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This article is about Super Sonic's appearance in Super Smash Flash. For the character in other contexts, see Super Sonic.
Super Sonic
in Super Smash Flash
SSF Super Sonic
Universe Sonic
Availability Unlockable
Unlock criteria Clear Classic mode with Sonic without using any continues.
Tier 17 (B)

Super Sonic is a playable newcomer unlockable character in Super Smash Flash from the largely represented Sonic franchise. Even though he is in a such powerful form, Super Sonic can be harmed and take damage as usual. He is a clone of Sonic, having the same moves with slightly different properties applied to them. Super Sonic holds the distinction of being the only Sonic character with custom sprites, courtesy of Joe T.E. (credited as Joe The Echidna Fox), which still follows the art style of Sonic Battle nonetheless.

Super Sonic is ranked at 17th on the tier list. Super Sonic is the fastest character in the game, and he has the attack speed and horizontal speed to prove it. Super Sonic can use his Spin Dash to approach whilst dealing damage, and he has some decent finishers. He also can make up for his range by overwhelming the opponent. However, Super Sonic has a hard time dealing with projectiles and disjoints, which puts him in bad matchups with other characters like Lloyd and Tails. He also has a larger hurtbox than Sonic.

Super Sonic is ranked a place higher than Sonic as Super Sonic is much faster and has better finishers than Sonic, despite a slower attack speed and a larger hurtbox.

Moveset

Attack Description Damage Image
Standard attack Super Sonic throws a super jab. Unlike Sonic's, Super Sonic does not skid forward in a single use. 6% SSF Super Sonic standard attack
Side attack Super Sonic performs a super kick. As with his standard attack, Super Sonic is not naturally propelled forward like Sonic does. This attack has more ending lag. 5% SSF Super Sonic side attack
Up attack Super Sonic performs an arched kick over his head. Yet again, Super Sonic's variant does not skid forward like Sonic's does. This is compensated for with a grounded variant of his downward rocket kick, which Super Sonic can perform by holding down the attack button. 6% SSF Super Sonic up attack
Down attack Super Sonic uses the Spin Dash, where he curls into a ball and propels forward at high speed, travelling a fixed distance. Keeping the attack button pressed causes Super Sonic to continuously roll forward, which reduces Super Sonic's damage hitbox window for the moment he is attacking, making him seemingly impervious to many attacks except projectiles. It also offers momentum-canceling properties, which increases Super Sonic's survivability a lot. 8% SSF Super Sonic down attack
Down aerial Super Sonic delivers a downward rocket kick, similarly to his continued up attack. Super Sonic's kick lacks the forward propelling attribute that Sonic's variant has. 6% SSF Super Sonic down aerial
Jump attack Super Sonic has an additional attack while jumping; he uses the Spin Jump, curling into a ball as spins in the air. 3% SSF Super Sonic jump attack

Differences from Sonic

Attributes

  • Buff Super Sonic moves faster (21 → 22).
    • Nerf This makes him more vulnerable to instant-KOs.
  • Buff He jumps higher (15 → 17).
    • Nerf His short hop is higher (10 → 12).
  • Buff He has a faster 1P pivot (19 → 23).
  • Nerf He has no movement boost when attacking.
  • Nerf He has a slower attack rate (14 → 16).
  • Buff He has a much longer attack length (13 → 20).
  • Buff He has a slightly faster acceleration (0.8 → 0.82).

Standard attack

  • Buff The move does 1% more damage per frame (5% → 6%).
  • Buff It lasts 6 frames longer (13 → 19).
  • Nerf It transitions into jump attack 6 frames later when used in the air (14 → 20).
  • Neutral Super Sonic's animation does not auto-transition into his falling animation.
    • Nerf This means that he will frame-skip into a useless falling animation if he attempts to use the move again before the animation finishes.
  • Nerf The move's hitbox is shorter and gives Super Sonic slightly less range.
  • Nerf Super Sonic's hurtbox is taller, but very slighly thinner.
  • Buff The move's initial disjoint lasts four times longer.
  • Buff The move's ending disjoint lasts slightly longer.

Side attack

  • Neutral Super Sonic does a quick front kick instead of a spinning side kick.
  • Buff The move does 1% more damage per frame (4% → 5%).
  • Nerf It lasts 2 frames shorter (13 → 11).
  • Neutral Super Sonic's animation auto-transitions into his falling animation.
  • Nerf The move transitions into jump attack 7 frames later when used in the air (14 → 21).
  • Nerf The move's hitbox is significantly thinner, giving less coverage and no backwards disjoint.
    • Buff The hitbox is repositioned, giving him a slightly better forwards disjoint.
  • Buff Super Sonic's hurtbox is much thinner.

Up attack

  • Buff The move does 1% more damage per frame (5% → 6%).
  • Buff It lasts 8 frames longer (11 → 19).
  • Neutral Super Sonic's animation auto-transitions into his falling animation 8 frames later (12 → 20).
    • Buff This also allows him to frame-skip into his down aerial attack by holding the attack button and direction down.
  • Nerf The move transitions into jump attack 7 frames later when used in the air (14 → 21).
  • Buff Super Sonic's hurtbox is shorter.
  • Neutral His hurtbox starts small and grows bigger as the move continues, instead of the reverse.
    • Buff This also gives Super Sonic a better disjoint during the initial frames of the attack, at the expense of a worse disjoint towards the end.

Down attack

  • Nerf Super Sonic moves 2 units slower on startup (30 → 28).
    • Buff This makes Super Sonic less susceptible to getting instakilled.
  • Nerf The move lasts 2 frames shorter (31 → 29).
  • Buff The move's hitbox is bigger.
  • Nerf Super Sonic's hurtbox is larger, giving him less range overall.

Down aerial

  • Buff The move does 1% more damage per frame (5% → 6%).
  • Buff It lasts 2 frames longer (13 → 15).
  • Neutral Super Sonic's animation auto-transitions into his falling animation.
  • Nerf The move transitions into jump attack 7 frames later when used in the air (14 → 21).
  • Nerf The attack's hitbox is slightly thinner.
  • Nerf Super Sonic does not move around as much as Sonic. This gives him no disjoint on the move's initial frames, and a smaller disjoint later on.

Jump attack

  • Buff The move does 1% more damage per frame (2% → 3%).
  • Buff It lasts 2 frames longer (15 → 17).
    • Buff Even when short-hopped. (10 → 12).
  • Neutral Super Sonic's hurtbox is slightly thinner and taller.

Other animations

  • Nerf Super Sonic's standing hurtbox is taller and bobs up and down.
  • Nerf His crouching hurtbox is taller and slightly wider.
  • Nerf His running hurtbox is very slightly wider and bobs up and down.
  • Buff His falling hurtbox is thinner and slightly taller.
  • Buff His getting hit hurtbox is smaller.

Trivia

  • The original sprite sheet for Super Sonic made by Joe T.E. used for SSF is no longer available in the web, as the sheet was updated sometime later at an unspecified time of the original upload.

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