Super Smash Bros. Ultimate x Sonic the Hedgehog

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Super Smash Bros. Ultimate x Sonic the Hedgehog is a DLC Pack for Super Smash Bros. Ultimate featuring content from the Sonic series not already represented in the game and the sixth Fighter's Pass released for Fighter's Pass 3VIL. This DLC Pack will include a Fighter, Dr. Eggman, along with a new stage, spirits, music, and a classic mode route that can only be completed by Dr. Eggman.
==Reveal Trailer==
==Fighter: Dr. Eggman Gets Cracking!==
Dr. Eggman 	Dr. Eggman
 	
Universe 	Sonic the Hedgehog
Availability	Downloadable
Final Smash 	Death Egg Robot
Icon 	
===Overview of the Character===
Sonic the Hedgehog's archenemy, mad scientist extraordinaire, and attempted world-conquerer, Dr. Eggman, joins the battle! Riding inside his trusty Egg Mobile, outfitted as a Swiss Army knife medley of his boss appearances throughout the Sonic series, Dr. Eggman is a heavyweight fighter who has used his enormous IQ to cover many of the weaknesses that heavyweights normally face in Smash. Whereas other heavies like King K. Rool and Ganondorf are sluggish and struggle to get around the battlefield, Eggman has modified his Egg Mobile to not only be able to keep up with some of the game's faster characters like Palutena and Joker on the ground, but also be extremely mobile in the air, having the ability to temporarily float horizontally like Peach and Daisy (albeit functioning a bit differently, as using an aerial attack will cause the float to end until Eggman jumps again). Between his five jumps (similar to King Dedede), high movement speed on both the ground and in the air, and an enormous amount of range in his versatile moveset, the doctor has come completely prepared for Smash, and inside the Egg Mobile is a force to be reckoned with.
However, Eggman's enormous brain hasn't accounted for everything, and as a result, also much like his boss fights, he has several weaknesses that opponents can exploit to leave him completely helpless. The most glaring of these is his main gimmick; the fact that the Egg Mobile can only take 80% of damage (referencing the eight hits the Egg Mobile can normally take from Sonic before being defeated throughout the Sonic series) before crashing down to the stage and exploding, leaving Dr. Eggman to run around the stage with a second, far weaker, more limited (only consisting of walking, running, two jumps, all of which are inferior to the Egg Mobile's stats, and a single neutral and special attack), and primarily defensive moveset until 8 seconds have passed and the backup Egg Mobile he summoned appears, which he can re-enter to regain his primary moveset. The Egg Mobile itself also isn't immune to weaknesses, as while many of Eggman's attacks have a lot of range, it is primarily in one direction and many of his attacks have work-arounds such as this overspecialized range and high lag that opponents can repeatedly exploit to damage the doctor once they figure out what they are; players are rewarded for outsmarting Eggman, meaning that he must remain unpredictable and several steps ahead of his opponent in order to win.
One of the doctor's strengths inside the Egg Mobile is his ability to take complete control of the stage through his various inventions. Eggman not only has a wide variety of anti-air tools like his up smash, up tilt, and even his forward smash with its enormous hitbox (albeit being pretty slow), but even some anti-ground tools as well, with his down aerial able to set a section of the ground on fire temporarily, forcing opponents to avoid it if they don't want to take multi-hitting damage and moderate knockback. Merely getting in Eggman's line of sight is dangerous, as if opponents happen to even slightly touch the laser generated by his Lock-On Missile special, they are guaranteed to take damage and a tiny amount of knockback, which can quickly build up if Eggman decides to frequently use it. Eggman also has access to one of the deadliest projectiles in the series in the form of the Dragoon Drill, which is not only enormous but also travels quite fast, meaning that if opponents are hit by it (and aren't able to navigate around it, having significant time to do so due to the move's high starting lag), they are almost guaranteed to be drilled straight into the blast zone.
However, the doctor's most plentiful form of stage control is his Down Special, the ability to summon various kinds of Badniks. Unlike other down specials that summon robots like Bowser Jr.'s Mechakoopas and Captain Syrup's Mecha Goom, Eggman is not limited to summoning one at a time. Rather, Eggman can have up to four on-stage at a time and, even though each individual Badnik is easy to defeat, their sheer numbers and the little amount of lag Eggman has when summoning them means that he can always keep his army large enough to make fighting him troublesome. The Badniks also all have different behavior and certain characters can have difficulty navigating around certain Badniks if they aren't able to deal with the way they attack, such as Little Mac having difficulty taking out the aerial Buzz Bombers. Even without the Badniks, Eggman can knock opponents offstage with relative ease compared to other characters, with his bumper forward tilt, as well as his neutral aerial having high knockback even if they don't do a ton of damage.
However, Eggman is not without his weaknesses, the most glaring of which is his being forced to switch to an inferior (and in fact borderline useless) moveset after the Egg Mobile takes 80% of damage. This means that, even though Eggman can usually gain a lead with ease, he has to work hard to maintain the upper hand as him making a comeback is extremely difficult. Eggman is also slower outside of the Egg Mobile, meaning that he will not have nearly as much control over the stage and the air around it as he did inside the Egg Mobile, leaving him extremely vulnerable to his opponents. Even inside the Egg Mobile his moveset isn't perfect, as many of his attacks, while powerful and large, either have a lot of lag or can only hit in one direction, leaving him vulnerable elsewhere if opponents manage to figure out the work-arounds for his attacks. Eggman can also have difficulty recovering low if he's out of jumps, as his Up Special is a primarily defensive recovery that gives him little-to-no vertical distance.
Overall, Eggman is a character who can certainly be very dangerous if he has the upper hand; with powerful, high-range moves and the ability to cover the stage in his Badniks, opponents fighting the doctor are certain to feel like they're fighting an uphill battle. However, if opponents manage to outsmart him and figure out his weaknesses, he is just as threatened by them as they are by him, meaning that he will have to play extremely aggressively if he wishes to avoid having to run like a coward. Eggman is at his best when several steps ahead of his opponents, baiting behavior with his long-range attacks and the ability to remove certain approach options with his attacks before punishing approach attempts with something unexpected.
===Moveset===
====Normal Attacks/Tilts====
*Neutral attack/jab (Inside the Egg Mobile) - Based on his jab combo inside the E-Mech from Sonic the Fighters, two claws emerge from the sides of the Egg Mobile and Eggman jabs them forward one by one before spinning the claw closer to the camera for the third hit. While it lacks an infinite and opponents will often only get hit by one of the claw attacks, their decent knockback and speed makes them a great get-off-me tool to try and keep the Egg Mobile undamaged for as long as possible.
*Neutral attack/jab (Outside the Egg Mobile) - When his Egg Mobile is destroyed, Eggman has a single neutral attack; a weak slap that does little damage and knockback but has a chance of tripping opponents, based on his only attack when inside Sonic Adventure 2's Chao Garden. This is not something Eggman can use to build up damage, and is mainly a means of keeping opponents off his tail when he is trying to wait out the timer for a new Egg Mobile to appear.
*Forward tilt - Based on the first battle against the EGG-HVC-001 in Sonic CD, a bumper arm appears on the side of the Egg Mobile and Eggman presses a button to jut it forwards, bouncing back any opponents who run into it (although they will be launched farther if hit by the initial push). This move does little damage, but high knockback, and is yet another great tool for keeping opponents out of Eggman's face.
*Up tilt - Based on the Catcher Eggman fight from Sonic the Hedgehog 2, Eggman turns the Egg Mobile upside down before a claw appears from the bottom and snaps upward, having both a sweetspot on right when the claw pinches and doing electrical damage to any opponents who touch it. While great for catching opponents out of the air, it has little horizontal range and as a result can only really be used as an anti-air.
*Down tilt - Based on the mech he pilots in the first game's Spring Yard Zone, Eggman leans the Egg Mobile back before a retractable spike pops out of the bottom, knocking any opponents who may hit it away. This move is best used to catch approaches, as it comes out fast while doing little damage. Opponents are launched slightly farther if they are hit by the spike coming out, but it isn't a large enough difference to change the function of the move.
*Dash attack - Eggman presses a button inside the Egg Mobile, causing a drill to appear at the front that spins as he dashes forwards, dealing multi-hitting damage to any opponents who happen to touch the drill. Based on the Drill Eggman fight in Emerald Hill Zone in Sonic 2, this move does a lot of damage to opponents who happen to get caught on the drill but, much like in its home game, the drill is easy to avoid if one just jumps over it. However, if it hits, the move is extremely powerful and can launch opponents quite far, meaning opponents must be careful with it nonetheless.
====Smash Attacks====
*Forward smash - Based on the Tonkachi Eggman fight in Sonic 2's Aquatic Ruin Zone, Eggman summons an enormous hammer out of the Egg Mobile and swings it overhead, slamming it onto the ground in front of him. Like King Dedede's hammer forward smash, this move is one of his slower moves in return for its high power and range, having a high vertical swing that can knock airborne opponents out of the sky if they aren't careful to avoid it. However, if opponents are hit by the middle of the hammer, they will take both massive damage and be buried, allowing Eggman to follow up with another, even more powerful attack. Opponents hit by the sides of the hammer as it swings down are simply launched and do not take as much damage, but it can still KO at higher percentages with ease.
*Up smash - From Sonic & Knuckles' Hang Mobile fight, Eggman presses a button on the Egg Mobile causing a flamethrower to slowly slide out of the Mobile behind him. When the button is released, the flamethrower will release a vertical pillar of flame, increasing in both damage and range the longer the attack is charged. This move can do a lot of multi-hitting damage and is great for catching opponents right above Eggman, but the stream of fire is on the thinner side and opponents can easily punish him if he misses it due to the long animation giving it a lot of endlag.
*Down smash - Based on Sonic Advance 3's Egg Foot, Eggman presses a button that causes two legs to appear on the side of the Egg Mobile which slowly slide up before slamming into the ground on either side of Eggman, sending opponents flying if they happen to be hit by the legs. This move has a high amount of startlag but has great damage and launching power in exchange, plus having low endlag meaning that he can act out of it pretty easily if he misses in exchange for the risk gotten with charging it up.
====Aerials====
*Neutral aerial - One of the most terrifying ranged aerials in the series, Eggman summons his iconic Checker Wrecker from the very first time he was fought in Sonic 1, which travels in a circle around him on a chain, batting any opponents who happen to be near him away. This move has an enormous amount of range and power and can be utterly terrifying if Eggman can set up for it. However, its high startup and endlag mean that it is quite telegraphed and easily predicted, making it only really a viable option if Eggman is edgeguarding or otherwise has an opening.
*Forward aerial - Based on the Submarine Eggman fight in Sonic 2's Hill Top Zone, Eggman presses a button to cause a nozzle to come out of the top of the Egg Mobile and spray a jet of fire forwards, doing multi-hitting damage to opponents before launching them away with the final hit. This move is powerful and hits hard if it connects, but it lacks the range that other forward aerials have and as a result is both easily avoided and easily punished if missed.
*Back aerial - Based on the fight against the Submarine Eggman II in the Oil Ocean Zone in Sonic the Hedgehog 2, Eggman activates a laser gun on the Egg Mobile, which quickly aims behind Eggman and fires a single laser projectile, which moves slowly but will not stop until it hits either an opponent, a projectile, or the blast zone. It is difficult to hit an opponent with this move, even though it does electric damage and light knockback, but it is quite good at neutralizing projectiles and preventing opponents from sneaking up on Eggman from behind, giving him an extra layer of protection.
*Up aerial - From the Wacky Workbench fight in Sonic CD, Eggman presses a button that causes the top of the Egg Mobile to be covered with a spiked roof, the spikes on which quickly expand upwards to strike opponents. Once the spikes have expanded out and retracted back in (hopefully hitting opponents on the way), the roof will fold down, leaving Eggman exposed once again. This move can deal decent vertical damage, but also gives Eggman himself invulnerability for the duration of the move (although the Egg Mobile will still take damage if it is hit).
*Down aerial - From the first game's Marble Zone, Dr. Eggman presses a button that opens up the bottom of the Egg Mobile and causes a single fireball to drop out towards the ground. If the fireball hits the opponents on the way down, it will simple do moderate damage and knockback and the battle will continue as normal. However, if the fireball doesn't hit opponents and instead hits the stage or a platform, it will spread out and light a section of the ground on fire with three seconds. Eggman can use this to trap opponents' landings or even force specific approach options so he can cover for them, making it one of his most versatile tools and a key part of his fighting style.
====Special Moves====
*Neutral Special (Inside the Egg Mobile) - Lock-On Missile - Based on one of the signature attacks of his Eggwalker mech in Sonic Adventure 2, Dr. Eggman presses a button that causes a thin, red laser to appear in front of the Egg Mobile that goes forward a short distance. The laser does no damage to opponents if they touch it, but what they will get is a target reticle placed on them as long as Eggman holds the button. When the button is let go, all opponents with a target reticle on them will have a missile launched at them, chasing them down until it lands a hit. Opponents can only be targeted with one missile at a time, but they travel quite fast and deal a lot of damage for the little amount of knockback they do. This is one of Eggman's best ways to build up damage, bombarding opponents with missiles until they're vulnerable to being knocked off the stage by one of his more powerful attacks. However, Eggman cannot simply spam this attack, as there is a bit of cooldown after the laser has been fired before he can use the attack again. 
*Neutral Special (Outside the Egg Mobile) - Egg Blaster - When Eggman is outside the Egg Mobile, he can only wield his blaster, which he can fire in eight directions (although he will not fire straight down at the ground while touching the floor) as a means of deterring opponents chasing him down until another Egg Mobile can arrive. Despite its range, speed, and ability to disable oncoming projectiles, it does very little damage beyond briefly stunning opponents and is nothing but a defensive tool.
*Side Special - Dragoon Drill - An attack from one of his most powerful creations, Sonic Unleashed's Egg Dragoon, Eggman pushes a button inside the Egg Mobile that causes the long, sharp drill arm of the Egg Dragoon to be prepared to be fired above Eggman as he ducks in the cockpit after shouting "PREPARE TO GET SKEWERED!" After the long startup is over, the enormous drill missile is fired straight forwards, barrelling into any opponents in its way and doing multi-hitting damage, even being capable of dragging opponents straight into the blast zone if it hits one that is too close. The Dragoon Drill is the single largest and most powerful projectile in the game and, uniquely, cannot be reflected due to its sheer size. It also travels relatively fast for a move of its power and size, but the long startup means that opponents have plenty of time to plan for it and avoid it. However, if Eggman can plan ahead and set up for a scenario where opponents will have to be hit by the Dragoon Drill, such as using his Badniks to stall them as he charges it up, it can be one of the most dangerous tools in his kit; it is not to be underestimated.
*Up Special - Flying Eggman - A primarily defensive recovery due to Eggman's stellar air movement and jump height caused by the Egg Mobile being enough to get him back to the stage, the doctor pulls a lever that causes four small round capsules to begin orbiting him, based on Sonic the Hedgehog 2's Flying Eggman mech. While Eggman would normally be a rather large target while recovering, the capsules can take hits for him without him receiving any knockback, popping like a balloon upon being hit and doing light explosive damage to any opponents who hit them. While not giving Dr. Eggman any vertical height like other recovery moves, it still assists in getting him back to the stage by making him less vulnerable as he makes his way back to the stage. If opponents somehow manage to hit Eggman four times in the air (it should be noted that multi-hitting moves take one capsule per hit, meaning that this is easier than it can seem), he will be left vulnerable to attacks without having the ability to summon more before touching the ground again. However, Eggman cannot use this move on the ground (hence the name of Flying Eggman) and will simply push a button and act frustrated as if it isn't working. The capsules will disappear the moment Eggman touches the ground, meaning that he must stay in the air if he wants the extra protection.
*Down Special - Build Badnik - Eggman inputs a series of commands into the Egg Mobile that causes one of five kinds of Badniks to spawn: Motobug, Buzz Bomber, Crabmeat, Caterkiller, or Eggpawn. Which Badnik Eggman summons, if the button is held, is selected like Hero's Down Special (being down near the UI), albeit the five options are always the same as opposed to switching up like Hero's spells do. If the button is tapped instead, Eggman will summon a random Badnik. Individually, the Badniks are rather weak, but Eggman's ability to summon up to four onstage at one time means that together they are mighty, making the stage into a chaotic obstacle course that opponents will have to navigate through to even get to the doctor, much like how he makes the stages in the Sonic games. However, much like he does when advancing his empire, Eggman cannot simply overwhelm the stage with troops at once due to only having the ability to build eight different Badniks per stock (this is likely the amount of animals he is using the power the robots he is working with), meaning that he will have to pick when to make his advance and summon a new Badnik strategically so they will not simply be defeated and waste one of his precious Badnik slots. As an aesthetic feautre, the Badniks release little animals where they are defeated. The five different Badniks behave as follows:
**The Motobug, one of the most recurring Badniks in the series, appear as the simplest of the Badniks, simply driving around the stage and doing light damage and moderate knockback to any opponents who touch them without attacking them first.
**The Buzz Bomber operates in the air, quickly flying around the stage and stopping to fire energy projectiles at opponents. Their lack of interfering with direct combat makes them the easiest to forget about, allowing their energy projectiles to sneak in and send opponents flying when they least expect it.
**The Crabmeat is confined to the ground, where it shoots energy projectiles out of his claws that will slightly hone in on opponents that are close to it. 
**The Caterkiller slithers around the stage, doing damage to all opponents who touch it. It must be hit in the head to be destroyed, otherwise it will explode into a bunch of pieces that can do damage to opponents.
**The ​​'Eggpawn' is the most aggressive of the Badniks, holding an Egg Gun that fires small laser projectiles at opponents that do a small amount of damage but stun opponents, allowing Eggman to follow up with an attack. They can be quite annoying from afar, but cannot fight up close, making them easy to defeat if one can avoid their projectiles.
*Final Smash - Death Egg Robot - Dr. Eggman summons the Death Egg Robot, the final boss of Sonic the Hedgehog 2, to begin stomping across the stage, slowly moving along but doing a ton of damage and knockback as he barrages opponents with its drill arms and missiles. After 5 seconds, the robot explodes in spectacular fashion, sending opponents flying and returning Eggman to his Egg Mobile.
====Grabs and Throws====
*Grab - A mechanical hand appears in front of the Egg Mobile, grabbing opponents by wrapping itself around their bodies. Eggman pummels by pressing a button on the Egg Mobile that squeezes the hand tighter.
*Forward throw - Eggman fires a boxing glove out of the front of the Egg Mobile, sending opponents flying away. This move is a reference to the Eggwalker's melee attack in Sonic's Adventure 2.
*Back throw - Eggman pushes a button that causes a roof to cover the top of the Egg Mobile before rolling over opponents and sending them backwards, being based on the Egg Ball from Sonic Advance. This move can KO at the ledge at higher percentages.
*Up throw - Eggman activates a spring on the bottom of the Egg Mobile that causes it to bounce into the air, using the momentum to throw the opponent high into the air. This throw shifts Eggman's hurtbox, and can be used to avoid projectiles in free-for-alls. It is based on the Egg Press from Sonic Advance.
*Down throw - Based on Sonic 3's Big Arm, Eggman activates the Egg Mobile's jet thrusters to lift it into the air slightly before slamming the opponent back down into the stage in a suplex like motion, bouncing them off the ground and sending them flying.
====Miscellaneous Animations====
*Side taunt (Eggman can only taunt inside the Egg Mobile; when he has the upper hand) - Eggman points forward and shouts "GET A LOAD OF THIS". This is a reference to something he frequently shouts throughout his Sonic Adventure fights.
*Up taunt - Dr. Eggman begins laughing maniacally as he leans back in his seat inside the Egg Mobile.
*Down taunt - Eggman scratches his chin and mutters "Snooping as usual, I see". This is a reference to the cartoon, The Adventures of Sonic the Hedgehog.
*Victory pose 1 - Eggman, alongside his minions Orbot and Cubot, performs a victorious pose outside of the Egg Mobile. As Eggman continues to "milk the crowd", Orbot and Cubot eventually get bored and begin having tea, Eggman none the wiser. This is a reference to the intro of Sonic Colors.
*Victory pose 2 - Eggman juggles six Chaos Emeralds while laughing as a sign spins before landing on Eggman's face, a reference to both the game over screens of the original Genesis Sonic games and the signs at the end of levels that have Eggman's face on them.
*Victory pose 3 - Eggman smugly leans back in the cockpit of the Egg Mobile before saying "Now you know why I am the best". This is a reference to something Eggman says upon completing a level in Sonic Adventure 2.
===Alternate Costumes===
*His default attire and Egg Mobile, based on his appearances in Sonic games post-Sonic Adventure.
*A blue outfit with a blue-tinted Egg Mobile, referencing Metal Sonic.
*A yellow costume with yellow-tinted Egg Mobile, likely based on the yellow Chaos Emerald.
*A green costume with green-tinted Egg Mobile, likely based on the green Chaos Emerald.
*A white outfit.with a grey-tinted mustache and slightly paler Egg Mobile, based on his grandfather, Gerald Robotnik.
*A black and yellow outfit with a grey mustache, different eyewear, and a darker-tinted Egg Mobile, based on his descendant, Eggman Nega.
*A costume based on his design from the Classic Sonic games, complete with a slightly simpler Egg Mobile. Eggpawns in this costume will become EggRobos, but behave identically.
*A costume based on Eggman's original "Teddy Roosevelt in pajamas" design with a pink polka-dotted shirt and green pants, although he lacks the nightcap. The Egg Mobile turns a hue of pink for this costume. Eggpawns are also EggRobos for this costume.
==Stage: Flying Battery Zone==
==Classic Mode: Battle of the Brains==
==Spirits==
==Mii Costumes==
Category:Fan DLC
Category:Super Smash Bros. Ultimate Downloadable Content
Category:Sonic Characters
Category:Downloadable Content
Category:Super Smash Bros. Ultimate
Category:Sonic (series)
Category:Fighter's Pass 3VIL