Sonic vs Byleth

Byleth Matchup (Sonic)

Sonic vs Byleth

Sonic vs Byleth is a matchup where you refuse to run into the tip of the long weapons, use your movement edge to force whiffs, and turn every stopped heavy swing into juggling and ledgetrap pressure.

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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 MoveStartupOn ShieldSonic OOS Candidate MovesBarely Missed Moves
Jab 14-15
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (+1)
Jab 24-17
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (+3)
Jab 35-22
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Rapid Jab11**
Rapid Jab Finisher6-40
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Forward Tilt8-15
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (+1)
Up Tilt9-15
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (+1)
Down Tilt13-14
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (+2)
Dash Attack9-26/-23
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Forward Smash23-31/-27 || -32/-28 || -32/-28
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Up Smash13-22
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Down Smash19/29-40/-30
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Neutral Air6…-11/-11/-9
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (+1)
Forward Air12-7/-6
  • Up B (4f)
  • OOS Fair (+2)
  • OOS Uair (+2)
  • OOS Nair (+3)
Back Air13-9/-8
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Grab (+2)
Up Air10…-12/-11
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (+3)
Down Air22-21
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Neutral B45/114-8/-21
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Grab (+2)
Side BGround: 20 || Air: 21Ground: -20/-34 || Air: -16/-35
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
Up B9(ground) || 10(air)-35(ground) || **(air)
  • Up B (4f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (14f)
  • OOS Bair (16f)
  • OOS Dair (20f)
Down B62**
Grab6
Dash Grab10
Pivot Grab11

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.

Reference Links

Related Pages