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By moving closer to the opponent, then stopping just outside their range, Sonic has the edge. When an opponent goes into their knockdown animation, Sonic's superior punishment comes into play. This allows Sonic to "fake-out" his opponents, causing them to make hasty moves on which Sonic can capitalize on. Sonic can cancel any of his Spin Dashes into a shield, Spin Dash from the ground and Spin Charge from the air. Sonic has one of the best shields in the game, because of the speed it pops out and the multiple ways he can go into it. Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict. Sonic's speedy and long-lasting Dash Attack is another move that can catch opponents unexpectedly, and its traveling distance usually prevents significant retaliation, such as shield-grabbing. Stage spiking in general is an excellent offensive strategy for Sonic by running off the edge and immediately using Back Aerial, many opponents who focus on ledge-camping (such as Pit) can be caught off guard for either a kill or a tactical advantage. Sonic can remain in the air indefinitely with careful use of his Neutral Special Move, Homing Attack, and with proper placement can either stage spike or gimp in this manner. Sonic's attacks are primarily offensive in nature, and his air game and air speed are good enough to accommodate attacking in the sky as well. His Spin Charge and Spin Dash serve as excellent Momentum Cancelers, which, when coupled with his ability to recover, can allow him to survive until very high percentages, not as long as the heaviest characters, but still fairly long. Sonic also has surprising survivability despite being a lightweight by nature.
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Sonic has the ability to wall jump, however, should an opponent be in place at all, invincible or not, Sonic will not have enough time to both attack and successfully grab the edge.
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Sonic is one of the most difficult characters to gimp in the game, given his tremendous vertical recovery, as well as his theoretically limitless horizontal recovery ( Homing Attack) should an opponent be off the stage with him. All of Sonic's Smash Attacks have too much start-up time to be reliable finishers.
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Sonic has only four ways to reliably kill the opponent (Back and Up Aerials, and Side/Down Smash), all of which have weaknesses that prevent them from being reliable KO moves. His tremendous running speed, combined with his Spin Charge special, Spring Jump, and Down Aerial give him excellent follow up ability on pretty much every character.Įven though Sonic can easily rack up damage, he arguably has the hardest time landing a KO move, as he is nearly crippled in terms of KO power, and he has no guaranteed setups to them and he lacks an early KO move. His ability to Spinshot (hold Side B and release as one pushes the C-Stick downwards) allows him to quickly bypass the effects of most projectile campers, and his Spin Dash has enough priority to clank and cancel out the effects of certain projectiles, such as Snake's C4. Sonic's relatively small hitboxes and lack of a projectile (excluding his Spring Jump which can only be used in the air, travels downward, and can be used by opponents if used on the ground) mean that he must stay close to the opponent in order to attack, but his aforementioned speed helps this problem. However, only about half of his moveset has speed to match, none of them being killing moves. Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed, sixth fastest air speed, and very fast rolls). Note: Unless he is unlocked in the Subspace Emissary, the player will have to face Sonic in a Brawl in Green Hill Zone upon achieving any one of the above tasks.