Sonic Launch. Sonic Boom Boom. Sonic Nazo Unleashed Part 3. Sonic Scene Creator v1. Sonic RPG Eps 7. Final Fantasy Sonic X1.
Sonic Dots. Sonic Blox. Sonic Spin Break. Final Fantasy Destination X. Sonic Speed Race. Tails Nightmare. Sonic Star Hunter. Sonic Vs Dogs. Sonic in the Garden. Final Fantasy Sonic X3. Sonic Halloween. Zane Mr. Coin Machine. Home stage Merchant Port Backyard Stratostar. Explore Wikis Community Central.
Register Don't have an account? Sonic Super Smash Flash 2. View source. History Talk 0. This article is about Sonic's appearance in Super Smash Flash 2. For general information about the character, see Sonic the Hedgehog. Sonic's DOJO!!! Sonic's first artwork, used in the character selection screen from v0. Taken from Super Smash Bros. Sonic's second artwork, used in the character selection screen from v0. Taken from Sonic Advance. Sonic's third artwork, used in-game from v0.
Taken from Sonic Rush Adventure. Sonic's sixth artwork, used from Beta 1. Sonic hanging on the ledge while Sora is grabbing on Lake of Rage. Sonic crouching while Black Mage tries to hit him with his down aerial on Lunar Core.
Sonic and Captain Falcon running on the track of Sand Ocean. Sonic and Kirby running on Green Hill Zone. Sonic running away as Ichigo chases him on Battlefield. Sonic hitting Kirby with his forward smash on Comet Observatory. Sonic taunting on Sky Sanctuary Zone. Sonic using Spring Jump with Mario above him on Temple. Sonic's early design used in demo v0. Sonic's congratulations screen on Classic mode. Sonic's congratulations screen on All-Star mode. Sonic and Tails from 'Reach for the Stars' Trailer.
Silver the Hedgehog. Emerald Hill Zone. Universal Conquest Wiki. Sonic 's official artwork. Final Smash. Standard attack. Performs two punches, followed by a kick. Its first and second hit are capable of jab locking. Plants his hands on the ground and kicks both legs forward. Its minimal startup lag makes it useful for spacing and starting tech-chases. Based on the Horse Kick from Sonic the Fighters. Performs a kick. Its vertical range makes it a useful anti-air attack, and it can be used for combos.
However, it has poor horizontal range. Resembles the Skip Kick from Sonic the Fighters. Sweeps his leg, moving slightly forwards. Its vertical angle can start combos at low percents. Performs a Spin Dash followed by a flying kick, hitting four times. Its minimal startup lag can allow it to pressure opponents and set up combos, though it also has noticeable ending lag.
Resembles the Somersault attack from Sonic Adventure 2. Spins his arm behind him before punching forward. Its high knockback growth and good range makes it one of Sonic's best KO options. However, it has noticeable ending lag. Performs a jumping Spin Dash, hitting five times. It has the lowest amount of startup lag out of his smash attacks. Useful for starting aerial combos. Performs a split kick, similar to Fox 's down smash. It hits on both sides and is also a semi-spike , which makes it useful for edgeguarding.
Curls into a ball and spins in place, hitting twice. Its diagonal angle can lead to combos from low to mid percents. Somersaults forward with an overhead axe kick. It has a sweetspot at the heel which can meteor smash opponents, making it one of Sonic's best KO options.
The sourspot becomes weaker over time. Performs a hook kick that acts as a sex kick. Its impressive damage output and high knockback growth make it one of Sonic's best KO options, especially when used for edgeguarding, though it has noticeable startup lag.
Performs an upward scissor kick, hitting twice. Its minimal startup lag makes it safe and can be a viable KO option near the upper blast line, especially as a follow-up from Spring Jump. Down aerial. Kicks diagonally downward, boosting in that direction.
It is a stall-then-fall and its sweetspot meteor smashes right when the move starts. Performs a stretch kick. It lacks KO power but is useful to force opponents offstage. Resembles the Top Kick from Sonic Battle. Quickly backflips with the opponent twice before kicking them away.
It is Sonic's second strongest throw. Throws the opponent upwards and sharpens his quills to stab them. It is a good combo starter and one of the strongest up throws in the game.
Pins the opponent to the ground and then Spin Dashes onto them, hitting three times. Its diagonal angle can lead to combos at very low percents. Resembles the Double Spin from Sonic the Fighters. Spin Dashes forward while climbing up. Curls up into a ball while briefly ascending, homes onto the nearest opponent and then rams into them. It is a useful edgeguarding option and can lead to combos. It can also be used as horizontal recovery. Charges up before dashing forward at a high speed, doing little damage to opponents on his way.
The move has noticeable startup and ending lag but its sweetspot can KO well. It can also be angled up or down and used as horizontal recovery, but using it in mid-air prevents Sonic from using other special moves until landing. Boosts high into the air with a spring that appears underneath him.
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