sonic is still airborne, the platforms falls on the enemy and deals damage.

Enemies can also fall into its trap if they walk over it, they are launched in the air in an awkward position. If you place the platform right in the middle of the stage, returning opponents from the ledge would land on it straight and fly upward.

Down Special – Spin Charge

This attack deals 1, 2, 6 special hop damage, and 3 attack hop damage. In this attack, performs his Spin Charge, and after gathering enough power, he bursts forward plowing through enemies.

During and after charge release, you can control Spin Charge in different ways. You can cancel the charge by pressing the Attack or Jump button, causing sonic to hop straight up with a low damage aerial attack/jump.

If you release the down direction during charge, Sonic will roll forward until he hits an enemy. You can change the roll direction as well, left or right as you desire. You can cancel the rolling attack with a jumping roll by pressing Attack, Jump, or Special.

Spin Charge is difficult for enemies to deal with, and that is because of its unpredictability and the amount of variants it has. You can also bluff an attack by scaring enemies to prepare for the attack, and then cancelling it out.

Final Smash – Super Sonic

In the final smash attach, Sonic uses the Chaos Emeralds to turn them into Super Sonic, then he dashes left and right crossing through the whole stage at supersonic speed. The angle at which Sonic moves can be altered through the air slightly.


For other characters, check out our Super Smash Bros. Ultimate Characters Guide.

Read more Super Smash Bros. Ultimate Guides.

This concludes our Super Smash Bros. Ultimate Sonic Guide. If you want to add anything to this guide, feel free to use the comments section below.

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About the Author: Salik Shah

An ardent lover for first-person shooter games, Salik has been part of GamesHedge all through its journey. His love for competitive gaming started with Counter-Strike and Call of Duty, and now can be seen lurking in Valorant and Rainbow Six: Siege.

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