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*'''Lightweight:''' His weight is amongst the lower side of the cast. Though he won't die as easily as characters like {{StockIcon|SSBU|Pikachu}} or {{StockIcon|SSBU|Sheik}}, a strong hit can spell the end of his stock at lower percentages. |
*'''Lightweight:''' His weight is amongst the lower side of the cast. Though he won't die as easily as characters like {{StockIcon|SSBU|Pikachu}} or {{StockIcon|SSBU|Sheik}}, a strong hit can spell the end of his stock at lower percentages. |
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*'''Lacking an X Factor:''' While Sonic can snag a kill at lower percents with a {{clr|special|Spin Charge}} or early edge guard, many of his onstage kills come from setups at specific percents or stray |
*'''Lacking an X Factor:''' While Sonic can snag a kill at lower percents with a {{clr|special|Spin Charge}} or early edge guard, many of his onstage kills come from setups at specific percents or stray attacks, meaning that his opponents can potentially live to high percents and build rage. |
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|weight = 86 |
|weight = 86 |
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=== |
==={{clr|tilt|Forward Tilt}}=== |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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All-purpose spacing tool and burst option. Generally used to catch landings or push advantage. Near the ledge, it can 2-Frame when angled down and kills at ~150%. |
All-purpose spacing tool and burst option. Generally used to catch landings or push advantage. Near the ledge, it can 2-Frame when angled down and kills at ~150%. |
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|caption: test |
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Sonic’s most polarizing burst option. It has massive range (though notably more on the side Sonic faces), is quick, unintuitive to punish, and occasionally good edge guarding opponents. However, it is one of the most disadvantageous moves in the game to whiff, as it puts Sonic into a massive amount of end lag both onstage and offstage. Additionally, Sonic will always home into the space slightly above the visual reticle, meaning he’ll consistently miss opponents with high downward momentum or good hurt box shifting. |
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Something to note is that Sonic locks on to the opponent as soon as the {{clr|special|Homing Attack}} is released, meaning that if the opponent is invincible or otherwise unable to be hit (ex. Spotdodging, ledge invincibility, Kazuya Mishima), he will always do the no-target variant of the move. Despite these risks, the move has decent reward on hit, especially at higher percents, where T-HA can be used to set up a killing blow. Overall, while a hit-or-miss neutral option, Homing Attack is a strong advantage tool and variable surprise option at all states of play. |
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|attack=Spin Dash |
|attack=Spin Dash |
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As by far the most intricate move in Sonic’s kit, {{clr|special|Spin Dash}} is Sonic’s most important tool for neutral. The move has 17 frames of startup, followed by 6 frames of full-body (or should I say full-ball) invincibility if Sonic releases the move on the ground. The {{clr|special|Spin Dash Roll}} has a single, inverted hitbox. If uncharged, Sonic will do a {{clr|special|Spin Dash Hop}} before the roll. There are many, many more applications and nuances for the move which are elaborated on here, but the important thing to remember is that it is primarily a mixup and combo tool. |
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*the hop has invincibility when uncharged |
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*hits only once |
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Note: Spins are covered in more depth in the tech section. |
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*you can turn around mid air |
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Very versatile recovery with a high amount of quick, vertical distance. Sonic is one of the few characters who can act out of {{clr|special|Spring Jump}}, enabling the move to be a strong tool for combo extensions. Its sudden vertical trajectory allows Sonic to escape the immediate threat bubble of his opponent at any time, though he still remains in disadvantage until he lands, having only access to his aerials, airdodge, and footstooling. One of the most important aspects of this move, however, is the spring itself, which can be used to edgeguard opponents. |
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Note: Landing on a grounded spring refreshes your double jump. |
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=== {{clr|special|Spin Charge}} === |
=== {{clr|special|Spin Charge}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
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In a similar vein to {{clr|special|Spin Dash}}, {{clr|special|Spin Charge}} is one of Sonic’s better neutral tools, though it works slightly differently than the former. The move trades invincibility on release for multihit damage and is the faster of the two {{clr|special|Spins}} due to not having a small hop at the start. For that reason, Spin Charge works well as a punish tool, specifically for catching poorly spaced aerials or airdodges. Also has an inverted hitbox. |
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Note: Spins are covered in more depth in the tech section. |
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Very standard throw. Sends at a high angle for a {{clr|grab|Forward Throw}} and doesn’t kill, so it’s mostly used for positioning and/or when {{clr|grab|DThrow}} doesn’t send offstage. |
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=== {{clr|grab|Back Throw}} === |
=== {{clr|grab|Back Throw}} === |
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<big>After grabbing, {{Prompt|Analog Left}}</big> |
<big>After grabbing, {{Prompt|Analog Left}}</big> |
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Sonic’s kill throw, but not until high percents or Rage (150+ with no Rage, 130+ with Rage) near ledge. Sonic should {{clr|grab|Pummel}} the opponent at high percents to get into the kill window. Otherwise, it still remains a useful grab for positioning the opponent offstage. |
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=== {{clr|grab|Up Throw}} === |
=== {{clr|grab|Up Throw}} === |
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<big>After grabbing, {{Prompt|Analog Up}}</big> |
<big>After grabbing, {{Prompt|Analog Up}}</big> |
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Sonic’s combo throw. Leads into {{clr|attack|Uair}}, {{clr|attack|Nair}}, and {{clr|attack|Fair}} at low to mid percents, unlocking a lot of Sonic’s juggle potential. Can chase with {{clr|special|Spring Jump}} or {{clr|special|Homing Attack}} at mid percents to catch the opponent’s options. At around 190+, the move can kill with Rage. |
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=== {{clr|grab|Down Throw}} === |
=== {{clr|grab|Down Throw}} === |
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<big>After grabbing, {{Prompt|Analog Down}}</big> |
<big>After grabbing, {{Prompt|Analog Down}}</big> |
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Sonic’s throw for tech-chasing. Sonic can also throw the opponents off the stage at a good angle for offstage pressure. |
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Latest revision as of 03:04, 2 May 2023
![](http://static.miraheze.org/dragdownwiki/thumb/a/a3/SSBU_Sonic_Stock.png/25px-SSBU_Sonic_Stock.png)
While he doesn’t have the best frame data, his aerials are multi-purpose: Nair lingers and thus is suitable for landings and combos whereas Up-Air catches opponents mid-air and setups ladder combos. B-Air is his best aerial kill move and one of his best kill options overall and combined with F-Air, their better reach compared to the other aerials provide pressure, spacing, and edge guarding tools to his kit.
Sonic is for those who enjoy fast-paced bait-and-punish or rush down characters that control the pace of the game.
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Pros | Cons |
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Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Jab 1 | 2.0 | 3 | 20 | 361/180 | -13 | N/A |
Jab 2 | 1.5 | 2 | 22 | 361 | -16 | N/A |
Jab 3 | 4.0 | 4-5 | 36 | 361 | -26 to -25 | N/A |
Standard ‘get-off-me’ tool. Sonic is fast enough to use Jab 1 on the opponent’s shield to bait an option with his speed, test his opponent, or tick grab. Jab locks.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 20 | 20/15 | N/A | N/A | 3 | ||||||||
Jab 2 | 20/15 | 20 | N/A | N/A | 3 | ||||||||
Jab 3 | 50 | 110 | N/A | N/A | 5 |
Forward Tilt
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Hit 1 | 4.0 | 6 | 36 | 28 | -24 | N/A |
Hit 2 | 7.0/5.0Leg/Body | 8-11 | 36 | 361 | -20 to -17/-21 to -18 | N/A |
All-purpose spacing tool and burst option. Generally used to catch landings or push advantage. Near the ledge, it can 2-Frame when angled down and kills at ~150%.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 80 | 3 | N/A | N/A | 5 | ||||||||
Hit 2 | 30 | 115 | N/A | N/A | 7/6 | ||||||||
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Hit 1, Front Hitbox | 2.0 | 6-8 | 36 | 96 | -26 to -24 | N/A |
Hit 1, Leg Hitbox | 2.0 | 7-8 | 36 | 90/95 | -25 to -24 | N/A |
Hit 2 | 6.0 | 13-14 | 36 | 78 | -16 to -15 | N/A |
Niche anti-air and juggling tool. Not bad, but outclassed by Uair in many situations. There’s a disjointed hitbox near the top of Sonic’s foot, making the move a strong option against directly vertical approaches.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1, Front Hitbox | 100 FKB | 100 | N/A | N/A | 3 | ||||||||
Hit 1, Leg Hitbox | 60 FKB/35 FKB/12 FKB | 100 | N/A | N/A | 3 | ||||||||
Hit 2 | 40 | 120 | N/A | N/A | 6 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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6.0 | 6-7 | 28 | 73 | -15 to -14 | N/A |
Another one of Sonic’s spacing tools, though DTilt can also be a decent anti-air, as the hitbox covers most of his leg hurtbox. Can be followed up with Fair from low to mid percent.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 100 | N/A | N/A | 6 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 8.0 | 5-8 | 50 | 60 | -38 to -35 | N/A |
Late | 6.0 | 9-20 | 50 | 60 | -33 to -22 | N/A |
As Sonic’s primary grounded burst option, Dash Attack is particularly great at catching an opponent’s landings. Kills late for a Dash Attack, but it can cross up depending on spacing, making up for its lackluster recovery.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 91 | 63 | N/A | N/A | 6 | ||||||||
Late | 96 | 60 | N/A | N/A | 7 |
Smash Attacks
Forward Smash
/
+
-
"HA!"
-
Anti-Air option, except when it isn't.
-
One of the best 2-Frame tools in the game
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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14.021 charged | 18-20 | 48 | 361 | -19 to -17-15 to -13 charged | N/A |
One of the best Foward Smashes in the game for its hurtbox shifting, high kill power, and massive range. Specifically, part of Sonic’s hand doesn’t have a hurtbox, allowing the move to infamously clank with most moves in the game. Can 2-Frame when angled downward.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 101 | N/A | N/A | 10/135 charged | ||||||||
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Scoop Hit | 5.07.5 charged | 14 | 62 | 80/110 | -43-41 charged | |
Multihits 1 | 1.01.5 charged | 17/19/21/23/25/17/19/21/23/25 | 62 | 130 | NaNNaN charged | |
Multihits 2 | 1.01.5 charged | 17/19/21/23/25/17/19/21/23/25 | 62 | 220 | NaNNaN charged | |
Final Hit | 3.04.5 charged | 30-31 | 62 | 82 | -28 to -27-27 to -26 charged |
Decent OOS option. Most useful for catching landings due to its brief invincibility period on startup. Fairly consistent as far as multi-hits go due to a few buffs from Smash 4 to Ultimate, but will kill later than most Up Smashes.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop Hit | 70 FKB | 60/120 | N/A | N/A | 43 charged | ||||||||
Multihits 1 | 70 FKB | 100 | N/A | N/A | 22 charged | ||||||||
Multihits 2 | 60 FKB | 100 | N/A | N/A | 22 charged | ||||||||
Final Hit | 80 | 170 | N/A | N/A | 33 charged |
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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12.018 charged | 12-13 | 55 | 30 | -34 to -33-30 to -29 charged | N/A |
Hits on both sides, making it useful for catching an ambiguous landing from an opponent. Sends at a good angle to setup an edgeguard or outright kill characters with lacking recoveries, but otherwise unimpressive.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 80 | N/A | N/A | 84 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Clean | 12.0 | 6-9 | 50 | 75 | -5 | N/A |
Late | 8.0 | 10-19 | 50 | 75 | -6 | N/A |
Latest | 5.0 | 20-38 | 50 | 75 | -7 | N/A |
Combo starter, niche juggle tool, combo finisher, kill move; this unassuming ball does a lot for Sonic’s kit, though it can be a little unwieldy to use at first. At low percents, all hits of Nair lead into most of Sonic’s moves. At mid percent, landing Late/Latest Nair can combo into most of his other aerials. At kill percent, Latest Nair is a kill confirm starter. Use this move to catch ledge options, land, or as a follow-up to either of Sonic’s Spins.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 30 | 80 | 10 | ? | 5 | ||||||||
Late | 20 | 85 | 10 | ? | 4 | ||||||||
Latest | 20 | 90 | 10 | ? | 3 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits | 0.8 | 5/7/9/11 | 46 | 367 | -14 | N/A |
Final Hit | 3.0 | 15 | 46 | 361 | -14 | N/A |
Useful aerial to check opponents in the air, rack up damage, or outright kill offstage and at high percents. Short-hop rising Fair can catch foes jumping OOS, and Sonic can land ambiguously afterward if shielded. While both Spins can combo into Fair, Spin Charge > Fair is notorious for dragging opponents across the stage and snagging relatively early kills for Sonic offstage.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits | 40 FKB | 100 | 16 | ? | 2 | ||||||||
Final Hit | 60 | 135 | 16 | ? | 2 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 14.0 | 13-14 | 38 | 361 | -10 | N/A |
Late | 10.0 | 15-19 | 38 | 361 | -11 | N/A |
Sonic’s killing aerial. Notably, Sonic’s hurtbox shifts during the attack’s startup, allowing for precise spacing in a similar fashion to FSmash. Both the Clean and Late hits of this move are excellent edge guarding tools due to their good launch angles and knockback. Many of Sonic’s combo moves lead into Bair, and the move itself is one of the few moves on his kit that can reliably kill midstage, albeit with both Rage and high percents.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 30 | 90 | 15 | ? | 5 | ||||||||
Late | 40 | 76 | 15 | ? | 4 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 3.0 | 5-7 | 40 | 110/123 | -11 | N/A |
Hit 2 | 8.0 | 14-15 | 40 | 91 | -9 | N/A |
Arguably Sonic’s best aerial, despite how consistently inconsistent the move’s second hit is. Many of Sonic’s most damaging combos start with rising Uair or Up-Throw, which leads to Uair. Spins also lead into Uair, unlocking its kill potential with certain setups at high percent. Uair is the premier juggling tool in Sonic’s kit, and learning how to navigate its intricacies is key to establishing a strong offense with the Blue Blur.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 90 FKB/120 FKB | 50 | 13 | ? | 2 | ||||||||
Hit 2 | 66 | 68 | 13 | ? | 4 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Meteor | 8.0 | 17-19 | 46 | 285/70 | -17 | N/A |
Late | 7.0/5.0 | 20-32 | 46 | 70 | -18 | N/A |
On the weaker side of the spikes in Ultimate, but still no less useful. Its stall-and-fall properties combined with the movement capabilities of Sonic’s Up-B allows him to traverse vertical distances in a blink of an eye and is one of the ways Sonic can bait Spins. While still more than serviceable at netting an offstage kill, Dair is mostly utilized for the extra option it adds to Sonic’s movement.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Meteor | 30/80 | 90/70 | 21 | ? | 4 | ||||||||
Late | 75/80 | 80/70 | 21 | ? | 3 |
Special Moves
Homing Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
7.0-20.0 | 17-82 | Active+26 | 53 | NaN | N/A |
Sonic’s most polarizing burst option. It has massive range (though notably more on the side Sonic faces), is quick, unintuitive to punish, and occasionally good edge guarding opponents. However, it is one of the most disadvantageous moves in the game to whiff, as it puts Sonic into a massive amount of end lag both onstage and offstage. Additionally, Sonic will always home into the space slightly above the visual reticle, meaning he’ll consistently miss opponents with high downward momentum or good hurt box shifting.
Something to note is that Sonic locks on to the opponent as soon as the Homing Attack is released, meaning that if the opponent is invincible or otherwise unable to be hit (ex. Spotdodging, ledge invincibility, Kazuya Mishima), he will always do the no-target variant of the move. Despite these risks, the move has decent reward on hit, especially at higher percents, where T-HA can be used to set up a killing blow. Overall, while a hit-or-miss neutral option, Homing Attack is a strong advantage tool and variable surprise option at all states of play.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
55 | 65 | N/A | N/A | 4-10 |
Spin Dash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Normal | 3.0 | N/A | 2 | 361 | NaN | all intangible 17-22 |
Jump | 5.0 | N/A | 2 | 70 | NaN | N/A |
As by far the most intricate move in Sonic’s kit, Spin Dash is Sonic’s most important tool for neutral. The move has 17 frames of startup, followed by 6 frames of full-body (or should I say full-ball) invincibility if Sonic releases the move on the ground. The Spin Dash Roll has a single, inverted hitbox. If uncharged, Sonic will do a Spin Dash Hop before the roll. There are many, many more applications and nuances for the move which are elaborated on here, but the important thing to remember is that it is primarily a mixup and combo tool.
Note: Spins are covered in more depth in the tech section.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 66 | 112 | N/A | N/A | 4 | ||||||||
Jump | 70 | 70 | N/A | N/A | 6 |
Spring Jump
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
4.0 | N/A | 2 | 48 | NaN |
Very versatile recovery with a high amount of quick, vertical distance. Sonic is one of the few characters who can act out of Spring Jump, enabling the move to be a strong tool for combo extensions. Its sudden vertical trajectory allows Sonic to escape the immediate threat bubble of his opponent at any time, though he still remains in disadvantage until he lands, having only access to his aerials, airdodge, and footstooling. One of the most important aspects of this move, however, is the spring itself, which can be used to edgeguard opponents.
Note: Landing on a grounded spring refreshes your double jump.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 90 | N/A | N/A | 2 |
Spin Charge
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Normal | 1.0 | N/A | 2 | 9 | NaN | N/A |
Jump | 4.0 | N/A | 2 | 60 | NaN | N/A |
In a similar vein to Spin Dash, Spin Charge is one of Sonic’s better neutral tools, though it works slightly differently than the former. The move trades invincibility on release for multihit damage and is the faster of the two Spins due to not having a small hop at the start. For that reason, Spin Charge works well as a punish tool, specifically for catching poorly spaced aerials or airdodges. Also has an inverted hitbox.
Note: Spins are covered in more depth in the tech section.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 70 | 15 | N/A | N/A | 2 | ||||||||
Jump | 100 | 40 | N/A | N/A | 5 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
N/A | 7-8 | 38 | N/A | N/A | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
1.0 | 10 | 38 | 361 | -25 | all invincible 1-11 |
6.0 | 11 | 38 | 45 | N/A | all invincible 1-11 |
Very standard throw. Sends at a high angle for a Forward Throw and doesn’t kill, so it’s mostly used for positioning and/or when DThrow doesn’t send offstage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 190 | N/A | N/A | 2 | ||||||||
70 | 75 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 43 | 67 | 140 | N/A | all invincible 1-43 |
Sonic’s kill throw, but not until high percents or Rage (150+ with no Rage, 130+ with Rage) near ledge. Sonic should Pummel the opponent at high percents to get into the kill window. Otherwise, it still remains a useful grab for positioning the opponent offstage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 79 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
1.0 | 22 | 43 | 80 | -18 | all invincible 1-23 |
5.0 | 23 | 43 | 92 | N/A | all invincible 1-23 |
Sonic’s combo throw. Leads into Uair, Nair, and Fair at low to mid percents, unlocking a lot of Sonic’s juggle potential. Can chase with Spring Jump or Homing Attack at mid percents to catch the opponent’s options. At around 190+, the move can kill with Rage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 180 | N/A | N/A | 2 | ||||||||
80 | 92 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
1.0 | 18-41 | 75 | 45 | -54 to -31 | all invincible 1-42 |
5.0 | 42 | 75 | 20 | N/A | all invincible 1-42 |
Sonic’s throw for tech-chasing. Sonic can also throw the opponents off the stage at a good angle for offstage pressure.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 100 | N/A | N/A | 2 | ||||||||
75 | 35 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 19-21 | 56 | 45 | -27 to -25 | all intangible 1-21 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 16-21 | 46 | 48 | -22 to -17 | all intangible 1-21 |
Facing Down | 6.0 | 15-21 | 46 | 361 | -24 to -18 | all intangible 1-21 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 50 | N/A | N/A | 6 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-27 | 50 | 361 | -24 to -16 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
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To edit frame data, edit values in SSBU/Sonic/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/a/a3/SSBU_Sonic_Stock.png/50px-SSBU_Sonic_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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