Smash Ultimate · High Tier

Sonic Balance Changes

Spin Dash and Spin Charge outmanoeuvre practically the whole cast with no end lag while running, and both of Sonic's key aerials convert into combos or early kills.

Tier High Tier
Direction Nerfs
Proposed changes 3 · 3 nerf

Balance Philosophy

Nerf around three moves per character that are too oppressive inside an already strong kit. Not every suggestion needs to be implemented.

Proposed Changes

Each entry lists the move or ability affected, the adjustment itself, and — where the analysis states one — the problem it is meant to solve and the reasoning behind it.

  1. Side special / down special

    Nerf
    Proposed adjustment
    End lag increased to frame 4 on both.
    Current issue
    They outmanoeuvre practically every character while having no end lag in use, producing combos from anywhere on stage.
  2. Up air

    Nerf
    Proposed adjustment
    Start up increased to frames 7-17.
    Current issue
    It combos into itself or into his other aerials and has a good hitbox.
  3. Forward air

    Nerf
    Proposed adjustment
    Start up increased to frame 7.
    Current issue
    It is used in combos and for early kills offstage.

Every Character In One Place

Sonic is one of Smash Ultimate's entries — the full tier-by-tier breakdown covers the whole roster.