Welcome to the competitive Sonic amiibo training guide! Since this is the competitive training guide, we’re going to be using equipment. If you’re not completely up to speed with stats and bonuses, and would rather open your heart to a vanilla amiibo without equipment, check out the casual Sonic training guide instead.
You know what they say, live and learn – if you somehow haven’t heard that idiom before, it’s what you say when you learn something from an unpleasant experience. And this phrase sums up Sonic’s amiibo quite well – in the early days of the amiibo metagame, he was seen as a hopeless character whose AI was impossible to work with. But thankfully, after the ban of Critical hits and Explosive perfect shield, trainers began to teach their amiibo to use tilts and jabs instead of just smash attacks. This increased Sonic’s viability, and he’s now a decent character who can definitely work wonders in the right hands.
This guide is up-to-date as of version 1.1.6 of Super Smash Bros. for Wii U and Nintendo 3DS.
Table of Contents
- Section 1: Amiibo Overview / Pros & Cons
- Section 2: Recommended Equipment
- Section 3: Leveling up your Amiibo
- Section 4: Post Level-50 Training
- Section 5: Conclusion & Credits
In the competitive amiibo metagame, Sonic was previously seen as a horrible character with zero potential. This was eventually proven wrong when many trainers opened their hearts to this fighter and gave him a shot – and as it turns out, Sonic does have potential after all. He possesses a speedy set of smash attacks: his forward smash is a wind-up punch with high knockback growth and deceptively long range, while his up smash and down smash are weaker options that still come in handy in specific situations. Sonic’s tilts and jabs are quick, low-risk moves that help him rack up damage fast. He’s also got a decent recovery that grants him acceptable vertical distance.
For better or worse, Sonic’s amiibo tendencies line up perfectly with his own personality – he likes to do things his own way, and makes rash decisions that sometimes end in harsh consequences. One of these rash decisions is the fact that he persistently tries to combo using Spin Dash and Spin Charge, but fails miserably and gets punished in return. He’s also insistent on using up throw to Homing Attack, but this never works against any opponent. This combo is coded into Sonic’s AI, for whatever reason, so there’s no way to get him to stop this without the help of custom moves. Sonic also doesn’t like staying grounded – he tends to spam aerial moves, his forward aerial most of all. His attacks, save for his forward smash, are also somewhat weak, and he often struggles to seal the deal against an injured opponent.
Sonic, along with Pac-Man and Donkey Kong, are examples of “rogue” amiibo – fighters who everyone underestimates at first. Eventually, it’s revealed that these characters have a niche in the metagame after all. It just goes to show you that every amiibo has potential – and the low-tier characters are simply ones we haven’t quite figured out yet.
Sonic – Recommended Stats & Bonuses
Before we can start training your Sonic amiibo, he’ll need a setup of stats and bonus effects to work with. When equipping your amiibo, it’s important that you have a game plan well in advance – if you carelessly slap random pieces of equipment onto your amiibo, it’s not going to work very well. That being said, properly feeding an amiibo can be complicated to someone who hasn’t done it before – that’s why this section is dedicated to telling you how to properly equip your amiibo. Here’s my recommended loadout for Sonic:
Point Distribution: +80 Attack / +80 Defense / -40 Speed
Sonic is fast. Really fast. So fast, in fact, that his amiibo doesn’t know what to do with its speed. Taking 40 points out of his speed is therefore a fine option, especially since his attack and defense are greatly boosted in exchange.
- Hyper Smash Attacks
- Improved Escapability
Slot number one is dedicated to Lifesteal. Sonic’s moves are all fairly quick, so with Lifesteal, he’ll have many opportunities to heal back his damage. Slot two is a bit of an odd one – Hyper smash attacks. Though the bonus’ in-game description says it powers up fully charged smash attacks, it actually does something different. It increases the power of all smash attacks by 30% – this has been tested and proven. Hyper smash attacks will give a great boost to Sonic’s forward smash, making it an even more threatening KO move. Slot three is Improved escapability, which is an absolute must on any amiibo. It will enable your Sonic to escape from grabs, freezing, and paralysis twice as fast.
Sonic – Recommended Custom Moves
Originally, we all thought Sonic’s custom moves weren’t worth a second look. But upon further testing and inspection, some of his customs turned out worthwhile after all! Here is my recommended setup of custom moves for Sonic:
Neutral Special (Homing Attack): Stomp
- There are two custom versions of this move: Stomp and Surprise Attack. The former lacks the homing attack, and instead rises before quickly falling and damaging opponents. It also has a meteor effect. Surprise Attack, on the other hand, is a faster but weaker version of the default move. Your best bet is Stomp – Sonic will often get himself in trouble by using Homing Attack at the wrong time, and Stomp can help fix this issue due to its increased speed.
Side Special (Spin Dash): Burning Spin Dash
- Sonic’s other side special options are Hammer Spin Dash and Burning Spin Dash. Hammer Spin Dash has a meteor effect, while Burning Spin Dash has a fire effect. The combo potential of the default move may sound appealing on paper, but Sonic will often get punished for using it. The safest option is Burning Spin Dash. His AI may sometimes roll off-stage using Burning Spin Dash, but worry not, your Sonic will always recover back without issue. This will also confuse the opponent and can potentially put them in an unfavorable situation.
Up Special (Spring Jump): Spring Jump OR Double Spring
- Along with the default Spring Jump, there’s also Springing Headbutt and Double Spring. The first one, Springing Headbutt, has increased attack power, but its distance is shortened. The second one, Double Spring, allows Sonic to jump off of two springs instead of just one. It grants less vertical distance, but improves Sonic’s horizontal recovery. You could go with either Spring Jump or Double Spring for this one – if vertical recovery is more important to you, choose Spring Jump. If you’d prefer horizontal recovery, go with Double Spring.
Down Special (Spin Charge): Spin Charge
- In addition to the default version of the move, there’s also Auto-Spin Charge and Gravitational Charge. Auto-Spin Charge charges automatically, but is weaker, whereas Gravitational Charge pulls opponents in and also deals less damage. Neither of these two custom moves are any good, so your best bet is the default Spin Charge.
Feeding your Amiibo
With my recommended loadout for Sonic out of the way, it’s time to go ahead and actually feed your amiibo his required equipment pieces. From this point on, I’m going to assume that you’re on board with my recommendations for stats and bonuses. For this step, you don’t need to worry about your amiibo’s current level – if he’s already been trained, don’t reset it just to use this guide. It doesn’t matter what level your amiibo is currently at – the feeding techniques and strategies I’m about to explain will work on it just the same.
Step 1: Equipping Bonus Effects
First things first, bonus effects. Click the “Feed Equipment” option from the menu, and sort your equipment stash alphabetically. You’ll be looking for three specific prefixes on your equipment pieces: “Vampire” for Lifesteal, “Hyper Smasher” for Hyper smash attacks, and “Escape Artist” for Improved escapability. If needed, you can look at the image above for a visual example. If you realize you’re missing one of the necessary bonuses, leave a slot blank, and you can update your amiibo with his missing bonus effect later. If you’d like more information on amiibo equipment, including how to farm for bonus effects and custom moves, I recommend you check out this page before continuing on.
Step 2: Rounding Out Stat Values
For many, this is the most difficult step: evenly distributing your amiibo’s stat points. The goal is to give your amiibo 80 points attack, 80 points defense, and -40 points speed. Don’t worry if you end up with, say, 86 points attack, 72 points defense, and -38 points speed. We’re aiming for a ballpark range. If you don’t know this already, each piece of equipment has one of three different colors: orange, blue, or green. Orange pieces will increase an amiibo’s attack power, but decrease its defense. Blue pieces will increase its defense, but lower its speed. A green piece will increase its speed, but lower its strength. You’ll need to use these equipment pieces to balance your amiibo’s stats to the values you want them to be.
Step 3: When Your Amiibo Gets Full
At some point as you feed your amiibo, it’ll become full and won’t be able to eat any more equipment. Normally, you’d have to battle your amiibo to continue the feeding process, but luckily, there’s an exploit to this limitation that was brought to light by Amiibo Trainer (a now-defunct amiibo training website). If you take your full (as in, can’t ‘eat’ any more equipment) amiibo into a 1-stock match and immediately run off the stage to KO yourself when the game begins, you’ll be able to feed it again once the match ends. Now, as you may or may not know, an amiibo can’t learn to KO itself – and since that’s the only thing you’re doing in this kind of match, your amiibo learns absolutely nothing. This has no effect on its tendencies, no matter how many times you repeat it.
Why is this trick relevant, you ask? Well, when your amiibo does become full (it’ll happen eventually), you probably won’t yet be done adjusting its point values. If you were to play a legitimate match with your amiibo at this point, it would start to adapt to its new spread, only for it to be changed again the next round, which would confuse your Sonic so early into his training. That’s why we KO ourselves – the match will have ended too quickly for your amiibo to adapt. Oh, and it saves time, so there’s that too.
Completing the Feeding Process
Once your amiibo is all set with its points, bonuses, and custom moves, you’ll be ready to begin your training (or continue your training, if your amiibo is already Level 50!) If you run into a problem of some sort that you can’t resolve, you can always join the community Discord server to ask a question.
Raising your Amiibo to Level 50
Note: If your Sonic amiibo is already Level 50, please don’t reset him just to use this guide. Instead, skip to Section 4, where we talk about how to improve a Level 50 amiibo. If your Sonic is fresh out of the box or isn’t Level 50 yet, keep reading this section.
Not going to lie – raising an amiibo to Level 50 is the most tedious part of the job. It gets much more interesting once your amiibo reaches Level 50. Even so, it’s a necessary evil, so we may as well do it the right way. You’ll be mirror matching your amiibo until it reaches Level 50. A “mirror match” is when you fight your amiibo while playing as its character – so in this case, you’ll be fighting as Sonic. I recommend playing timed matches (anywhere from 3 to 5 minutes will do) on Ω-form stages only. Here are some tips and tricks you should play by during training to ensure your amiibo’s success:
Amiibo Training Tips (Defensive)
Like I said before, you should be mirror matching your amiibo all the way to Level 50. I’ve talked a bit about defense in this guide, and yes – defense is a key factor in raising a champion amiibo. If you can teach your amiibo to rely on its shield and dodges, and to stay grounded at all times, it’ll have a good chance at doing well in the competitive metagame. Here’s a list of defensive training tips you should be using.
- Do not jump or use aerials. Amiibo can be trained to react to incoming attacks within a fraction of a second. If your amiibo is airborne, it can’t block at all, so if it misses an aerial move, it’ll be left vulnerable. Remaining grounded at all times is every amiibo’s best option and safest playstyle. As many tournaments have shown, amiibo who rely on air attacks don’t perform well at all compared to those who are taught to play defensively.
- Play defensively. Since amiibo can react so quickly, why throw out attacks when you can just shield instead? After blocking an attack, your amiibo will have a great opportunity to strike back with a move of its own. Counterattacking is an important concept that often is the deciding factor of tournament matches. Try perfect shielding your amiibo’s moves and responding with an attack.
- Don’t make any attempt to combo. Amiibo can only use combos that are hard-coded into their AI, and even these combos aren’t that effective in the amiibo metagame. Plus, since amiibo can block and dodge faster than any human, combos will be ineffective in an amiibo vs. amiibo matchup. Focus on well-timed heavy hits and counterattacks instead.
- Don’t be too picky. If you mess up during training, don’t get offput and reset your amiibo. In fact, you should never reset your amiibo, because it’s always possible to correct its bad habits. If you do make a mistake, shrug it off and just keep going. The level-up process isn’t too important; at the end of the day, it’s the training you execute on your amiibo after it has reached Level 50 that counts.
Amiibo Training Tips (Character-Specific)
In addition to the aforementioned defensive tips, you should be playing by the following ones as well. They’re all about moves, habits, and tendencies that work best for Sonic, and are specific to him as a character.
- Rack up damage with jabs and tilts. In the same vein as Link and Pac-Man, Sonic’s jab is very fast, and is effective at racking up a lot of damage in a short span of time. His jab is his most reliable neutral option, but his forward tilt is another good attack that can be used as well.
- Do not use any special moves. If Sonic uses any of his special moves during battle, he’s going to be in trouble. They aren’t well suited to an amiibo’s naturally defensive playstyle. The only exception to this rule is up special – if you use that to recover, you’re fine.
- Punish your amiibo whenever it uses forward aerial. Of all moves in Sonic’s arsenal, forward aerial is the one that’s most likely going to cause a problem for you. He may learn to spam it relentlessly, and once he starts, it’s difficult to get him to stop. Whenever your Sonic uses forward aerial, be sure to either dodge the attack or hit him with an attack.
- KO your amiibo with forward smash. It’s Sonic’s most reliable KO option thanks to its high speed and kill potential. His down smash isn’t bad, but it’s less effective than forward smash. Don’t prioritize this move – stick to forward smash as your primary KOing option.
f you started reading this guide with a Level 1 amiibo, it will take some time for it to reach Level 50. If your amiibo started anywhere in between, it shouldn’t take too long depending on how much training it had prior to this guide. As long as you play by these tips, you will be creating a strong foundation for your amiibo to build on later. Keep in mind that you can refer back to this list at any time in case you want to mirror match your amiibo to refresh its skills after it hits Level 50.
When your Sonic amiibo does reach Level 50, don’t assume that your training is done. In fact, it will have just begun. When you are finished leveling up your amiibo, we will move on to the most important section in the guide – honing your Level 50 amiibo’s skills and turning it into a champion!
Post-Level 50 Training
Your Sonic amiibo is now Level 50! Now things get interesting. Of course, you can’t take a fresh Level 50 amiibo, enter it into a tournament, and expect to win – just like a real player, your amiibo will need additional practice, training sessions, and match experience in order to truly become strong.
Your Amiibo’s Match Experience
In an amiibo tournament, you never know what character your Sonic will be up against. It’s important that he knows how to handle each and every one. Some fighters even have mechanics unique to them – for example, Lucario’s aura skill and Robin’s tome and sword durability. If you have other amiibo, train them up with my guides. If you have any friends with amiibo, call them over and have a personal tourney. The idea is to get your amiibo exposed to as many other amiibo fighters as possible.
Mirror Matches, Defense, and Counterattacks
But as your amiibo fights other characters, its own skills will be slowly worn down over time. Don’t get me wrong, match experience is great – but your Sonic will require your intervention now and then in order to be successful. Mirror matching your amiibo every so often is a great way to refresh its skills. Remember Section 3 of this guide? We went over a list of tips you should use as you mirror match your amiibo. Refer back to that list if you want to. Be sure to stay on the ground at all times, and to play defensively.
Speaking of playing defensively, now that your amiibo is Level 50, you can put it through some advanced defensive training. The aptly-named defensive training session will help your amiibo to more accurately block incoming attacks and then counter with a move of its own. It’s also a great way to refresh your amiibo’s skills, in addition to the mirror match above. To keep your amiibo fresh and at its best, repeat both mirror matches and the defensive training session as needed.
Training a champion amiibo isn’t a simple feat, and it certainly isn’t as easy as following a step-by-step guide. It requires innovation, creativity, and a lot of patience. Amiibo are finicky things at times, and yours will likely develop at habit you aren’t so fond of. It might use too many aerials, or walk right into attacks. Luckily, I’ve set up some resources that will help you to correct these problems. The FAQ will answer most of your questions, but if your question isn’t there, you can either join the community Discord server to ask the community, or you could use the forums instead.
Thank you so much for reading all the way to the end of the guide! I hope it helped you start your training on the right foot. Again, if you run into any roadblocks along the way, check out either Discord or the forums (or both!).
If your desire to read amiibo training guides and articles hasn’t been completely satisfied, there are some more posts here at Cloud Nine that you might like. The official amiibo tier list ranks every amiibo’s overall capabilities, and you might learn something new if you take a look at it. The FAQ is another good resource worth checking out. Alternatively, you can head to my master list of guides for even more amiibo training methods!
Big thanks to Trainer Blue for revising the Amiibo Dojo’s old Sonic guide and revitalizing it with some information. All of the images you see on this guide were taken in-game by me (Cloud).