It’s common knowledge that nobody likes fighting against Sonic in Super Smash Bros. Ultimate. His special moves are obnoxious, and… well, that’s pretty much the only reason why. Fortunately, Sonic amiibo trainers are actually appreciated in this metagame — the character isn’t seen as toxic at all (which is because the AI can’t properly use its special moves), so Sonic lovers are free to raise and compete with this character to their heart’s content! If you’d like to learn more about Sonic’s metagame history over the years, check out his corresponding wiki page. Otherwise, let’s jump right into today’s training!
Special thanks to FrosD19 for contributing Sonic’s training information!
New trainers really like Spirits. On the surface, you’d think they’d add an extra layer of strategy to amiibo training, but… that’s not exactly the case. Most of the cool Spirit effects are too strong and centralizing, so they’re banned. Which means you’re stuck using a bunch of power boosters instead, and this isn’t all that different from simply running vanilla matches instead. Still, if you’d like to equip your Sonic FP with a Spirit team, here are all the best setups you can use:
- Banned bonuses: Sonic’s a versatile fighter, so you could theoretically apply Super Armor, Great Autoheal, or Armor Knight to great effect. If you decide to choose Armor Knight, include Trade-Off Ability ↑ in the third slot. This build will grant your Sonic FP a figurative treasure trove of stat buffs, making it even more threatening in battle.
- Tournament-legal bonuses: If the tournament you’re entering does keep the bonus effects above banned, there are other options available! Try out Physical Attack ↑, Foot Attack ↑, Move Speed ↑, Trade-Off Ability ↑, Shield Damage ↑, or Critical-Health Stats ↑. Pick any three and you’re all set.
- Raid Boss bonuses: Each of the Spirit recommendations listed above works well on a Sonic FP! Great Autoheal, in particular, will frustrate any unfortunate player who winds up having to fight your amiibo. You could also use a simple setup of Physical Attack ↑, Air Defense ↑, and Move Speed ↑ if you like.
Stats generally aren’t too important — as long as your FP has them, it’s good to go. We recommend a balanced build (2100 / 2100), but don’t worry if you have trouble getting the numbers down to those specific values. If you’re reading this section and are kind of confused about it, we have a full Spirits guide that might clear things up for you. Give it a read when you have a moment!
A competitive Sonic FP’s optimal playstyle is almost entirely grounded. That being said, he can afford to edgeguard off-stage and should do so at every possible opportunity. Mix in some perfect shields and some regular shields, and make sure you always walk instead of run. Here’s what an optimized Sonic’s moveset looks like, then:
- Forward smash is Sonic’s best damage-racker and one of his best kill moves. It’s got excellent frame data and can be spammed to great effect with little consequence. Its range is also deceptively high. Down smash is okay to use sometimes, but if you’d rather not include it that’s fine too.
- It’s actually forward air that serves as Sonic’s best kill move, and it should be used as often as possible: off-stage to gimp, above-stage to land, or any time he’s in the air. Don’t use an aerial while you’re trying to recover back, though — this can cause your FP to self-destruct.
- Forward tilt is a fast move that can rack up damage — which is thanks to its strong second hit. When used at the ledge, its launch angle sets up for an opportunity to gimp. This move also helps prevent Sonic’s forward smash from becoming stale.
- Up smash is a powerful anti-air, and you should use it every time your FP is directly above you. If you happen to try an up smash but the attack misses, we recommend quitting out and resetting the match — this can cause Sonic to use the move when his opponent is not in range. Only use up smash when you’re sure it will connect.
- When you’re hanging from the ledge, you can drop down and smack your FP with a powerful back air. You can also use up air while on-stage from time to time, but it’s greatly outclassed by up smash.
- Sonic’s throws are quite strong! His down throw can combo into a neutral special and his up throw can combo into a back air, an up air, or a neutral air. The rest of Sonic’s throws set up for forward air gimps!
- Finally, you can use dash attack as a situational approach option. It only hits once, so it’s easily shielded, but you’re more than welcome to throw out a few of these moves anyway.
You may as well unbind your special-move button, because none of Sonic’s special moves are worth using. The sole exception is Homing Attack, but only as part of that down throw combo we mentioned earlier. If you’d like, you can train your Sonic amiibo in the Reflect mode of Special Smash. This is because his up special fires off a projectile, and if you’re hit by it the FP may learn to randomly launch itself upward.
Raid Boss Training
If your Figure Player is at Level 1 right now (or a similarly-low level, if you gave it Spirits), then we’re going to mirror match it all the way to Level 50! Or until you’re satisfied with its behavior, in which case you can turn its learning off and level up against CPUs. Most Raid Bosses prefer to stay on-stage – as in, they’d rather not edgeguard – and the same goes for Sonic. Human players have a very easy time predicting AI opponents’ recovery patterns, which are hard-coded and thus cannot be modified. Here’s every single move you should teach your Sonic FP to use:
- Your neutral options include down tilt, jab, short-hopped forward airs and back airs, a bit of forward tilt, and some grabs. Down throw combos into a neutral attack or dash attack, and then up throw can combo into a back air, an up air, or a neutral air.
- Sonic’s landing options aren’t the best, so when you’re trying to safely return to the ground just throw out a forward or back air and pray that you don’t land directly on your opponent! You could teach your FP a tiny bit of neutral air in this case, too.
- When your FP is launched upward, juggle it with up smash. You can also catch landings with a grab or dash attack, but make sure to keep your usage of dash attack rather low. Sprinkle in some up tilt as well.
- Forward smash has got a ton of range, so it’s one of Sonic’s stronger kill moves. As mentioned earlier, you’ll only want to use up smash to juggle or as an out-of-shield option. Down smash is decent, but not necessary.
You might notice that our Sonic guide is describing a very specific type of behavior… and you might notice that said behavior doesn’t at all resemble how a human player would control Sonic. No special moves?! The AI has a tendency to roll right off-stage and self-destruct with its side special and down special moves, plus it can’t always combo off of them. This makes Sonic’s special moves more of a liability than an advantage, so that’s why we’re avoiding them here. As a side note, be sure to check out our general guide if you haven’t done so already!
Thanks so much for reading! If you’ve come to the end of the guide and still have questions, don’t worry: you can join our mostly-friendly Discord community and ask as many questions as you want. Here are even more resources then: our tournament setup guide, our Patreon, and our donation box. Okay, so the last two really aren’t resources, but if you like our content and want to help support the site’s upkeep we’d very much appreciate it. Until next time — happy training!
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