Might as well post my moveset here too.
Please note that this is strictly a creative exercise; lighthearted speculation. I'd like to keep the debate of whether or not Sonic should be in SSBB out of this.
Also, I know I've left out a lot of technical points, like how many frames is jump is and stuff. I only wanted to cover stuff I wouldn't look like a fool talking about.
Okay, as Snake says, IT'S SHOW TIME!
SONIC THE HEDGEHOG
~ General Stuff ~
Stats:
Attack: **
Speed: *****
Reach: ***
Jump: ***
Gravity: ***
Height: **
Weight: **
Can wall-jump? Yes.
Playing style: Speed over power. Most of his attacks do relatively low damage, but to make up for it, he’s the fastest character in the game. However, as a downside, he gets knocked back (relatively) farther away than other characters when hit, similar to Pikachu and others. It takes skill to use his quick attacks to rack up high damage on opponents and then smash them away, all the while being careful to avoid heavy hits. Plus, he has a lack of a good recovery move, all the more reason to be cautious.
Fighter stance: Stands sideways (like Mario) and sways back and forth (think along the lines of his Sonic Rush stance).
Speed: Just enough speed to be the fastest character in the game, without being insanely unfair. A little faster than Captain Falcon.
Taunt: He strikes a pose and shakes his finger at you, in classic title screen fashion. Perhaps a “Heheh” or something. Example:
Victory music: The classic “Act Clear” jingle. Preferably from Sonic 1 or 2, I don’t really like S3&K’s.
Victory poses:
1. Does a backflip and says “Too easy, piece of cake!”.
2. Runs in from the background at high speed. “What? Was that all?”
3. Breakdances then jumps up on his feet. “Sweet!”
Behind-lives-counter icon: A chaos emerald.
Stage:
Green Hill – A medium-sized area with moving platforms and Sonic gimmicks like rings that replenish 1% health each. Alternate music would be a techno-rock remix of Starlight Zone. Either that or another classic (or modern) Sonic tune. Can you say Marble Garden Zone?
Adventure mode level: Green Hill. No matter who you are, you spawn with a bunny hood (so that you’re fast) (or it can just be Lightning Melee, same effect, minus the higher jumps). You go through typical Sonic obstacles like loops and stuff, along with classic badniks like Crabmeat and Buzz Bomber. At the end, you face a 100-stamina Robotnik, just like the Green Hill Zone boss, complete with the checkered ball mech. It’s not hard, just mainly for comedy and nostalgia. Sonic then drops in to fight you. After that, you hit an animal-filled capsule and clear the stage.
How to unlock (if not available from the start): Beat 1P mode (Classic, I guess) with Mario, Normal difficulty or higher, without using continues, within a set time limit. I’d say 10 minutes. After all, you DO have to be fast to get Sonic’s attention. After the final boss, you’ll be challenged by Sonic for the final showdown: Mario VS Sonic. Notable is that if you do the same thing with Sonic, you fight Mario, which earns you a trophy (or whatever the collectable is) of Mario and Sonic as friends, shaking hands.
Only problem with this is that he has his own adventure mode level, and you would know he’s in before you challenge him… meh, I dunno. Perhaps the adventure level wouldn’t be enabled until he’s unlocked.
Items:
TV monitor – A typical item container, except it cannot be picked up. Also, special Sonic items can appear on it:
Robotnik’s face: Explosive. Don’t destroy it!
Blue shield – Protects you from one hit.
Ring – Heals 10% of your health (10 rings).
Single ring – Found only in Green Hill stage. Recovers 1% health.
Alternate colors:
Before you ask, I redid these myself. They're not the same ones SMASHBRO posted on NSider.
- Plain green.
- Plain red with blue shoes (inverted colors, heh).
- Black, to look like Shadow.
~ Moveset ~
Damage breakdown:
A: 1-3%
A (Second): 2-3%
A (Rapid): 2%
Dash A: 3-10%
F-Tilt: 2-5%
Up Tilt: 2-9%
D-Tilt: 3-9%
F-Smash: 3-12%
Up Smash: 7-20%
Down Smash: 6-16%
Aerial A: 6-12%
Aerial Forward A: 8-16%
Aerial Back A: 4-13%
Aerial Up A: 3-15 %
Aerial Down A: 4-10%
Forward Throw: 1-10%
Back Throw: 2-9%
Up Throw: 1-12%
Down Throw: 3-9%
B: 3-22%
Forward B: 3-19%
Up B: 3-15%
Down B: 4-10%
Super Smash: Varies.
Ground A moves:
A: Simple punch-kick. Combo is a flurry of kicks.
Forward A: Single-leg sweep.
Forward A smash: A spin-kick.
Dash A – He curls into a ball and slides forward.
Down A: A breakdance leg sweep.
Down A smash: Another breakdance-eque leg move. Each leg kicks in a different direction.
Up A: A backflip with one foot out.
Up A smash: A higher backflip with both feet out.
Air A moves:
A: He spins in a ball with an insta-shield surrounding him, damaging anyone he touches while deflecting projectiles.
A forward: A downward punch.
A down: A step kick off of the opponent, weak meteor effect.
A up: Just like his on-ground version, a backflip kick.
A back: Spin-kick.
B moves:
B: Light Speed Dash/Attack – Chargeable move, in the same vein as DK’s punch and Samus’s gun. As you charge it, blue light flows into Sonic’s shoes. If there’s no enemies around when you release it, it acts like Fox Illusion in that Sonic dashes forward, except for a greater distance. However, if there are enemies nearby, Sonic will attack them all in a row at insane speed. Note that it doesn’t do much damage unless you charge it completely. Once you do, Sonic will glow blue and run slower.
B>: Ring Toss – Sonic throws a ring at an angle depending on how long you hold B> (the longer you hold it, the more altitude and less horizontal distance you get). If the ring hits an enemy, it explodes for light damage. If it lands on the ground, Sonic can home in on it in a spinball. If Sonic is in the air when he uses this move, he falls towards the ground more slowly for about three seconds, or until you throw the ring, whichever comes first. After you throw/time’s up, normal gravity is resumed.
B^: Blue Tornado – Sonic spirals around, creating a cyclone that lasts a few seconds. If opponents are caught in it, they get light, rapid damage. As Sonic is spiraling, he goes upwards, to gain a small amount of vertical height.
Bv: Spindash – You all know how this works. Charge it up and let loose. Can be jump-cancelled, but you cannot change its direction. If used in the air, a blue energy wave shoots out that travels diagonally downward.
Throws:
Throw > - Sonic grabs the opponent with both hands and kicks them away.
Throw < - Sonic leapfrogs over the opponent and kicks them from behind.
Throw ^ - Sonic simply throws the opponent upward with his hands.
Throw v – He curls into a ball, jumps above the opponent, and bounces down on them.
Grab attack – Simple knees (to the groin… ouch).
Shield: Standard sphere shield. His fists cover his lower face.
Super Smash (or whatever the super move is called):
"Super Sonic Boom"
The seven Chaos Emeralds circle around Sonic and cause him to transform into Super Sonic. Everything going on slows down to a SLOOOOOW pace (it doesn’t even look like anyone’s moving) and Super Sonic is free to go crazy on opponents. He has all of Sonic’s moves, except they’re 1.5x-2x more powerful (take your pick), and his running speed is obviously faster. How long the transformation lasts depends on your damage meter. It will rapidly go back down to 0. So obviously the more damage you have, the more time you have. If you have 100 damage, you’d probably get about 10-15 seconds out of the transformation. Note that you’ll get all your damage back when you go back to regular Sonic.