Matchup Summary (Win Condition and Game Plan)
This matchup is about whether Sonic can avoid charging straight into the tip of Byleth’s fair, bair, Side B, and forward smash, and instead use his run speed and spin threat to make those heavier weapon swings come out first. Byleth’s damage and kill power are high enough that one clean corner hit, especially from the lance or axe, can punish Sonic’s light weight very hard.
At the same time, Byleth is much weaker in movement and close-range cycling, so if Sonic steps just outside the lane and re-accelerates, he can punish the whiff with down tilt, grab, fair, or Up B retaliation. The frame table also shows that Jab 1-3, forward tilt, up tilt, down tilt, dash attack, all smashes, nair, uair, dair, Side B, and grounded Up B all lose to Up B (4f), Sonic’s faster OOS aerials, grab, or up smash, which means Sonic can steal the turn back immediately when he blocks the right move.
By contrast, fair is only directly punishable by Up B, and bair plus Neutral B also give thin retaliation windows, so overcommitting to a big punish on the spot often just lets Byleth reset with jump drift and another weapon placement. In those spots it is more stable to track the landing or center-stage retreat and win on the second touch.
The practical win condition is usually not a hard read in midstage, but repeated line denial into juggling and ledgetrapping, then closing the stock with up smash, bair, or forward smash. Byleth’s Up B also has reversal potential offstage, so Sonic should prefer ledge control over deep chases.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Sonic OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -15 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -22 |
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| Rapid Jab | 11 | ** | ||
| Rapid Jab Finisher | 6 | -40 |
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| Forward Tilt | 8 | -15 |
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| Up Tilt | 9 | -15 |
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| Down Tilt | 13 | -14 |
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| Dash Attack | 9 | -26/-23 |
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| Forward Smash | 23 | -31/-27 || -32/-28 || -32/-28 |
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| Up Smash | 13 | -22 |
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| Down Smash | 19/29 | -40/-30 |
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| Neutral Air | 6… | -11/-11/-9 |
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| Forward Air | 12 | -7/-6 |
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| Back Air | 13 | -9/-8 |
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| Up Air | 10… | -12/-11 |
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| Down Air | 22 | -21 |
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| Neutral B | 45/114 | -8/-21 |
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| Side B | Ground: 20 || Air: 21 | Ground: -20/-34 || Air: -16/-35 |
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| Up B | 9(ground) || 10(air) | -35(ground) || **(air) |
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| Down B | 62 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not stay in the same lane and absorb the tipper spacing. Use retreat steps and spin charge feints to make fair, bair, Side B, and forward smash come out first, then punish with down tilt, grab, or fair.
- When you block Jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash, nair, uair, dair, Side B, or grounded Up B, punish immediately with Up B (4f), OOS fair/uair (8f), OOS nair (9f), grab (10f), or up smash (14f), depending on range.
- After stopping fair, bair, or Neutral B, do not force the biggest punish on the spot. Follow the jump-back and landing instead, then create the second touch with uair, up tilt, or renewed burst movement.
- Once Byleth is airborne, do not let them reset to center for free. Use uair, up tilt, and Up B follow-ups to narrow the landing path and deny the time needed to re-establish tipper spacing.
- At kill percent, value ledgetraps over deep edgeguards, and finish with up smash, bair, or forward smash on getup or landing.
Actions to Avoid
- Running straight into the range where Byleth’s fair or Side B is already waiting and getting pushed out by weapon range over and over.
- Swinging a large punish every time after blocked fair, bair, or Neutral B, then whiffing and handing neutral back to Byleth’s retreat and weapon reset.
- Chasing too high during juggle pressure and getting clipped by uair or an Up B reversal against Sonic’s light body.
- Going too deep offstage and challenging the tether reversal directly, making your own strong ledgetrap situation unnecessarily risky.
- Forcing center-stage kill reads too early and giving up Sonic’s real advantage, which is repeated repositioning and stage control.