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Part 41
Super Smash Bros. Brawl

Part 41

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.

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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
  1. 1
    Sonic's primary strength is his extremely high mobility, making him very fast overall.
  2. 2
    His power and range are mediocre, and his attacking speed is only average.
  3. 3
    The fastest way to end a run so that a standard attack can be used is to crouch.
  4. 4
    Spend most of the match on the ground to utilize his running speed.
  5. 5
    Sonic's running attack is quick, ends behind the opponent, and is hard to punish.
  6. 6
    His 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.
  7. 7
    Sonic'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.
  8. 8
    His 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.
  9. 9
    Sonic's up tilt is quick, racks up damage, and pops opponents straight up.
  10. 10
    His down tilt hits low under shields and pops opponents up, making it good for setting up juggles.
  11. 11
    His jab combo is a useful safety move in tight spots.
  12. 12
    Sonic's forward tilt is a worse version of his jab combo.
  13. 13
    In the air, Sonic needs to be careful as he is less mobile than on the ground.
  14. 14
    Hit opponents into the air and use an aerial as a chase for damage or a KO, otherwise let them come down to you.
  15. 15
    Sonic's up aerial is quick and safe but has almost no KO power.
  16. 16
    His 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.
  17. 17
    Sonic'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.
  18. 18
    The neutral aerial has poor range but good knockback.
  19. 19
    The down aerial is unsafe and should generally be avoided, though it can be used to stall on his spring or rarely as a surprise.
  20. 20
    Running grabs are a main approach option for Sonic.
  21. 21
    His throws are useful for repositioning opponents, though his back throw is efficient on walk-off ledges for a KO.
  22. 22
    Back throw sends opponents horizontally, making pursuit easy.
  23. 23
    Down throw can be a worse version of the back throw plan.
  24. 24
    Forward and up throws send opponents into the air, good for juggles.
  25. 25
    Up 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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