Unlock Sonic in Super Smash Bros. Brawl by playing 300 brawls, joining your party in Subspace Emissary, accumulating 10 hours, or clearing Classic with 10 characters.
How to unlock:
- Play 300 brawls.
- Have Sonic join your party in The Subspace Emissary.
- Accumulate 10 hours of total time in brawls.
- Clear Classic with 10 characters.
Walkthrough
- 1Sonic's primary strength is his extremely high mobility, making him very fast overall.
- 2His power and range are mediocre, and his attacking speed is only average.
- 3The fastest way to end a run so that a standard attack can be used is to crouch.
- 4Spend most of the match on the ground to utilize his running speed.
- 5Sonic's running attack is quick, ends behind the opponent, and is hard to punish.
- 6His up smash can be used out of a dash for more damage, but it leaves him open to a shield grab, so use it only when sure to hit.
- 7Sonic's forward smash is his only real ground kill move but requires him to stop moving and is somewhat slow. Use it sparingly as a surprise KO move.
- 8His down smash is a great clear out move against opponents who try to counter his running with rolling, but it also requires him to stop moving.
- 9Sonic's up tilt is quick, racks up damage, and pops opponents straight up.
- 10His down tilt hits low under shields and pops opponents up, making it good for setting up juggles.
- 11His jab combo is a useful safety move in tight spots.
- 12Sonic's forward tilt is a worse version of his jab combo.
- 13In the air, Sonic needs to be careful as he is less mobile than on the ground.
- 14Hit opponents into the air and use an aerial as a chase for damage or a KO, otherwise let them come down to you.
- 15Sonic's up aerial is quick and safe but has almost no KO power.
- 16His back aerial is his closest thing to an aerial KO move but is still not strong and has a very small hit area. Aim carefully.
- 17Sonic's forward aerial is a solid damage dealer with a reasonably powerful hit at the end, useful for short hop aerial approaches but not when the opponent is coming down.
- 18The neutral aerial has poor range but good knockback.
- 19The down aerial is unsafe and should generally be avoided, though it can be used to stall on his spring or rarely as a surprise.
- 20Running grabs are a main approach option for Sonic.
- 21His throws are useful for repositioning opponents, though his back throw is efficient on walk-off ledges for a KO.
- 22Back throw sends opponents horizontally, making pursuit easy.
- 23Down throw can be a worse version of the back throw plan.
- 24Forward and up throws send opponents into the air, good for juggles.
- 25Up smash out of shield is a good option if Sonic is caught shielding.
Tips
- Sonic's extreme nature means his matchups are extreme; he can do very well against some characters but has almost nothing he can do against others.
- Expect a rollercoaster ride with Sonic due to his extreme strengths and weaknesses.
- Use Sonic's running attack to rack up minor damage and make it hard for opponents to punish you.
- Use Sonic's down tilt to hit low under shields and set up juggles.
- When using Sonic's up smash out of a dash, be sure to hit the opponent to avoid being punished by a shield grab.
- Use Sonic's forward smash sparingly as a surprise KO move, as it is slow and requires him to stop moving.
- Aim carefully with Sonic's back aerial to maximize its small hit area for a potential KO.
- Sonic's forward aerial is best used for short hop aerial approaches.
- Avoid using Sonic's down aerial unless stalling on his spring or as a rare surprise.
- Use Sonic's back throw for easy pursuit after repositioning opponents, especially on walk-off ledges.
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