Sonic Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Sonic Guide

This is a guide to using Sonic in Super Smash Bros. Ultimate. Sonic's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Sonic's matchups, counters, and tier list placement can all be found here.

Sonic Tier and Overview

Stats and General Info

Sonic
Sonic Image
Game Series Sonic the Hedgehog
Smash Bros. Debut Super Smash Bros. Brawl
Fighter Number 38
Unlock Order 17
Number of Jumps 2
Weight 86 Units (69/87)
Dash Speed 3.85 (1/87)
Air Speed 1.208 (13/87)
Fast Fall Speed 2.64 (33/87)
Special Attributes Wall Jump

Tier List Placement

SSBU Sonic Icon A Tier Tier

An extremely mobile character

Smash Ultimate Sonic is as fast as he's ever been, boasting the highest dash speed in the game, which allows him to weave in and out of opponents' range. This amazing mobility allows him to dodge enemy attacks before running in for a whiff punish. Sonic's specials also allow for a versatile style of play, as Sonic can play both defensively and aggressively.

Sonic's main weaknesses are his lack of kill power, meaning that he will often have to rely on edgeguarding. He also lacks any kind of projectile, so he struggles a bit with range, although his incredible speed does allow him to move out of harm's way.

See Our Tier List Here!

Sonic's Strengths and Weaknesses

Strengths ・Extremely fast
・Powerful and large forward smash
・Excellent vertical recovery power (↑+ B)
・Great at edgeguarding
Weaknesses ・Struggles to KO
・Cannot cross up shields
・Lacks a projectile

Sonic Matchup Chart

Matchup Chart

Sonic Image
-2
-1
FoxMega ManPalutenaPikachuRoySnakeWolf
0
ChromCloudCorrinDiddy KongDonkey KongDuck HuntGreninjaIce ClimbersIkeInklingIsabelleLinkLucarioLucinaLuigiMarioMeta KnightMewtwoMin MinOlimarPac-ManPokemon TrainerR.O.B.Rosalina & LumaSephirothSheikTerryVillagerWii Fit TrainerWolfYoshiYoung LinkZero Suit Samus
+1
Banjo & KazooieBayonettaBowserBowser Jr.Captain FalconFalcoHeroJokerKenKing K. RoolKirbyLittle MacLucasMarthMii BrawlerMii GunnerMii SwordfighterMr. Game & WatchNessPeach/DaisyPiranha PlantPit/Dark PitRidleyRobinRyuSimon/RichterSteveToon LinkWarioZelda
+2
BylethDr. MarioGanondorfIncineroarJigglypuffKing Dedede

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Sonic.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Sonic Combos

Bread and Butter Combos
Charged Side Special→Jump→Nair
Charged Down Special→Jump→Nair
Up Throw→Up Air

Bread and Butter Combos Explanation

Charged Side Special→Jump→Nair (Fair, Up Air)

This combo can be used on opponents with middle percents and lower. Once you have hit the opponent with the side special, jump to connect this combno.

Charged Down Special→Jump→Nair (Fair, Up Air)

This combo can be used on opponents at various percents. Once you have hit the opponent with the down special, jump to connect this combno.

Up Throw→Up Air

This combo can be used on opponents with lower percents. When unsure what move to make after grabbing your opponent, try this combo.

Sonic Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up B (Grounded) 3 Frames
Jump > Up B 7 Frames
Foward Air 8 Frames
Up Air 8 Frames
Neutral Air 9 Frames
Shield Grab 11 Frames

Sonic has decent out of shield game, with several options coming out in under 10 frames. He can use up B while grounded for a very quick escape, although this does not have a hitbox, so it can only be used to get away from an opponent. Jumping before using the move will actually drop the spring below him, which can hurt opponents. However, forward aerial is a much better offensive option, coming out in just 8 frames. Its range allows Sonic to hit opponents somewhat far away, and it is a great tool for spacing. Neutral air is almost just as fast, and also has a long lasting hitbox that covers Sonic's body, so it can allow for follow-ups if landed.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 3
Jab 2 1.8 2
Jab 3 4.8 4

Jab

Jab is one of Sonic's fastest attacks, and it works well as a get-off-me attack for close range, and it can also be used to jab lock opponents.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
9.6 5
Dash Attack (Weak Hit) 7.2 9
Forward Tilt Hit 1
(← or → + A)
4.8 6
Forward Tilt Hit 2 8.4/6.0/6.0 8
Up Tilt Hit 1
(↑ + A) - Ground
2.4 6
Up Tilt Hit 1 (Anti-Air) 2.4 7
Up Tilt Hit 2 7.2 13
Down Tilt
(↓ + A)
7.2 6

Dash Attack

Sonic's dash attack has fast startup and covers a lot of distance, and will cross up shields, making it a great approach tool. It can be comboed into from a down throw.

Forward Tilt

Sonic's forward tilt has good range and fast start up. The angle can also be shifted up or down to hit opponents in the air or close to the ground. Its quick startup and range make it a good move for a whiff punish from a dash.

Up Tilt

Sonic's up tilt comes out fast and deals multiple hits. It has short range in the front, but it can be used to catch opponents jumping in at close range.

Down Tilt

Sonic's down tilt also comes out fast, but it has less range than forward tilt. However, it also has less end lag which makes it harder to punish. It can lead into combos with Sonic's aerials.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
16.8 18
Up Smash Hit 1
(Smash ↑ + A)
6.0 14
Up Smash Hit 2-7 1.2 17/19/21/23/25/27
Up Smash Hit 8 3.6 29
Down Smash
(Smash ↓ + A)
14.4 12

Forward Smash

Sonic's forward smash has great range and knockback. Most of Sonic's moves have weak knockback, so aside from edgeguarding, Sonic will rely on forward smash for KOs.

Up Smash

Up smash has a lingering hitbox that does up to 8 attacks, with the last attack having high knockback. While this attack has slow start up and punishable ending lag, its lingering hitbox can make it a good tool for covering an opponent's get up options from the ledge.

Down Smash

Down smash is the fastest of all of Sonic's smash attacks. It also covers both the front and back of Sonic, making it a good option for punishing your opponent's get up option or rolls.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
14.4 6
Neutral Air - Lingering 1 9.6 10
Neutral Air - Lingering 2 6.0 20
Forward Air Hit 1-5
(Hold ← or → in the direction you are facing + A while airborne)
0.96 5/7/9/11/13
Forward Air Hit 6 3.6 15
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
16.8 13
Back Air - Sustained 12 15
Up Air Hit 1
(↑ + A While Airborne)
3.6 5
Up Air Hit 2 9.6 14
Down Air
(↓ + A While Airborne)
9.6 17
Down Air - Lingering 8.4 20

Neutral Air

Sonic's neutral air comes out fast and has a small range. However, Sonic's entire body will become a hitbox, making nair a great get-off-me attack in the air. Nair can follow up most of Sonic's specials and lead into combos of its own. When properly spaced, it is also safe on shield.

Forward Air

Sonic's forward air comes out fast and has multiple hitboxes which can catch opponents dropping shield. It has good knockback, and is very powerful offstage for edgeguarding opponents.

Back Air

Sonic's back air has good knockbac,k and is a great tool to get your opponent off stage. While it has less knockback than forward smash, it makes up for it with better start up and lower end lag. It also has great range, making it not only a KO option but also a good poking tool.

Up Air

Sonic's up air comes out fast and is used for juggling opponents. Its hitboxes on the sides make it great for catching opponents in the air. At high percents, combine it with Sonic's up special to reach opponents up high and finish them off.

Down Air

Sonic's down air is a very fast falling kick to the ground at a diagonal angle. The clean hit of this move also has a meteor effect. It has less end lag compared to similar moves, making it possible to use off stage against opponents trying to recover. The attack has a lot of landing lag, but if thrown out from high up, you can reduce its landing lag by cancelling the animation.

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(B) - Fastest
8.4 17
Neutral Special - Slowest 24 82
Side Special
(← or → + B)
? ?
Up Special
(↑ + B)
4.8 4
Down Special
(↓ + B)
? ?

Neutral Special (Homing Attack)

Sonic's neutral special is his homing attack. It can be charged to deal more damage and will attack the nearest opponent. The button can also be pressed again to attack earlier and deal less damage. When your opponent is not in range, Sonic will slam into the ground at an angle. The early hit of this attack can combo into various attacks.

Side Special (Spin Dash)

Sonic's side special will spin and charge at the opponent. If you hold down the button longer, damage and speed will increase. The beginning of the charge grants intangibility on the ground. While charging, you can press jump to jump into the air and cancel with any move besides side and down special.

Up Special (Spring Jump)

Up special has great vertical recovery and can also be used to damage oppoenents. When used in the air, a spring will fall down and damage any opponents it hits. Using up special while above and off stage opponent can be a very effective tool to edgeguard. Sonic can also attack or dodge after jumping off of the spring, which allow him to connect aerial combos at higher percents. When used on the ground, the spring stays in place for a bit, allowing Sonic or any other character to use the spring as well.

Down Special (Spin Charge)

Spin charge is a charging move that can be increased by mashing the button repeatedly. Unlike side special, down special does not have invulnerability frames at the start, cannot be canceled with a jump or another move, and does not jump into the air at the start.

Grabs and Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 7
Dash Grab - 10
Pivot Grab - 11
Forward Throw (Hitbox)
(← or → While Grabbing)
1.2 10
Forward Throw (Throw) 7.2 11
Back Throw (Throw) 8.4 43
Up Throw (Hitbox)
(↑ While Grabbing)
1.2 22
Up Throw (Throw) 6.0 23
Down Throw (Hitbox)
(↓ While Grabbing)
1.2 18
Down Throw (Throw) 4.8 26/34/42

Forward Throw

Sonic's forward throw is used for putting an opponent off the stage or gaining stage control. Even at low percents, this throw will create distance from your opponent, making it impossible to combo into anything.

Back Throw

Back throw has Sonic flip backwards and toss the opponent behind him. It cannot be used for combos, but it can KO at the ledge when an opponent reaches high percents.

Up Throw

Up throw will throw your opponent straight up into the air. It is easy to connect up airs with this throw.

Down Throw

Down throw will throw opponents into the air slightly. This throw is a semi-spike, which makes it useful for setting up edgeguards if used by the ledge.

Final Smash

Attack How to Use Effect
Super Sonic Press B after obtaining the Smash Ball Sonic turns into Super Sonic and zooms around the screen dealing damage to opponents he collides with. The final hit deals more damage and heavy knockback.

Sonic Balance Changes

Version 8.0.0 Balance Patch

調整点
Final Smash Made the opponent's movements slower during the initial slowdown period.
Increased attack range when initiating attack.

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Version 4.0.0 Balance Patch

Change
Down Air Attack Immediately descend when using the attack after being launched.

Version 3.0.0 Balance Patch

Change
Final Smash Increased attack range.
FS Meter Increased attack range.
Extended launch distance.

Version 2.0.0 Balance Patch

Change
Side Tilt Attack Made it easier to hit multiple times.
Forward Air Attack Shortened hitstun time.
Back Air Attack Reduced vulnerability when landing.
FS Meter Extended launch distance.

Major Changes from Smash 4

Change
Side Special
(← or → + B)
Can no longer be cancelled with shield.
Can no longer cross up shields. Movement options decreased = Nerf.
Neutral Special (B) A target is shown on the opponent that is being aimed at.
Dash Attack
(Dash + A)
Animation was changed to remove spinning.

How to Unlock Sonic

Unlocking Via Smash Mode
17th Fighter Unlocked
After unlocking King K. Rool, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 1 time using Mario.
Unlocking via World of Light
Sacred Land / Master Sword region

There are three ways to unlock Sonic. Completing any of these, then defeating Sonic when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Sonic Alt Costumes and Skins

Sonic Alternate Costumes

Sonic Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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    New Comment

    • >>[6]
      Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.

    • >>[4]
      Hi! We actually have a section on Marth's matchups here:
      https://game8.co/games/SSBU/archives/281194#hl_2
      As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
      Thank you for using our guides!

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