_____   ___  ___  _______   ______   _______
  /  __ \  | |  | |  |  __  \  |  __ \  |  __  \
  | |  \/  | |  | |  | |__| |  | |  \|  | |__| |
   \ \_    | |  | |  | _____/  |  \     |  _  _/
     \  \  | |  | |  | |       |  /     | | \ \
   /\_| |  \ \__/ /  | |       | |__/|  | |  \ \
   \____/   \____/   |_|       |_____/  |_|   \/

   _____               ___      _____    _    _
  /  __ \  |\    /|   /    \   /  __ \  | |  | |
  | |  \/  | \  / |  |  /\  |  | |  \/  | |  | |
   \ \_    |  \/  |  | |__| |   \ \_    | |__| |
     \  \  | \  / |  |  __  |     \  \  | |  | |
   /\_| |  | |\/| |  | |  | |   /\_| |  | |  | |
   \____/  | |  | |  |_|  |_|   \____/  |_|  |_|

  _______   _______      _____      _____ 
  |  __  \  |  __  \    /| |  \    /  __ \ 
  | |__| |  | |__| |   / | |   \   | |  \/
  | _____/  |  _  _/  /  | |    \   \ \_
  |  __  \  | | \ \   \__| |____/     \  \   __
  | |__| |  | |  \ \   \ | |   /    /\_| |  |  |
  |______/  |_|   \/    \|_|__/     \____/  |__|

  _______   _______     ___                _
  |  __  \  |  __  \   /    \   | |  | |  | |
  | |__| |  | |__| |  |  /\  |  | |/\| |  | |
  | _____/  |  _  _/  | |__| |  | /  \ |  | |
  |  __  \  | | \ \   |  __  |  |  /\  |  | |
  | |__| |  | |  \ \  | |  | |  | /  \ |  | |____
  |______/  |_|   \/  |_|  |_|  |/    \|  |______|

---------------------------------------------------------

Sonic Statistics and Strategems

---------------------------------------------------------

Copyright 2008 Cezar Postolache.
_________________________________________________________

Legal Stuff (Let's get it out of the way first)
_________________________________________________________

This guide is to be used by GameFAQs.com, Neoseeker.com, GamesRadar.com, 
CheatPlanet.com, and SuperCheats.com only, at the moment.
Do not take information from here without giving credit to me, aehetag. 
All numbers, strategies, etc. were found by my own time and research. And 
ofcourse Nintendo owns all rights to this game and its characters (though not 
technically for Sonic).

Super Smash Brothers Brawl is Copyright 2008 Nintendo.

I will give credit in the future, as it is due, if corrections/omitions are
pointed out. UPDATE: Thanks for the comments! Keep them coming!

If you want to contact me about anything, my email is aehetag@hotmail.com
Corrections, omissions, questions, praise, hate, what-have-you...
Don't hesistate.
_________________________________________________________

Table of Contents
_________________________________________________________

1. Character Intro ........................................ [charintro]
2. Sonic at a Glance ...................................... [charglanc]
   -Strengths/Pros ........................................ [strnthpro]
   -Weaknesses/Cons ....................................... [weakncons]
3. Standard Moves ......................................... [standmove]
   -Ground Attacks ........................................ [grndattck]
   -Aerial Attacks ........................................ [aerlattck]
   -Smash Attacks ......................................... [smshattck]
4. Special Moves .......................................... [specimove]
5. Throw Moves ............................................ [throwmove]
6. Standard Tactics ....................................... [standtact]
   -Combos ................................................ [bascombos]
   -Basic Principles ...................................... [basicprin]
7. Advanced Tactics ....................................... [advantact]
   -Advanced Techniques ................................... [advantech]
   -Using Set-ups ......................................... [usesetups]
   -Interesting Facts and Properties ...................... [fact&prop]
    -Up B ................................................. [upb__fact]
    -Up Smash ............................................. [usmshfact]
    -Dair ................................................. [dair_fact]
    -Side B/Down B ........................................ [sidebfact]
8. Specific Strategies .................................... [specstrat]
   -Mario ................................................. [mariostra]
   -Luigi ................................................. [luigustra]
   -Peach ................................................. [peachstra]
   -Bowser ................................................ [bowsestra]
   -Yoshi ................................................. [yoshistra]
   -Wario ................................................. [wariostra]
   -Donkey Kong ........................................... [donkestra]
   -Diddy Kong ............................................ [diddystra]
   -Link .................................................. [link_stra]
   -Toon Link ............................................. [tnlnkstra]
   -Zelda ................................................. [zeldastra]
   -Sheik ................................................. [sheikstra]
   -Ganondorf ............................................. [ganonstra]
   -Samus ................................................. [samusstra]
   -Zero Suit Samus ....................................... [zssamstra]
   -Kirby ................................................. [kirbystra]
   -Meta Knight ........................................... [metakstra]
   -King Dedede ........................................... [dededstra]
   -Fox ................................................... [fox__stra]
   -Falco ................................................. [falcostra]
   -Wolf .................................................. [wolf_stra]
   -Pikachu ............................................... [pikacstra]
   -Jigglypuff ............................................ [jigglstra]
   -Pokemon Trainer ....................................... [poketstra]
    -Squirtle ............................................. [squrtstra]
    -Ivysaur .............................................. [ivysrstra]
    -Charizard ............................................ [chrzdstra]
   -Lucario ............................................... [lucarstra]
   -Captain Falcon ........................................ [cfalcstra]
   -Ness .................................................. [ness_stra]
   -Lucas ................................................. [lucasstra]
   -Ice Climbers .......................................... [iceclstra]
   -Marth ................................................. [marthstra]
   -Ike ................................................... [ike__stra]
   -Mr. Game & Watch ...................................... [gamewstra]
   -Pit ................................................... [pit__stra]
   -Olimar ................................................ [olimrstra]
   -R.O.B. ................................................ [rob__stra]
   -Sonic ................................................. [sonicstra]
   -Snake ................................................. [snakestra]
9. FAQ .................................................... [freqaskqs]
10.Thanks/Credits ......................................... [creditsth]



And so begins my first guide. I've always had many ideas and strategies for
games (especially SSBM) but I never got around to doing anything with that
knowledge. Well, now I've some ideas and facts about Sonic in Brawl that I
hope people can use and learn to develop. Enough of me and my hopes and dreams, 
on to Sonic and HIS hopes and dreams!

QUICK NOTE: I suggest getting to know the game and some standard and not-so-
standard techniques, like shorthops, pivot grabs, and the such. I will explain
them shortly in the Advanced Techniques section. Though they are not necessary 
for these strategies to work, they improve them and make them easier. Also, I 
do not divulge any story spoilers, or how to unlock Sonic, just how to use him.

ALSO, I use Nair, Bair, Dair, Fair, and Uair for the midair attacks
(Neutral air, Back air, Down air, Front air, Up air)

_________________________________________________________

Character Intro                               [charintro]
_________________________________________________________

Sonic has been the most desired character to appear in Brawl since rumors of
his existence in SSBM were quelled for good. It's been a long time since SSBM
and Sonic fans can finally enjoy his speed and tenacity. In all his games,
Sonic is insantly tied to the concept of speed, to which he delivers. Sega
and Nintendo have partnered on several occasions in recent years and it's
paid off well with some great games (Sonic Adventure 2 Battle anyone?) and now
they are once again in cahoots, this time in the game that has already been 
proclaimed by some the greatest game ever...

Sonic may only be 17 yrs. old but he has done many things in his past, 
including saving the world, and now is his time to test his meddle against 
some of gaming's greatest characters!

However, he is not getting very much praise in this game, indeed, a very
many players despise him. He may be hard to handle but to despise him,
I think, is a little harsh. While I don't main him, I like using him,
mainly for his offputting speed and combos.

His costumes (or lack thereof) aren't worth mentioning, since they are 
very similar. (I would have liked a Shadow costume, personally)

His taunts are:
-a frontflip and crossed arms
-sweet breakdancing move and says: "Come on! Step up!" (2 the streets?)
-runs in place, says: "You're too slow!" then sorta gives a 'what now?!' look
to the screen.

Enough introduction! Onward to the goods! For real this time.

_________________________________________________________

Sonic at a Glance                             [charglanc]
_________________________________________________________

------------Strengths and Advantages----------[strnthpro]

Captain Falcon must have thrown a hissy fit when Sonic came along and took his
title. Sonic is the fastest running character in the game. Speed really is
"his game" as he says and this speed is personified in his attacks as well as
his movement.

He is a middleweight (perhaps a little lighter than Mario) so he suffers no 
easy kills.

His attacks, in addition to being faster than most, are also decently strong.
If that weren't enough, most can be chained together to create some quick
damage before the opponent can even react.

His dodge. This isn't a large point but may as well be put here: Sonic has a
relatively fast dodge, which can come in handy (memories of Samus in SSB64
arise). What is a large point however is his recovery which is well above
average, including his high reaching Up B.

His throws are stronger than most in this game even if not amazing. His fast 
run also makes for a good pivot grab.

Finally, he has a great balance of ground and aerial attacks. Both sets are 
equally powerful and dangerous plus they coincide quite nicely i.e. the 
transition is smooth and natural.

---------Weaknesses and Disadvantages----------[weakncons]

A lot of his attacks have a small margin of error to create the ideal
connection and as such makes him rather hard to master, which can be
circumvented with practice. However, a skilled opponent can make it even harder
by intentionally skewing toward that margin.

Sonic may be the fastest runner, and his attacks may be faster than most, but 
they are not the fastest attacks by any means. And since he doesn't boast
great power either, Sonic may have trouble dealing with characters that are
extremes in the attack department, either fast attackers (like Fox, Falco, etc)
or powerhouses (like Ganondorf, Ike, etc). Either he can be overwhelmed by too 
many attacks or he can be edged out by deadly attacks which only need to hit
a few times to cause trouble.

His roll attack can also go off screen (more on that later) which isnt a 
problem for advanced players, usually, but anything can happen: I've seen
veteran SSBM players fly off to their death with Fox and Falco plenty.

Addition by Nick Caligo

"Under Sonic's weaknesses I'd note that he projects his attacks way more than 
you'd think the fastest guy in the game would. Most of them deal exclusively in
single-hit potential--which is what makes him middleweight, consequently--but 
have a substantial wind-up time to them. His spin dashes in particular project 
an awful lot and can be seen coming from a mile away. Most computer opponents 
won't catch them, but human opponents can take advantage of priority attacks 
and long reach to nail Sonic while he's on his way in. I would also add that 
his downward air attack has a nasty cooldown rate after it hits the ground and 
it should be used very sparingly. Most players would try to use this for a 
speedy downward recovery, but the cooldown leaves him extremely vulnerable and 
he'll be smacked back upwards just as easily as he comes down."

_________________________________________________________

Standard Moves                                [standmove]
_________________________________________________________

Now it's on to the really juicy stuff, the basis of the game, the moves.
The standard moves are used quite often but Sonic differs in that his standard
and special moves intertwine nicely. But I digress, we'll delve into that more
later on.

READ THIS:
The set-up is simple: attack commands are shown first, then the damage range/
order, then the knockback ability (KB), then knockback increase(KBI). Knockback 
increase is how much knockback increases relative to percentage(none-low-medium
-good-great-topnotch).

KB will be measured by how much the attack sent Mario (since he's average)
at 0% and will range from 0-6 for Sonic (Read FAQ for how I came up with this).
KB can be side, up, or down depending on which way the opponent is sent.
KBI is more straightforward, it would be too difficult to make exact 
measurements.

And FYI, some moves are multi-hit. If hit one does X, hit two does Y and hit
three does Z, total T, then the set-up is like this: X-Y-Z (T)

----------------Ground Attacks----------------[grndattck]

Standard AAA combo (or hold A) : 2-2-3 (7)
KB : 0.5-1-2 (3) Side
KBI : low
Verdict : Very basic, nothing special. Small KB that doesn't increase much 
makes this a move solely for increasing percentage. Use when you don't have
time to launch a bigger attack.

Side A : 4-7 (11)
KB : 0-5 (5) Side
KBI : low
Verdict : Decent attack with good power and KB. Low KBI makes it hard to KO
with, but it is good to keep an opponent off until you get a good opportunity
to finish them with something else. Note that it's possible to hit with only
one of the hits, usually the second hit (but the first can also send the enemy
backwards sometimes).

Down A : 6
KB : 0.5 Up
KBI : medium
Verdict : Good set-up move at small percentages. Good aerial set-up at higher
percentages. Low KB rules it out for a finisher though. Only hits in front of
Sonic.

Up A : 3-4-7 (14)
KB : 0-0-3 Up
KBI : good
Verdict: Good damage dealer plus aerial set-up. Good KBI makes it a finisher
for lighter characters at higher percentages.

Dash A : 6
KB : 1 Side, 2 Up
KBI: low to none
Verdict: A filler move. Use to annoy and set-up other moves. Also use if unable
to reach opponent in time to attack with something else.

Ledge Attack : 8
KB : 5 Side
KBI : none
Verdict : Good for getting enemies out of the way, no real offensive purposes.

Rising Attack : 6
KB : 5 Side
KBI : low
Verdict : Decent attack especially since it is a surprise. Can turn the tide if
used properly. Ex: you're down, they're coming, you rise attack and hit them 
off. That's already a momentum change.

----------------Aerial Attacks----------------[aerlattck]

Hopefully you know what shorthops are and how to do them...

Nair : 5, 8, or 11
KB : 2 Side
KBI : low, low, medium
Verdict : Depending on how early in the spinning move you hit them (more the
earlier) damage is different. Right at the beginning you do 11 and medium KBI.
Good as an aerial edge guard (when coming back from above) but should only be 
used when there is not enough time to do a more powerful attack, since it 
lingers a while, allowing more chance to hit.

Bair : 13
KB : 3 Side
KBI : good
Verdict : A rather decent aerial finisher at higher percentages. Slight pause
before attack hinders timing and the element of surprise. Use whenever the
chance and timing allows.

Dair : 8
KB : 6 Side
KBI : medium
Verdict : You slam downwards from the air. Because it can't be used over edges,
it's hard to use as a finisher. Downward slam ends if high enough (more on that
later) and I've also found that there is a way to nullify the actual movement.
*More on the intricacies of this move in the Interesting Facts and Properties
section*

Uair : 3-6 (9)
KB : 0-2 Up
KBI : good
Verdict : Very nice juggling move (similar to fox). Good KBI makes it a
finisher at higher percentages and higher altitudes. Use mostly for combos.

Fair : 2-2-2-2-2-4 (14)
KB : 3 Side
KBI : good
Verdict : Good damage and KB make this great for combos and edge guarding.
Consider using it with a shorthop, as you should with any midair attack, it is
rather netting of the opponent and offers combo solutions when set-ups don't
quite send them far enough for a regular jump (which against advanced players,
turns out to be a good thing).

----------------Smash Attacks-----------------[smshattck]

Side Smash : 14->19
KB : 3->5 Side
KBI : great
Verdict : Your main means of KOing. Does 14 minimum and 19 after full charge.
KB is good regardless and with great KBI, it gets the job done. If only it
released just a little faster, it would be perfect in Sonic's repertoire.

Down Smash : 12->16 (enemy in front) 9->12 (enemy behind)
KB : 3->5 Side
KBI : great
Verdict : Another means of KOs. A little faster than side smash and wider range
of effect, however, less damage means a little less overall KB but still good
nonetheless.

Up Smash : 5-1-1-1-1-1-1-3 (14)
           7-1-1-2-1-1-2-4 (19)
KB : 3-4 Up, 2-3 Side
KBI : tricky; usually low to medium
Verdict : At low percentages this is merely a damage dealer, with some KB. It
gets tricky as percentage increases (even damage range changes). I explore this
move more in-depth and with surprising applications in the Interesting Facts
section of Advanced Tactics.

_________________________________________________________

Special Moves                                 [specimove]
_________________________________________________________

Here I will explain the special B button moves. Again, the real use of Sonic is
in combining standard and special moves, but for right now we'll only tackle 
how each isolated move works.

B : 8
KB : 3 Side (4->5 charged)
KBI : good
Verdict : A nice homing attack. Easy to edge guard with this. Charging the 
attack up first about doubles the range of fire and increases KB quite a bit
but damage is still the same which makes it difficult to KO with unless at
high percentages.

Update: (from emolad666)
"You know how when you press B, Sonic rises in the air and waits a second 
beforeattacking? Well, if you hold the Control Stick in a direction during that
time, he will attack in that direction instead of homing in on an enemy."

Side B : 5 (if you hit them from the first bounce)
         7->10 (if you hit while rolling around)
         7 (if you jump into them)
KB : 1 Up, 1 Side (first bounce)
     1 Side (rolling around)
     2->3 Side, 1 Up (jumping)
KBI : low (for all)
Verdict : The move that puts it all together! Charging makes you do more
rolling damage and move faster. If you hit the jump button (or use the control
stick, which I use) while in the enemy, you hit them with the roll and again
with the jump for 14-17 damage. The way they get knocked (forward or
backward) depends on what side of the opponent you jump:

                //        S is Sonic E is enemy; both go forward and up
               //          when jump just before passing them.
   ---------->SE
========================

            \    /        S is Sonic E is enemy; Sonic goes forward and up
             \  /          while enemy goes backward and up (though not as much
   ---------->ES           back as in this drawing), when past enemy.
========================

The first situation is ideal, and is easier to pull off at moderate to high
percentages. This move is great for, you guessed it, combos. I'll get into
specific combos in the combos section of Standard Tactics. You can also jump
while it's charging, in whatever direction you desire, and yes it still hits,
making this quite the versatile move.
WATCH OUT going over the edge with this can kill you. HOWEVER, you can jump 
out of it IF you didn't initiate the roll in air. If you initiate in air, 
offstage but close to the edge, you'll usually climb over automatically!

Down B : Just like Side B minus the additional hop at the beginning.
         Instead of holding to charge, repeatedly press B to charge.
         Hold down 'down' and press B repeatedly then stop pressing B while
         still holding 'down' to cancel the move (there's a cooldown though).
         To jump straight up, you must press A instead of just jump.
Verdict : Not much use, except maybe to trick the opponent. But even that is 
is not much help because of the cooldown period. I guess if you're not sure
whether spin dashing is a good idea, then use the down B instead of side B.
Could have used something else here instead but that only detracts from the
possibility of another move and not from the move itself.

Up B : 4 (Bumper)
KB : 1
KBI : medium
Verdict : Your final jump is a massive bounce off a bumper, which, if used on
the stage, can be used by others and even more than once. If used in the air
the bumper tumbles downward and hurts anyone in the way. Also of special note,
Sonic can still perform midair attacks and dodges after using the bumper! 
Special moves however cannot be performed (how cool would that be though?).
More on this in the Interesting Facts section.

Final Smash : 13->18
KB : 6
KBI : great
Verdict : Super Sonic is here! You can fly around freely but it can be tough to
control. Tilting instead of tapping makes things easier. However, go to slow
and not only can you be dodged, but damage is lower (though reduction only 
happens when REALLY slow which is hard to do anyway). Can KO at decent
percentage. Good move and can potentially screen clear. Most importantly, he
looks so cool...

_________________________________________________________

Throw Moves                                   [throwmove]
_________________________________________________________

Sonics throws are above par but not by much. Their saving grace is either 
their KB or their combobility. Also of note is a dashing grab is hard to
pull off with Sonic because he's so fast. Fortunately, he's hard to grab too.
Also consider doing pivot grabs with Sonic since he's a prime candidate for
dash past enemies fast enough to pull it off. You DO know what pivot grabs are,
right?

Grapple Pummel : 3-3-3-3...
KB : 0
KBI : none
Verdict : Pretty strong pummel. Good for dealing damage. If you can get a throw
in (or out, technically) too then kudos for you.

Fthrow : 9
KB : 4 Side, 1 Up
KBI : medium
Verdict : Good set-up attack. A Fair attack perhaps? It gives you options and
has decent damage to boot.

Bthrow : 8
KB : 5 Side, 1 Up
KBI : good
Verdict : Much better for getting people off the stage than Fthrow, which you 
can then procede to edgeguard either with ground, homing, or aerial attacks.
Simple as that.

Dthrow : 1-1-1-5 (8)
KB : 5 Side
KBI : low
Verdict : Unusually useful. It sends the victim forward directly so if used by
the edge, they start falling immediately. Low KBI limits its use and since 
Sonic has no meteors or spikes to speak of this move is best used in brawls
where other players can take the kill. Not the best of strategies but still
works.

Uthrow : 3-6 (9)
KB : 3 Up
KBI : medium
Verdict : Good KB makes it easily comboable with aerials but can rarely 
be a finisher (as with throws in this game in general). Use it to keep things 
in air when necessary.

_________________________________________________________

Standard Tactics                              [standtact]
_________________________________________________________

--------------------Combos--------------------[bascombos]

Some great combos and their total damage. KB is difficult to measure but is
probably similar to the last move of the combo, given a little tweaking for
percentage difference.

Roll attack (Side B) + Jump into enemy + Midair attack (+Roll attack again...)
-Does around 23% if using Uair, around 28% if using Fair and somewhere
 inbetween using Nair. Bair and Dair will not hit (Bair may if the opponent is
 launched backwards instead of forwards).
 This is the crux of the Sonic offensive. The fact that you can roll attack 
 after midair attacks (provided you haven't used Up B) makes this a handy
 and potentially continuous combo. Some may argue it's not a real combo, but I
 don't want to get into arguments over definitions, okay?

Up A + Fair
-Basic juggle to midair combo. Does up to 28% if all of Fair connects. This
 can be tagged on to the end or middle of other combos you may happen upon.
 Very handy. Also, consider shorthop at low percentages.

Up A + Side A (+Dash attack/Rolling attack ... )
-Basic two move combo. Does 21% (only second hit of Side A hits). What makes it
 worth mention is the fact that the opponent is in position for a ranged attack
 which can then turn into more combos! Very good starter combo that has the 
 advantage of being completely on the ground and in place (good in one v one).

Side A + Dash attack (+ use your imagination!)
-Does 15% on its own. Offers an alternative to the above so you don't become
 predictable. Another technique to your arsenal.
 -At low percentages especially, you can add a back side smash at the end
  (smashing away from where you're facing, toward opponent in this case) and
  beef up the this combo to 30-ish% with a good chance of landing.

Down A (dive) + Midair intercept
-Good for getting grounded characters into the sky where they're out of their
 comfort. Does 15-20% on its own depending on which midair attack you use.

Dthrow + Dash Attack + Back Side Smash
-Dthrow can be replaced by Bthrow. In either case, this combo does 26-ish% and
 has the potential of setting off another combo.

Down A + Up A (+Midair/Side A/etc.)
-Does 20% when fully connected. Best used at low percentages so they don't fly
 too far up and have time to recover. Another combo that has the advantage of
 staying put (but can lead to moving combos) usable one-on-one. After the Up A
 you can go off into another combo.
 -Ex: Down A + Up A + Fair = 30-ish%

Uthrow + Bair/Nair/Up Smash
-The opponent naturally goes behind you a bit, but you can improvise. Does 
 between 20-26% depending on your choice.

Dash Attack + Back Side A + Dash ...
-What I like to call a ground juggle. Does 11-17% every cycle. Can annoy many
 players. Dash forward, opponent is behind, do side A in that direction and
 dash at them again.
 -Some opponents may go aerial after one of these moves. If
  they do so when behind you, jump (shorthop if necessary) and do powerful Bair.
  If in front of you, jump/shorthop and do a Fair.

--------------Basic Principles----------------[basicprin]

Here are some basic things to remember while using Sonic. These can be used on
nearly any character and/or player. If they don't work on your opponent, either
they are too good and you haven't mastered your timing and reaction, or their 
style prompts a different strategy for victory (not necessarily because they're
good/better). 

KEEP MOVING!...!!
You have the fastest character. Use what he has. Staying on the move keeps your
opponent off balance and increases the likelihood that their defenses open up,
leaving space for attack. And I don't mean just run, utilize his fast dodge
roll as well.

And speaking of attacks... STAY OFFENSIVE. The perfect offense is the perfect
defense. If you bombard your opponent with attacks, they will have no time to
throw their own at you. Couple this with constant movement, and you have a hit
and run type going (with much more emphasis on the hit part than the usual
definition). The roll attack doubles as a means of moving AND attacking.

If all else fails, use the dash attack. If nothing else, it breaks up their
defense, and since you go through them it's hard to be countered.

However, being defensive at the right moments can have advantages too. Examples
include when the enemy has a powerful item/charged attack/FS. Being defensive
can also work in brawls, though do not expect to be praised for it.

Mix it up. Don't do the same moves too many times consecutively. Also, don't
remain on the ground for too long unless things are completely going your way.
Using Sonic's standard and special moves in a combination of ground and aerial
attacks is the key to winning.

Practice your timing! ESPECIALLY finishing attacks. Those are most crucial for
without them all you can do is damage the opponent, but not win.

Roll attack abusively if it seems to be working, just mix in some
jumps and midair attacks to keep them honest.

ALSO important: Edge-guarding.
All it is is using midair attacks/smash attacks to hit someone trying to get
back. Don't be afraid of falling down to hit someone since Sonic has great up
recovery. Use it often.

Finally, and again, the key to mastering Sonic is timing his fast movement, 
attacks, and combos. The more precise, the better.

_________________________________________________________

Advanced Tactics                              [advantact]
_________________________________________________________

Despite its name, I'm keeping this section rather general and relative. The 
reason being: there are too many set-ups, combos, set-ups to combos, combos
to combos, etc. that are possible and it would take too long to explain.
Instead I'll give examples of situations in which certain types of set-ups
and combos should be used.

------------Advanced Techniques---------------[advantech]

I will briefly describe four techniques here: shorthops, powershielding,
powergrabbing, and pivot grabs.

Shorthop : You do a small jump.
-If you use the control stick, just lightly, but quickly, press it up to do a
 shorthop. The easier method is to quickly press the jump button. 
 -This is used to be able to perform aerials quicker and near the ground.

Powershielding : You here a CHINK and block the attack without the slight KB
                 you usually have.
-Press the shield button right as the attack is about to hit you. This protects
 you from lingering attacks even if you let go of the shield, which does not 
 happen when you shield regularly.

Powergrabbing : Do a powershield, then while holding the shield, press attack
                to instantly grab.
-I don't know if this is the official name for it, but that's what I call it.
 That small window of protection you have from powershielding allows you to 
 pull off a quick grab (attacks too, but not if it's too slow).

Pivot Grab : While dashing, turn around and do a grab.
-If you get the timing right, the grab connects instantly, making it useful to
 counter almost any attack. It's hard to master and apply correctly though.

NEW : Here's an advanced tactic for recovery specific to Sonic.
(from Ionizer)
"Also, his Fair gives him a little more horizontal recovery if you use it while
coming back to the stage.  My favorite way to recover from off stage is to keep
mashing Side-B until I regain control (and immediately execute a Spin Dash) 
then jump out it and spam Fair.  If you need it, you can use the Spring Jump.  
This makes it very difficult to KO Sonic unless you blast him right out of 
screen, try to kill him off the top, or use really aggressive edgeguarding."

-This is pretty cool actually. Try it and see how it works for you!

---------------Using Set-ups------------------[usesetups]

Obviously, you want to play off your opponents weaknesses. Generically, use
dash and aerial combos on slower characters as they won't be able to hinder you
as easily. Roll attacks are also a good idea to keep your opponent guessing.
The thing is, Sonic will likely need to deal a lot of damage before he can KO a
heavyweight character due to his lack of amazing KB attacks (not even his 
smashes). Small move set-ups like Up A and Down A + Up A are good starters.
Get close enough to the opponent by moving and dodging around until they miss
and are open for attack. 

Against long-range fighters it is best to take to the skies immediately and
try to get close that way. Be wary of anti aerial counters and try roll attacks
too. Give yourself options, so your opponent thinks they have less. Once you
get inside, choose from any close range combo or set-up that seems fit and from
there you can broaden the range and use rolling combos and dash combos while
you have them on the run.

Close range opponents are obviously going to be targets of rolling and dash
set-ups. Aerial initiation is good too, but is really limited to 
divebombing with Dair. Once you break their stance and balance, you can break
loose and go into any kind of combos you want.

Fast fighters, that is, fast attackers, may be problematic at first, but all it
takes is one break and you can chain things together with little response from
them. Caution, they are still dangerous unless you have polished timing and
reaction with Sonics set-ups and combos. Missing with a roll jump gives a fast
character time to recoverand perhaps turn the miss against you (since you way
offstage or close to it). It's not as straightforward for Sonic to face fast
fighters as it is for heavyweights: he lacks the pure power that is needed to
stay in the match with little actual hits (some heavyweights only need one
smash to finish off a character).

Specific strategies for characters will be put in the Specific Strategies
section (go figure).

-------Interesting Facts and Principles-------[fact&prop]

During my research I stumbled upon some things that made me wonder and think a
bit. Specifically, two moves of Sonic's caught my attention. I'll explain the
simpler one first.

Up B -----------------------------------------[upb__fact]

It's a recovery, yes. You can midair attack, yes, that's quite nice. But recall
that the bumper actually falls and HITS people on the way, and, as I recall, it
has on ok KB. Well let's say we're coming back from offstage and so is someone
else, below us...
BOING!
We jump to survival (without helplessness) and the poor soul gets knocked out
a bit. Wouldn't we be fortunate if it hit them out of range of coming back? It
would, yes. And I've found that it does for most characters (all if they have
no jumps left and are far enough, except Pit).
Just a cool little tidbit and potential cheap steal. I don't endorse trying to
make a strategy out of it, but be wary of it, cause how good would it feel if
you got your buddies with it? Thought so.

Now the more complicated discovery...

Up Smash -------------------------------------[usmshfact]

Yes, we covered the fact that its KB is odd and hard to predict. What's the 
consequence? Here we go.
Here's the set-up on the stage:

                             ES     S=Sonic E=enemy
================================

Simple, no? Not quite. Sonic has to face toward the stage, away from offscreen.
Now, I have only tested this on Mario as guinea pig. When he was at 35-60%, a
fully charged Up Smash would hit for something like 11 total but then send him
offstage and straight down! (steepest at 35 and broadening toward 60). A fully-
charged smash is hard to apply especially with such conditions. So when tried 
with a quick smash, I found that between the range of 49-70% the same thing
happened (49=steep, 70=broad). Best thing was, the greater percentage made the 
computer (in training mode) unable to come back at all, every time.
Here's a picture:
                              M\
                            M/S \  
================================ \

The trajectory was even a little steeper than that.
Again, what am I saying with this?
I haven't had the time to test against active computers or players, so I ask
for further research. This could be a dead end, but maybe not. I also 
think different percentages and different characters may respond differently
(better?), but I have no data for that. Make sure to email me with any results
you may get and I'll make sure to credit you.
If only Sonic had a meteor...

UPDATE

(comments and results from Zynical)
"Looks like that theory of your's was right! Different characters and 
percentages definitely affect the trajectory at which the opponent is 
thrown. 
This would make it appear as if you can predict which direction the 
character will fly in, depending on the amount of damage your enemy has.
As you stated before, percentages work best somewhere around 35-50 
something %. I've also noticed that on many light set characters, fully
charging Up smash isn't required to send an opponent at a steep angle.  As 
damage increases, the angle will broaden to the point where characters will 
fly almost straight up (Around 115+).  The trajectory also doesn't seem to be 
affected if the enemy happens to be walking, running or jumping as you hit him 
with this attack.

However, this move only appears to work on light set to medium set 
characters. 
If preformed on Heavy set chars, (Bowser, Dedede, DK, etc.) the 
trajectory is much broader, and the enemy will fly almost directly up 
regardless of damage percentage or the amount of time spent charging 
the Up Smash. I guess that all in all, the technique isn't completely 
useless, as if the situation happens to be set just right, you just 
might be able to score a kill off of someone."

NEW ADDITION ---------------------------------[dair_fact]

Dair

When you get sent up from an attack, if you immediately use Dair, it will stall
in the air, still hitting anyone there. It will not work using it again or if
you jump/attack after getting hit; it has to be the first thing you do.
(Thanks to Jraz04, smartdot, UltimateZ, and duh1177; who all contributed this)

I say this is good in a situation where you and others are sent up, since it
lasts so long, you have a good chance of hitting. Also if the hit only gets you
up a little, this is a good counterattack.

Also, it usually has huge lag after impact on the ground, when used normally.
This can be circumvented, as the dive only lasts for so long, and if it's 
duration ends before you hit ground, you can recover. This is great for edge-
guarding, then bouncing back up. (Thanks to pokemaster252 for this)

I, upon further inspection, found that if you drop from high enough unto the
ground, you still hit with the dive AND you are free to use any ground move
with NO lag (that means immediately). The height required is around the top
boundary of Final Destination (a little lower perhaps) to the stage.
Good combo here:  
Dair from high + Down Smash - clear people on the way down,
and immediately clear anyone left after; useful, I think.


NEW ADDITION ---------------------------------[sidebfact]

Side B / Down B

(Thanks to Ice_Angel_Kopak for this; I'm quoting again because his explanation
is good and thorough as it is)

"I just read your SSBB guide on Sonic. First of all, great work. I've 
been attempting to main Sonic and most of what I've discovered agrees 
with what you've mentioned in the guide. However, I did notice one 
thing in my practice that differs from what you've mentioned. It 
pertains to his side B and it's use in mid-air. I've found that it is 
indeed possible to cancel this move when it was started in mid-air, but 
only if you have not already used your second (mid-air) jump. If you 
have already used the second jump, then yes, starting the side B 
usually equals death (unless within range of the stage). This detail 
comes in handy, as it can make for even more recovery ability for Sonic.
If hit hard to either side, using his side B as the first step (careful 
which way you are facing), followed by mid-air jumping, and finally the
up B can usually get you back to solid ground.
On a side note, also pertaining to the side B move. It is possible to 
adjust the length of the hop using the control stick. Start charging 
the side B in the desired direction. While still charging (holding down 
the B button), tilt and hold the control stick in the opposite 
direction. Release the B button and Sonic will hop as usual, but 
dramatically shorter. If still holding the control stick in the 
opposite direction, he will turn around upon hitting the ground. If you
quickly return the control to the original direction as he hits the 
ground, he will continue that way (much faster, since the move was 
charged a bit). Overall, it's a very subtle element, probably only 
useful for "mind-games", but I thought it was worth mention."

princecaspianx1000 also pointed out that the two spin attacks (down and side)
are even considered the same by the game; i.e. using one makes damage reduce
for the other as well.

NEW ADDITION ---------------------------------[bigblurun]

Sonic can keep up, even pass up, the ships on the melee Big Blue stage with a
bunny hood! Not really applicable for anything, but it's really cool!
Thanks to Lumancer for pointing this out!
_________________________________________________________

Specific Strategies                           [specstrat]
_________________________________________________________

All strategies are basically a list of what not to do and be aware of. Use the
strategies talked about in previous sections for the most part, except when
directed otherwise in this section.

----------------------Mario-------------------[mariostra]

First and foremost, try to avoid direct aerial battle, however, do go aerial
once you get him offstage as a means of edge-guarding. You'll likely be using
a lot of dash attacks and powergrabs. Be wary of his cape as it can 
send your roll attack away. Also try not to get thrown by him too much as they
can be deadly.

----------------------Luigi-------------------[luigistra]

If you should avoid Mario's aerial attacks, you need to downright boycott 
Luigi's. Try to stay on the ground and dodge around and get a grab in when you
can, and then set-up some combos. Once you get him off stage, Luigi is a big
target for edge-guarding since his Up B his so vertical. Drop down and Nair him
(since Nair has greater chance of hitting) and he shouldn't be able to make the
horizontal distance even with his flying missile attack.

----------------------Peach-------------------[peachstra]

Peach's aerial is the plague (Don't worry not all characters are aerial demons).
Use your Up Smash to try and counter her aerials. She's a little difficult to 
edge-guard but it's possible. Try to keep a little distance and roll in often.
And make sure to utilize your dodges to set-up a grab or even a smash if she 
gives you the opening with a missed attacked.

----------------------Bowser------------------[bowsestra]

Use your speed. Dodge around and make him miss, then give some pain. Edge-
guarding isn't easiest on Bowser but can work (if nothing else deals damage).
Only experts can really give you trouble with Bowser.

----------------------Yoshi-------------------[yoshistra]

Try to avoid blatant aerial attacks as Yoshi can egg you most of the time.
Because of his unflinching second jump it's hard to edge guard with aerials so
try to do it from the ground once his jump finishes. Otherwise, roll around and
do a little hit and run, then dodge and smash to try and finish it. He has a
roll too which lasts longer than yours but that's the only advantage of his
there.

----------------------Wario-------------------[wariostra]

You have to get familiar with his style before you can easily beat him.
Learning to dodge his attacks well will pay off greatly. Using regular tactics
will work on the offensive so it's the defense that needs tweaking. Also beware
Wario's edge-guarding which is rather good due to his lingering attacks.

-------------------Donkey Kong----------------[donkestra]

Either stay at far range, or get in real close. His reach is the big threat,
well, coupled with his strength. Try to not let him charge up his punch. Make
him miss a lot and then capitalize on his lag with grabs and smashes. Edge-
guarding is not very effective against DK since he has great horizontal 
recovery.

-------------------Diddy Kong-----------------[diddystra]

Diddy is very easy to edge-guard. And, lo and behold, your bumper can break his
barrel rockets. Isn't that handy.... Anywho, the key is getting used to Diddy's
awkward style and timing, plus his quickness. Expect to use lots of dashes to 
throw off his weird rhythym.

----------------------Link--------------------[link_stra]

Avoid dive-bombing on Link as his Up Smash is three part. However, if he uses 
it without hitting you, it's a prime target for counterattacks. Avoid his
projectiles. If you can get behind him when he uses them since he lags a bit 
and give him a smash. Throwing him off and edge-guarding also works well.

--------------------Toon Link-----------------[tnlnkstra]

Toon Link is faster than regular Link but his sword has less range. You should
rush in with rolls and dodges and smash when given the opening. Not too much
different than Link.

----------------------Zelda-------------------[zeldastra]

She is rather annoying... Sorry! just speaking out loud... She appears to be
susceptible to dodge then smash tactics as her attacks are somewhat slow, just
watch out for her spinning Nayru's love. When she uses her Side B, run in
quickly for a grab or dash. When she transforms, it's a good time to get a nice
hit in since it takes so long.

----------------------Sheik-------------------[sheikstra]

Sheik's long-lasting smashes are a good opportunity for counters. Her speed can
be circumvented with dodges and throw in some grabs too (haha, pun). Not too
much to say about this fight, just dont mess up and avoid getting comboed.

--------------------Ganondorf-----------------[ganonstra]

Watch out for his strong aerial attacks, they are devastating, yet dodgeable.
Dodge his big attacks and counter; you should have plenty of time for it. Not
a hard fight if you dodge well and keep the pressure on with quick offensives.

----------------------Samus-------------------[samusstra]

Dodge her grab and counter quickly. Otherwise, try to get in close and attack
quickly. Rolling from a distance is not favored here due to her missiles. Don't
go aerial unless she is aerial too, because her Up Smash is too broad. Just
stick-and-move and you should be fine.

-----------------Zero Suit Samus--------------[zssamstra]

She has very good anti-aerial so avoid that if you can. She boasts quick
aerials and ground attacks so you'll be in for a struggle if you can't keep up.
I don't have much on her as I haven't actually fought her much...

----------------------Kirby-------------------[kirbystra]

Aahh, Kirby... my original fave character in SSB64.. oh, sorry, ahem... Kirby's
quick and packs a punch too so hitting him at a range is best (just watch out
for that hammer). Another thing to do is challenge him in air, your aerials
seem to override his. Dodge-grabbing also works here. Once he's offstage edge-
guard using your homing attack, as he tends to come back high (heehee... in the
air that is. Don't do drugs).

-------------------Meta Knight----------------[metakstra]

A tough opponent. Dodge, then hit and run. Keep your distance and look for an
opening. Luckily he lacks big finishers so you have time to get things done.
Any better strategies, welcome...

From Shadowknight93:

"Meta Knight - keep using B move while keeping out of the range of his 
sword and don't let him juggle you because that can cause a very easy 
KO if he keeps on flying up and using A-up in the air."

-------------------King Dedede----------------[dededstra]

Very slow. Dodge to create openings. Use range attacks and aerials to keep
things on your terms. Make SURE to avoid his smash attacks and his rocketed
hammer attack as both are deadly. Don't get reckless and this won't be too
difficult a fight.

-----------------------Fox--------------------[fox__stra]

First of all, capitalize on his unflinching gun. A trigger happy Fox will have
Sonic zooming into his face. Otherwise, dodge around, grab when opportune, and
edge-guard as possible. Take advantage of when he misses with his multi-hit
aerials and counter accordingly.

----------------------Falco-------------------[falcostra]

Aaahh, Falco... my fave from SSBM... oh, man, need to stop that, hmm... Avoid
his quick attacks as they can become bothersome and accumulating. Mix in range
and aerial attacks. Falco is fast so it won't be easy. Quick rolls from close
up also seem to work so give them a try.

-----------------------Wolf-------------------[wolf_stra]

Break his defense with aerials. Edge-guard if possible. Make sure to dodge big
attacks, especially be wary of his Side Smash, then punish him. You have the
advantage in the air, so use that and push him into the air with dashes, rolls,
and whatever else you can.

---------------------Pikachu------------------[pikacstra]

PIKA! ... One of the most annoying attacks in the game, in my opinion, but I
digress (again). Keep clear of the thunderbolt move as it wrecks everything. 
He'll try to edge-guard with it so be wary and air dodge or grab the ledge. His
aerial is a threat too, but not quite so much as his electric ground attacks.
Stick-and-move works best here. Lots of dodge n grabs, followed up by smashes,
aerials, or edge-guard as prompted.

--------------------Jigglypuff----------------[jigglstra]

Her aerial attacks can be annoying if you don't see them coming. Get a little 
used to them and you'll be able to predict them. Her roll is much more powerful
than yours but not nearly as versatile (hers is more self-destruction prone,
too). You're faster on ground so capitalize on that. Once you get used to her 
moves, you shouldn't have much trouble.

-----------------Pokemon Trainer--------------[poketstra]

Not much to know about him, per se, but he controls the three pokemon:
Squirtle, Ivysaur, and Charizard. That's the order they get switched in too,
by the way.

---------------------Squirtle-----------------[squrtstra]

Dodge n smash works well on him. Otherwise, ranged attacks and rolling attacks
should be used to break defenses and then come in close for finishes. Edge-
guarding works fairly well too.

---------------------Ivysaur------------------[ivysrstra]

Get in close for the easiest time landing attacks. Watch out for his antiaerial
seed and powder attacks. Once you get HIM in the air, however, feel free to 
follow and dominate.

--------------------Charizard-----------------[chrzdstra]

You know... I never got why he was so revered in Pokemon; his types were very 
targetable and he wasn't all that powerful... but, meh... right. Charizard DOES
pack a punch in Brawl though, so keep clear of his heavy hits. Be aware of his
rather decent aerial attacks, too. A more ranged approach is best, but try to
get in close and into the air when you got him on the run.

---------------------Lucario------------------[lucarstra]

Lucario has some good aerial attacks and some far-reaching ground attacks. Get
in his face and take away his advantage. Make sure to KO him as quick as 
possible, before his percentage makes him too strong. Spontaneity seems to work
well against him too, but then again, it might work against anyone, who knows?

-----------------Captain Falcon---------------[cfalcstra]

Not much to say... He has slower attacks, a point to aggress on. He has better
aerial attacks, a point to defend against. Counter, edge-guard/bash, the works.
Comes down to more accurate fighter.

----------------------Ness--------------------[ness_stra]

It's important to stay out of the air around Ness. Try to catch him offguard on
the ground. Otherwise, rush right in and try to set-up ground attacks/smashes
and edge-guard, carefully, to edge him out. Generally a tough fight since half
your game is unused.

----------------------Lucas-------------------[lucasstra]

Don't attack from the air. Once you get him up, feel free, but be cautious
still. Also make sure to avoid his PK attacks as they can pack a wallop 
(especially his Up Smash). Roll in, get some combos going, then do some dodge/
smash to finish it.

------------------Ice Climbers----------------[iceclstra]

They are quite annoying. Grabbing them is useless as the other guy will knock
you away before you can do anything. Their double-teaming is unfair to be sure.
That's why separating them is the key. Dash attacks and Down Smashes generally
do the job; an aerial Dair dive will do just fine too (just don't get hit). 
Once they're separated, it's relatively easy to take the one down.

----------------------Marth-------------------[marthstra]

A good Marth is a cheap little... *breathe*... You have to get in REAL close to
stop his swordpoint from wreaking havoc, but unfortunately you risk that point
getting there. Aerial is risky too. Get as many dodge n throws and block n 
throws as you can and edge-guard as best and safely as you can. Watch-out for 
his counter too. Not a fun fight, but this is where defense is important.

-----------------------Ike--------------------[ike__stra]

Ike hurts. Wait for your opportunity. It's hard to get in with his longreaching
sword so no rolls, generally. Try to get in from the air or by dodging around.
Make him miss and you have an open window for a smash, etc. Be on your toes.

----------------Mr. Game & Watch--------------[gamewstra]

Go in with roll, especially when he does that frying pan move of his (it's no
time to be eating). Avoid going directly into aerial attack, set it up first.
Also don't get too close without blocking and dodging because he can trap you
with some cheap, quick moves.

-----------------------Pit--------------------[pit__stra]

Pit is a cheap mothe... ahem, almost lost it again... The best I can say at
the moment is to wait for an opening and do a fair share of dodge n grabs. Any
better ideas are welcome... VERY welcome.

From Shadowknight93:

"Pit - [his] up-b dosn't attack or move 
quickly at first so while he's using it use your B move and keep 
pounding him."

---------------------Olimar-------------------[olimrstra]

Avoid Pikmin. Kill Pikmin. Zoom & boom him. Nuff said.

---------------------R.O.B.-------------------[rob__stra]

Watch out for its explosive aerial and antiaerial attacks, they can hurt pretty
bad. Try to get close and overwhelm it with close attacks. Aerials are out 
unless you're coming from below. He's pretty easy to edge-guard too; you just
might have to do several times before it pays off due to his long recovery, 
which fortunately runs out.

----------------------Sonic-------------------[sonicstra]

Uhhh... It's a toss up, really. I've noticed that the more defensive one
usually has the edge and wins. Just goes to show how much shielding and
powershielding is overpowered in this game...

----------------------Snake-------------------[snakestra]

Keep track of his bombs if you can. They'll bite you later if you don't. You
could also use them against him if planned properly. His missiles hurt, but
aren't too fast so aren't too threatening. Get close, don't challenge in air 
too often. Do some rolling to change it up and edgeguard. His final recovery is
extremely easy to edge-guard so take advantage of this.
_________________________________________________________

FAQ                                           [freqaskqs]
_________________________________________________________

First and foremost, I explain my system for the KB rating system. KBI is easy
enough. KB stands for a number of, believe-it-or-not, Marios. When measuring
how far an attack sent Mario (at 0%), I gauged it by how many Marios could
fit inbetween move contact and the last effect of the move shown on him.
Example:
                                S is Sonic, M is Mario, and - is one width of
                                Mario. I performed the attack and measured how
          M<----M<>S            far he moved by his own width. As long as ALL 
=============================   attacks are measured this way, it is a good way
                                of comparing attacks. Vertically, it's Mario 
                                heights.
And besides, even if I were to give exact metric measurements, I doubt anyone
could apply it. Like I stated early in the guide, you should have some good
knowledge of the game, Sonic and their mechanics. You'll learn more from 
testing out moves yourself than reading about them; the reading just gives them
a purpose, albeit quicker.

No actual questions yet... make sure to email them.. and please don't ask about
my mains...

Q: Why don't you main Sonic? Who do you main?
A: Despite the above statement...  >.>  ... Sonic is not a natural fit for me;
I had to (and still have to) concentrate to use him effectively. I don't main
anyone yet as I'm still feeling out the characters...

_________________________________________________________

Thanks/Credits                                [creditsth]
_________________________________________________________

Thanks for reading and I hope this was helpful.

Thanks to GameFAQs, to which I've turned to many a time.

Thanks to Neoseeker.com, GamesRadar.com, CheatPlanet.com, and SuperCheats.com
who have all respectfully decided to host my guides.

Thanks to myself for making this, I guess.

Thanks to Nick Caligo for added weakness info.

Thanks to Jraz04, smartdot, UltimateZ, duh1177, and pokemaster252 for info on
Dair move.

Thanks to emolad666 for info on B move.

Thanks to princecaspianx1000 and Ice_Angel_Kopak for info on Side B/Down B move

Thanks to Zynical for research on Up Smash phenomenon.

Thanks to Ionizer for the tip on recovering.

Thanks to Lumancer for the bit about running on Big Blue.

Hopefully I haven't forgotten anyone...