Summon: Sonic

609 3 1
                                    

Oops! This image does not follow our content guidelines. To continue publishing, please remove it or upload a different image.

Sonic is a lightweight who, staying true to his home series, has outstanding mobility

Oops! This image does not follow our content guidelines. To continue publishing, please remove it or upload a different image.

Sonic is a lightweight who, staying true to his home series, has outstanding mobility. He unsurprisingly possesses the fastest dashing speed in the game by default (surpassed only by Hero under the effects of Acceleratle), the 7th fastest walking speed, the 12th fastest air speed (tied with Mario, Donkey Kong, Little Mac, and Inkling), and the highest traction in the game. When combined with his above average falling speed and jumps, this allows him to move across the stage at the speed of quick, despite having average gravity and slow air acceleration. As a cherry on top, he can even wall jump.

Sonic's special moves are quite useful. Spin Dash and Spin Charge allow him to not only move across stages at varying speeds, but also do damage on contact, and both can follow up into an aerial attack or uncharged Homing Attack. Despite their very similar-looking appearances in functions, they both have different strengths and uses for various different situations.

Spin Dash allows Sonic to jump around the stage while charging or holding the charge of the move and can be released in the air, and the hop at the start of the move allows Sonic to "spinshot" on ground as well as in the air, with it being the side special making it more ideal for aiming the spin shot to recover. The initial jump can also help Sonic avoid certain things like projectiles by hopping over them, it, however, loses this initial hop if fully charged. Spin Dash also has a moment of intangibility on startup, which can bypass even Wonderwing. The intangible fully charged version can pass through most grounded attacks but will clank with projectiles and aerial attacks. The non-fully-charged version with the hop though can bypass if not beat out almost anything due to being aerial. The fully-charged version of Spindash will also be intangible whenever Sonic turns the move around. Due to the number of branching choices Sonic has when starting Spin Dash, it is his most reliable attack in neutral and one of his best approach options overall. From jumping into cancellation, charging it to alter its timing, switching directions after releasing, and utilizing the spin shot, Spin Dash plays an extremely important role when attempting to play mind games versus Sonic's opponent.

While Spin Dash is a one-hit move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making it a good alternative for dashing. Jumping out of Spin Charge also has Sonic hop while spinning, making him a jumping hitbox. Also, due to charging up by pushing the Special Move button repeatedly, it can be charged up to full power faster than Spin Dash. Spin Charge can also perform a "spinshot", although it can only be done while airborne and can't be reversed.

Baka & Test x Male ReaderWhere stories live. Discover now