This updated sprite sheet would be later used in Super Smash Flash 2 for Super Sonic's conversion as Sonic's Final Smash.
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.
The original sprite sheet for Super Sonic made by Joe T.E.
His falling hurtbox is thinner and slightly taller.
His running hurtbox is very slightly wider and bobs up and down.
His crouching hurtbox is taller and slightly wider.
Super Sonic's standing hurtbox is taller and bobs up and down.
Super Sonic's hurtbox is slightly thinner and taller.
The move does more damage per frame (2% → 3%).
This gives him no disjoint on the move's initial frames, and a smaller disjoint later on.
Super Sonic does not move around as much as Sonic.
The attack's hitbox is slightly thinner.
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.
His hurtbox starts small and grows bigger as the move continues, instead of the reverse.
The move transitions into jump attack 7 frames later when used in the air (14 → 21).
This also allows him to frame-skip into his down aerial attack by holding the attack button and direction down.
Super Sonic's animation auto-transitions into his falling animation 8 frames later (12 → 20).
Super Sonic's hurtbox is larger, giving him less range overall.
The move lasts 2 frames shorter (31 → 29).
This makes Super Sonic less susceptible to getting instantly-KO'd.
Super Sonic moves 2 units slower on startup (30 → 28).
The hitbox is repositioned, giving him a slightly better forwards disjoint.
The move's hitbox is significantly thinner, giving less coverage and no backwards disjoint.
The move does more damage per frame (4% → 5%).
Super Sonic does a quick front kick instead of a spinning side kick.
The move's horizontal disjoint lasts for much longer.
The move's attackbox is shorter and gives Super Sonic slightly less vertical range.
The move does more damage per frame (5% → 6%).
He has a slightly faster acceleration rate (0.8 → 0.82).
This also allows Super Sonic to cancel some attacks into others.
This makes some attacks' hitboxes last for more time.
He has a much longer attack length (13 → 20).
He has no movement boost when attacking.
This means his short hop value is also higher (10 → 12).
This makes him more vulnerable to instant-KOs.
Super Sonic maximum movement speed is higher (21 → 22).
Uses the Spin Jump, which looks similar to his down attack as he curls into a ball as spins in the air. Uses the Spin Dash, curling into a ball and propeling forward at high speed, travelling a fixed distance.Įxecutes Sonic Up Draft, performing an arched kick over his head.Īttacks with Sonic Rocket, delivering a long-lasting downward kick. When compared to Sonic's side attack, this attack has less active frames and more ending lag. Performs Sonic Kick, a swift upward kick. Utilizes Sonic Punch, throwing a jab forwards. Hard data Super Sonic's hard data Base info Super Sonic is ranked multiple places higher than Sonic as Super Sonic is much faster and has better finishers than Sonic, despite a slower attack speed and a larger hurtbox. 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 can make up for his range by overwhelming the opponent. Super Sonic can use his Spin Dash to approach whilst dealing damage, and he has some decent finishers. Super Sonic is the fastest character in the game, and he has the attack speed and horizontal speed to prove it.