Neutral Attack / Special | Press the attack or special button only without using the Circle Pad. |
Side Attack / Special | Hold the circle pad to the left or right then press the attack / special buttons |
Down Attack / Special | Hold the circle pad down and press the attack / special buttons |
Up Attack / Special | Hold the circle pad up and press the attack / special buttons |
Up/ Side / Down Smash | Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough. |
Dash Attack | Tap left or right to dash then press the attack button. |
Air Attacks | Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations. |
Recovery | This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd |
Final Smash | After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack. |
Basic Attacks
Basic combo consisting of two punches and a kick.
Sonic leans on the ground and kicks back using both of his legs.
A spinning upward kick.
A leg sweep.
Dash Attacks
Sonic will roll towards the opponent and land a kick.
Smash Attacks
Sonic will wind up his arm and deliver a heavy, short-ranged punch.
Sonic will jump while rolling, dealing multi-hit damage to the opponent caught near his trajectory.
Sonic will split, hitting any enemy nearby on both sides.
Special Attacks
Sonic will turn into a fast-spinning ball and homes in to an opponent. If it connects, the opponent will suffer good damage and will be thrown. If not, Sonic will land on the ground and bounce.
Sonic will turn into a fast-spinning ball and you can control where he'll go. This move can be chained together with Homing Attack or Spring Jump, which gives you more control and recovery even if Sonic overshoots from the stage.
Sonic jumps over a spring. When used on the ground, the spring will stay a bit which can be used by any player. When used in mid-air, the spring will deal minor damage to anyone it will fell unto.
Sonic rolls forward. Keep pressing down Special to charge up this attack. When released, Sonic will charge in a straight line forward. Like Spin Dash, this move can chain to Homing Attack or Spring Jump.
Air Attacks
Sonic spins around in mid-air
A spinning forward headbutt
A standard back kick
An upside-down scissor kick
A diagonal dive kick
Final Smash
Super Sonic
Sonic transforms to Super Sonic. He can fly and damage any opponent hit while flying. The initial blast from the transformation deals good damage to any opponent nearby. Unfortunately, Super Sonic can't pass through platforms and obstacles so this move can be truly effective in open stages or form versions of most stages.
Recovery
Sonic's main recovery tool is Spring Jump, which has very high jump height. He can connect Spring Jump after using his other spin specials but he can't use them the other way around. Spin Charge and Spin Charge can be used as recovery as well but they're quite risky since Sonic might bounce off the edge and fall to his destruction if the attack connects while the opponent is standing near the edge. Homing Attack can be used as well but since it depends on the opponent's position and distance, recovering back to the stage may be affected by a number of risky factors. Sonic's weight allows his double-jump cover a good horizontal distance. Use that as your primary horizontal recovery method instead.
Sonic is considered the fastest character in the game and it shows how agile his movement speed is. His set of special attacks further augments his speed and can be chained together with little transition delay/animation. Homing Attack is best used when you're within the stage and while in mid-air. If the attack connects, you can immediately execute Spin Dash while the opponent is thrown helplessly from the Homing Attack's impact. Spring Jump is an excellent recovery tool which allows Sonic to use normal aerial attacks (not Specials). Sonic's Smash attacks have limited range and moderate power as well. To excel against opponents, Sonic needs to harness his speed and use that to his advantage. His specials will be the main means to deal damage while the normal ground or air attacks are used to defend himself or dish out small damage at a time. Sonic doesn't have any projectile attacks but he surely doesn't need any since he can quickly cut the distance between him and his target.