Table of Contents
- Section 1: Guide Introduction
- Section 2: Amiibo Overview / Pros & Cons
- Section 3: Recommended Equipment
- Section 4: Leveling up your Amiibo
- Section 5: Post Level-50 Training
- Section 6: Conclusion & Credits
Welcome to Amiibo Dojo’s Sonic character guide!
To start off, I’d like to thank you for taking the time to read this guide – your support is very much appreciated.
Sonic the Hedgehog is the fastest hero in the world, famous for his supersonic speed, iconic blue spikes, and red shoes. With a super cool attitude and easy-going demeanor, Sonic has a love for freedom and adventure. Spinning head-on into trouble to defeat the evil forces of Dr. Eggman, for Sonic saving the world is the name of the game.
In the amiibo metagame, Sonic isn’t seen all that often. He behaves very erratically, and defies the fundamentals of amiibo training, which turns many trainers off to this fighter. You see, with almost every amiibo character, defense is the best option – but Sonic is different. True to his home series, he prefers to zip around the stage and use his blazing speed to disorient opponents. Let’s kick the guide off by going over Sonic’s in-battle strengths and weaknesses!
Please note: Although all of the information in this guide is 100% accurate, it may be revised in the future if there are further game updates to Super Smash Bros.
Many amiibo trainers are content with throwing Sonic to the wind without even considering his true capabilities. As you may know, I see potential within each and every character, and this one is no exception. Sonic has some surprisingly powerful advantages that set him apart from the rest of the cast. First and most notable is his incredible mobility – he’s the fastest character in Super Smash Bros., and can very easily evade enemy attacks. Next, he’s got a pretty good set of smash attacks – they do lack range, but are backed with decent strength and serve their purpose well enough. Sonic’s recovery is quite nifty, too – it grants him great vertical distance, but is lacking in horizontal distance. Sonic’s back throw also possesses KO potential, classifying it as a kill throw.
However, Sonic suffers from several crippling flaws in his AI. If not trained carefully, he may overuse down smash, Spin Dash, Spin Charge, and / or his forward aerial. To add to these problems, he often tries to use an ineffective combo: up throw to neutral special, which literally never works. Sonic’s moveset also lacks range, and the amiibo will often narrowly miss an attack and leave itself vulnerable. Finally, this amiibo is just plain difficult to train – it’s as I said before: since Sonic goes against the conventions of amiibo training, many trainers get frustrated with the character and quit.
In order to train a great Sonic amiibo, you have to think outside the box. What works with almost every other character doesn’t work with this one, so you’ll need to train him creatively. With Sonic, there are endless possibilities – reach for the stars with this amiibo – although they look pretty far away.
Sonic – Recommended Stats & Bonuses
I’ve said multiple times in this guide that Sonic does not respond very well to defense. It’s almost as though training him to use his shield makes him want to do the opposite. This frustrated me during my training sessions with him, but I ended up going with my heart and trying many different point distributions and bonus combinations, but none worked…that is, until Amiibo Trainer released information on the “Running Man” setup. I decided to try this new build on Sonic, and not only does it work, but it perfectly fits his confident personality.
Point Distribution: +30 Attack / +30 Defense / +60 Speed
Even though Sonic can already roll around at the speed of sound, this stat spread focuses on making your amiibo really fast, while respectably boosting attack and defense as well.
- Crash run
- Skating traction
This is the brilliant “Running Man setup” that Amiibo Trainer put together. And with their permission, I’m relaying it to you guys. This is a unique build based around Crash run, which will allow your amiibo to attack by running into opponents. Skating traction further increases Sonic’s speed, bolstering his ability to zip around and inflict damage. Lifesteal completes the set, offering a chance of restoring health with every successful hit.
Feeding your Amiibo
It’s time to start feeding your amiibo equipment! Please be aware that, for this part, I’m going to assume you’re going with my recommendations for stats and bonuses.Once you’re ready to begin, open the game, navigate to Games & More, and then to the amiibo section. Scan in your Sonic amiibo, and you’ll see a status screen that details his stats and bonus effects.
There are a few things I want to mention before we continue. First, don’t worry about your amiibo’s current level, and definitely don’t reset it just to use this guide. Just like an old dog can learn new tricks, a Level 50 amiibo can adapt to newly added or changed equipment. It can be Level 1, Level 50, or anywhere in between – whichever the case, the feeding method I’m about to explain will work on your amiibo.
Step 1: Equipping Bonus Effects
The first thing we’re going to do is give your amiibo its three bonus effects. Click the “Feed Equipment” option from the menu, and sort your equipment stash alphabetically. You’re going to be searching for three specific “prefixes” on your equipment pieces: “Speed Crasher”, “Speed Skater”, and “Vampire”. You can look at the image above for a visual example. If you realize you don’t have one of these bonuses, leave one of the slots blank, and you can feed your Sonic the missing bonus later.
Step 2: Rounding Out Stat Values
For many people, this is the most difficult step: rounding out your amiibo’s points. The goal is to give your amiibo 40 points attack, 70 points defense, and 10 points speed. Don’t worry if you end up with, say, 36 points attack, 76 points defense, and 8 points speed. We’re aiming for a ballpark range here.
If you don’t know this already, each piece of equipment has a different color: 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.
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 that was brought to light by Amiibo Trainer. If you take your full amiibo into a 1-stock match and immediately run off the stage and KO yourself when the game begins, you’ll be able to feed it again once the match ends. Now, as you may 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 nothing. It 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 points. 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. 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
If you’ve been using this guide correctly, your amiibo should be complete with its stats and bonuses. If your Sonic is all set and ready to go, great – you can move onto the next section to begin your training (or continue it, if your amiibo is already Level 50)! If it’s not all set and ready to go, and there’s a problem of some sort you can’t resolve, I can help you out! Don’t be shy: you can send an email to firstname.lastname@example.org anytime explaining your issue, and I’ll give you personal advice to correct it. Emailing me is free, and I don’t get annoyed by repeated messages, so you don’t need to worry about that.
Note: If your Sonic amiibo is already Level 50, and you want to further improve his abilities, please skip to Section 5. If your amiibo is not yet Level 50, keep reading this section!
Raising your Amiibo to Level 50
Raising an amiibo to Level 50 is quite simple, but can take some time. You’re going to mirror match your Sonic amiibo until its level maxes out. If you don’t know by now, a “mirror match”, also known as a “ditto”, is when you play as the character that is your amiibo – in this case, you’ll be playing as Sonic. As for the stage to play on…we want the amiibo to focus on fighting, not dodging stage hazards, so I recommend playing on Ω-form stages only. Timed matches (3 to 5 minutes) will also help add consistency and structure to your sessions. You may also find success by equipping yourself with Crash run and increased points in speed.
I want to be as specific as possible in this section so that you know exactly what steps to take here – to help you out, I’ve put together a big list of tips you can use to maximize your amiibo’s potential. These tips are going to be different from the norm (since almost all of my other guides talk defense), so prepare to have some fun – I actually really love training amiibo with the Running Man setup we talked about earlier.
Amiibo Training Tips (Aggressive)
As I said before, you should be mirror matching your amiibo all the way to Level 50. This list of tips will help you – as long as you’re faithful to them, your amiibo will start off very strong.
- Zip around the stage, and use Crash run to start combos. The longer your dash is, the more damage Crash run will deal. Amiibo have trouble blocking this move because they don’t expect a running charge to hurt them – that’s part of why this setup works, so you’ll need to teach your Sonic amiibo to run from side to side, confusing his opponent (we’ll talk more about combos later).
- Try your best to keep moving the entire time. One major obstacle you’ll end up running into with Sonic is his matchup against defensive amiibo. You see, amiibo who practice defense are perfectly content with just standing around, and this behavior may force your Sonic to slow down and lose control of the game. If you keep moving at all times, your Sonic will learn to do the same in battles against other amiibo. It is very important that he controls the pace of the game.
Amiibo Training Tips (Character-Specific)
In addition to the aforementioned defensive tips, you should be playing be 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.
- Rely on Crash run combos and running attacks to rack up damage and KO. This is one of the few characters that I’ll tell you not to worry about using smash attacks with. The Running Man setup is meant to take foes by surprise, so fast combos and attacks will be your best bet.
- Use Crash run to set up combos. They’re a bit unorthodox compared to “real” combos, but here are some of the ones you should be using. Crash run can true combo into a short hop neutral aerial, and it can also combo into a running up smash.
- Do not use Spin Dash, Spin Charge, Homing Attack, or forward aerial. Crash run is a better option than the former two, and should be prioritized. If Sonic learns to use Homing Attack, it means he’ll use that dreaded up throw to neutral special combo (which never works and gets him killed), so avoid that one too. Sonic can also learn to mercilessly spam forward aerial, so avoid this move entirely.
It will take some time before your amiibo reaches Level 50. As long as you play by these tips, you will be creating a strong foundation for your amiibo to build on. Keep in mind that you can refer back to this list at any time.
When your Sonic amiibo does reach level 50, don’t think your training is done. In fact, it will have just begun. When you are finished leveling up your amiibo, we will move onto the most important section in the guide – honing your Level 50 amiibo’s skills and turning it into a true champion!
Your Sonic amiibo should now be Level 50, meaning your journey has officially just begun! You see, you can’t take a fresh Level 50 amiibo, enter it into a tournament, and expect it to do well – just like a real player, your amiibo needs additional practice and match experience in order to truly become strong. Here are some tips, tricks, and training methods you can use to enhance your amiibo’s abilities:
Your Amiibo’s Match Experience
One of the most important things your amiibo needs to succeed is match experience. It needs to know how to handle certain characters, attacks, and mechanics – some examples are Little Mac’s effortless shield breakers, Bowser’s infamous Flying Slam attack, and Lucario’s aura skill. If you have other amiibo, train them up with my guides and have them all fight each other in 1v1 matches. You will want to expose your amiibo to as many other amiibo as you can.
I also have a detailed and in-depth article on your amiibo’s match experience. It talks about the characters you need to prepare for, and the skills your amiibo can learn to overcome any fighter. Follow this link if you are interested in reading more!
Amiibo Trainer’s Guide
The main method of further improving your amiibo will be by using Amiibo Trainer’s in-depth guide on maximizing the Running Man setup. Amiibo Trainer is the site that created the Running Man setup, so you should definitely be checking out their guide on it. You can click here to take a look.
The road to amiibo superstardom is long and hard, and it isn’t as simple as this guide might suggest. At some point, your amiibo might develop a bad habit. Or maybe you’ll become stumped on what to do next. It doesn’t matter what problem you run into – I’m here to help. If you have any questions regarding amiibo training or the site, you can send an email to email@example.com. If you don’t like sending emails, you can also contact me on Reddit or Twitter.
Thanks so much for sticking with me to the end! Like the vast starscape of outer space, amiibo training is an endless task – there’s always a way forward, even if you can’t see it. You’re never truly “done” training. Again, if you run into any roadblocks along the way, I’m here to help. If you have any questions, comments, or concerns, hit me up at firstname.lastname@example.org!
And hey, since you’re here, you obviously like amiibo training, but do you like beautiful views of space and random discussion? Cloud’s Observatory has all three, and currently serves as the main amiibo training hub. Registration is free, and by joining, you’ll be able to pick up some sweet rewards (including exclusive guides!) and talk to amiibo trainers worldwide.
I may have done the training and the initial guide writing, but I had some help from a few others. This part’s dedicated to thanking them for their assistance!
- Grammar checks: Jamal Saad-Deen
- Training: UnoriginalU, Hai, Trainer Blue, Skymiibo, Antiness, HalfaMask, TheEleh
- Images: Official Super Smash Bros. website
Most of all, I want to thank Amiibo Trainer for allowing me to write about the Running Man setup. As effective as defensive play is, it gets stale after a while, and this build is a very nice change of pace.
Note: If you post a comment here, I might not see it. The best way of asking me a question is through email.
Secret Password: liveandlearn