Unlock Characters In Super Smash Bros Brawl
Junichi Kanemaru Sonic The Hedgehog ( ソニック・ザ・ヘッジホッグ, Sonikku za Hejjihoggu) is a character from who appears in as one of the two third-party characters, the other being. Sonic has the fastest dash speed in the game.
There are a ton of sercet characters that can be unlocked in Super Smash bros Brawl. Almost all of these characters will join your roster as you proceed thought the Subspace adventure mode. Once a character appears in a cut scene they will join your party in the adventure mode. Falco - Play 10 matches in Smash mode OR complete Classic mode on any difficulty. Wario - Play 20 matches in Smash mode OR complete 100 Man Smash. Lucina - Play 30 matches in Smash mode OR complete Classic mode on 5.5 difficulty or higher. Dark Pit - Play 40 matches in Smash mode OR complete All-Star mode on Normal.
Sonic dashes so fast that when wearing a, he can outrace both the track and the water slope on, to the point of. Sonic is currently placed 22nd on the Brawl tier list due to having very few killing moves, and being lightweighted.
Sonic has moved up from his last place in the tier list along with Olimar for showing a good selection of fast attacks, speed and recovery. Contents [] How to Unlock Sonic can be unlocked doing any one of these four tasks: • Play 300 Brawls, then defeat Sonic. • Complete with 10 characters, then defeat Sonic. • Fight for 10 hours or more (cumulative between multiple players) in Brawls, then defeat Sonic.
• Have Sonic join the player's party in the. Note: Unless he is unlocked in the Subspace Emissary, the player will have to face Sonic in a Brawl in upon achieving any one of the above tasks. Attributes Sonic is the fastest character in the game, in regards to movement speed (fastest dash speed, sixth fastest air speed, and very fast rolls).
However, only about half of his moveset has speed to match, none of them being killing moves. Sonic's relatively small hitboxes and lack of a projectile (excluding his 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.
His ability to (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 has enough priority to clank and cancel out the effects of certain projectiles, such as. His tremendous running speed, combined with his special, Spring Jump, and Down Aerial give him excellent follow up ability on pretty much every character. Even 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.
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. All of Sonic's Smash Attacks have too much start-up time to be reliable finishers. 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 () should an opponent be off the stage with him. 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. Sonic also has surprising survivability despite being a lightweight by nature.
His and Spin Dash serve as excellent, 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'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. Sonic can remain in the air indefinitely with careful use of his, Homing Attack, and with proper placement can either stage spike or gimp in this manner. 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 ) can be caught off guard for either a kill or a tactical advantage. 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. Sonic has good punishment options. Many of Sonic's moves use the same spinning ball animation, making him a very difficult character to predict.
Unlike some characters however, practice is required to fully unlock Sonic's punishment potential. 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. Sonic can cancel any of his Spin Dashes into a shield, Spin Dash from the ground and Spin Charge from the air. This allows Sonic to 'fake-out' his opponents, causing them to make hasty moves on which Sonic can capitalize on. When an opponent goes into their knockdown animation, Sonic's superior punishment comes into play.
By moving closer to the opponent, then stopping just outside their range, Sonic has the edge. Because of his speed, if they roll towards Sonic, away from Sonic or use their Floor Attack, Sonic can grab them as they finish their move. Sonic is surprisingly easy to grab out of his attacks, because many of his moves launch him straight at opponents, only to have Sonic finish the move next to the opponent. Mastering Sonic's running game is crucial to Sonic's ability to perform at higher levels, and is one of the factors that makes him so difficult to play competitively.
Sonic users take advantage of a variety of dash or dash-related techniques that are seldom used by other characters. Dash Dancing is much less useful in Brawl than it was in Melee, but it can be extremely useful for fake-outs in Sonic's gameplay, such as by running in one direction and then quickly turning the other way around to bait an opponent or catch him/her off-guard. It is often regarded by Sonic players that it is better to run away from the opponent and run back than to use roll-dodges to avoid opponent. This allows to avoid damage, not be as easily punished, have more control over actions, and be able to punish opponent's attacks. Dash-Dance Pivots (Foxtrot away from opponent, then quickly Dash-Dance backwards) are particularly effective for this, as they can cause almost immediate turnarounds, and then grabs can then be used to punish opponents. Download diccionario maria moliner pdf files.
Moveset Ground Attacks Normal • Neutral Attack - A left-handed punch, then a right-handed punch, then finally a side kick with the right leg. Can jab lock the first and second punch, much like Snake's neutral A. No lag, but extremely poor range. • Dash Attack - Rolls into a ball to hit anyone in his way, similar to his Spin Attack in most Sonic games. In Sonic the Hedgehog, Sonic does a similar running attack. Difficult to punish, even when shielded. • Side Tilt - Sticks out both of his feet, with both of his hands planted on the ground.
Its appearance and knockback are comparable to Pikachu's Forward Tilt in Melee. 11% damage, in two hits. Decent in-close defensive move. Originates from Sonic Fighters/Championship • Up Tilt - Kicks upward twice, but it hits three times, with its appearance comparable to Up Smash. Decent knockback. 14% damage if all three hits connect (3% on the first hit, 4% on the second hit, and 7% on the third hit).
• Down Tilt - Leg Throw - Foot sweep. Its appearance and knockback are comparable to Sheik's Down Tilt in Melee. Can trip at tip, be used to, and/or combine with itself or other attacks well at early percents due to frames.
Originates from Sonic Fighters/Championship. Smash • Side Smash - Windup Punch - Winds up his arm during the charge and attacks with a slow punch and yells 'GO!'
It has good knockback, yet poor range and slow speed are barriers, preventing it to be reliable. Can be angled. Tip of fist has high enough priority to clank with swords, and can punch through. 14-20% damage.
Originates from Sonic Fighters/Championship • Up Smash - Sonic does a short jump and hangs at its apex for a bit doing a spin. Enemies that get hit are caught into this attack, and gets hit multiple times until the final hit, which does low knockback. Dreadful lag time makes it very punishable. On the upside, it has a somewhat unpredictable nature if dashing and from long-range due to Sonic's speed, which works great to land in a hit from a distance.
Has minor properties towards the back of the move, around the 6th and 7th hits. Do not try to use this attack as a KO move because of its lackluster power.
However if used effectively, it works well as a damage builder. Also is useful as an Out of Shield dodging technique. 14-20% damage if all hits connect, which is unlikely, because opponents with medium to somewhat high damage (starting with about 50% or so) tend to escape during the attack, even if they don't use. • Down Smash - Spin Dashes back and forth over a short distance around him. It has good knockback, and decent range, but its slow start-up prevents it from being a reliable finisher.
Presents a moving hurtbox for Sonic, and works well on opponents descending onto Sonic. Possesses three hitboxes, 1st with good knockback and the last hit having no KO power. 12-19% damage. Other • Ledge Attack - Gets up onto stage with a sort of flip-spin attack, returning to near the edge afterward. This attack resembles his 'cliffhanger flip' attack in Sonic Spinball. • 100% Ledge Attack - Sticks out foot then the other while on his back, two consecutive hits. The first hit rarely follows into the next, though.
• Floor Attack - Quick foot sweep, hits both sides. Aerial Attacks • Neutral Aerial - Spins in place. Properties are similar to the properties of the.
Low priority. This attack is more effective as a short hop aerial as opposed to high in the air, because its long animation can be punished easily. This move looks similar to his basic jump, which may be referencing the fact that in the classic Sonic games, Sonic only needed to jump in order to damage an enemy. Since jumping cannot damage in Brawl, this move simply accentuates his spinning motion to turn it into an attack that looks similar to his jump.
• Forward Aerial - Drills at the enemy head first rotating his body, delivering multiple hits. Similar to /. Below average knockback, but is an excellent follow-up move out of throws and easy to follow-up on. Instantaneous start-up.
Can also be effective when trying to gimp recoveries. Up to 14% damage. The player should be careful using it too close to the ground, as it has terrible lag should Sonic touch the ground before he finishes the attack. • Back Aerial - Kicks behind him.
Appearance and knockback are comparable to. One of Sonic's best killing moves. However, it's too slow and has too low range to be a reliable KO move. • Up Aerial - First he splits his legs apart and out, being capable of hitting enemies a bit to his sides doing no significant knockback. Then he kicks up, knocking his opponents up with decent knockback.
Good for juggling out of Spin Dash Moves at early-mid percents. Has the most priority of any of Sonic's attacks. Its lag is minimal, even when landing on the ground Sonic doesn't suffer any lag, and can follow through with another. • Down Aerial - A Stall-Then-Fall aerial.
Sonic stalls for a brief moment, then shoots downwards foot first. Tanaka t22 hd. Appearance is comparable to. This attack does not continue downwards until landing, but it does go down very far before stopping. After some frames it can be cancelled with a. It has a good amount of lag when hitting the ground if not performed from high enough. Knockback is either diagonally vertical, or slightly down and horizontal at onset of move. Grabs and Throws • Pummel - Knees the opponent.
One of the fastest pummels in the game. • Forward Throw - Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up Aerial juggles, but it can be heavily DI'ed backwards. • Back Throw - Does a back flip while holding the opponent and slams them on the ground, sending them backwards with average knockback.
Appearance is similar to Pikachu's Back Throw in Melee. • Up Throw - Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is shot upwards and at an angle. Excellent juggle early on, and great for follow-ups with Spring Jump later, though advanced players will horizontally DI. This throw is one of the most damaging in the game percentage wise, and its knockback can KO lightweights at high percents.
12% damage in two quick hits. • Down Throw - Throws them down and spins on them, similar to Down Throw. Then he knocks them a bit forward against the stage. Does a good amount of damage but has set horizontal knockback.
Great for tech chasing or for getting opponents off the edge. This can be followed up with a DACUS as well.
Special Moves • Sonic enters the stage in ball form from the foreground and gives a thumbs-up. • Turns towards/away from the player, waving his finger in a patronizing manner while grinning. This is the same as the final part of his promotion video on the DOJO website before he takes off. He also did this on the title screen for a few of his games. • Taps his foot impatiently. This is similar to his idle animation from the classic Sonic The Hedgehog games for the Sega Genesis.
Super Smash Bros Brawl Online Game
Sonic waving his finger Sonic tapping his foot impatiently • Does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses. • Does a figure-eight peelout dash, similar to the Super Peel Out technique from Sonic the Hedgehog CD, saying 'You're too slow!' In a teasing manner. • Performs a breakdancing spin while saying 'Come on, step it up!' Up Taunt Side Taunt Down Taunt 'Go, Go Sonic!' • He break-dances and then does a pose with his fist, and says 'Hey, we should do this again sometime!'
• He spins once and poses while holding the blue Chaos Emerald in his hand, and says 'Too easy! Piece of cake!' • Runs off the screen, screeches back, and gives a thumbs-up, and says 'Sonic's the name, speed's my game!'
Sonic Breakdancing Sonic pulling out a Chaos Emerald Sonic running In competitive play.
Contents • • • • • • • • [ ] Each character can be unlocked via any one of three methods: by playing a given number of, in the mode, or by meeting a different unlock requirement. When unlocked through the Subspace Emissary, the character is immediately playable; when using a different unlock method, they must first be defeated in a one-stock match. Character How to unlock Subspace Emissary stage Vs. Matches Reflect 10 projectiles 5 Beat Classic Mode 10 Beat Classic Mode without continuing Subspace (Part I) 22 Beat 100-Man Brawl 50 Beat Classic on Normal+ difficulty within 12 minutes 70 Complete all target smash difficulties with any single character 100 Play 15 matches on 130 Collect 250 different trophies 160 Beat Classic with or on Hard+ difficulty Rescue Zelda and Link in 200 Beat Target Test with 30+ characters 250 Beat Classic with 10+ characters, play 10 hours of Vs. Matches 300 Beat 20 Event Matches after Subspace Emissary Find in a secret door in after completing the Subspace Emissary and defeat 350 Beat Classic Mode after completing Subspace Emissary Find in a secret door in after completing the Subspace Emissary and defeat 400 Beat Boss Battles with or Find in a secret door in after completing the Subspace Emissary and defeat 450 [ ] Stage How to unlock Use 20 times in Vs. Matches Use three times in Vs.
Matches Clear the ' event Clear the ' event Clear the ' event Unlock Unlock Unlock Play on the Melee Stages 10 times in Vs. Mode Play as 20 times in Vs. Matches Play as 10 times in Vs. Matches Play on the stage 10 times in Vs. Matches [ ] Mode How to unlock Beat Classic Mode and the Subspace Emissary Unlock all Characters More Rules Earn a total of 200 KOs in Brawls Random Stage Switch Unlock all stages levels Play the level in Mode [ ] Character How to unlock Obtain 25 Unlock Play 300 Play 200 Brawls Play 100 Brawls Unlock [ ] Game How to unlock Have 10 hours of play time Win five times as Play on three times Have join your team in Use in 10 vs. Battles Parts [ ] Edit Part How to unlock Edit Parts A Play 10 vs. Matches on custom stages Edit Parts B Create five custom stages (excluding sample stages) Edit Parts C Create 15 custom stages (excluding sample stages),,, and more [ ] See.
Anything not listed in the article or above is unlocked through other random means, such as the. See also [ ] • • • •.