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In general, Sonic can often win neutral due to his speed and maneuverability onstage with fast attacks that can be used to approach with. This allows the player to not be as easily punished and instead be able to punish their opponent's mistakes.
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Players also run away in one direction and then quickly turn back around to bait opponents or to avoid them altogether rather than roll-dodging. Sonic players often take advantage of a variety of dash-related techniques like dash-dancing and dash canceling, which can be used for mind games during gameplay. Mastering Sonic's speed is important to perform at higher skill levels. The spring that is dropped can be useful both onstage and offstage by allowing him to pressure and gimp opponents, respectively. Spring Jump is a useful recovery that goes very high and is one of the few recovery moves that does not cause helplessness, enabling Sonic to attack and dodge during his descent. It can also be used as a recovery move to grab the ledge. Light Dash is one of Sonic's most reliable KO options, especially when sweetspotted. The mobility of the move combined with Sonic's already impressive speed makes him capable of racking up more damage in a short amount of time, and can clank and cancel out certain moves like Mario's fireball. It also gives him additional protection while chaining into other attacks and recovering. Jumping out of Spin Dash allows Sonic to hop while spinning, making him a jumping hitbox for a brief moment. It hits multiple times and moves faster than his dashing speed, making it a reliable alternative to dashing. Spin Dash allows him to not only move across the stage but also deal damage upon contact. Homing Attack deals consistent damage and homes in on the nearest opponent, making it useful for punishing missed or laggy attacks and breaking edgeguards. Lastly, down aerial is a stall-then-fall, it is Sonic's least effective aerial but it lacks startup, can be useful for combos, and its clean hitbox can meteor smash. Back aerial's clean hitbox is strong, making it one of his few reliable KO options like his up aerial and forward aerial. In certain instances, its sourspot can combo into itself at low percentages thanks to Sonic's fast air speed.
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Forward aerial is useful for starting and finishing combos thanks to its sourspot's launching angle and its sweetspot being a meteor smash. Up aerial has KO potential near the upper blast line and is great for combos, while its minimal lag makes it deceptively safe. Neutral aerial is a great combo starter because of its low landing lag and launching angle. Lastly, forward throw is his least useful throw, as its main purpose is for forcing the opponent away from him. It also has KO potential due to its high base knockback, especially if it is used near the edge. Back throw moves Sonic backward, which makes it useful for setting up for immediate edgeguarding. Down throw sends opponents at a low angle with high base knockback, which makes it excellent for starting combos and tech-chases. It also has KO potential, although it KOs reliably at very high percentages. It has decently damaging combos beginning at 0%, as well as Spring Jump follow-ups beginning at medium percentages. Up throw is a reliable combo starter and can chaingrab fast fallers. Sonic's pummel is quick, allowing him to rack up a fair amount of damage before throwing an opponent. His grab game is average, it is fairly easy to land thanks to his speed. Sonic's neutral attack, tilts, and throws deals decent damage and has minimal lag, making them hard to punish. Additionally, these traits make him able to easily and effectively utilize a rushdown playstyle. With his above-average falling speed, Sonic can travel across the stage at a blinding speed despite his average gravity and slow air acceleration. He unsurprisingly has the fastest dashing speed and among the fastest walking and air speeds in the game. Sonic is a middleweight who has outstanding mobility like in his home series. Attributes See also: Sonic (Super Smash Flash 2)/Hard data