Super Smash Bros. Obliteration/Sonic

Sonic is the Main Protagonist/Mascot of the Sonic The Hedgehog series of games, and a Default/Starter Character in Super Smash Bros. Obliteration. Known for his ability to run much faster than the speed of sound, this Blue Hedgehog has traveled through Every End of the Planet, Time, and Space, having saved the world many times from the Diabolical Dr. Ivo "Eggman" Robotnik and many other threats that have posed a threat to time itself. Now ready to rock roll and go once more for another round, everyones anthromorphic, blue hedgehog is ready to race against time as he runs up multiple peaks to the top of the Mountain of Smashers. Equipped with a moveset based around Punch, Dash, Kick, and Spin Attacks, Sonic is ready to make a statement that speed conquers power against any opponent who crosses him, in a true fight to take place for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(2% = Punch 1, 2% = Punch 2, 4% = Kick, 8% = total). 	A one-two combo followed by a side kick. Originates from Sonic the Fighters and has been nicknamed the "Punch Punch Kick" (PPK) by players. The first hit is capable of locking.
Forward Tilt 	 	(4% = hit 1, 6% = hit 2 feet, 4% = hit 2 legs). 	A two-footed back kick performed from the baby freeze, a variation of the freeze breakdancing move. It hits twice, can be angled, and is useful for spacing, starting tech-chases or attacking from out of shield due to its very minimal start-up lag. Originates from Sonic the Fighters. </p>
Up Tilt 	 	 (2% = hit 1, 4% = hit 2, 6% = total). 	A 540 kick, similar to Captain Falcon's up smash. It has decent vertical range, but poor horizontal range. It can potentially be followed up with a short hopped forward aerial at 0%-40%, depending on DI. However, this combo is only reliable against heavyweights and fast-fallers. Originates from Sonic the Fighters.
Down Tilt 	 	(6%) 	A leg-sweep. It can trip opponents and, if used repeatedly in succession, will slowly move Sonic forward. Originates from Sonic the Fighters.
Forward Smash	 	(12%) 	A wind-up punch. It deals high knockback growth, has deceptive range, and can be angled, making it one of Sonic's most viable KOing options. However, it is better suited for KO attempts later rather than earlier, due to it dealing very low base knockback. It also has noticeable start-up and ending lag, making it risky if used unwisely. It KOs middleweights at 116% from the center of Final Destination. Originates from Sonic the Fighters.
Up Smash 	 	(5% = Hit 1, 2% = Hits 2-7, 4% = Hit 8, 19% = Total).	A jumping Spin Dash. It hits multiple times, with its last hit dealing very high knockback growth, and grants intangibility on frames 18-20. However, its last hit deals average base knockback, which makes it better suited for KO attempts later rather than earlier. Its last hit KOs middleweights at 134% from the center of Final Destination.
Down Smash 	 	(13%) 	A split kick, similar to Fox and Falco's down smashes. It is a semi-spike and has less start-up lag than his other smash attacks. However, it deals below average knockback overall, lasts for only 1 frame and has considerable ending lag. As a result, it is better suited for edgeguarding and punishing rolls, rather than KOing. Its front hit KOs middleweights at 180% from the center of Final Destination, whereas its back hit KOs them at 141% from the center of Final Destination.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(12% = clean, 8% = late, 5% = latest). 	Curls up into a ball and spins while slightly undulating up and down. Due to its launching angle, it is an excellent combo starter with a short hop, yet it is also a reliable follow-up from Spin Dash/Spin Charge-based combos. Originates from Sonic the Fighters, although it also highly resembles the Insta-Shield, a simultaneously offensive and defensive technique that debuted in Sonic the Hedgehog 3.
Forward	 	(0.8% = hits 1-5, 3% = hit 6, 7% = Total).	A corkscrew battering ram, similar to Pikachu's forward aerial. It hits multiple times and its last hit deals high knockback growth, which makes it useful for edgeguarding. It can also combo into itself in certain instances, thanks to Sonic's fast air speed and its fairly large autocanceling window, Originates from Sonic the Fighters.
Back 	 	(14% = clean, 10% = late). 	A hook kick. It is one of Sonic's most viable KOing options, and is also very useful for edgeguarding. However, it has moderate start-up and ending lag, as well as high landing lag. It KOs middleweights at 96% near the edge and 135% from the center of Final Destination.
Up 	 	(3% = hit 1, 6% = hit 2, 9% = total). 	A scissor kick. Its very large autocancel window makes it deceptively safe and easy to avoid its fairly high landing lag, while it is viable for either KOing near the upper blast line, especially as a follow-up from Spring Jump, or as part of a SHFF. It KOs middleweights at 123% while near the upper
blast line.
Down 	 	(6% = hit 1, 8% = hit 2, 14% = total). 	A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage due to having less ending lag in comparison. It can also meteor smash, although this can be difficult to perform, due to its meteor smash hitbox being present on frame 19. Originates from Sonic the Fighters, although it also resembles the Sonic Rocket from Sonic Battle.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Spin Kicks In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Spin Kicks In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Spin Kicks while climbing up. It resembles the cliffhanger flip attack
from Sonic the Hedgehog Spinball.
Dash Attack 	 	(1% = Hits 1-3, 3% = Hit 4, 6% = Total).	A Spin Dash followed by a flying kick. It is a reliable follow-up from a down throw. While its very minimal start-up lag can allow it to pressure unwary opponents, it is very punishable due to its considerable ending lag.
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(2%) 	A Knee Strike, A Fairly Fast Pummel.
Forward	 	(4% = hit 1, 3% = throw, 7% = total). 	A stretch kick. Due to its average damage output, very high base knockback and below average knockback growth, its only utility is as a way to force the opponent off-stage. It resembles the Top Kick from Sonic Battle.
Back 	 	(5% = hit 1, 3% = throw, 8% = total). 	Quickly backflips repeatedly with the opponent in tow before performing the tomoe nage, a Judo throw. Prior to update 1.0.6, it was one of Sonic's most viable KOing options, due to being one of the strongest back throws in the game. As of update 1.0.6, KOs at 146% near the edge with good DI.
Up 	 	(8% = quills, 3% = throw, 11% = total). 	Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with an up aerial and Homing Attack at 0%-20%, and Spring Jump-assisted neutral, forward, back and up aerials beginning at medium percentages.
Down 	 	(1% = hits 1-4, 3% = throw, 7% = total).	Pins the opponent to the ground and then Spin Dashes onto them. Great for tech-chasing and a reliable edgeguard set-up. Originates from Sonic the Fighters.
== Taunts ==
Up Taunt = Somersaults and then crosses his arms with his index finger pointing out, one of his signature poses, while emitting a "tsk tsk tsk" sound.
Side Taunt = Performs the Super Peel Out, a technique that debuted in Sonic the Hedgehog CD, while saying "Sonic Speed!" (遅すぎだぜ！, You're too slow!).
Down Taunt = Performs the windmill, a breakdancing move, while saying "C'mon!" both in English and Japanese.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Homing Attack	(6% = per hit) 	Curls up into a ball while ascending, homes onto the nearest opponent, and then rams into them. Pressing the special button will execute the move earlier
Side Special 	Spin Dash 	(7% = roll. 3% = jump, 10% = total).	Curls up into a ball, performs a short hop and then starts rolling towards the opponent at a fast speed. It has impressive combo and mindgame potentials, thanks to its ability to be followed up with any aerial attack and its ability to be shield canceled, respectively. It also grants intangibility on frames 1-6.
Up Special 	Spring Jump 	(varies = jump, 4% = spring). 	Pulls out a spring from the Sonic the Hedgehog games and uses it to springboard into the air, which can allow for recovering or partaking in combos. It grants intangibility on frames 5-13, while the spring itself can also be used to gimp recovering opponents underneath Sonic.
Down Special 	Spin Charge 	92% = per hit) 	A Spin Dash that lacks a short hop at the beginning and cannot be shield canceled, but hits multiple times and has more momentum. It also has slightly different aesthetics and requires button mashing in order to charge.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Super Sonic	(16% = Chaos Emeralds, 8% = slow, 11% = moderate, 11%, = fast, 14% = fastest).	Gathers the Chaos Emeralds and uses them to attain his Super Transformation from the Sonic the Hedgehog games. When activated while very close to an opponent, they will be damaged by the Chaos Emeralds. Upon being activated, Sonic is invincible during its duration and can fly in any chosen direction, depending on where the control stick is tilted. The longer the control stick is held in a certain direction, the faster and more damaging his ramming attack will be,
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Sonic (series)
Category:Sonic Characters
Category:Males
Category:SEGA
Category:Sega Characters