Every character has mindgame potential. For a mindgame to work the player has to fall for it. Say you uthrow me. You are set on baiting me to AD so you can bair me by looking like your going to uair me. If I don't AD your mindgame fails. Anyone who says mindgames are not player dependent is dumb. Sonic has lots of resets but nothing players can't react too. You saying that these things are guaranteed to land is what is wrong. Mindgames play a part in both MU's
First, I want to say, it sounds like you guys think I'm dissing you, so just in case, I want to make sure to say that that's not my aim. I'm sure you're each intelligent people who are good at Brawl. I don't mean for my posts to sound like an attack if they are. I tend to have to repeat most of this same stuff in most MUs, so my frustration at the misunderstandings about Sonic might be showing through. Sorry if that's the case.
Can you quote where I said that Sonic has a guaranteed anything? I don't mean to say that we have anything guaranteed (it would be pretty stupid if Sonic could up throw you and have a guaranteed combo). Next, I think you are combining multiple things that I said into one thing that skews what I am trying to talk about and I think there is confusion (this probably is my fault so no worries)
First, my airdodge example was a satirical joke. If you airdodge an attack you can't be hit, so just airdodge forever and you can't lose right? Airdodging repeatedly nonstop obviously will not mean that Sonic will never land a hit on you, that's purely absurd. So, I was trying to draw a comparison between that and saying that Shine trumps anything Sonic could ever follow up with.
Next, yes, mind games are 100% player dependent. It's what separates good players from great players, M2K's MK from Joe Schmoe's MK. Sonic has a lot of mindgame potential due to the characteristics of his moves.
Side - B, can be released like normal (after various charging times that change the speed of the roll), can be shield cancelled before it is fully charged (into whatever options you can imagine), can be released in such a way that we jump straight vertical with a hitbox, can be released so that we spin shot (jump instantly at a 35-ish degree angle), etc. Further, it also looks almost exactly like the down b, for which almost all of these same things apply.
Down - b, can be shield cancelled when landing from the air onto the ground. The down b, can be done straight out of a full dash after being charged only once, which makes it look quite a lot like a dash attack, except, (SURPRISE) we can jump while still in that ball and follow the direction we hit you in.
Sonic's downsmash can be charged and to the untrained eye, appears to be simply the charging of a spin dash.
Sonic's speed combined with his dash dance pivot can create potential for all sorts of things. Example, I fox trot in, you shield expecting to shield grab some attack, I dash out and dash dance pivot a forward smash when you drop it to grab. This same situation can apply to any character of course, but when Sonic's speed is added, it goes to a whole new level especially when we combine it with all the spin stuff listed above.
The thing about Sonic is not so much that he has mindgames. As you guys have pointed out, all characters have mindgames, even Ganondorf. However, it's the properties of Sonic (especially his speed) and the properties of his attacks (like being able to cancel his spins) and the very fact that his stuff even looks so much alike that gives us the ability to create mindgames in such a way that other characters can not. It is not just simply that Sonic players can use mindgames. I wouldn't try to argue that Sonic players use mindgames and non-Sonics don't have mindgames. It's the capacity for mindgames that result from Sonic's traits that allow Sonic players to create mindgames in a different way than non-Sonics. Does this make sense or does it still seem like I'm not saying anything different from before? I'm trying to communicate this idea, but I think I'm failing at it.